I played this game about a year ago. I noticed a bit of interest in
LotR, so I thought this may inspire someone that hasn't tried out
WotR yet.
Mods...... couldn't find anywhere to put this, didn't want to put it in
WHFB bat reps section. If it's not okay in here, i don't mind if it's removed.
I've painted all my figures, but at this stage i hadn't painted my
WotR movement trays.
This is my first game of War of the Ring. As I was trying to explain the game to a friend I thought I’d also make a mini battle report. We both kept it fairly simple and took 800 points of troops. I used Rohan, my opponent had Isengard. We decided we didn’t want to take magic or many named characters.
Here are the lists;
The Muster of Rohan
Erkenbrand, Lord of the Westfold …….. 75
6 companies Riders of Rohan (banner bearer, Erkenbrand here) …215
3 companies of Riders of Rohan (captain, banner bearer) … 175
3 companies of Riders of Rohan (captain) …. 140
3 companies of Militia (captain) … 110
2 companies of Bowmen …….. 40
2 companies of Bowmen …….. 40
Total= 795
Forces of Isengard
4 companies of Uruk-hai Warriors (captain, banner bearer)…. 225
3 companies of Uruk-hai Phalanx (captain, banner bearer)…. 190
3 companies of Uruk-hai scouts …… 90
4 companies of Warg Riders ….80
1 company of Berserkers … 110
1 Isengard Troll …. 100
Total = 795
Daylight Raids
".....During Thengel's reign, Saruman declared himself Lord of Isengard. Saruman has secretly made alliances with the Dunlendings and has built an army of Orcs, including a particularly strong kind known as the Uruk-hai which could withstand sunlight. The Uruk-hai have begun to raid Rohan, though the Rohirrim do not realize at first that they have come from Isengard.
Orcs from Mordor in Sauron's service have also started to cross the Anduin to steal horses - especially black ones to be used as steeds for the Nazgûl.
Saruman has employed an agent to weaken King Theoden (Grima Wormtongue) and thereby leave Rohan open to attack. His Uruk-hai have become bolder with their success, and destroy all in their path. Without any orders from King Theoden, his son Theodred has now assumed command of Rohan's forces and organised the defenses.
For military purposes, Rohan is divided into the the West-mark and the East-mark. The Rivers Entwash and Snowbourn form the boundary between the two. There are three Marshals of the Mark commanding Rohan's military forces. The First Marshal commands the Muster of Edoras and the surrounding lands including Harrowdale. The Second Marshal commands either the East-mark or the West-mark, depending on where the threat is the greatest. The Third Marshal commands the remaining region.
Theodred has entrusted Erkenbrand to defend Rohan against the threat from Isengard. As Lord of the Westfold, Erkenbrand is the highest ranking lord in western Rohan. He lives in the Hornburg of Helm's Deep, across the Gap of Rohan from Isengard. As the threat of attack from Saruman increases, Erkenbrand musters his Éored to defend against the daylight raids."
Objective
The watch tower contains a huge bonfire that’s lit to warn a nearby Rohan hamlet of any imminent danger. If the forces of Isenagrd can gain control of the tower they prevent the Rohirrim warning any nearby hamlets by pouring water over the bonfire. Thus preventing nearby hamlets from mustering an organised defence.
In games terms, whoever controls the watch tower at the end of turn 6 is declared the winner. To control the tower you must have a company within 3” of the tower (disordered companies don’t count) If both sides achieve their objective, it’s a draw.
Terrain
The game is played on a regular 6ftx4ft table. In the centre of the board is a watch tower (the objective) Either side of the tower are rohan buildings, representing the outskirts of a small hamlet. There’s a smattering of hills, four total. A small woodlands, and some nearby ruins.
We decided;
- ruins were impassable
- woods = capacity 3, defence +2
- watch tower = capacity 4, defence +2
- barn = capacity 1, defence +1
- rohan thatched house = capacity 2, defence +2
Deployment
I win the roll. I decide I’ll make him deploy first, but he’ll also have the priority in turn 1.
His two big uruk-hai units go near the watch tower, with a troll to back them up. Berserkers also near the tower. Scouts behind the woods (they move through without penalty) Looks like his warg riders will attempt to flank my army.
My bowmen formations occupy both hills, one opposite his warg riders hoping to shoot them and prevent a strong flanking attack. The militia will stay back and try and survive so they can contest the tower if he occupies it. (cavalry can’t go in buildings, my militia will be crucial) Erkenbrand’s formation sets up opposite the troll (they pass terror automatically), and hopefully Erkenbrand will have some might points left to deal with the troll. Then i put rider formations where I can fit them in.
Turn 1 (Isengard has priority)
Movement
Most formations move up. The Uruk-hai warband moves “At the Double!” (passes his roll to do this)
The berserkers move behind the uruk pikes, to shield themselves from possible bow fire. Warg riders attempt to hide behind the barn.
Reacting to his movement, I put all my riders just beyond 8” from his infantry, so he can’t charge me.
Shooting
He has no shooting (the troll can throw rocks/spear, but it’s range 6”)
In the centre of the battlefield two formations of riders load their bows and fire at the uruk-hai warband. (19 shots) The uruk-hai form a shield wall, deflecting most of the arrows, only two uruk-hai fall.
On the hill behind the riders a formation of archers fire at the uruk pikes. Three uruk pikes fall.
My archers near the barn manoeuvre so they have line of sight to the warg riders. Riders aid them with missile fire. The archers manage to drop one warg riders (2 hits) Then with an amazing display of dexterity eight out of nine arrows from the riders strike true, that takes down another four wargs. Under the hail of arrows the wargs are driven back 2”.
Charge
Only Erkenbrand’s formation charges. I roll a 6 for the charge, it’s an unstoppable charge.
Fight
Erkenbrand calls an Epic Duel (he rolls two dice) The uruk-hai captain has the same fight value, I get a +1 bonus. I get 2 and 5. He gets a 4. I win by 2. The results are Erkenbrand slashes through the unit to get to the uruk captain (killing 2), cuts the captains head off, then kills another 2 uruk-hai.
The charging Riders of Rohan have 33 attacks. In a brutal hack and slash melee they take down another 5 uruk-hai. Some of the uruk-hai manage to pull riders off their horses (2 wounds, which 1 dead rider)
The uruk-hai shrink back from their foe, their shield wall buckling. They are now disordered. (they pass their courage test, so no more uruk-hai fall)
.......A good start for my Rohan force, those cavalry charges are devastating. Killing his uruk-hai captain helps a lot, they won't be able to move "at the double" any more.
Turn 2 (Isengard has priority)
Movement
Isengard move first. The uruk-hai warband decides to fall back (think he rolled 5). The troll and phalanx both position themselves in front of the retreating uruk-hai warband.
The warg riders decide not to risk approaching the archers, and sprint out of range. The berserkers move forward, probably to give my riders something else to worry about.
My main concern is now Erkenbrand’s formation. He’s positioned his troll very close, so I can only move at half rate. If I don’t get out the way quickly Erkenbrand is in trouble. Erkenbrand calls an “At the Double” move, and successfully wheels his riders out of charge range.
Shooting
My archers and cavalry near the barn shoot another 4 uruk-hai scouts.
Every other unit (2 archer companies, 3 riders, 6 riders) all shoot at the uruk-hai phalanx. This kills another 9
Charge
Erkenbrand’s formation is 11” away from the troll (the trolls max charge is 10”) Erkenbrand attempts a charge, but only rolls a 3, so doesn’t charge.
My riders near the barn attempt to charge the uruk-hai scouts, but their charge is stalled.
..........Still fairly confident at this stage. It’s looking good for Rohan. Charging in with cavalry, then moving away with an "at the double" order is the way to go with rohan. I'm only effective on the charge with my cavalry, and can't afford to be counter charged. Captains or characters are needed to move at the double, so i'll try to keep them alive
Turn 3 (Isengard wins priority)
Movement
The retreating uruk-hai warband passes their courage, and they move back into a threatening position (they can no longer move “at the double” because their captain was killed) The phalanx are fearing my missile fire, they move “At the Double” (they pass with a -1 with Rohan within 6”) , now they are 2” from my riders, and have the priority with the charge. The berserkers move inside the tower, they are going to be tough to move out the tower.
My riders near the barn move “At the Double” (also with a -1 for nearby foe) They position themselves so they can flank charge the scouts.
Shooting
The archers and riders near the barn shoot down another 5 scouts, driven back 1“.
Erkenbrand’s riders all aim at the troll, they hit it once, but this is not enough to worry the troll.
All other units aim towards the uruk-hai phalanx. Total of 5 more fall (the militia take down one phalanx with a throwing axe)
Charge
The uruk-hai phalanx charge my militia. I was surprised he did this (i'm guessing the reason was because otherwise the uruk phalanx would be shot) but now he’s presented a flank to my cavalry. Not surprisingly I accept the flank charge to the phalanx.
The troll gambles, and just reaches Erkenbrands unit with an unstoppable charge.
The scouts surprise me as well, and manage to charge my cavalry.
Fight
Cav v’s scouts near the barn … The cavalry are only effective on the charge, and kill one scout. The scouts have 14 attacks, score 5 hits (which is 2 dead riders) The riders then fail their courage by 4, this wipes out the formation as they run for the hills. My left flank is exposed and weakened now, i doubt my archers can hold these uruk scouts on their own.
Cav/Militia v’s pikes …. Cavalry go first, and run down 5 phalanx, that just leaves the captain. He cuts down one militia, before he’s butchered.
Troll v’s Erkenbrands formation …the troll has 7 attacks at a massive str7. He smashes 3 riders off their horses for no return blows.
..........well that’s turned the game around, with limited time and fleeing units he’s in a strong position now. I'm going to struggle