Tuesday, 7 July 2026

Gate Guardians attack Vengeful Hillmen


This week was a return to MESBG. I traveled up to Nick's house where he would be assaulting me with his new army of evil. With a muddled head (from a cold and some bad nights sleep) I grabbed the right armies but the wrong lists. This decided I would be fighting with Black Gate against Nick's army of legend - Dunland. 

I guess its easy to explain how the forces of Mordor might clash with an army nominally under the authority of Saruman ... so we progressed to find out who was more evil??? (600 pts BTW)

We were searching for artefacts ... there were six possible candidates and, no doubt, both sides were hoping for a ring shaped treasure. The Black Gate has an uninspiring deployment with three equal battles and the Beefy Chiefy up the guts!


The men of Dunland leaped forward and ... possessing the intelligence of a man, horse, crow and orc ... managed to pick up one artefact. 


The Orcs were a little slower trudging forward and arguing endlessly about which was more intelligent to take the test when their turn arrived. 


The Mouth lead his battalion up the left. The eagle eyed among you may have noticed a flock of crow like crows trying to stay quiet just over that small hillock in the distance. Despite being as intelligent as a orc (or man or horse) this flock never quite figured out its role in the battle. It did keep the Mouth back as a mobile reserve on crow patrol for much of the game. 


On the right, the Orcs - under the command of a captain - thumped forward toward another artefact. In the background another flock of clever crows flapped about. The random rabble of Hillmen squabbled about setting the wagon afire or just buggering off. They ended up doing neither. 


The Beefy Chiefy was squarely in the centre of the board and, with considerable bravdo, was daring anyone to come near him. He had picked up an impressive pile of rocks from the field he had just passed. No doubt the farmers would be quite pleased with his field clearing efforts ... if he hadn't eaten them just before the battle. The Mouth was matching the maneuvers of the crows in some sort of deeply mediocre tango. 


Then ... bang the gong, it was on! The Morannons had lined up very neatly and the Hillmen clearly hated them for it, so they decided to try and kill them. Unfortunately, their battle plan should have involved more about reactions to their own death as the Orcs rained a flurry of early kills into their formation. The Morannon +1 FV against men was working wonders. More than that, the S4 Orcs were hitting D4 or D5 at most. 

Oh, and another thing ... you recall those rocks that the Beefy Chiefy was so proud of? He kindly decided to share two of them with the Hillmen. The first obliterated the head of their standard bearer. The second thudded into a Dunish champion robbing him of both fate. 


Now begins a tale of animal cruelty. The Morannon captain clearly hated birds - of all types and configurations. This night he made it his personal mission to eradicated all bird life on the table. Further, his cruelty infected other Orcs who decided to kill all animal life thus proving their greater capacity for evil - in their minds. In truth, this only confirmed their rampant cruelty and desire to harm those with less power than themselves (... actually ... I think that is evil, isn't it?)


Fresh from throwing stones the troll now looked for someone to kill. He didn't have to wait long as the Dunland cavalry, flushed with aggression, charged the small group of Orcs to the left side of the troll. He obliged, stepping over the stones, to smash both man and horse with unmitigated violence (and a point of might = heroic combat.) In one fell swoop, much of the Dunnish left flank was gone. 


Orc continued to battle Crow. It was shameful really, a Captain of the Black Gate embroiled in a donnybrook with a flock of crows ... but the red mist had arisen for the orc. 


Soon, the Troll had moved back to the centre. Another point of might saw him killed another couple of archers. He would soon threaten the Dunnish commanders. 


The main battle raged in the centre of the table. The Dunland forces had drawn back after suffering heavy losses. Their gods had proved false this day, robbing them of vital luck, skill and killing power. Conversely, the Orcs were emboldened as if by the presence of the Necromancer himself. Almost two men fell for any Orc slain. 

The Mouth had given up on the crows and moved into to use his sorcery to transfix the opposing heroes. He weaved spells of such power and potency, consuming his considerable will ... that each was shrugged off by the Dunland heroes. This was probably the best outcome that their gods granted them all battle long. 


The Mouth charged, the Troll charged, the Orcs swarmed in ... blow rained down on Men. Many fell. Their heroes stood strong ... well not their general who was reduced to a smear on the Beefy Chiefy's bulbous club. Otherwise, one put a wound on a very surprised troll. 


In other regions of the field, Orcs fulfilled their animal hatred hacking down the remnants of their enemies. One group broke off to try and run into the opposing deployment zone - which would have secured another VP. 


The main thing that prevent this eventuality was the collapse of the Dunland army. The Orcs had been brutally efficient in their slaughter. Even the Bird Hating Captain emerged smeared with bird blood with feathers poking from his mouth. The other Orcs looked a little bemused and let down all at once. By the end, the Black Gate had gathered 5 out of 6 artefacts and killed the Dunnish general. 

In short ... well, it had been short. Nick had barely won a trick with the dice. He had kindly reminded me of my troll's ability to throw stones, and I had repaid him by immediately killing his standard bearer. He had killed 10 orcs (and the Mouth's horse ... bad night to be an animal) but his army had suffered far worse. The early losses came fast and weakened his line badly. Overall, Dunland seems a hard army to play. We had equal numbers but I had the advantage of FV and a troll that seemed unstoppable on this night. The Dunland warriors strength seems good but their defence is very low - and my Morannons S4 was able to bite through this flimsy armour. Also, lots and lots of dice rolls went my way throughout the night. 

I guess this again proves an old wargaming maxim ... newly painted models do not like to fight on their first outing. 

But also, Dunland, it seems, is going to take a bit of figuring out ... which is (often) another rule of wargaming - new armies require a bit of breaking in and figuring out. 


Saturday, 13 June 2026

The Return of Muskets and Tomahawks

 


It has been a long time but we've returned to a game that delivered lots of happy memories to gamers in our little club near the time of its formation. 


I purchased Muskets and Tomahawks II a month or so ago. We've now played 3 games and we've been very pleased with the results. 


One of the best features is the command points that were introduced into this new edition. This gives players lots of decisions to make, even when the cards aren't falling their way. It offsets the luck dimension. 


The clocks deliver a interesting way to end turns too. Morale is same as always and, while it seems clunky at first, you can pretty quickly master the main factors and figure results out quickly. 


We use it pretty exclusively for the French Indian Wars. Thus far we've played 300, 400 and 500 points games. All went well.


I always like my French the best especially the Canadian militia. 


Nice to have a few sprinklings of Indians for added melee punch and setting flavour. 


We've introducing line units now too and figuring out their best usage. 



Lots of fun. I'm the only one with the rules so I've kept things simple thus far in terms of scenarios - playing from the main book so far. Got to try the others soon. 


The tables look good as do the figures. 


I know ... a terrible write up, but its Sunday night and I'm tired. Best I can muster. 

Tuesday, 19 May 2026

Cirith Ungol ... Tower of the Flaccid.

It was after the War of the Ring. Gandalf and King Elessar drove deep into the Ephel Duath to cleanse evil from the land. As their Gondorian soldiers trudged across a hollow amid the mountains, a force of orcs gathered. A harsh cry rent the sky and gleaming, threatening eyes glowed in the distance. The men recognised the Orc leader as the feared warchief, Shagrat, with his diminutive confederate of cruelty, Gorbag. A shadow of evil trailed in the gloom behind them. 


It was another 700 points battle. Cirith Ungol against ... I don't know the name (Men of the West?) The scenario was randomly chosen ... it was the kill the leader one. 

The Orcs moved forward, creeping around the rocks. The shadow of evil was soon revealed as Shelob, the scuttling horror of the mountain tunnels. The few Orc archers scrabbled up the rocks to gain a vantage. 


Driven by hunger, Shelob searched for a route to outflank and threaten her foe.


The gloom clung over the battlefield split only by the glowing raiment of Gandalf - whose power could not be diminished in those days. Elessar shuffled his line of troops across the battlefield, looking for a place that offered defence against the, seemingly, ever growing number of orcs. 


The orcs mimicked their enemies maneuvers, looking for a chance to surround then sink their curved and rusted blades into their ancient foes. 


Despite the dark, and the enemy, King Elessar was undaunted and his courage filled this men with hope. They were impervious to terror while their King stood. 



The orcs continued to march, the men of Gondor had found their place of defence before an ancient spring, long defiled by Orcs. 


More Orcs scuttled forward. 



Battle was almost joined beside the ruins of a once great Numenorian lord. 



Elessar ordered the charge, while he and Gandalf guarded the flanks. Warriors of Gondor hewed their foe before the flanking forces could arrive. At this courageous act, the gloom was dispelled. Sunlight scythed through the dark clouds and glanced off steel armour and seemed to make the Gondorian sword blades more keen than before. 

Orcish blood splashed forth and limbs were hacked to the ground. Many of the shield wielding front line Orcs were chopped down in the charge. This exposed the less well armoured, but more fierce, Uruks of Mordor. The Gondorian shieldwall was impenetrable. 

As yet, Shagrat and Gorbag could not enter the fray. 


Gandalf slashed at Orcs, tempting Shelob to attack. Her natural fear of the light, and inability to pass through woods, prevented her attack. With his deep reserves of power barely tested, the wizard was too much for the dark creature. 


The Orcish centre was badly rent before any of the flanking forces could arrive. Shagrat howled in anguish wishing for even a small troupe of warg riders or a pack of ravening wolves, fast enough to turn a flank. 

Now, with many gaps open, Shagrat and Gorbag leapt forward. if they could kill enough Gondorian soldiers, even Gandalf and Elessar would have to retreat. 


Shelob descended but with both heroes of good unengaged, any attack from her would result in gouts of black blood and her certain death. 


The larger right flanking force struggled to enter position. A sizzling blast of arcane fire felled the Orcish banner bearer. 

Elessar had grouped his soldiers into a tight 'u' shape prefect for defence. His very presence resonated courage and bolstered his men's prowess. Both he and Gandalf were placed perfectly to fend off any attempt to outflank. While Elessar held the line, Gandalf lanced out slicing away threatening knots of Orcs who encroached on this tight knot of steel. 


Ah, Orcish reinforcements ... sadly no for the forces of evil. This mass of Orc corpses had mostly been felled by warriors of Gondor. While the heroes helped, the rank and file of the White Tower felled their foe with unerring accuracy and frequency not usually expected from warriors of their characteristics. In return, the Orcs had killed but 3 or 4. 


The cloud parted further stinging the eyes of the foul Orcs. The brutes piled into the Gondorian line again and again. Their twisted bodies formed heaps and stinking blood made the earth slick and sick from its sheer volume. More than 12 Orcs surged around the flank struggling to slow the assault of Elessar and Gandalf. The King dictated the battle, continually seizing the initiative while the blessings of the Valar made Gandalf unassailable. 

The enormous bulk of Shelob could not penetrate this scrum and engage with any significant number of men. She seethed and screeched as hatred, and a consuming sense of futility, burgeoned within her. 


And then the Valar, possible Orome himself, guided the arrow of a single Orc archer. It slammed into another Orc, releasing the foul creature from life, and the wizard from the ring of foes encircling him. 


Now Gandalf attacked Shelob, driving her back after his defences spurned all her venomous attacks - even when he was ringed by foes and barely able to move. Elessar was indomitable - heedless to any foes. His example thrilled the Gondorians who fought without fear overcoming their foes in duel after duel - themselves almost careless to whom they fought. 

Shagrat and Gorbag had forced their way only a very little into the press of melee. Their impact was blunted. Shagrat barley escaped a baleful wound against but two lowly ranked swordsmen of Gondor. Gorbag's attacks were spoiled again and again. 

Their hateful voices now croaked hoarsely from urging their warriors forward. Whatever luck or fate that was assigned to them from Morgoth was spent. Despite the Orcs pressing in on all sides, Elessar and Gandalf now took a frightful toll of their foemen. 

Everywhere Gondorian blades sparkled and danced, heroic voices roared while the black hearted Orcs could only envisage defeat. Soon their hearts would quail ... 

Before this end drew nigh, Shagrat ordered the Orcs, and Shelob, to scatted into tunnel and rocky crevice. It was clear the day was lost and the warband of evil dispersed. Orcish blades were bent, armour rent and confidence leant by hate stolen. 

Their heaps of dead would succour the raven, vulture and wolf. 

After long thought, I decided to describe the battle in this narrative manner. This is the way I wished I had perceived it while playing last night. Alas, I didn't at all. 

(What follows below isn't worth reading and only for my sanity ... stop here!)

No-one wants to hear a wargamer talk about luck ... so I won't. It is dull and boring. In any case, we are all playing a dice game so (at this risk of being trite) ... roll with it. 

I clearly like MESBG as a rules system but it can, as with so many GW and fantasy/sci-fi systems overall, produce the 'feel bads' during and after a game. This is primarily achieved when a player loses his (real or perceived) agency in a game. When their choice or control over events is lost or taken away without any recourse. This definitely occurred for me in this game - as I faced two characters that were ... unstoppable for me. A massive supply of might, especially free might each turn, enables one player to irrevocably control the game in a way that remove agency. Add this to free will for unlimited casting, massive stores of fate and immunity to courage tests (even if broken) to complete the effect. A considerable mismatch in the effectiveness of army bonuses is not beneficial either. 

The heroes overwhelming attacks outmatched my offensive ability and countless layers of defensive measures protected them securely. 
My army felt like a blunt tool selected for the wrong task entirely. 

So, I hereby rename Cirith Ungol as ... the Tower of the Flaccid. A horde of low courage scum, without the speed to flank, the FV to properly fight, heroes that struggle to act with any independence, a obfuscating army bonus that is barely relevant and an overall defence value so laughable it feels like you're running a force of flabby nudists. Oh, and feeble magic ability and arcane defences... 

Despite this, I've already considered my future tactical choices for the next battle so this army clearly suits someone with an undefined mental instability and/or learning deficiencies. 

(Alternatively, as the little voice in my head is yelling at me, ... go back to historicals, grognard!) 
 

Wednesday, 13 May 2026

The Battle of the Whisker - Minas Tirith versus Cirith Ungol


Well, the victory points may have been separated by only a whisker but it felt like a substantial whisker ... like from a prodigious spider's leg or some such monstrosity. 

This 700 point game of MESBG was fought in an ancient ruined area within Ilithien. Gandalf led the men of Minas Tirith, many who grumbled they wished they were still 'ATOP THE WALLS', against Cirith Ungol. Both forces had orders to rescue wounded scouts and carry them back to friendly territory. The idea for players was to simultaneously cross the board to grab, then carry, objectives while protecting their own. On the surface the advantage should have been with the larger army.   

(Theoretically, both armies could pass by like ships in the night, secure objectives and fuck off ... which seems like a pretty bloody stupid wargame concept to me. But I am a grognard.)


This is simply a gratuitous image of my favourite ruin scenery - made from Hirst Arts blocks. The rest of the terrain is scratch built, all except the trees that are hand tooled by Beijing's finest craftsmen. 


Shelob was scuttling along behind Shagrat with evil designs of her own. I deployed my orcish line across the length of my deployment zone to mask my plans. My initial idea was to punch up on the right while holding back Shelob and some orcs to pounce on incursions toward the objectives in my deployment area. Soon, this plan would partially dissolve through my poor decisions. 


Gandalf gave courage and hope to the men of the tower. Nick's army does look a treat. 


Here is his second battle group. This one was Tower guard with a front line of bows backed by spear. Cirith Ungol is greatly afeared of all missiles as it is a very low defence army. Most of my 51 models had only defence 4 ... protected by a thin front row of only D5. I've previously seen Gorbag shot to bits in one round by only four of these guard bowmen. 


And it was off! The Orcs lumbered forward. But ... and here's the funny (I should say 'cumbersome') thing about Cirith Ungol - their main army bonus, Animosity, is only active if its troops are mixed. These Uruks and Orcs can only be fielded in totally separate commands which then have to shuffle about intermixing in the first few turns of the battle to get any benefit from our only special rule. Even our two heroes, Shaggers and Nutbag, fight better together. 

It all feels a little silly and contrived. 


Atop the Walls, as with many good armies, have fairly impressive special rules that don't require much effort - ie: just stay within a certain large radius for a +1 wound bonus. In MESBG, +1 to wound is a VERY impressive bonus and much more effective than adding +1 to STR. When its +1 specifically against all the troops I'm fielding ... well ... its pretty threatening. 

Now combine this with my low defence and ... my guys are dying on 3's and 4's in many parts of the battlefield. Good thing I took 51 of the useless little scumbags. 


I pushed up on my left too, trying to draw out the forces of good or pull their two commands apart. I was trying to weaken the main target of my attack - their left wing. Unfortunately, and this suggests evidence my enormous lack of foresight, my heroes all moved over to my right leaving no might on my left side to intervene in play. This would have the consequence of giving Gandalf and pals free reign on this side of the table. In my defence, Shaggers and Nutbag function as a team (damn limitations of animosity rule again) and my task-master is only useful around heroes as he enhances might point spending. 


Here's my attack, creeping through the ruins. I had to separate my line to get through the terrain. 


Down the centre of the battlefield was much more open. I think this was a problem in my terrain set up. Such large open spaces plays into missile troops advantages. Offsetting terrain pieces to avoid open spaces, which here provided largely unimpeded 24" bow shots, would be better. I need to set up MESBG terrain the same way I used to set up FOW terrain. 

Gandalf pretty quickly figured out that there was nothing in my army to hurt him ... if he just stayed out of 10" Shelob range. He rode about in a jaunty manner hurling bolts of magic with his free will point. He acted with near impunity almost the whole game. I had nothing to oppose him, his huge store of will + fate and his blazing arsenal of magic bumfuckery. 

In any case, here's where things went to hell for Cirith Ungol. I pushed far forward with my left wing, that was unsupported by heroes. This gave Minas Tirith's guard easy prey as numbers were pretty equal on this side. One or one, Orcs can't match ... well ... even small rodents would give them a decent tussle. 


At this point, Shelob is still staying back so my plan wasn't in complete tatters yet. Shelob limited Gandalf a little through her 10" charge range and ability to scuttle along wall sections. 


My right hand push was almost there. 


Then I discarded my plan and almost the game. I engaged with my left hand orcs, when they should have scuttled back to cover, and Shelob charged. She only has 3 dice (attacks) max, and if she doesn't roll 6 then things could be bad. 

And things are really bad against this army as the special rules gives +1 to wound against Mordor and Irolas gives another +1 to wound ... meaning a monster that is supposed to be supernaturally tough is now wounded by even the most flaccid boy of the Tower on a 4+. 

And its going to get worse for Shelob ... 


Meanwhile, Shagrat and Gorbag had united their troops and smashed into the Gondorian shieldwall. It broke apart in one turn. A heroic combat which involved both orc heroes saw to that. Then, they peeled off to open the line further. At least this segment of my designs has eventuated. 


Shelob now battled for her life. Gandalf called a heroic, dispatched both orcs he charged, then cut Shelob for two wounds and another two were inflicted by Guardsmen. Shelob scuttled back, passing all four of her courage tests with the help of a little willpower. 

But Shelob has no might ... So in the next turn, Gandalf grabbed the initiative and slaughtered her. 

It was exactly like the first time I ever used Shelob. I had not held her back and operated too close to the centre of the battlefield. If held back, as was the plan, Shelob could have held up the enemy and protected the objectives for some time. Now ... she was dead. 


The forces of good were now unimpeded on my left and the centre of the table. They moved toward the objectives (wounded scouts ... you can just make then out if you squint) slowed only by the occasional orc I'd hussled back. 


The battle then swung on a central axis. I fed excess troops from my right into the centre but now I was on the Gondorian side of the table. These would cover my access to all three enemy objective markers. If I could slow my enemy, I might be able to steal enough objectives to get a large amount of VPs. However, another issue slowly raised its head ... if I reached my break point, my orcs would run in large numbers. My choice of a shaman was beginning to look prophetic. 


From the other side ... my orcs plugging up the centre as good eradicates the last few remnants of my left hand assault and small central reserve. It didn't take long ... consistent losses in duel rolls and my paper-like defence saw to that. 

Additionally, I was using newly painted figures ... my Uruk forces ... and these never perform well in their first game. An age old wargaming maxim. 


Shaggers and Nutbag cut the good left asunder. One objective secured and another close at hand in the centre. Could I even reach the further one?


All four of my heroes were now in one place. A earlier weakness may turn into a strength ... mainly because all my other orcs were dead and dying. 

Taking photos was not on my mind. I struggled desperately to hold up Minas Tirith while getting away with other objectives. My shaman cast 'Fury' and now courage tests were not a concern as I passed my break point. I used my Task Master to now heroic move and his ability saved me the might points. While my earlier decisions had nearly consigned me to defeat, I was just hanging on ... but it didn't feel like it. Gandalf was rampant as were Irolas and a Knight of the Tower. Good had grabbed two backfield objectives ... BUT I now had two secured in the corners and a third on the way. The task master called march moves hastening my passage to the victory point zone.  

Cirith Ungol were a whisker from being quartered and Minas Tirith showed no signs of slackening their massive kill rate. One army was specifically designed to slaughter the other and I had nothing to offset this advantage. I'd ill-used my number advantage and that was that. Any orcs outside my shaman's magic bubble were failing courage and legging it. 

I would be quartered very soon ... 

Below, a thin line of orcs is holding back the forces of good. In the last two turns, Shaggers would tackle Gandalf head on. But, like so many fights, I couldn't kill or wound him - only needed a 5 and a Shaggers 6 causes double wounds - technically I could have dropped him. My forces lacked the penetrative punch that exuded from all the 'Atop the Wall' models. Even their lowest defence was two points better than my best troops and, with shieldwall, equaled Shelob. 

The game ended soon and by a narrow margin - 13 VPs to 12 - good won. We both dragged two objectives off table but I had control of a third. Neither general was wounded, both lost their banner, and my army was broken. 

It didn't feel that narrow. Nick pointed out if I'd kept my banner a little further away, or wounded Gandalf (I had 5-6 wound rolls to do that at the end), things would have gone the other way. Then again, if the Knight of the Tower didn't slay everything in his path (he was +3 to wound and killing on 2's) then the banner would be alive too. But, I was pretty pleased the I'd manage to husband my resources, and my rapidly dwindling forces, to drag a near draw from the jaws of massacre.

To be honest, the finer side of scenario victory conditions (when there's so many) often escapes me. I'm a grognard and like a straightforward game where killing the enemy, or grabbing an objective, leads to victory. 


On the night, my mistakes were clear. I even realised while I was making some of them, but I decided on fighting not kiting as it is a wargame afterall. Guess I'm not thinking like an orc or spider too well. Hanging back and lurking should come as second nature ... I didn't do this tonight. 

It was a fun game ... but also long. An army of 51 models takes time to maneuver, and to defeat. 

My choices had given Nick a clear advantage on the left and centre - which he pressed home ruthlessly mopping up every last orc. His bow fire was scything through my line (one reason for my poor choice to engage) and he pushed up where he had the objective cutting down countless orcs. He also realised pretty early Gandalf could do anything he wanted. And he did. I think the old turd cut down 10 Orcs on his own ... maybe more. He also radiated fear and, if I hadn't taken my shaman, I'd never had passed tests to charge him. I did get a little lucky as several sizzling surges of Gandalf's divine spunk blasts didn't kill my poor little shaman. My army could have lost bigger, sooner. 

I didn't play the beginning well but I stuck in the game and stayed fixed on taking, rather than defending, the objectives. The forces arrayed against me, although outnumbered, were too powerful for the orcs to handle. Fight value, strength, defence, courage (the troops who fought Shelob were fearless) and shoot value ... all were superior. Movement was equal, and Cirith Ungol has no mounted troops - only Shelob - so lapping around is hard. In shooting, I had 4 bows who barely every hit against 8 or so who rarely miss and wound on 5's. 

To maxmise their slender (single) advantage, Cirith Ungol requires considerable movement precision (particularly with Shelob who is a 'scalpel' not a hammer) made even more vital by the fact half, or more, of my army was only defence 4. Totally pissweak exacerbated by +1's to wound. My lads were dying on 3's and losing more duel rolls with inferior fight values. This was very evident as almost 40 orcs died and I couldn't get Minas Tirith to their 50% break point. Its a tricky army to play who needs to overwhelm but lacks some of the tools of the trade to bring this about. Much rests on Shagrat and how Shelob is used. 
And tonight, Shelob was misued ... and Shagrat failed to kill too often. 

In any case, I'll only learn through experience ... and that's what I intend. And, those freshly painted troops, won't be fresh in the next game. 

(Okay ... one final point - whinge really - terror in MESBG! What a swindle! Evil has it, most good is immune to it! What's the point??? It makes evil models MORE expensive but for no advantage. In return, evil models have very little defence against it and terrible courage. Shelob's a giant spider descended from one of the most evil creatures imaginable ... and every Tom, Dick and Fatty can attack her with total impunity. Okay ... done now. Good night.)