9 steps to help you win your hardest matchups

Sometimes you just have to walk into an Elf gunline in To the Death

Any tournament run will normally have a mix of matchups where you're favoured, and ones where you really have to work hard to win. We'll talk about the former next week, but for now let's talk about how to clutch out those really tough fights where things are against you.

Obviously, this is a huge topic, and all the normal aspects of playing well are critical here. Having a strong list, playing to your strengths and your opponent's weaknesses, and executing your strategy well on the field all help win these games.

But there are specific steps that are particularly helpful in the tough matchups, and this article is going to dive into them. So buckle in, because we’re going into the trenches.

Step 1: Identify that it's a tough fight

First things first, you've gotta identify what you're in for. If you go into the game mistakenly thinking that you're favoured, then you may well play too aggressively and get punished for it. And even worse, you won’t know to apply all of the excellent tips in this article!

What makes a matchup difficult is as infinitely variable as those matchups themselves, but assessing it comes down to experience playing with your army in a range of scenarios and against a range of armies.

As a general guide, most armies struggle against lists that are slightly better than them at things, like having slightly higher Fight value, slightly better shooting, or slightly scarier heroes, while beating lists that over- or -under-invested in those things. Elves>Uruks>Morannons>Elves is the classic circle, and while things aren’t quite that simple (the S4/D6 of the Uruks means that they’re really not bad into the Elves, for example), it’s a good general rule of thumb.

And of course, the matchup can also can come down to the scenario being played. If an opponent can easily get certain VPs then you may be in for a tough one, even if you're better equipped to kill them than vice versa. Think all-cav in Recon, or a horde in Domination, or the Balrog in Contest.

A very specific bad matchup: A Mumak and Witch King v Eagles that could (pre-FAQ) stop them both moving. Ouch

Finally, the matchup can also come down to experience and skill. If you're up against one of the top players of your local area, then you may be inherently the underdog no matter what the matchup would otherwise suggest. You shouldn’t panic and assume you’ve already lost (as this guide will emphasise again and again!), but you should accept that they are probably going to give you a hard fight.

Step 2: Remind yourself that you can still win

Once you’ve identified that the matchup will be difficult for one reason or another, it’s time to remind yourself that you can almost always still win. I went on a ramble about this before my game against Green Dragon's Kylie in this tournament report, but if you think you've lost the game then you won't be looking for ways to win it. Even the least winnable games tend to be viable if your opponent really messes up, and you need to stay mentally and emotionally in them to give yourself a shot there.

Put another way, most bad matchups are closer to 70:30 than 90:10. And you know what a 70:30 matchup definitionally means? That you’ve got a 30% chance to win it. So, just be that 30%.

Step 3: Identify the minimum VPs that you need to win with things going wrong

With the psychological side of things temporarily mastered, have a think about the VPs on offer and which ones are achievable for you. In hard matchups, it's generally really difficult to prevent your opponent getting all the VPs or to get all of them yourself, but generally some are more achievable than others.

Before and during the game, you should try to plot out the path to victory that requires the least number of things to go right for you. Perhaps killing their fragile leader with your Legolas is a simple one to pick up, or perhaps you can guarantee keeping your banner alive, or holding your backfield objectives, or Combatting your Gwaihir off the board edge in Recon. These points are achievable, and you're trying to string enough together to get the win.

Once this Balrog got rolling, I knew my Eagles' only hope was to get a model off the board and quarter myself

Basically, you're assuming that most things are going to go right for your opponent, but working out which ones you can reliably sabotage to scrape out some points.

A classic example of this sort of reasoning is in Domination against a horde. You won't be able to hold every objective, but if you can break them and kill their leader then holding 2/5 may well be enough to scrape you over the line. Or, on the flipside, if you're playing the horde into a list that outgrinds you, then you may need to keep them pinned back far enough from the objectives that you can win on points even after they slaughter you.

Step 4: Assess whether this requires big plays or small ones

This kind of analysis inevitably leads to one of two conclusions. On the one hand, it can show that a path to minor victory is winnable from a conservative, focussed style of play (as in the above examples). You just need to lock in and get those VPs while freezing out your opponent just enough, and you can win even as everything else goes wrong.

On the other hand, sometimes it will identify that the only path to victory is a risky or difficult one. In Hold Ground against Smaug, for example, your only routes to victory are ending the game before he gets to the middle or successfully killing the Dragon. Neither of these is likely for most armies, but if you can't achieve either then you will flatly lose.

In my last game at Dagor, for example, I'd worked out that I needed to break through to the other side of the river and destroy some supplies or I would just lose. That would involve some risky plays with heroes, maximum aggression everywhere, and a fair amount of hoping, but it was necessary if I wanted a shot at the game. As such I had to take those risks, because a conservative approach would have just seen me lose to Grima burning one supply in my backfield regardless of how well everything else went.

Step 5: Pursue those VPs

My Scouts have broken through and now it's Saruman that's under threat

Once you've identified your path to victory, be it a tight conservative win or a high-risk/high-reward big swing, pursue it relentlessly. You can take on fresh opportunities in the mid-game when they come up, but by-and-large you should be throwing everything at your plan to make it stick. Play focussed and tight, and you might be surprised by how often you find yourself in a winning position.

Step 6: Don't get tilted

Unfortunately, this generally still won’t happen. You're in a tough matchup; what that means is that things are expected to go against you.

The key from there is to keep playing to win even as things start going wrong. Keep looking for opportunities to get those tiny, marginal advantages that can snowball into something real. Keep looking for ways to scrape a few VPs off your opponent somehow. Keep making the plays that could pay off, because eventually one of them will pay off. But if you stop making those plays and start just going through the motions, then you're giving up all those possibilities of a win from behind.

Step 7: Have a plan for after you break

Ugluk still with one Might point and a nearby Uruk to guarantee that I could trigger his 12" Stand Fast

Ultimately, in tough games it's likely that you're going to break. That's just what happens when your opponent has a favourable matchup. And that can be fine, as long as you're prepared for it.

That can mean keeping heroes safe and not too exposed in order to call Stand Fasts, or making sure you have multiple models with decent Courage on objectives, or making sure that your heroes are close enough to get their Stand Fasts to cover the critical models you need to stick around. What it means in every case is having thought about what you’ll need to achieve after break, and not trusting to the dice any more than you have to. If your army disintegrates the turn after you break, then chances are that you're going to lose (unless that was your plan for ending the game on demand; see Step 9 for more on this). So plan to avoid it, and don’t trust the dice.

Step 8: If things are going badly, minimise your losses

Unfortunately, it sometimes becomes entirely clear that you have lost. There's no more gas left in the tank, and no more cards to play. At that point, you do still have something to play for though: minimising the size of the defeat. In most tournaments that will be worth at least some TPs or tiebreaker points, so it's still worth the effort.

In my last game at Cancon, for example (another final against Kylie!), by the midgame I'd identified that I'd probably lost unless a heap of things went right for me. I continued to try for those to some extent, but for the most part I switched focus to protecting Gwaihir (worth a 12VP swing in Fog of War). I'd accepted that my loss was probably unavoidable, but a sneaky pair of Combats away from the main battle ensured that the loss was kept to a minor one instead of a thrashing.

Gwaihir Combats away to escape Glorfindel and preserve all his VPs

This can also help with the psychological goal of avoiding tilt. If your goal has shifted to minimising the VP differential, then it's much easier to stay focussed and keep fighting for that. And if you can keep scrapping for VPs, then you'll generally be putting your opponent under pressure and threatening to actually win the game. Do that for long enough, and who knows, you could pull out a surprise win!

Step 9: End the game when you want to

Finally, winning these games (and minimising your losses) depends a lot on the game ending on the right turn. In the Smaug/Hold Ground example, you need the game to go on long enough to get your own models to the middle, but desperately need to end it before Smaug himself gets there. In my first game at Dagor and my 4th at Cancon, I was on a clear clock to end the game before my opponent could get their models onto objectives or off the board. If either of those games had gone on a couple more turns than they did, my solid wins would have flipped into devastating losses.

In those instances, it was a matter of ending the game as quickly as possible once I had broken. There are lots of ways of doing so (Barging Eagles into the Balrog was my approach at Cancon!) but the classic one in quartering scenarios is to take Break checks with warriors first before heroes, in order to not benefit from their Stand Fasts. Deliberately charging into models that can't shield is also a great trick, as well as two-handing and not taking advantage of things like banner rerolls that might make it easier for your models to survive.

Eagles suicide themselves into the Balrog and get predictably minced

Scenarios that end in 'Break one or two' rule out some of those tricks (the ones involving Break checks, obviously), but still allow for all the other mechanisms for getting yourself killed. What you're aiming for is to break early while you're ahead, to hopefully have as many turns as possible where the game could end with you in a winning position.

I've heard these tactics to end the game described as cheesy, and to a certain extent they are: they certainly break the immersion of the game to some extent. But they are a powerful and traditional way of winning tight games. Ultimately, any game with end conditions is going to incentivise players to play around them, and I personally think it’s entirely appropriate to do so in competitive games.

Conclusion: Oft hope is born when all is forlorn

The Lord of the Rings is ultimately a story about underdogs coming from behind to snatch victory from the jaws of defeat. And in MESBG as well, it is actually surprisingly common for the less-favoured-player to clutch out a win. It is the mark of a great player to be able to keep their head in the game and keep playing, even when everything is going wrong.

Next week we’ll be looking at the other side of this coin: what you should do when you’re favoured to win. It’s a surprisingly complex question, and one that I think merits a lot of analysis. And you know how I feel about analysis!

Feel free to share your best underdog stories in the comments, and until next time, may you always be able to avoid the tilt!

Comments