Tuesday, 15 April 2025

MESBG Battle Report - The Black Gate Opens at Last


Tonight's match, was MESBG with Black Gate vs Osgiliath Reclaimed. Following Nick's suggestion we dipped into the Saga 'Book of Battles' for the scenario 'Prized Possessions.' Evil was the defender and had to drag two heavy wagons across the field and off the far table edge. As it turned out, it would be an edge too far ... 

(Above is the real reason I chose the Black Gate ... I had finished painting my Mouth of Sauron earlier that day ... its nice to be on holiday. ) 


Evil broke into three groups. My right would try to rush up and flank the defenders and forge their way toward the wagons. One wagon and guards went up the centre ... 


... while the other wagon tried to sneak down the side. 


Two groups of Gondor awaited. They could shift to either side to block the wagons. I hoped that being an all Morannon Orc force, up against Men, would help me. Oh, how foolish I was ... 


The centre wagon approached by had to halt. They waited for the flanking force to do away with their opponents and threaten from the side. The wagon on the table edge inched its way along as yet without opponents. However, Gondor had a reasonable cavalry force to oppose this quickly. 


The Troll Chieftain led the attack. The Gondor heavy soldiers climbed the hill - using their Mountain Dweller rule to help - and a small force of rangers (and Faramir) stayed to slow them. 

Ha! I thought ... not trouble for 12 Morannons and a big Troll. Again ... what a fool! 


The ranger's archery was proving deadly. It killed around 5 orcs including the banner. However, as my flanking troops hadn't arrive I still had to hold to avoid being overwhelmed. 


Orcs battled Men on the cliff tops ... yeah .. the Men won there too. 


It looks like the Orcs are winning here doesn't it ... they're really not. Evil's losses were mounting. I couldn't get a duel roll win. Evil had lost around 8-9 models for no result. 


I could hold no longer and surged out. I was winning many priorities in this phase of the battle but it was only holding me in the fight. I was losing troops steadily. 


Both Boromir and Faramir tackle the troll trying to fell the beast. The Troll was doing a little damage but only to consumable points. Might and Fate were falling for the brothers fast but they were unscathed and so was the Troll. 


The Gondorians try to shift a few men over the threaten the far wagon. What a dramatic action shot!


Numbers are thinning now ... Men outnumber Orcs everywhere. The sun had broken through the clouds hampering the Orcs, heartening the Men. Their blades struck true and the forges of Mordor had produced chinked and brittle armour and scimitars. 


Now Men were streaming across the battlefield in all directions as Orc losses were over half their force. I think I'd lost about 12 Orcs before even a single Gondorian died. Boromir's magical banner than lets his troops win draws was absolutely stunning. Also, the deadly attacks of the normal Men were just too good on this night. Despite having equal FV, better strength, +1 to wound if outnumbering and defence that was almost the same (unless shieldwall was in effect) ... the Morannon Orcs were just woeful. 
It was even Boromir and Faramir killing the Orcs .. both those guys were busy fighting the Troll ... it was just rank and file troops absolutely murdering everything before them. 


Boromir seems more powerful as a support piece by utilising his banner and acting like a might battery for Faramir the Expendable. 


The above fight started with more Orcs than men fighting around the second wagon but it didn't stay that way for long. After a long run in the centre of the game where evil had controlled priority, Good now took control in the same manner. With this advantage, and falling Orc numbers, the massacre became a (what's bigger than a massacre?) catastrophe. 

Finally, some Men did fall ... I think about 10-11 and Faramir was killed by the troll. But the Orcs had only 8 troops left on the field. In the final moment of the game, a single Gondorian soldier rolled the 6 he needed to put the second wound onto a wagon and knock it out of the game. I feel this was actually very apt as it was the martial skill of the rank and file soldiers, rangers and cavalry than carried the day today. The Men of the Osgiliath were deadly opponents. 


Morannon Orcs ... I hear they are supposed to be good troops ... I'm finding it very hard to see this (and I think my opponent has a similar view.) Over-priced shit is another way to put it. The extra points for their +1 FV vs men was totally blunted by Boromir's banner. I was paying points for absolutely no benefit at all. As I couldn't win duel rolls then other two good points about Morannons also became useless - S4 and +1 to wound if fighting outnumbered. Their bad side also shines through with courage 8+ (the same as any other Orc) when they ran for the hills near the end of the game. 

Please don't ask me what I think about Morannon Captains either ... should the word 'refuse' suffice?

The scenario worked well. I think I know what I'd do next time ... needless to say I didn't see this tactic this time. Also, I need to play an army more than once (although tonight's force was VERY similar to my Riddles comp army - so I should be figuring something out by now.) I'm coming to the conclusion I'm pretty bad at MESBG. I think in the last 8-9 games (maybe more) my Mordor army has been quartered in every game. I know you can win even thought quartered but you don't need a palantir to understand something is seriously wrong. 

Playing the same army and scenarios would be of benefit. When you keep playing a different one each week, its hard to learn anything really. 

On the down side for me, I really liked playing this army. D6 Morannons should have stood up to a lot more punishment from S3 strikes and S2 bows (yeah, dickhead ... keeps telling yourself that ... self-delusion is a powerful force!) I also liked the Mouth of Sauron and that big fuckwitted Troll Chieftain is also growing on me (even though any model could tie him up easily - just rope-a-dope.) 
Guess, I'm a sucker for punishment. 

BLUCHER Battle Report - Grognards Assemble!

 


This week the suggestion was to get our 4 active club members around the table. So, I supplied all the minis, terrain, lists and rules know-how for a game of our much beloved Blucher. 

It was 1815 and there would be French vs Prussians on the field. The French were attacking and trying to grab 2 objectives or, much more likely, break their opponent by routing 6 units of Prussians. 

The above image shows the French light cavalry division awaiting their commands from their central position. Two French infantry corps were sent left while one held the right. 


The Prussians amassed their cavalry on their left flank then sort of jumbled all their infantry in a mixed pile elsewhere to hold the objective ... and get in a muddle. 

This game focused on the cavalry quite heavily ... especially on its misuse. 


As stated the French, supported by good MO dice, drove their attack toward the objective on their far left. Eight brigades on infantry surged forward as the drums sounded. The artillery had been formed into a battery in the centre. 


On the French right, their objective was guarded by 4 brigades and one battery. These guns were sighted by the Emperor himself which was evidenced when country battery fire saw the destruction of the advancing Prussian cavalry's horse battery. The French, over confident, misjudged the charge distance and faced a single charge not in prepared positions. This passed with limited damage. 

The Prussian cavalry had used ALL their MO points to push this quick charge. As can be seen above, they were totally isolated with no infantry support - and now no guns. The French formed into square and the Prussians were no so close, the squares began to fire volleys. This is exactly the way that cavalry should never be used. 

In fact, later in the game, these infantry were so unscathed by this "assault" they attacked the flank and rear of Prussian cavalry in columns - destroying one unit. 


Meanwhile, the real deal was happening on the left. The French halted to pour devastating skirmish fire into the Prussians. Their guns responded but the French were winning. Charges resulted in several Prussian units sheltering behind their lines with only a single hit left. Unfortunately, the French could not reach these units. As the game progressed, the French assault left few of their enemy without damage. 


The Prussian general used many MO points to pull back his cavalry. Only half this force remained functional with the remainder sheltering out of gunshot on the hill - but unable to play a further role. 



Then, Napoleon judged the time ripe for a counter thrust. The light cavalry burst from their reserve position. This halted the piecemeal Prussian advance in the centre. They had retained their largest corps as a reserve and now struggled to find the MO to bring these troops forward and plug the yawning central gap. Their misuse of cavalry demanded command points (MO) each turn to extricate these troops from their peril. 


The French released one unit of chasseurs to run down some infantry then threaten the guns. 


The remained of the French light turned to attack the wounded Prussian cavalry.  Now three French attacked two Prussian but it was a seesaw battle. The French cavalry were blunted but none were routed. At the bottom of the above picture, the defending infantry now threaten the cavalry flank. 


And the French 10th Hussar stand defiant and victorious on the field. Elsewhere the French attack had done its work. The Prussians reached 6 broken units while the French had only taken 2 (or 3?) of their 5 required. But, as stated above, the Prussian battlefield was littered with units struggling to remain under command with many soldiers streaming across the fields. 

So there it was, a tale about cavalry, but the main part of the battle was really about infantry ... 

Wednesday, 2 April 2025

MESBG Battle Report - Gondor vs Angmar


This week the game was again MESBG but the scenario was 'The Fugitive' from the Lion Rampant skirmish rules. In this scenario, the defenders searched terrain features to locate a fugitive that has escape the castle of their enemies. My Angmar list were the defenders searching for an elusive hobbit. 


It was first time with Angmar who had always intimidated me with their huge amount of rules. Spirits, Witch Kings, Barrow wights ... all has things to caste each turn. Would I remember all? Sadly, no. 


My opponent, Nick of the Tower, fielded his Osgiliath Reclaimed list. In this Boromir and Faramir led the forces of good. It was 600 points a side. 


The drone shot shows the five terrain pieces that could house the fugitive hobbit. 


Evil ran forward not just to search but to infest the narrow spaces on the board. Their ploy would be to search, then hold up the Men while the model with the fugitive spirted him from the board edge. 


The Witch King stood in the centre with the banner and barrow wight. In the background, several Orcs who had searched the far wood had been caught out. These would be sacrificed to stick to the plan. 


On the other side few foes stood before Angmar. In the distance several rangers peppered the line. However, the Witch King had despatched a warg rider and werewolf - the newest recruit to my forces - to silence their bows. 


Boromir flanked the forces of evil riding quickly for the rear. He and his knights hoped to bypass the blocking force then strike at the rearward figures with the hobbit. 


Only one or two orcs delayed the forces of men. Beyond, a more solid battle line awaited. 


Then the Witch King struck. Having drained Boromir's will with transfix spells, he now unleashed his black dart. The fetid missile struck, killed Boromir's horse. This proved vital as it drastically slowed the advance of good. But now the Witch King was within the powerful hero's reach. 


The orcs before the dark one began to quail but terror stayed them. 


Meanwhile, the fugitive was in the hands of a warg rider and moved slowly to the table edge kicking and screaming for rescue. A second werewolf guarded the warg rider. I also sent an orc captain who had retained a might point for a heroic move or march. 


At the front, battle lines clashed. Although inferior in fight value and defence, the orcs held on due to the terror causing spirit and barrow wight which bolstered their line. 


Behind, more orcs and warg riders tried to harry the foe ... but quickly the tables were turned. 


Boromir surged toward the Witch King felling orcs in heroic combat. But, even his vast stores of might ran low. 

The two did clash - and I was too enthralled to take a photo - with Boromir winning the duel but fate saved the foul overlord. This duel win was lucky for Boromir, as the Witch King was wielding a morgul blade. 


Guarded by the werewolf, the hobbit was manhandled toward the table edge. Gondorian knights were held at bay by the werewolf's long movement and being able to launch a charge without seeing the enemy. 


Now, Faramir leapt the wall (see background in the ruined building) and charged into the flank of the Angmar front line. His magic resistance made the barrow wight's paralyse useless. But, Angmar still had the numbers to hold out. 


The Witch King attacked Gondorian knights but their defence held. Angmar's offensive power feels quite limited but they have lots of tools to delay and frustrate the foe. Few Gondorians had fallen but the fugitive had been secured. Higher numbers, terror and blocking the narrow board spaces all told on good reducing their ability to threaten objective. 

We both thought the scenario had been pretty good and we think we'll try more. I have some problems with the GW scenarios - especially when these require securing non-descript objective markers or making being quartered or broken a benefit to bring about an early game end. The Fugitive felt like a real medieval situation to resolve. (Although I doubt Angmar would have been able to wrest the objective from the high defence + FV Gondorians.)We also learnt that werewolves, despite not killing much, were threatening with their long move, terror and ability to charge without line of sight. Also, the widespread Angmar terror (when orcs are within 3" of a spirit) works wonderfully well with the Witch King's harbinger of evil radius. I just need to look for opportunities to engulf foes when they charge piecemeal and better utilise my warg riders. Maybe these should just shadow the werewolves giving much needed support, protection and bolstering the attack dice numbers. 

Oh, and Faramir is much more threatening in the new edition. Boromir is a monster as always but I feel he is vulnerable to magic. His brother is not ... but does have reduced killing power. Oh, and the WK is really not much chop at the chop chop.