Wednesday, 2 April 2025

MESBG 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. 

 

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