Showing posts with label War of the Ring. Show all posts
Showing posts with label War of the Ring. Show all posts

Tuesday, July 19, 2016

OP THIUNDERING DICE ROTO 16-3 Complete

My wargaming bestie James was over last weekend for the third instalment of what we call OP THUNDERING DICE.   Since we moved further apart last year, we have been running an ongoing series of slumber parties, and this time, ROTO 3, we decided to play another game of War of the Ring, try Sharp Practice 2 with my ACW collection, and then play a fantasy game of Dragon Rampant.

James got caught up in the Friday not rush north to cottage country and arrived late and somewhat frazzled, but some barbecued goodness and a beer downrange later, he was good to go.   We started with War of the Ring (2nd ed) by Ares Games.  You can read his account of our weekend here.  It was our second complete game.  The first time I played Mordor, this time I played the noble and winsome free peoples.  Both times Mordor lost when the Ringbearer achieved his quest.   It was a near run thing, and it turned on the draw of one chit.  Some would say that a game which invests so much in the military and political aspects of the war, and then hangs on a couple of dumb hobbits meandering through Mordor, isn’t really much of a game at all.   Well, I suppose, but you could argue that one could say the same thing about Tolkien’s book. We had fun, at any rate.

On to Saturday, when The Other Mike joined us.   James introduced us both to Sharp Practice, the second edition of Too Fat Lardies’ well known black powder skirmish game.  We threw an evenly matched force of Yanks and Rebs on the table.   Other Mike and I were new to these rules, though I’ve played SP1, but despite that faint advantage, Other Mile picked it up very quickly.

Here the gallant Major #5 leads his Union boys forward to try and flank the Rebel line.

My company on the left wing gets into line and goes up against an equal number of Yanks.   However, the extra Union Big Man keeping their line steady, plus those annoying Yank skirmishers in the cornfield, would make it difficult for Rebs.  However, it’s the little hill on the right where the game will be decided.

Shock builds relentlessly and my line breaks.  As shock exceeds the number of troops standing in each group, the formation breaks up.  One thing we didn’t realize was that each time a group retreats because of excessive shock, it lowers the overall Force Morale of they side, and that’s a bad thing.  We almost lost the game when this formation was defeated.

 

The game was, as I said, decided on the right.   Here in this incredibly amazing, exciting action shot, Other Mike’s troops charge down off the hill and shatter the Union left.    It helped enormously that we were able to get our skirmishers on to the right flank of the Union line.

All of us liked SP2 enormously.   As Other Mike noted, it really felt like a subset of a regimental battle that you read about in the battle histories.   It had a gritty, small-unit feel that was very satisfying, and very different from another ACW game we like, Sam Mustafa’s Longsteet.

In the afternoon we reset the table, keeping the terrain and adding my Rohirrim village to play Dragon Rampant.  We gave the forces of Isengard the usual mix of Uruk Heavy Foot, crossbows (Heavy Missiles), archers (Light Missiles), Berserkers (Bellicose Foot), a shaman (Wizardling), and Warg Riders (Heavy Riders).  Against that daunting mix, we gave the Rohirrim a unit of skirmishing cavalry (Light Riders), one of heavy cavalry (Heavy Riders), two units of Heavy Foot, two units of Light Missiles, and two heroes, Gimli and Aragorn (both single model, 6 strength pick units).  We rated Gimli as Elite Foot, Aragorn as an Elite Rider.

It was a ripplingly fun game, where victory seemed within Other Mike’s evil orchish grasp.  Mike’s goal was to burn as many buildings as he could and capture the adorable and plump barnyard animal, Bakkonraed the Swine.   Here the surviving Rohan light archers (some old Wargames Foundry HYW English archers filling in) exult after they routed a unit of Heavy Foot.  In the middle, Gimli exults after massacring the Orc Bellicose Foot.

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An overview of the battle, just before the Rohirrim Heavy Horse smashed into the warg riders and routed them, killing their general.   Other Mike threw in the orcish towel at this point and we spent a happy dinner hour with James and OM deciding to order their own copies of Dragon Rampant and scheming as to the armies they would field.  We all had terrific fun.

Note, BTW, in the last photo, my amazing spiffing Rohan watch tower.  I’ll get some photos of that in another post.

 

Blessings to your die rolls!

MP+

Tuesday, March 8, 2016

First Take: Playing War of the Ring

Last night three of us tried War of the Ring at the club.   Vincent, who owns the store we play at, raised his eyebrows.  “That game takes a long time, you know, like, six hours”.   He was right.  We didn’t get it finished in the three hours we had, but we got much of it figured out and we had a lot of fun doing it.

Steve and Bruce took the Shadow side, and I took the free peoples.   Here I watch as the forces of evil mass on the borders of Gondor.  My strategy was to try and push the Fellowship as far each turn as I could.   It seems to take about six to eight turns for the Shadow player to get Mordor and Harad to a state of war and to get enough forces massed on the border to start the attack on Gondor.   During that time I could have detached Strider  and Gandalf from the Fellowship and moved them south.  They might have had a better chance of preparing Gondor and encouraging Rohan to get into the war.  Bruce came out last night with a sheaf of printouts of strategy tips for the game from various websites, I will clearly have to do some research.



Too late.  By about turn 10, Minas Tirith had fallen to a siege, and Rohan was more or less just sitting around watching.   I think as the Good player I need to find a better strategy for getting Rohan into the war to aid Gondor.  The only thing I had going for me was a reinforced garrison in Dol Amroth, thanks to a Muster card called Prince Imrahil and his followers.   That garrison was a rock against which the Shadow armies broke in a terrible run of dice, which would have given me a bit of a base left in Gondor had we had more time to play.   It would have taken Steve and Bruce time to muster more troops and move them into the war.




During all this time, the Fellowship had gotten very close to Dale.  My hope was to use them to activate the Northern peoples and get them into the fight, then make a run with the ring bearers from Dale all the way to the gates of Morrannon and into Mordor.   I think the only real hope of the Good player is to run the Fellowship as hard and fast as possible and trade the cities of Men for time.



Also yesterday, the first expansion of War or the Rung from Ares Games arrived in the mail, though we didn’t have time to figure it out last night.



This expansion allows the Good player to use some of the key figures of the Council, Elrond and Galadriel, as well as an enhanced role for Gandalf.   The Good player gets three new action dice which represent the three Elven rings of power worn by Gandalf, Elrond and Galadriel.  The Evil player gets some additional minions, including an enhanced Nazgul King, a new baddie called Gothmog, Lt. of Minas Morgul, and of course the dreaded Balrog.



Some of the new cards that come with this expansion.  



I’m looking forward to playing more with this game and trying the expansion set.

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