It is with a fading memory that I complete this post. Its been a long week at work ...
We played a scenario = name unknown. We had to cross the board to get troops and, hopefully, a hero into each other's corner. The game was 700 points and I was trying Angmar against a more established and experienced Gondor list. I find Angmar tricky as there are so many rules. Also, Angmar seems very dependent on your opponent failing courage and intelligence checks (by the way ... what a useless stat intelligence is. No wonder they canned it after the first couple of editions of Warhammer Fantasy Battle.)
We lined up and I hoped to move into the corner on my left with my largest group while I held the centre with two groups and my final group would guard me corner. This would be difficult as I had no bows and few mounted troops. The Gondorians had a large mounted force led by Faramir.
Gondor played a little cagey, holding their cavalry force in the centre for a couple of turns before shifting across to their left. This didn't open any opportunities for my foot force as - if I committed too early - the cavalry could just shift back and annihilate my forward elements.
The Gondorian centre sat pretty still and peppered my line with fire. Sure, it wasn't that deadly but it did force movement from me due to potential threat. As numbers were pretty equal, I couldn't afford to lose many orcs as the average Angmar Orc is much inferior to a Gondorian tin can.
The battlefield above showing both playing a thoughtful game. I moved one werewolf into a forward position to threaten. With a 10 inch move and the ability to charge without line of sight, these are effective threat causing troops.
I moved my right flank around slowly. I planned to retreat to this choke point if the full force of enemy cavalry advanced. If not, I could come forward and receive support from my centre.
Gondor decided to sit in a big blob and shoot. I cunning ploy. They could afford this as they had 6 bows to none. I would need to get closer if my magic was going to play an effect. Bows had a 2 foot range while magic has 1 foot at best.
I brought up my left side. I couldn't over commit this force otherwise Gondor could swamp this easily. Gondor was playing the defensive game first.
My centre force was ready to go either way.
Then my spectre's drew a guardsman or two forward and Gondor came up. I didn't really see the point of this action - as the attack was piecemeal but it gave me what I was looking for. I committed my centre and left forces to attack. If I could kill 3-6 enemy, I would be ahead and with a better ratio of worthless orcs to useful Gondor warriors.
Angmar's main trick is terror. As most of the Gondorian centre were citadel guard or fountain court guard with the bodyguard rule - they were essential fearless. There were 16 or so such models. This meant the whole main threat of my army was useless. Added to this, Nick rolled like a man possesses and almost no-one failed their courage test. All night, Denethor did not flunk a single insanity test. All up these results totally undermined the Angmar's army faction rules.
I moved over on the right ready to overwhelm a mounted assault.
Which was on its way ...
Brace for it!
This now skips a bit. I failed completely to kill any Gondorians in the first centre fight. They poured troops in (the Gondor army only had around 5 troops less than I did!) and Angmar pulled back. Gondor advanced and I was happy to engaged them in this space. I had the Witch King, a Barrow Wight and an Orc captain all in the central space fighting. I also had a werewolf.
We fought and ... I had the advantage but wasn't killing much at all. The reasons ... Angmar are bloody toothless. With poor FV and only strength 3 they need sixes upon sixes to cause any harm. And that's just not going to happen very often.
The fight was long but Gondor often had the priority. I was forced to burn through might to try and seize the initiative. This sometimes worked but when Gondor won, my magic was useless. With poor melee hitting power, Angmar is forced to engage with the Witch King. This reduces his casting ability. The poor barrow wight was dropped without a single Paralyse being cast or wound caused in combat. What a joker!
The cavalry also attacked piecemeal. With superior numbers here, Angmar's chances looked good.
But on the far left, Angmar was cut apart. Two regular tin cans killed a werewolf in a single round of combat. Orcs dropped ... like Orcs.
As the spectres weren't doing anything (the Gondorian just didn't fail courage or intelligence tests tonight), they charged and did okay in combat. At least they had 'blades of the dead' and could wound on less than a 6.
The Witch King won against Irolas but couldn't land a wound. Great fate rolls and a STR of only 4 meant wounding was unlikely. I wasted the Morgul Blade for no impact.
Orcs and werewolves swarmed the Gondorian knights. In some cases, I had a four on one advantage. But this didn't matter as Angmar Orcs can't wound anything. Also, Faramir was an unstoppable beast. Honestly, I thought I was facing Boromir. In fact, he was fighting like Tulkas. In every duel, Faramir rolled a six. He probably killed 10-12 Orcs alone and a werewolf. I mopped up the cavalry but Faramir could do no wrong. He threw fistfuls of dice slaying left and right with a avalanche of fantastic rolls. I just stopped rolling in duels for quite a bit of the game.
Orcs were falling fast, my might was gone and no Gondorian hero had suffered any wounds. I was down two werewolves, an Orc captain and a barrow wight plus I'd almost hit my break point. If this happened, I would lose all my forces outside those shown above. The night had turned to mush with all my attacks leading to little (I had killed about 16 Gondorians which was heartening.)
But, it had been a long week and I couldn't face the 6-storm of Faramir's dice any longer. I pulled the pin.
Angmar just felt entirely without threat and unable to wound its foe. Nick's Gondor forces totally ignored my Terror causing faction abilities and my FV and STR were just poor in comparison to troops I barely outnumbered. Two of my werewolves had died on first impact and had largely done little. While I felt I'd engaged in three large combats with an advantage, I didn't have much to show for it.
It was a shitty night to fight for Angmar.
So what do I think? Angmar is a bit of a pain in the arse. Many of their abilities require the enemy to fail courage or intelligence rolls rather than supplying an inherent advantage (eg: like the Black Gate's +1 FV vs Men.) The faction abilities can be easily bypassed with simple army list choices. The army itself has so many rules and miniatures with abilities remembering it all on a weekday after work is just a headache. Compared to my recent games with Minas Morgul and the Black Gate ... this force just feels weak and bothersome. Those other armies can really hurt their foes. Angmar does a bit of ineffectual, annoying stuff then bends over and gets pumped in combat.
While I wouldn't say I'm done with Angmar (I do love the lore and theme of the army), this is not a force to take if your feeling frustrated or seeking a relaxing game. It operates in a surgical manner, that often does not come off, and requires patience.
Playing Angmar builds resilence ... or hastens heart attacks ... I'm not sure which.