I have decided to create this MESBG battle blog to gather the games I have played in one place. More organized and easier to get back to them if I need to research. I figured this subforum might be the right place, but if it will fit better in another location please let me know Search the index below to skip to the game you would like to see. Feel free comment, suggest or anything if you feel like it Grrr, !mrahil Index: Easterlings vs Isengard - 210 pts - Lords of Battle Gondor vs Isengard - 265 pts - Seize the Prize
First up: A deeper look into the battle of three weeks ago Easterlings vs Isengard - 210 pts - Lords of Battle Spoiler: Army lists Easterlings: 206 pts Easterling Captain 65 pts - Shield - Armoured Horse and sword 2 Easterling Kataphrakts. 28 pts 10 Easterling warriors. 113 pts - banner - 7 shield - 2 pike - 3 bow - 3 Black Dragon Easterlings Army Bonus: Isengard: 203 pts Uruk-hai captain 55 pts - shield 12 Uruk-hai warriors 148 pts - banner - 4 crossbow - 3 pike - 4 shield Isengard Army Bonus: My son played Easterlings and I played Isengard. Spoiler: Battle Scenario: Lords of Battle Objectives: Once one force has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the force that has scored the most VP wins the game. VP as following: - Keep track of your Wound Tally. The Wound Tally is equal to the number of Wounds that your army inflicted, plus any Fate points that your opponent spent. Hero models removed from play with unspent Fate points will add 1 to the Wound Tally for each one unspent. Models that flee because of their force is Broken count towards the Wound Tally. You score 3 VP if your Wound Tally is greater than your opponent's. If your Wound Tally is twice as large as your opponent's you instead score 5 VP. If your Wound Tally is three times as large as your opponent's, or your opponent has no models left on the board, you instead score 7 VP. - You score 1 VP for causing one or more Wounds on the enemy leader. If you kill the enemy leader, you instead score 2 VP. - You score 1 VP if the enemy force is Broken at the end of the game. If the enemy force is Broken and your force is unbroken, you instead score 3 VP. Set up before the battle: Turn 1: My son got priority and tried to keep his force as much out of sight form my crossbows as he could. He ran his captain and one Kataphrakt behind the middle pyramid and the rest stationed behind the far single wall. My main force advanced in formation and my archers kept their position upon the roof. His shooting failed him and I managed to snipe two of his archers and a footman. Turn 2: Next priority went to the Easterlings again. The Two horses circled the pyramid to set up for a rare attack. Other units kept out of sight or reach from the Isengard force. The Uruk-hai proceed to move forward, but no close combat yet. No casualties in shooting either. Turn 3: Again priority for the Easterlings. The initiative for close combat is determent by my son. The Uruk-hai archers move into action as well, so no more shooting, they get of the roof safely. Two Easterlings Dragon warriors and one Uruk-hai find their demise. Turn 4: Isengard pulls the long end on the priority roll this time. Organizing the skirmish at the front and countering the cavalry in the back. All shooting have been forfeited to better position the fight. The cavalry is not halted properly and one Uruk-hai archer and one Easterling warrior die. Turn 5: Eastelings turn to priority again. The cavalry turns in from the back. One Kataphrakt keeps two archers at bay while the captain storms into the main battle to help out; attacking three Uruks at once. This move and battle takes out four Uruk-hai and two Kataphrakts The Easterlings are broken, at the moment Isengard is leading in Wound Tally and my son want the game to go on. He rolls the D6 determining the game length and rolled over a 2, so another turn. Turn 6: Easterlings gain priority again. His captain passes the courage test to keep on fighting and inspires the rest of the force to do the same. During the following combat the captain got killed. New roll to determine the game length. My son rolls a 2, required to end the game, but his Army Bonus allows him to reroll the dice succeeding a 2 this time, so another turn. Turn 7: Isengard gains priority for a change. Pinning the Easterlings so no courage tests are required. Combat doesn't result into casualties. Rolling a dice for game length again. Over a 2 with no problem. Turn 8: Easterlings get priority once again. All units pass their courage tests. They are setting up for a last defense. The Uruk-hai move partly around them to maximize the combat. The Easterlings manage to kill one more Uruk-hai. The roll of the game length is a 1. Rerolling due to the Easterling Army Bonus gives a 2. Ending the game. Result: Isengard Wound Tally is greater than the Easterlings Wound Tally, but no where near twice as high: 3 VP to Isengard The Isengard leader has suffered a Wound, the Easterling leader has been slayed: 1 VP to Easterlings, 2 VP to Isengard The Easterling force is Broken, the Isengard force isn't: 3 VP to Isengard Isengard wins 8-1 After all a fun little game and the first time for my son playing Easterlings. Some tactical tips at the end of the game to learn for next battles. Grrr, !mrahil >>Back to Index<<
Game from three weeks ago: Gondor vs Isengard - 265 pts - Seize the Prize Spoiler: Army lists Gondor: 259 pts Knight of the White Tower 75 pts - Armoured Horse (Custom fun build to introduce two-handed weapon) 3 Knights of Dol Amroth 60 pts - 3 Armoured Horse - 3 Lance 4 Minas Tirith Knights 56 pts - 4 shield Minas Tirith warrior 32 pts - banner 2 Minas Tirith Citadel Guard 20 pts - 2 longbow 2 Rangers of Gondor 16 pts Minas Tirith Army Bonus: Isengard: 261 pts Uruk-hai captain 65 pts - shield 4 Uruk-hai warriors 44 pts - 4 crossbow 6 Wild Wargs 42 pts Isengard Troll 110 pts Isengard Army Bonus: My son played Gondor and I played Isengard. Spoiler: Battle Scenario: Seize the Price Objectives: The game lasts until either a model carrying the artefact carries it off the board via their opponent’s board edge, or both forces have been reduced to a quarter (25%) of their starting number of models, or below, at which point the force that has scored the most VP wins the game. If both players have the same number of VP, the game is a draw. VP as following: - You score 3 VP if one of your models is carrying the artefact within your own board half. If one of your models is carrying the artefact within your opponent's board half, then you instead score 5 VP. If one of your models is carrying the artefact and manages to move off the board via your opponent's board edge, then you instead score 7 VP. - You score 1 VP for causing one or more Wounds on the enemy leader. If you kill the enemy leader, you instead score 2 VP. - You score 1 VP if the enemy force is Broken at the end of the game. If the enemy force is Broken and your force is unbroken, you instead score 3 VP. Set up before the battle: The aretfact was placed in the middle of the board on the upper floor of the tower. Turn 1: My son got priority and marched his cavalry force down the middle towards the tower. His archers stayed back, moving his Citadel Guards into cover of the building. My force spread between the tower and the back quay. Wargs in front followed by my captain and Troll. The Uruk-hai warriors moved into favoured shooting positions (some also moving inside). No significant shooting yet. Turn 2: Isengard claims priority. The Wargs charge forward engaging the first Knight of Dol Amroth, one on one. This blocked the bridge for other cavalry to come through. The Uruk-hai Captain runs to the tower to start climbing next turn. The right flank of Wargs moves around the bay to redirect the attention of a part of the Gondor force from the middle, successfully. Four Knights prepare for a charge next turn. Shooting had no resulting casualties. The first close combat clash saw the Knight of Dol Amroth perish. Turn 3: Isengard hit priority again and I got to set up the block in the middle and the attacks at the right flank. Also I was unlucky to find out that my Troll wasn't able to move around the tower due to the trees being to close to it (base size of the Troll made it impossible to move past it). We ruled against the idea that the Troll might be able to stomp the trees and move through anyway. In the shooting phase two of the Wargs in the middle got sniped. Combat saw another Warg killed breaking open the way to the tower. Right flank combat resulted in another dead Knight of Dol Amroth. Turn 4: New Isengard priority. The Captain got in base contact with the artefact, thus being able to dig it lose next turn. One of the Uruk-hai warriors marched slowly forward down the middle, still able to shoot to guard the tower entrance. The remaining Wargs pinned the three knights on the right flank to prevent them from aiding in the middle. In return even more Knights were drawn in to get an overhand in the next turn. Gondor's Captain and banner take cover behind the tower to be close by when the artefact is brought down. Uruk-hai shooting sees a Ranger of Gondor gone, also shooting into combat takes out a Warg (to much amusement of my son ) Combat results in another Warg slain, thinning my numbers rapidly. Turn 5: Gondor gains priority and sets up for a deciding turn. A knight of Gondor tracking to entrance of the tower to wait for the Uruk-hai captain to come out. And the last remaining Warg gets closed in by the Cavalry. The Uruk-hai captain and Crossbow attack the Knight in front of the tower. Shooting sees another Ranger gone. The Warg had 12 dice rolls decide it's fate, getting him totally annihilated. Turn 6: Isengard takes priority. The Captain attacks the Knight in front of the tower. Cavalry on the right flank start to sway over to the other side of the board. The Citadel Guards are trying to find a vantage point to take shots at the Troll. In the shooting phase one of the Citadel Guards is shot down. The Knight of Minas Thirith is chopped up by the Uruk-hai captain Turn 7: Isengard gets priority, but my son will try a Heroic move, I contest but lose the point. The Knight of the White Tower decides to take his name to heart and charges the entrance and the Uruk-hai captain. Shooting sees the Banner Bearer gone. Gondor is Broken The close combat has no notable result. Turn 8: Isengard gets priority again and the Gondor leader is pinned down by the Uruk-hai captain, the crossbow archer and the Troll finally is able to take a strike in. Crossbow warriors are taking position to take on incoming Knights on the right flank. Gondor has to take courage tests; a Knight of Dol Amroth and Knight of Minas Tirith fail and flee from battle. The remaining Knights of Minas Thirith rush in to help out in the middle, picking off the crossbow Uruk-hai from the leader combat. The Gondor leader takes a hit in the ensuing battle, the Uruk-hai crossbow warrior is killed. Turn 9: Isengard takes priority taking on the Knight of the White Tower, the Troll just can't reach in (again ). Shooting sees the last Citadel Guard die. The ensuing battle is harsh but quick, the Uruk-hai captain finds his final resting place at the base of the tower. Gondor is quartered, Isengard is broken. Turn 10: Isengard gains priority, Courage tests determine the battle's end: One Uruk-hai warrior flees. Isengard is quartered. Result: In the end nobody was carrying the artefact 0 VP to both The Isengard leader has been slayed, the Gondor leader has suffered a single wound: 1 VP to Isengard, 2 VP to Gondor Both forces ended up broken: 1 VP to both Gondor wins 3-2 My son was over the moon about his victory and joyfully told his mother the next day about his glorious victory Upon making this battle report I found out I forgot about the Stone Throwing rule of the Troll and that I treated the Citadel Guards as having a bow instead of a longbow Grrr, !mrahil >>Back to Index<<