Tuesday, 26 August 2025

MESBG Cirith Ungol fights Atop the Walls


This week I would run my new (new-ish) Cirith Ungol army while Nick would leap from the walls of Minas Tirith to invade my lands. It was one of those battles that should never happen as each army was designed by GW to represent a specific place that each never left. 

With those continuity problems out of the way ... Nick was running about 30 Atop the Walls figs for his 700 points. He had Gandalf, and Pippin, Irolas, a bolt thrower (with speedy shot), around 12 citadel guard with the rest tin cans (oh, and two cavalry just to be annoying.) 

My Cirith Ungol had 47 models. In truth, I didn't know what I was doing. I had Shaggy, Ballbag, Shelob, a shaman and a task master. For troops, I had around 14 Uruks (4 with 2HW ... I didn't own any more) with the rest Orcs. Oh yes, I also had a banner and a drummer. I mainly took the shaman as I thought I would coming up against Boromir and his horn ... bloody courage tests. 


And off we raced ... we played ... a scenario. It had 5 objectives equally placed around the board that needed to be captured. I knew that I needed to mix up my Uruks and Orcs as fast as I could - to secure the animosity rules - but terrain blocked this for a while. 


More dispositions of the evil army above. The small marsh that has formed around the ruined wall was an impediment to mixing Uruks and Orcs. I used the drummer for two turns to boost my speed pushing around 8 Uruks through the swamp to unite with the Orcs. 


The citadel guard stood proudly on the hill ... fingering their quivers. 


Gandalf took a central position behind a line of tin cans. 


To the rapid sound of drums, the Orcish line lurched forward. I was primarily concerned by the low defence value of my soldiers. Only D5 and D4. At the back the task master was ready to crack his whip. I tried to shimmy around to the left to make use of a gateway in the ruined wall on the left. It is always difficult in MESBG to use numbers. Its a much easier game to pick a high FV and defence army then try to plug up a gap. 


The above shot shows the intervening wall that was making wrapping around the good shieldwall very hard. At the very top, the pesky Gondor cavalry can be seen. Far off the bolt thrower moved into position. After just one shot, 4 Orcs perished. In another turn another 4 were dead. It was going to be a short game ... 


Shelob had lurked around behind the archers ... but I really didn't know what to do with her. If I continued to travel around the flank, I opened myself to the bolt thrower. After Shelob takes a wound, she must roll a leadership test. If she failed, that was it. I hope my big spider would claim at least a couple of kills. 


The battle lines near. Gandald began to sorcerous blast my standard ... I knew I should have taken two!


At the bottom of the above image, the Uruks cower unwilling to come out from behind cover. This would have opened them to fire from the citadel guard on the hill. At D4, this didn't seem like a good option. It retrospect, it was exactly what I should have done. It would had solved a later envelopment issue and drawn down the guard from the hill. (And may have avoided what would soo happen to Shelob.)


Then, I charged with Shelob. She got surrounded. It was a really short sighted move from me and was going to have simply obvious repercussions. Yep, the game was going to be quite short indeed!


The fight began. Orcs fell. Quite a few. My losses were now about 15 to 20. 


Bolt throwers kill Orcs faster than ... most things really. Should have attacked this with Shelob. 


Battle raged. The compressed space - between the ruined walls - played into Gondor's hands. Also, my bad positioning worked too. I had not left a corridor open for Shaggy - clearly my best fighter. By the time I did engage with him, the game had basically slipped past. 


Shelob exploded as the citadel guard won the fight (I really needed to roll a 6 on three dice ... not impossible by beyond my skill it seems). They rained down about 7000 wounds onto Shelob, despite her defence 7, as they had +2 to all their rolls. 

Why did I use her so badly? I'm an idiot AND my limited mind didn't grasp how I could have utilised her movement rules. I could have run along walls to engage. Then again, Shelob is limited with needing line of sight to charge ... not like those glorious werewolves that I've become used to using. 


By now, the kills were really racking up. I was getting closer to the 26 needed to break. Gondor lost very few for most of this short game but slowly they were adding up (around 12 or so I think.)

After splatting Shelob - supposedly terrifying offspring of Ungoliant herself - the citadel guard began a merry gambol down the neatly clipped green sward toward the objective. All they had was a few Orcish archers to dispatch just around the corner. 


My archers waited ... they had shot like absolute shit all night. They had few targets - not much point trying to shoot Shadowfax. 


Gandalf plugging a hole. I just couldn't shake out of this position. I really should have boldly advanced out from this position in Turn 1 or 2. 


More battling with both lines getting thin. 


In the distance, the Gondorian cavalry were both killed but the Orcish force in that area had been shot to pieces by the bolt thrower. I think, at this late stage, the bolt thrower crew had knocked off after securing their 'slay a legion' bonus. 


Skip ahead a few turns. Very thin on the ground now. The spear armed citadel guard had come down into the fight. Finally, I had ordered Shaggy into the fray just in time to be transfixed by Gandalf. Ballbag had killed about 2-3 and, at the game's final hour, managed to heroic strike up his FV and survive combat with the Istari! Not bad for a little Orc. 


The citadel archers copped a thrashing from the Orcs but it was too little too late. The game ended on the first possible roll. It would an 'Atop the Walls' victory about 11 points to 6. Not a thrashing but I certainly did not feel like I'd commanded my Cirith Ungol forces with aplomb. 

My hero placement was poor, my use of Shelob was criminal and my shaman was totally under-utilised. The task master had done well but I'd used one of those quite a bit before with my Black Gate army. This was the first time I'd bothered to include a shaman in this edition. (I'm not in a hurry to do it again either. An Orc captain would be much better value!) 

With my character choices I just felt swamped with special rules - GASP! Overwhelmed with rules? In a GW game??? It cannot be! I was trying to manage a flighty low attack monster, a whole army with dreadful defence, mix Orcs and Uruks to get my good army bonus and manage all my special rules. 
For me, it was a bridge too far. 

Nick played his Gondorians very well. He had a massive missile advantage in a target rich environment. He also had enough numbers to fill a sizeable gap with continuous shields. With Gandalf too, he could pick and choose to take out targets of opportunity. I didn't have the will to stop it. What I didn't expect was all the pluses for wounding ... hatred of Mordor and another bonus for being near an objective. 

I also had a +1 to wound available (animosity) but I needed to have two different troops types present in a combat. Not likely in a limited space where Gondor could engage me one on one. Cirith Ungol looks really shit on paper and it's pretty shit on the table too. But there's just enough in the list to make players think it will work out well. Its lured me in for another few attempts. I want Shelob to munch down some people - and she should be utilised nibbling strays around the flanks of the army - and I'd like to see Shaggers and Ballbag unite for some heroic combat fun. As for the rest of the army ... I just need enough of the bastards to seethe into every orifice on the table. Then, pray animosity eventually does something ... before everything dies. Inevitably, Cirith Ungol will always die due to its completed lack of defence. 

 

Wednesday, 20 August 2025

MESBG The Fellowship battles the Shadows of Angmar


After a long break, Nick and I were happy to be back and playing MESBG. Nick wanted to play Fellowship (at 600 points) so I decided to play Shadows of Angmar. I made the choice to avoid putting points into large heroes (like the Witch King) up against hero killing machines such as Legolas, Aragorn, Gandalf or Boromir. Also, I knew I wouldn't be able to win, or contest, the 'might race.' 

So, I chose 50 Orcs (13 with bows, 4 2HW, 2 banners and the rest Orcs with shields) 1 warg rider, 2 werewolves. It was led by 3 Orc Captains and 2 Barrow Wights. I took these to use their paralysis ability. The werewolves were there to eat hobbits. 

I set up the board to resemble an ancient ruined fortification somewhere in Rhudaur or Eregion. Nick rolled a scenario 'To the Death' ... i think. In any case, we had to kill each other's heroes. 

I felt the scenario was quite logical as the Fellowship could certainly have been confronted by the remnants of the long forgotten evil realm of the north. 


Off we went, I tried a pincer envelopment. I worked around each side and hung back the middle. My plan was to take the Fellowship in the crossfire ... and my first target would be the pointy eared rocket launcher from Mirkwood - his defence is just too low! 



Aragorn and Legolas worked up to a position behind ruined walls ready to start picking off the Orc horde. 


The above shows my centre force. They are working their way into position. The shorter 18 inch range of orc bows can be a little limiting. They began to pepper both Legolas and Aragorn with shots. Most of these fell uselessly - the elven cloaks made the Orcs only ever hit on 6s. However, in one turn, several arrows were on target. Legolas was forced to spend all his fate points. Elbereth had smiled upon her favoured kin, but her influence in this distant land was waning. 


Orcs took shots whenever they could. Sure, Orcs were being killed by the incredible aim of the heroes but ... there were plenty more where that came from. 


The Fellowship now joined up but Orcs were on both sides with more approaching from the centre. The Orc groups filled the air with black fletched arrows. The Fellowship was caught in the crossfire. 


Above, Orc losses can be seen in the centre (a lone Orc stands where once he had chums) but I had also moved my werewolves into position. These are quiet threatening creatures at only 25 points each. Their best feature is a 10 inch move (quite long in MESBG) and feral/ferocious charge - which allows them to charge without line of sight. The werewolves ensured the more combat able heroes in the Fellowship had to protect the hobbits. 


Move Orcs maneuvered to shoot the good guys. 


(Stunningly, it was my single warg rider who threw a spear that killed the Prince of Greenwood.)

Nick now used Gimli to shield the weakened and now wounded Legolas. Aragorn was slowly losing fate but the Orcs are just really bad shots. The Fellowship were moving toward a small wood. I now worried that they would slip inside and my chances to kill both Legolas and Aragorn wound be gone. 

The photographer then wandered away. In this break, I used a Barrow Wight to paralyse Legolas preventing him from getting to cover. I moved my Orcs around the rear of the Fellowships position. The second Barrow Wight and Werewolf also closed. The werewolf was almost in range of charging hobbits. However, Aragorn planted a shaft into one werewolf - it yelped and slinked behind cover. Then, Legolas fell with Orc shafts buried in his chest. Boromir charged from the wood toward the Orcs and Aragorn followed. Initially the Orcs fell back firing, but priority was eventually lost - especially with the might fountain Aragorn being present. The heroes caught their prey ... 


Boromir began to slay Orcs and the body count climbed. His horn, which enabled him to automatically win duel rolls when the Orcs failed courage tests (constantly) and massive might stores resulted in many heroic combats. Boromir was slaying 4 Orcs per turn. Aragorn was chipping in too. 

(In the above image, you can just see the hobbits in the top left. They have left the wood and were supporting Aragorn and Gimli. In the distance, a werewolf lurks.) 


More Orcs lapped around and fired arrows directly into combat. But ... Orcs are just really bad at hitting anyone ... friend or foes. My Barrow Wights steadily expended their will on paralyse spells that failed and failed again to effect the heroes. Their powerful will rolls shrugged off even the most potent dire songs of paralysis from the ancient wights. 


Whenever I could, I tried to limit Boromir's kills but I certainly wasn't able to prevent them. The Orc body count was climbing. Frodo was now attacking one of my banner bearers. Other hobbits, who can be barely seen in these images, are now fighting for their lives against werewolves. 

(The Orcs with grey stones on their bases indicate my Orc captains.)

The battle raged on and on. The Fellowship continued to win duel rolls but I could keep feeding in Orcs to the fray. Then the hobbits fell ... Sam, Merry ... Pippin. Aragorn fought on but his fate was spent. 

Gimli was surrounded by doggedly won duel roll after duel roll. I kept feeding the Orcs in ... surely I would win a duel roll or two eventually ... maybe ... at some stage ... 


And I eventually did ... Gimli was hacked down by simple Orc soldiers ... trapped and surrounded. Aragorn battled on ... but, at the last, he fell. I had surrounded them - Gimli and Aragor - turn after turn after turn - and finally they were cut down by jagged Orc blades. This ended the game. Boromir had been drawn away from the other two. An occasional priority win enabled me to engage the heroes in favourable ways limiting their kills. I tried several times to devour Frodo with a werewolf but I just could not roll a single 5 ... and I had about 6 chances to do this. The invisible little bugger got away. The ring was almost secured ... in a werewolf belly. 

In the final wash up ... a very enjoyable game with two forces of very different strengths and weaknesses. Sheer numbers probably won out. I had lost 24 Orcs only 2 short of my break point. I still had my banners and general and had killed 6 heroes. On points, it was about 13 to 2 (or 3) which is quite a victory for evil. Orc archers had dictated the game, then sheer numbers told with enough mediocre Orc captains, barrow wights and werewolves to threaten and harm. 

So, it appears this tale will be ending a little differently. With Boromir alive, he may well have bundled up the hobbit and managed to slip away ... somehow. Without his protector (Strider), Frodo would have be driven south to bring the ring to Minas Tirith. 

But, I think we all know, somewhere on the road ... on a dark night ... a tall muscular man would have approached the smaller, soft skinned hobbit ... and forced him to reveal his ring. 

Tuesday, 5 August 2025

Altar of Freedom ACW Stones River


It was our second game of 'Altar of Freedom.' I decided I would dip into my Fire and Fury scenario book and pulled out Stones River. I looked specifically at the Union right wing, where the large Reb attack happened. After one game, I made the call to limit brigades to around 12 a side. For a week night gaming group - and even thought the rules are supposed to be 'fast play' - I really don't see how you could finish a game. 

Above shows the Union left wing stretching down to the far wing. The Rebs had 2 or 3 more brigades than the Union. The amount of cannon was about the same. The Union line was stretched along the edge of a wooded area giving them some cover. Mostly, the Rebs had to cross an open area of ground to get to grips. 


In turn one, the Rebs alone activated. One the far end of the line, this really gave the Rebs a chance to wrap around. This can be seen below best. 


Above, the Rebs pressed on. At first, I (Union) spent my points on activations over the clock or end of phase. The Union were down 4 command points as the Confederates had an extra divisional commander. I would soon change this and try to grab control of the clock. This didn't quite work as the clock is dependent upon the die rolled. This can be used to reduce the clock and, hopefully, catch out divisions that have not been activated.


Back to battle, not rules, the end of the Union line is exposed. This can be well seen below as one Confederate brigade had bypassed this Union unit. I don't know why Ian chose to do this. I was grateful he didn't turn my flank with an enfilade charge - which is deadly in the rules. 

The red and orange dots represent fatigues. 


As can be seen, fatigues are building on the Union brigades at the end of the line. Unfortunately for the Rebs, these build slowly. Musketry drives units back rather than building fatigues. Cannister fire and melee cause fatigues - but usually one at a time. 

The slow process may have been caused by deciding to give all brigades the same unit strength. It was only our second game and, to be honest, it had take me an hour to set up the battlefield and position the troops. As we play on a weekend, thats an hour I have to find between work, getting home and getting dinner ready ...etc. Printing labels as well .... nope. 


The Union were lightly wounded ... but were giving way sluggishly. The above image shows the dire position of the Union far right. It had folded back at right angles and a Confederate brigade was moving past its flank. This unit should have flank charged and rolled up the line. Its commander should be cashiered immediately! 


The Confederates charge across the open field toward the Union line. The fence marks the edge of the wood area. The Union troops before the camera are in the open. Here, at first, the Rebs went well ... then the Union cannon found their range. 


Dots show rising fatigues in the Union line as superior numbers of Rebs crash forward. These are coming in almost in attack columns not quite able to make their number advantage count. 


Losses mount in the Union lines but turns have wasted away. The Rebs have also lost many fatigues but this is not as clear as their little white fatigue dice are not as clear. 

Above, the union cannon were driven back from the line by some counter battery fire. This wasn't done well and I need to read the rules as some of the cannon - on both sides - would probably have been lost. 

Right at the bottom of the top image, a union cannon has turned to face the Reb attack. A burst of cannister completely dispersed a Confederate brigade. The Union were ahead!


While the initial push was severe, the Union re-organised their line on their far right. At the top of the above image, a whole Confederate division is sent on a long march to try and flank the Union line. This would not quite arrive in time. 


The Union stood firm against the outflanking Reb division. There was not quite enough time. This can be seen as the Rebs have not managed to shake out into a more threatening linear formation - again, attacking in a column. 


At the opposite end of the line the Union had completely driven back the Confederate attack. The two batteries were interrupting their advance and pushing them back again and again. 

We called the game with about a turn to go. There was a lot of pack up too. I really don't understand how the large 20-odd unit per side scenario 'Altar of Freedom' games would play out. You'd need a whole day. Thats okay but not for us. 

The rules work well. After the game, I found we did a couple of things wrong. Picking our targets - not firing at the closest threat - and the rules for recoiling cannons after fire were not done well. Its much easier to defend than attack in this game. But, the Confederates did go straight in and not try to use their advantage by working around the flanks first - that was an after thought. 

The command system is certainly a feature of this game. It works well and has both players scratching their heads. Tactics on points allocation change throughout the game to take advantage of situations that arise and as players try to push an attack or defence in a certain area. We need to introduce leader characteristsics and unit strengths to get a better game. But there is a lot of set up with labels to be done. I really enjoy the game but set up time - which includes the large amount of terrain an ACW game demands - is quite difficult for a week night. The game definitely needs two motivated players to get things up and working (and on Little Wars TV - they even have a dedicated GM as well. No wonder things look better online.)