After a brief break, we were back to MESBG. My friend, Nick, looked for a way to enhance his Dunland army, which, thus far, had been flailing for success. As Arnor is a little one dimensional, I decided to give Army of the Great Eye a go for the first time.
The scenario involved both sides being only around 6" apart and the deployment zone was situated diagonally across the battlefield. A single objective marker was at each end. Both sides had a couple of wargs to harry the back objective. Dunland had a hero on a horse and two crebain giving them a clear advantage in their ability to threaten the back objective. I had an advantage of about 7-8 figures, but these were mostly Mordor Orcs. I did have a troll but ... he turned out to be more trouble for me than the enemy.
And then, of course, Nick had taken Saruman ...
We set up ... as you can see a barricade separated the armies with lots of scatter terrain to stop the formation of a long battle line. This would inhibit the ability of Mordor to use their advantage in numbers in an meaningful way. The Orcs frothed in a rage to close with their foes - to no avail.
More images of deployment.
The game began with initiative falling to the Dunnish and they used this to fall back. I had a brief opportunity to launch my troll after my 'C' grade general wraith used a compel. I thought better of this as I had no way to support him with orcs. Much to my considerable anguish, I knew trolls were pathetic without support. They need a banner and flank guards at the least.
Falling back was a great move from Nick and played directly into his strengths. Dunland had 5-6 archers while Mordor had none. Also, Saruman.
The Destroyer of Worlds began by summoning lightning. This was made slightly more difficult by the close deployment allowable in this scenario. But retreating alleviated this problem and a bolt struck from the heavens killing 4-5 Orcs ... who were all my front shield-carrying battle line. This resulted in the left side of my army dangerously exposed as my rear line of Mordor Orcs are unable to take shields ... and Defence 4 is very vulnerable to everything. The lightning strike also wounded my Task Master and robbed him of his single fate point.
Dunland did advance and ran toward Mordor's back objective. It was two identical warg riders each but Dunland had a crebain. If my Orcs could only hurl their javelins well ...
Dunland continued to retreat. As shown above, more scatter terrain provided fairly good blocking features to guard their flanks and prevent the Mordor forces from establishing a single battle line.
I run one group of Morannon Orcs around the side of the building and then I was "Saruman-ed" again. I called a heroic march - to speed my flankers advance - but Saruman summoned the winds halving my movement ACROSS THE ENTIRE BATTLEFIELD!
This wind had the addtional effect of preventing my charge in the centre. I had drawn one Dunland warrior out with a compel and the troll was positioned to charge-barge then attack. This time he would have Orcish support but nothing could happen because of the wizardly gale. My Orcs again gnashed their teeth and cursed Dunland but, in fact, their own deep inadequacy was to blame.
You recall I hoped I could throw javelins ... yep, I couldn't. Nick did with ease. Now the objective was held by one lone warg rider versus two and a crebain.
These troops immediately obliged by buggering the single warg rider witless.
Saruman's next trick was to make his entire army terrifying. I've already made my views on terror in MESBG pretty clear on this blog - it sucks! Good is immune to it and evil is vulnerable to it. With my terrible leadership of 7+ and 8+ it wasn't worth even trying to attack. This would only result in a piecemeal assault which could be surrounded and cut down. My Orcs quailed and, sensing the ebbing influence of their master, didn't even have the ferocity to wail and claw to show their disgust. It was becoming very clear Mordor was totally outclassed this day.
By this point in the game, I'd lost about 8-9 models to Nick's 1-2. My number advantage was gone.
Apart from Saruman transfixing the troll, Dunland had the initiative and charged in. Numbers were equal now and Mordor performs dreadfully in such situations - Orcs need some type of advantage as they are mostly terrible troops. The scatter terrain ensured that the warriors were lined up neatly. It was around this time Saruman gazed into his palantir ... he would have giggled looking at the massive pile of Mordor dead his army was soon to create ... but for now it simply enabled him to control the flow of the game by grasping the initiative.
In desperation, I expended two might to try to create some combat advantages, but the 50/50 roll went against me. My Task Master failed to stop the might point expenditure and this meant I had only my Orcish Captain might remaining.
The only good thing about the 'Army of the Great Eye' is ... you guessed it ... the Great Eye. This is a disappointing little 25mm marker than moves around the battlefield to aid Mordor acting as another banner. It radiates a -1 to leadership, which is entirely a joke as this army only has one real ability to make their enemy test courage - the terror causing compulsory wraith general. I also had a troll in this scenario - providing some hope this leadership reduction may prove beneficial. As long as you don't roll a '1', the Great Eye can bolster Mordor forces. The moment a '1' is rolled, your opponent can send it hurtling across the battlefield at double the speed it can advance.
This is exactly what happened to the Eye as the battle lines met.
Dunland's mounted hero - Thrydan - also decided he couldn't be arsed securing the objective (he didn't need to as my defending forces had already collapsed) and attacked the flank of my army.
I felt okay about this as my Mordor Captain guarded the flank. He has good defence and a banner, ... a real physical banner ... not a flitting easily distracted Great Eye of a demi-god with ADHD either.
With these advantages ... Thrydan buggered him in a single turn, inflicting around 8 wounds.
There goes my might stores.
Things were getting worse and I just needed my troll into the fray. I couldn't wait so pushed him up. This, unfortunately, was into the only Dunland hero I didn't want to fight - the Oathmaker. On paper, he isn't much but he does have heroic strength - making him a natural threat to a high defence troll. However, with my high fight value and three attacks I might be okay. Oh, if only I had that Great Eye marker that my army was named for ...
The result ... the Oathmaker smashed my troll in a single turn of fighting!
(Is anyone detecting a theme for the evening?)
With no other options, I had to run my general back to tackle the objective. This was likely a terrible decision as my magic could have helped in the main line fighting, but it felt like I had little choice. I was actually scared of Saruman's magic. I know from experience Istari can do nasty things to wraiths as I've had my Witch King almost banished a few times. That single wraith wound makes them feel extremely vulnerable to me. I can't say I ever feel confident about using a wraith and I avoid it whenever I can. This saddens me as I really love the Witch King character and the model. (And no, I'm not buying some impossible to store WK on fellbeast model to compensate.)
Now my line was attacked from the front and both ends. My Morannon attack on the flank had arrived but, after a variety of early casualties to the Orcish line, Dunland could easily slide enough troops over to match this force 1-to-1. When this happened last week, the superior FV, defence and decent strength of the Morannons chopped down the Dunnish men.
Yep, the theme returned ... my Morannon's started to fall.
Due to Nick's several retreats, the Dunland objective could not be threatened. He'd parked his entire army directly beside it. As he had the advantage in ranged troops, a MASSIVE magical advantage, more mounted troops and flyers ... I was forced to advance away from my objective exposing it to many of those factors.
More and more Orcs fell. I had lost about 17-18 to Dunland's 4.
Sure, the wraith won the duel ... but did not wound to anything. He couldn't! Saruman can cast spells through the crebain like little feathery fax machines. The wizard had almost battlefield-spanning range on his spells. I expended will but, as the fights were going all to Dunland, Nick's might stores could be spent on more exotic things ... like heroic strikes, heroic strength and - in this case - heroic channeling.
Oh, how the Orcs died and died and died. It was a total massacre.
This raised another little beef with MESBG, which I have mentioned ... but a long time ago. The victory point total was only 8-0 in Nick's favour. This was in a battle he totally dominated. I didn't try to break any sooner - I'm a grognard at heart and can't bring myself to play that way - BUT if you were so inclined, you could manipulate a scenario you were losing to minimise losses or (if you were sufficiently sneaky) draw or even win. As far as I'm concerned, I should have lost 30-0. Because my force broke (and almost quartered) so fast, it limited the VPs he could attain.
What can I say? I was outplayed and my army selection was poor based on the foe I played. Nick's withdrawal and timing of Saruman's skills had been battle changing. In many ways, I think Saruman's powers gave me no hope of victory. These powers completely enabled him to control the battle.
As stated above, I had a narrow advantage in numbers but disadvantage in riders/flyers - making this scenario hard. I couldn't sit back to defend as Saruman's magic and Dunnish missile troops (the total lack of any missile troops from Mordor) would result in steady losses. Having 2-3 'honesty' bows wouldn't have made any difference. I also had a narrow pool of might and Dunland has copious low cost heroes which supply quite a bit. My expenditure of might was countered by Saruman's tricks. The scary thing was, Saruman did most of his damage without actually expending will points - he had a free one each turn just to show his total superiority. The high strength of the Dunland warriors finally paid off, especially against those exposed Mordor orcs. If the duel rolls turn in their direction, their high strength troops can leave gashes in their enemy lines. The Great Eye ... was a complete non-event. I think this marker/army ability integrates well with people taking the Black Num line - which causes terror. I don't have those troops.
My selection of a troll was flawed as it had no defence against Saruman's transfix - which he could reliably do with free will points alone. I may been better off with Shelob as she has a store of will to defend herself against spells. Alternatively, no monster all take the maximum number of Morannon Orcs eliminating all Mordor Orcs. Overall, Arnor would have been a much better choice.
But my main crime was ignorance. I had NO idea of what Saruman was capable of. I just thought he was an ordinary type of caster like the Witch King or Gandalf. All that weather shit caught me totally off guard. I know from experience, fantasy and sci-fi games rely on their players being dedicated enough to learn every aspect and combination of their enemy armies (FOW became like this toward the end of its popularity too.) I really couldn't be arsed to spend time reading about models I don't own. This ensures that I'll fall prey to such situations as I did last night, but I can live with that.
As Nick said at the end, this wasn't even the optimal Isengard build. This only convinces me my armies (Angmar, Mordor, Arnor) don't stand the remotest chance of standing against such MESBG dominating forces.
























































