Friday, April 16, 2010

Campaign Rules: Spring 2010 Season

Force Composition:
Army list is per Legion rules with regard to bow limits and allies.
A base of 1 Command Points with an additional Command Point per 150 pts of force. Host is allow to grant an additional Command Point to all players.
Command Points (CPs) allows the following as applied to your force:
For every one CP one unnamed hero selection may be taken in your force.
For every two CPs one named hero selection may be taken in your force. Nazguls will be considered named.
For every two CPs one unnamed ally hero selection may be taken in your force
For every three CPS one named ally hero selection may be taken in your force.
Note, a siege captain is considered an unnamed captain of that list.

Campaign games:
Campaign games are limited by the force composition restriction as above.
Scenario, victory condition, and game size will be determined by whoever hosts.
Each winner will be given 2 Victory Points (VPs); each tie will earn 1 VP.
The player with the highest VP total at the end of the campaign season will be the winner. A minimum of 6 games played is required before declaring yourself the winner.
Prize for winning will be a set of the new Ruins of Osgiliath.

Tactical use of VPs.
Instead of saving your VPs, you can elect to spend them in a game. Once spent, they are permanently deducted from your total VPs.
Each VP can be translated to a CP for that game and that game only. Thus if you think it will allow a victory (thus a net of 1 VP) in your game it might be worthwhile.

Ill met by moon river

Terrain: A river bend is bridged in the center and with two other crossing points on either side. The river itself was considered shallow and treated as difficult terrain.

Scenario: Ill met by moonlight. However, it was modified for a three way fight.

The forces:
Chris: from Mordor with Kardush, Morannon orc captain, more Morannon orcs and warg riders
Huan: from Gondor with fountain guards, 1 captain, 1 siege captain, fountain guards with shields, avenger and a few bowmen.
Joe: from the 2nd age with Gimli and dwarves as well as a stormcaller and wood elves

Deployment: Chris in bottom left near bend of river; Huan in bottom right also near next bend of river; Joe center top on the other side of river.

Game:
Chris advanced toward Huan as he withdraw back some; Joe advanced broadly. Shooting. Chris and Huan finally clashed near the bridge, but Chris retains access to cross bridge. Storm caller attempts to flank Huan by crossing river in the upper right while Gimli takes a more direct route across the river rather than by bridge. Surprisingly shooting by Huan takes a toll on Joe. The melee was back and forth but higher fight value and defense of the fountain guard made things difficult for Chris, but Chris held his own against Joe. Kardush amusingly sacrificed 2 orcs to maintain will power, and in turn takes out two fountain guards. By end of game, both Chris and Joe were broken.

We decided not to make it count as part of our campaign, especially since it was a three way fight.

Wednesday, April 14, 2010

Prizes for our "tourney"


1st place-New Osgiliath terrain
2nd and 3rd are a t-shirt with the graphic at left.

Monday, April 12, 2010

A little somethin somethin about Battlehosts

Lifted from warseer c/o Reinholt
I have highlighted some interesting bits:

Battlehosts are self-contained formations that work as follows:

1 - The cost of the formation is xx points + the cost of the units within the battlehost.

2 - The contents of any battlehost are as follows: one or more epic heroes / legendary formations, one or more standard formations, and one or more optional formations. Each formation is listed with the number of companies that may be taken, so for example, the Swan Knights battlehost might include Imrahil between 2-4 formations of Knights of Dol Amroth (with 3+ companies per formation) and 0-2 formations of Men at Arms of Dol Amroth (with 2+ companies per formation). Note: These are not the actual numbers, just examples.

3 - Each battlehost has special rules that apply to the units within the battlehost, and sometimes pertain to being within a certain range of the leader of the battlehost (or with that character in the unit).

4 - There are a set of fortunes and fates specific to each army that may only be taken if a battlehost for that army is taken. As an example, the Gondor & Arnor fates may only be taken if a Gondor & Arnor battlehost is included in the army.

5 - Battlehosts do not count towards the decree of rarity, and stand outside the usual organization, similar to a Legendary formation. However, taking a battlehost from another army list means that the entire cost of the battlehost counts against the allies allowance.

6 - There are way more than 10 battlehosts. I clearly don't recall them all (so this list is not exhaustive), but here are some that I recall:

Gondor & Arnor:
- Knights of Minas Tirith with Faramir as the leader
- A Swan Knights formation with Imrahil as the leader
- The defenders of Minas Tirith with Gandalf and Peregrine Took
- Denethor's personal guard, with both Faramir and Boromir, as well as several of the elite Gondor units (like the guardians of the fountain court)
- A ranger-heavy formation with the Ithilien rangers led by Faramir
- The united fiefdoms force led by Forlong the Fat including axemen, clansmen, and the blackroot vale archers

Rohan:
- Theoden and his personal bodyguard
- Erkenbrand along with either Erkenbrand's riders or riders of rohan (who have the spectacular special rule that the units in the battlehost fight at the same time as monsters)
- Eomer's riders, with gandalf and riders of rohan allowed in the formation

Elven Kingdoms:
- A wood elf heavy battlehost with wood elves, sentinels, the option to take legolas, and thranduil as the leader
- A rivendell based list with Gildor, Elrond, Elladan, Elrohir, and multiple high elf units
- A lothlorien list led by Galadriel and Celeborn with multiple galadhrim formations allowed
- Haldir's elves at helm's deep, with Haldir leading and Galadhrim infantry as the bulk of the formation

Dwarf Holds:
- An Erebor list led by Dain, with a large smattering of dwarves as the choices
- Drar's hunters, with more dwarf rangers (I recall them having a few very interesting special rules, such as 6" move for the units in the formation and master pathfinders, as well as the ability to move 6" and still shoot bows)

Forgotten Kingdoms:
- The last march of the ents (treebeard plus many ents)
- The shire's defense forces (with multiple hobbit formations, gandalf, and some of the other hobbits)

Mordor:
- The gorgoroth horde (a 12-18 company formation of orcs, with potentially multiple captains and all weapon options considered to be had by the formation - sword/shield, bow, two-handed weapons)
- A winged nazgul formation
- The fortress of barad-dur (led by the mouth, with orcs and black guard, as well as some black numenoreans)
- Morgul rats (stalkers, Gorbag's guys, and more orcs)
- Shagrat's guard at cirith ungol
- Gothmog's boys (multiple units of morannon orcs and gothmog)
- A siege formation of orcs (gothmog, grishnak, flaming catapults that ignore cover, orcs, and trolls)
- A formation of multiple units of Morgul Knights led by either the dark marshal or the Mouth.

Isengard:
- The fighting uruk-hai led by saruman
- A scouting formation led by lurtz, with multiple uruk-hai scout units, possibly including ugluk and mauhir
- A scouting formation led by Ugluk, with the capture hobbits from Amon Hen, including some orc units, Mauhir, and scouts (with multiple special rules, including D10 vs. shooting at the units with hobbits in them to represent heroes not wanting to shoot the hobbits, the ability to eat orcs to feed the uruk-hai, and Mauhir's boys ambushing)
- A siege formation led by Vrashku

Misty Mountains:
- A misty mountains formation of massed goblins led by Durburz or a Balrog
- A misty mountains formation of beasts led by Druzhag

Fallen Realms:
- Khamul leading Kataphrakts, Archers, and Warriors for the Easterlings
- Suladan leading serpent guard
- Dalamyr leading a corsair army (with the corsairs gaining berserk, making them actually worth fielding, though needing to be within 12" of Dalamyr or having an increased chance of hurting themselves when berserk) of normal corsairs and arbalesters
- The Betrayer and/or the Knight of Umbar leading a combined force of Harad
- The Gold King of Abrakhan (with special rules similar to his LotR Skirmish rules) leading Haradrim, with Khandish allies and half-trolls possible
- A Mahud Warband (with a mumak)
- A tide of mumaks (3-6, if I recall)
- A watchers of karna themed battlehost (where the units gain enchanted cloaks)

Angmar:
- A formation of carn-dum barbarians and angmar orcs led by the Witch King
- A spirit heavy formation led by the Tainted and/or the Dwimmerlaik with multiple special rules for the spirits to increase their effectiveness (more strength near the Tainted, more defense near the Dwimmerlaik, with shades that do not impact the ability of the spirits, only non-battlehost units)
- Burhdur's warband (with everything ambushing, and units from the misty mountains rolled in and not counting against the allies allowance)

Overall, the book seemed pretty well balanced. I didn't see too many things that were pointed poorly, and some of the weaker choices in War of the Ring (corsairs, spirits, some of the gondor formations) got major boosts by being part of the battlehost that they are included in, giving a much stronger reason to field these units.

Tuesday, April 6, 2010

Available for advance order

All those great rumors are now available for advance orders. The osgiliath terrain looks nice, like the dwimmerlaik on foot but not the mounted version, I also like the new faramir. What do you guys think?

Friday, April 2, 2010

The Battlefield

From BoLS, we need a table like this: