This week Nick and I were back in Middle Earth for another 700 point match. I decided to take Angmar, an army I traditionally find hard to use, while Nick returned to his Iron Hills. We rolled the Assassination scenario. This provided an interesting contrast with last week as the scenario, this time, weighed heavily against the larger army. As we would see, assassination was almost impossible for Angmar as Nick only had two heroes - so I was forced to target a dwarf captain riding the chariot. On my side, Nick could choose a mere 50 point barrow wight - a FAR easier proposition.
Deployment was all about where the chariot would go. I initially hoped to lure it forward but Nick, inspired by Durin, played cagey and placed it right at the back.
In the centre was the rest of his force ... all 4.5 models of them - not quite but this force is extremely small. Dain with his piggy rocket sits behind the line. This single model, Dain, completely foiled one of my armies biggest 'strengths' = terror and leadership reduction. He radiated a 12" bubble of fearlessness. In MESBG, which only has a 4 foot wide table, such a bubble is most of the battlefield.
The chariot. What can I say? Its about 1/3 of the army points, kills everything near and far, with a defence that makes solid granite appear pissweak. Yep, and I had to kill that thing THEN take out the defence 8 dwarf captain that emerges unscathed from its ruin.
To give an idea of its impact ... I worry more about this than I do about Dain.
And he is the stuff of nightmares!
Oh yes, the scenario happens at night ... which meant shooting was +1 to wound. I had NO missile weapons (actually not true ... I had two warg riders with spears but I totally forgot these were +1 to wound when they threw their spears throughout the game!) The chariots alone spat out a torrent of shots each turn and with this added bonus Nick could do serious damage.
And we were off! Angmar tromped down the battlefield. I started to edge around to, hopefully, take the dwarf line from both ends and the centre.
My spectres did some early work luring warriors from the line. But, I did not attack at once - which I should have. I was not in position and didn't like my chances frontally with the dwarfs. In retrospect, swamping these dwarfs may have been a better move and this would have forced their line forward.
I set up a flanking force to pounce on the chariot when it moved down the only avenue on the battlefield free of terrain.
From above, Dain has moved to one side, guarding the dwarf line from flanking. The chariot drives along the back.
As I said, I didn't take advantage and the ensorcelled warriors moved back into line. The dwarfs were cagey this night and moved back, making it a little harder for the orcs to flank. The spectres and Witch King were now having little luck luring more warriors forward.
Here's Johnny ... Orc sphincters tightened just seeing this 300 point juggernaut of death.
But, I had now maneuvered around the sides. I had warg riders and a werewolf into position to attack the Dwarf banners (Nick had two!) I attacked a couple of dwarfs at 2-1 odds but failed to wound ... a theme that would run throughout the night.
This was my best chance of the game ... I had surrounded the dwarfs. Nick fell back and parked the wagons in a circle. The Witch King failed successively to transfix Dain. I'm not even sure old Witchey Poo remembered the spell, instead he mumbled some words, flicked some playing cards about and almost tripped over his horse with metres of multi-coloured hankies. What an ass!
The melee looks great but this was the last time in the battle Angmar seriously threatened the dwarfs. It was by positioning alone that created the threat as few duel rolls went the Orc way and any that did lead to no wounds.
But, Angmar had deployed an even bigger witless goofball than the WK! Alderac was here! This 120 point waste of space did kill one dwarf. In the following turn, with his free heroic combat no-less, he lost, failed his fate roll and suffered a wound. For the rest of the game this first class asshat would lose many more duels and kill absolutely nothing else.
Then, we figured out the barrow wight could paralyze the whole chariot! Wow! So Angmar threw two werewolves, two warg riders, a barrow wight and an orc into the incapacitated warmachine.
And we only managed two wounds ...
After my hopeless two rounds of hurting nothing, the sun parted the clouds and Aule himself blessed the weapons and armour of the dwarfs. They didn't miss a trick, winning duel after duel with ease and slashing down Orcs. In return, blunted Orc scimitars barely scratched their shields.
Nick had husbanded his forces back to defend and hold off attack, now they slowly stepped forward, carefully to always engage with support. This was aided by the fact his line was simply undiminshed in combat.
After another turn or two, all Orcs, riders and werewolves that had flanked the line were eliminated. It was now a frontal fight and the dwarfs cut the Orcs apart. Spectres were now useless. Terror was meaningless. The Witch King's spells failed again and again.
And Alderac ... raised incompetence to unheard of levels. At a higher fight, 3 attacks and strength 5, he should have been slaying a dwarf a turn. All he needed was to win a duel then roll one 5! NUP!
Then, after only one turn, the chariot shook off its paralysis. The next attempt by the barrow wight failed and now the bloody thing was spitting out missiles - which it does regardless of being in combat. A werewolf quickly fell. The barrow wight also took too bolts right in his insubstantial face.
The centre was lost ... The Witch King turned to transfix the chariot which finally happened. Even though my spells only needed a 3+ to cast, both the WK and barrow wight proved unsuccessful.
Dain has splattered his foes and now pressed forward. At no stage did I launch an attack on this unstoppable hero. My tactic was to just throw small amounts of orcs in his path. I tried to drain his might by forcing him to call heroic combats. This failed as I forgot Dain also had master of battle and Alderac fed him a free heroic combat enabling him to kill 5 orcs in a single turn (or something close to that.)
Now even the Witch King attacked the chariot. It had also killed my barrow wight - which was Nick's objective for the game. My previous turns saw duel roll failures and wounding failure. I did not get the required 6 I needed on 9 dice then couldn't get a single 6 on 8 dice to wound.
In the end, the WK used his last might to use heroic strength and destroy the chariot. BUT, now I had to kill an unscathed Dwarf captain who was my actual objective. Many might, will and several of my toughest warriors had all been spent just to take out the chariot which gave me no particular advantage in the scenario. It was just 250-300 point suit of armour for a dwarf captain!
Over the last few turns, I would repeated charge the Dwarf Captain. I think I even knocked him on his arse but, under the curse of Tulkas, I lacked the strength to strike him down. Some days the Valar can be a right pain.
The dwarfs were back in a controlled line pushing forward and annihilating orcs. My front line with shields were down exposing my paltry defence 4 spearmen to attack. All dwarfs are strength 4 in this force making them very deadly. Add this to FV4 and defence 8 and ... well ... forget it.
Mere Orcs can't kill that!
And so Dain punched the poo out of Alderac - Twit of Carn Dum.
What a shit smear he had been!
And the WK was forced to battle basically every dwarf that had started the game in the final turn.
Well, after a brief flicker in the first third of the game, it had been an embarrassing defeat for Angmar. We killed the chariot and 3 other dwarfs I think. Angmar has lost about 30 models. We lost at all points of the game - movement, shooting, combat (especially) and magic.
Nick marshalled his battle line well. He stuck in a choke point and was more difficult to move around. I did achieve this but I had a singular inability to win duels and score successful wounds on the hardy dwarfs. Iron Hills continually fell back into their battleline for defence. Alderac, my line breaker, broke nothing - my three werewolves were little better. I failed to lock down Dain with magic - perhaps not using enough will points at times but, at other times, rolled snake eyes when I did commit these resources. As for the chariot, not sure theres a lot of tactics with this monster. It can only drive into spaces free of terrain - which makes positioning a little easier - and then it just runs down or shoots everything in its path and is terribly difficult to kill. I'd really like to ignore it but assassination - and the fact Nick's army only had two heroes - compelled me to attack it. What a disaster!
The scenario really crushed Angmar's chances as did the match up against a fearless army - making my biggest army advantage (and quite a bit of point value) obsolete. Added to this the relentless dwarf duel wins, hopeless Orc (+ Alderac) wound attempts and a couple of missed decisions with Angmar allocation of might + will - all made victory most unlikely or, really, simply out of reach. With such large Dwarf advantages, the margin for error in Angmar's game was extremely small and possibly relied on luck and some mismanagement by my opponent. And both of these were in very short supply.



















































