This week was back following Dunland's prolonged campaign to spread evil across north-western Middle Earth. Once again, Thrydan led his troops against Arnor, but Saruman was busy attempting to craft the materials gathered in their last battle into a working ring of power.
It was 600 points Dunland vs Arnor. The scenario involved corner deployment and four heirlooms that needed to be gathered, then dragged into the centre of the table where ... well, I don't really know. Was there a supernatural locii here that focused their energies? Maybe, we'll go with that explanation.
My Arnor force contained Arvedui, Malbeth and a captain - my confidence in Agardir had fallen of late. I'd chosen to increase my missile power and had 10 rangers in my force. I also had around 6 knights. Model numbers were quite even between the forces - maybe Arnor was a little higher.
Due to deployment in each corner, each segment of our armies could be threatened. As it turned out, we all tried to go for the closest objective rather than trying to amass our forces to wipe out a part of the opposition. This was probably due to the scenario ending on the roll of a 1 or 2 after one force broke - not quartered as usual.
Thrydan led a reasonably large mounted contingent.
Across for them, Arvedui commanded a body of spear+board men with 3 knights and 4 rangers. These men looked across the table at the Dunnish horse and grinned. The rangers liked their chances at felling the enemy steeds before they could play a significant role in the battle.
On the opposite side, Malbeth ordered his men forward while trying to organise his tarot cards and fluffing about with tea leaves.
A deadly game of cat and mouse began amidst the buildings. We didn't precisely locate our battle. I'm thinking Tharbad, crumbling city on the Greyflood River.
Each commanders cavalry was cautious of being charged by the other. Arnor knights had deadly lances, while Dunland had Thrydan. The cavalry positioned themselves behind the buildings but leaving avenues to counter-charge if the enemy proved to be rash.
The Arnor rangers also awaited the Dunland cavalry to advance. They had shot down two cavalry in the first exchange, however, after the initial volleys, their aim proved less effective and arrow points were failing to bite.
Above shows Dunland cavalry lurking while Arvedui's men picked up one heirloom.
Despite this, it was Dunland who secured 3 (i think) of the objectives early in the game. I, Arvedui, was cautious about picking up the objectives as, each turn they are held, the model must roll to be transfixed by the allure of the heirloom. I decided to stop near the objective, wait for Dunland to pick up, then attack.
I was well served by a helpful crebain with an overhead go-pro. As the urban battlefield was quite littered with objects discarded by terrified townsfolk, and the army deployment was so widespread, it was hard to grab good shots of the combat.
Arvedui's force was assailed by two cerbain flocks. The doomed king hacked at the creatures as they repeatedly swooped down to kill the standard bearer of Arnor. These birds, even with a reduction in their powers, are still real menaces as they are continually difficult to eradicate. I find that trolls always die much faster than bloody crebain ... where's the logic there, MESBG???
While the king fought in the background, the Arnor warriors edged toward the centre of the table with one heirloom.
A mixed group of pyromaniac and huscarl Dunnish moved around a building. One held an heirloom but this group would pair off to try to secure another heirloom which was just out of sight around the building on the left.
I think I shall simply call this image, "Fucking birds!" Arnor may need to new sword and lance sharpener as well.
Just off camera to the right, two Dunnish riders had attacked and the rangers had shot then stabbed at these two as they threatened the flank. By now, almost all the original mounted force of Thrydan had peeled off or, mostly, been shot down.
The Dunland group pictured above now battled Malbeth's soldiers over another heirloom. The Arnor forces pressed them back, with some casualties, then a ranger would run forward to grab the prize.
Overall, Dunland were taking steady casualties across the field. This steady drip of losses inexorably moved them toward their break point which could end the game suddenly. Both armies held an equal number of objectives now but Dunland was more effective by moving them closer to the centre of the battlefield.
Frida and Gorolf (no idea if I spelled those correctly) led their force to secure an heirloom but were pressed fiercely by the Arnor warriors. Here, Dunland was proving more effective in combat and the Arnor line was thinning. An Arnor captain was present but I felt a Dunland push could defeat this force. However, time was passing and objectives needed to be the centre of the table to claim maximum victory points. Dunland opted to protect their prize and slowly move back.
Malbeth's force hacked through their enemies but themselves suffered steady losses. Here the Arch-Twit of Prognostication, Malbeth, mixed his Taurus with his Elbereth. His foresight swam and he failed to save almost anyone with his powers. Arnor were losing more troops than preferred but they were still much ahead of Dunland. I think I noticed having less combat troops in the ranks with my increased count of rangers and cavalry.
Also above, Arnorian warriors and knight surround and stab at the Oathmaker. This should have resulted in an easy defeat for this high-strength but low-defence hero. However, he simply would not die and showed surprising levels of martial prowess to drive away his assailants.
Thanks goodness Malbeth did not mix up his ability to influence initiative rolls at this point in the game. After not involving himself early in the battle, Malbeth now ensured Arnor controlled the tempo of the game. Arvedui used his palantir to also grab initiative at a key moment. Both of these resulted in extracting precious might from Dunland to try to wrest control of the battle rather than spending it for other uses - such as heroic combat.
Without his horsemen, Thrydan rode into the middle of the table, to protect the Dunnish heirloom bearers when they arrived. He sheltered behind an obelisk, no doubt an artefect left by those imperious Numenorians in the Second Age. However, the butt of his faithful steed was just within reach of Arnorian spears who happily advanced to tie him up. Just to the left, an Arnorian knight charged one Dunland heirloom bearer.
Thrydan had just enough might for a heroic combat and, in this, everything went his way. He hacked down two Arnorians but then failed to kill the knight. This freed the heirloom bearer for precious moments.
Dunland losses were mounting across the table and their precipitous break point approached. Arnor needed to act to secure the game in its final moments.
Above shows Arnor finishing off a Dunalnd riders and the melee around the obelisk. Arvedui is in this pack. Both leaders were in the centre of the table. A reckoning may occur ...
Malbeth urged his troops forward and one soldier stabbed his spear into the entrails of a Dunnish warrior. The heirloom spilled onto the ground. In the background, the ranger with another heirloom reached the centre, guarded by a warrior who used his shield to ward off any stray arrows.
(Yep, at the top left, the Oathmaker again fights off two charging Arnor knights and two warriors who surround him. He's not killing anyone but the self-harming fanatic isn't dying either.)
(The One Ring is marking the centre of the table.)
Now quite a few (around 8) Arnorians were in the centre, outnumbering any Dunland forces. This was another key aspect of the scenario. It was all coming together for the forces of the falling kingdom.
At the top of the table, the battle had long raged. Dunland edged backwards but the powers of Malbeth and Arvedui - which controlled initiative in the battle - meant Arnor warriors continually pressed up to engage their enemy. This tied up many warriors. Frida fought ferociously to defeat the Arnorians as they pressed up. Gorolf fought well too but the Arnorians chose to avoid him. The rangers continually targeted Gorolf, who is nigh untouchable in combat due to free heroic defences each round. Fate narrowly saved the Dunland hero from the dark clutches of death.
The Arnor Captain pressed into the Dunland warriors, avoiding their heroes. At the last gasp of the battle, his axe hacked down the heirloom bearer and this too spilled onto the cobblestones of Tharbad.
Everywhere the Dunland lines were thin, their corpses ready to feed the ravenous wolf and sharp raven's beak.
(You guessed it, bloody Oathmaker is fighting off yet another assault in the top of the image!)
And, as a new turn began, a dice result ended the game. Dunland had broken two turns before so this wasn't unexpected as the scenario did have a 1 in 3 chance of ending each round. What was significant was the felling of both Dunland heirloom bearers in the turn before the game ended. This left them with no victory points. Arnor, with two heirlooms in the centre, more troops in the centre and their enemy broken, had won. It was 11-0 VPs.
Both Nick and I found this one very interesting as it provided strategic challenges for each player. Having two deployment zones on opposite table corners made the division of forces one delectable problem to solve. Each army had the objectives within reach but would need to split their forces to challenge all. As it turned out, Dunland elected to directly threaten more heirlooms in the game while Arnor secured two with a strong force then tried to wrest control of the others. In the end, this strategy worked but this was likely due to particular factors of the Arnor force.
We both agreed, Arnor's ability to dictate the flow of initiative in crucial phases of the game was very important. This was a major advantage and limited Dunland's ability to move their captured heirlooms away from threats. Also, Arnor's rank and file troops - the Arnorian warrior - has good FV and defence. As all have spear, positioning is less of a problem. Their troops are simply better than Dunland although the Dunnish high strength is a constant threat. The heroes of Dunland are low cost, numerous, supply sound stores of might and have special powers (high strength for the Oathmaker and high defence for Gorolf) that are useful. While his fight isn't impressive, Thrydan's raw killing power is worthy of much praise as he consistently causes damage. Praise should go to the Oathmaker who, despite all the odds, simply would not lose a single combat rolling six after six against many foes of equal FV. But such deeds should not be relied upon.
Dunland's heroes fight well while Arnor hero's buff their troops. Both Nick and I agreed its quite a close match up with very mid-range heroes for both sides and no over-the-top powers or heroes that make you feel dirty after use. I didn't get Arvedui's position right tonight, and Malbeth only saved one soldier, but my little captain fought well. Archers nibbled at their opponents but provided a metronomic threat rather than game changing casualties. I liked having the advantage in missile fire for once (I'm used to the lacklustre fire of Orcs) and also a goodly amount of knights with lances. Arnor is quite a happy place for me as I like the combination of troops (stalwart footmen, effective archers and reliable knights) and the lore of the gradually diminshing doomed kingdom.
It was another high quality night of wargames aided by the solid MESBG rules and greatly enhanced by sharing it with a very good friend.






























































