Tuesday, November 23, 2010

LotR SBG Battle Report - Goblins vs. Haradrim with Mumak

Hi all,


Welcome to another Lord of the Rings Strategy Battle Game (LotR SBG) Battle Report.


After forcing my brother to take control of the goblins last time so that I could face them with my dwarves, it was his turn to choose a scenario.


Having recently started re-touching and basing his Haradrim (http://paulslotrminis.blogspot.com/) he was wanting a chance to face a large horde. Where better to look for a horde than my goblins!


The scenery for today is a Citadel Battle Mat over the top of my Realm of Battle Board which works quite well. Most of the other scenery is my brothers, so feel free to browse his blog for more details on where he gets it all from.


His words:
"Well, I wanted to see how many goblins I could squash under the feet of the 
Mumak, so for this scenario, my aim was to capture three objectives with 
cavalry, heroes, and a wall of watchers backed by spearmen. My Mumak would step on row after row of goblins, and they would flee! "


He's now got enough guys for a full 1000 points, and wanted to fight a horde, so I opted out of the balrog, but still managed to get 98 models out on the table!


So without further ado...

Druzhag the Beastcaller and Durburz the Goblin King hate each other, like, a lot. So when some ruins were found at the outskirts of a forest it looked like the time was ripe to work together to capture a lair that Druzhag could use, allowing Durburz to keep the underground caverns all to himself. 

The only problem? The ruins are quite close to a Haradrim city. They will need to work together so that afterwards they never have to see each other again!

With supernatural ability, the Betrayer has learned of the goblin plan and urges Suladan to stop this evil alliance, for his own nefarious reasons no doubt - or perhaps the evil Nazgul just enjoys the bloodshed. In any case, the Haradrim army arrives at the same time as the goblins and Turn 1 ensues...

Turn 1 - Priority goblin.


Druzhag urges his beasts towards the southern end of the ruins, Jornik the Goblin Captain leads a large contingent towards the central ruins and Durburz heads towards the north. The Haradrim split into two main forces, the Betrayer and Hasharin towards the north, the Mumak and Suladan towards the south.

Goblins swarm through the trees, the cave troll looming almost as tall as them...


Turn 2 - Priority Haradrim.

The giant spiders scurry over the walls and into the southern ruins, clambering over any surface, regardless of angle and chittering loudly and defiantly at the galloping humans. The Mumak strides forward, huge feet causing small rockfalls on the steeper slopes and shaking the ground.


Acting as a mobile archery platform, with incredible line of sight, the Mumak is hard to fire from because of the lurching, yet the Haradrim archery is legendary and arrows fly swiftly and true, felling a wild warg through a gap in the trees! First blood of the match!


Retaliating, goblin archers volley high into the air, two arrows are on target, one sticks harmlessly in the howdah, the other is easily deflected by the chieftain atop the great beast.

Since nothing else really happens this turn, I've had some questions about how we take our photos. My brother has a nice camera and a tripod, so we basically just use that. We always use the timed shot as any vibrations when taking pictures of such small miniatures causes blur.

To get the camera to focus in the right place it's my job to hold a piece of paper where the camera will focus - here's an accidental shot from the last game:


The paper serves to block the camera from focusing on it's preferred distance (the background) and lets us choose better where it focuses. (Obviously using the timer helps us to move the paper away before the camera clicks... usually.) It's one of those cameras where you hold the button down halfway, then the camera focuses, then you push the button the rest of the way to actually take the shot. Anyway, hope that answers a few of the questions.

Tripod - timer mode - paper - button half down to focus - click camera - remove paper and wait for timer to take shot - have drink in meantime.

Yes, we spend as much or sometimes more time taking photos than playing, but they make a great record of the game and it's quite fun to go over them afterwards!

Turn 3 - Priority Haradrim.

The Hasharin and Betrayer lead their group of Watchers of Karna and spearmen towards the northern ruins, with a horde of goblins emerging from the trees... Durburz points at the Hasharin and gets some spear goblins to poke the troll in that direction.


The Mumak continue moving forward, the Haradrim archers on top shoot into the southern ruins, with clear sight from their high vantage point. A spider is peppered by arrows and tries to climb the wall, but the fast acting poison on the arrow-tips spreads through its body and soon all of its eyes glaze over and it falls twitching to the ground. (He rolled 1s to start with to wound, but the Haradrim poison arrows let him reroll, and next time he did much better!)


Druzhag plants his staff in the ground and bats swirl around him as dark energies twirl upwards towards his dwarven skull trophies, but one bat flies too close and a wing tip twitches against the evil goblin's nose, causing him to sneeze. The dark energies fizzle and dissipate and the hapless bat is swiftly reprimanded... permanently.

Suladan has reached the ruins, but falls short of attacking the giant spider guarding the entry.

Meanwhile 24 goblin arrows rain down upon the Mumak, a few plink into the howdah or are easily deflected by the chieftain, no damage is caused. One of the goblin groups changes direction to cower behind a small rocky outcrop, not daring to expose itself to the stomping feet of the massive Mumak.


Turn 4 - Priority Goblins (tied on 6s but Haradrim had priority last turn).

Druzhag again begins the evil incantations, this time his attending bat swarm stay out of his way and a black swirling dervish surrounds him, flows up to the dwarven skulls and then a red lightning bolt smashes into the spider before Suladan.

Enraged by the pain of the evil magic, but enhanced in strength, the spiders eyes all glow red and it launches itself, chittering, at Suladan, who somehow miraculously fends off the majority of the fang and claw attacks, taking two wounds but not dying, even with the poisonous spider venom flowing in his veins. (It's such an awesome spell, sure, it might kill the animal it's cast on, but Suladan somehow survived five strength 8 attacks! I rolled lots of 2s, and I only reroll for poison on 1s - still I almost killed Suladan!)


Retaliating magic for magic, the Betrayer summons infernal darkness into a bolt of blackness that spears out and lances the troll through the chest. The troll, wounded, roars mightily and doesn't need any more goblin assistance to aim it towards the enemy. (The Betrayer used 3 will to help ensure a hit, on a 5+, using three dice is far more likely to get the result than just 1, increasing the chances from a 1 in 3 (about 33%) to 19 in 27 (about 70%)

The Mumak lumbers closer to the central ruins and the archers put their bows down and pick up chunks of masonry and rock that they have stashed in the howdah. From such a great height, the rocks are thrown and dropped towards hapless goblin skulls. Even with their great agility and shields, three goblins are crushed beneath the stone. (Spoiler alert - keep an eye on just how many of the goblin forces are killed by falling rocks, a doozy of an upgrade for a Mumak!)


Two volleys of 12 arrows each fly high into the air and fall around the Mumak, one arrow manages to slice through an important piece of cabling on the Howdah! (Rolled three sixes to do that!) It will still take four more cables to snap to cause any real instability, but the Haradrim look nervous now.

Turn 5 - Priority Haradrim (tied on 1s, but goblins had priority last turn).

The Betrayer, Hasharin and Chieftain all head towards the northern ruin, while the watchers and spearmen change direction and move towards the center. Suladan and his riders also change tack, heading towards the middle of the battlefield.



As the troll races towards The Betrayer, the evil Nazgul whispers in a dark and evil language and thrusts his sword out, black magic spearing out and into the other side of the cave troll's chest. Although the wound appears superficial, with a raised voice, the black figure raises his hands to the sky and the black magic spear seems to pulse, severing an artery. (Three will to hit and a might to ensure a wound.) 

In retaliation the troll whips his chain through the air, and it is a perfect shot... but seems to pass through the suddenly insubstantial figure, causing no damage!


On one side of the Mumak rocks are let fly again, smashing the brains (what little there are) of three more goblin warriors as the cowardly greenies run from the Mumak. If you click on any of these pictures you get a much better version (as I'm sure most of you know). In this one you can see the difference between the touched-up archer on the far right (with beard, highlights etc.) compared to the yet-to-be-touched-up others in the howdah. In the picture above you can see some of the new bases he's flocking them with, I'm sure you'll agree they're starting to look really good!


And the evil men on the other side of the Mumak, not to be outdone, take aim and shoot two of the goblin archers that have been volleying away.


In return the ten archers left shoot back, two arrows strike home, one catching in the ropes of the howdah but causing no damage, and one swatted aside by the chieftain. Another 12 arrows are volleyed from the other goblin archery club squad with similar results.

Turn 6 - Priority Haradrim.

The Betrayer, sensing the approaching goblin horde, backs towards the center ruins, then turns, summons more evil darkness and using all his might sends yet another black dart of doom at the cave troll, this one (finally) pierces the troll's left eye and lodges in its brain, minutes later, the massive beast topples to the ground dead. Goblins scatter to provide a less dense stamping ground for the Mumak. Another mass of falling rocks from the howdah kill another goblin, the others all missing or quickly dodged by the nimble goblins.


In the center of the board, goblins have packed into the ruins as tightly as they can. A watcher, with a spear for support, launches a fury of dagger thrusts at a shielded goblin. Blocking with all his skill (which turns out not to be much), the goblin dies to a lucky stroke from the watcher (banner reroll) through his scrawny green neck, spraying blood over Jornik the goblin captain.



The Hasharin charges into combat and hurls a dagger, narrowly missing his goblin foe. Goblins then swarm around the evil men...

The Hasharin is faced by Lurnik, a goblin captain. Even his many battles with the dwarves only serve to help him not die to the skilled assassin, who slides a sharp bladed dagger through a gap between shield and chainmail, causing a bleeding wound, though not a fatal one. 

The human chieftain is beset upon by Durburz, the goblin king, three goblins with shields and four spear supporting goblins. Swinging his long bladed spear in a mighty, massive arc he causes all the goblins to fall backward, almost tripping over the still twitching troll corpse, and opening a gash in Durburz's leg. (Uses a might to win the battle - wins on tie re-roll and uses another might to cause the injury.)


Turn 7 - Priority Goblin.

Backing into the ruins, Lurnik takes up a defensive position inside the ruins, Durburz and his troops surround the human chieftain that wounded his leg (as well as his pride). Racing from the central ruins, suddenly a group of watchers and human spearmen attack as well! A messy melee is fought.

The Hasharin quickly dispatches the goblin that threw itself at him to tie him down. Durburz faces a watcher and a spearman and uses a mighty blow to force them back, but the agility of the black-clad human saves him from any serious wound.

Another watcher and spearman combo quickly take out the speargoblin that was aiding Durburz.

The human chieftain is still overwhelmed, despite the assistance from the watchers, and falls beneath five goblins and their stabbing short blades! The exclamation mark is because this is the first human death this game (with 15 deaths on the goblin's side)! The scenario calls for a test to be made when one team breaks (49 dead on the goblin team or 15 dead on the Haradrim team) if a 1 is rolled the game is over and whoever controls the most ruins wins. Next turn a 1 or 2 is needed, then a 1, 2 or 3 etc.


The Mumak turns towards the pestering archers and with arrows and rocks, the men atop the howdah manage to bring down one of the scattered goblin archers, bringing this group to 9 and stopping any future volleys from them.

One retaliatory arrow actually manages to stab towards the chieftain accurately, but fate is on his side and a random twitch of leather strapping deflects the arrow enough to slice a cut across his arm, but cause no real harm (lucky fate save!). The arrows from the other goblin volley do nothing save add atmosphere to the experience.


In the center of the ruins, The Betrayer focuses his gaze on Jornik, who has taken position in the entrance to the ruins. Jornik is fortunate and just as he is beginning to fall under the Nazgul transfix spell, he snorts a fly up his nose and coughs and splutters.

Just to the south of the central ruins Suladan urges his mount forward along with several of his raiders. This initial attack results in Suladan dispatching a hapless goblin spearman, long sword slicing the goblin's head clean off, but the other goblins manage to defend themselves against the men on horseback.


Turn 8 - Priority Haradrim.

Suladan and his raiders charge into the goblins, horses bowling over four goblins, and four goblins falling to war spears in various painful locations. A great result from a well-timed charge! (Suladan won on a tie and killed three goblins in a single great blow!)


Behind Suladan, a watcher has tried to enter the ruins by the side opposite Jornik. The goblin on duty there raises his shield, deflects the watcher's sword strokes, blocks the spear thrust from the watcher's friend with his sword and watches in glee as HIS supporting speargoblin thrusts a spear clean through the man's chest, cackling as blood sprays back over the spearman behind.

No lucky fly for Jornik this time, The Betrayer summons up more willpower and this time his gaze sticks, transfixing Jornik completely. Unable to fully concentrate under the spell of the Nazgul, Jornik is only saved from death by his trusty back-up spearman. 

8 arrows from the Mumak, which has turned back towards the center, flash into the ruins, slaying a goblin spearman with poisonous arrows. In retaliation, the other goblin archers (9 direct fire and another volley) manage to saturate enough fire to get an arrow thwacking into the chieftain's upper arm, a wound that will cause him to have difficulties putting his hands up in the air like he just don't care for the rest of his life.


Towards the northern ruins, the messy melee continues. Durburz and two goblins take on a single Watcher of Karna and bring him down, Durburz's jagged sword ripping a messy trail through the chest of the man. Behind the dying watcher, his comrade forces back another goblin duo, and kills one of the green-skinned fighters. The other combatants thrust, parry and separate, no lasting damage caused.


But where did the Hasharin go? Racing off towards the goblin archers! Finding them pre-occupied with peppering the Mumak, he charges in, felling two of them without breaking a sweat!


Turn 9 - Priority Haradrim.

The Mumak lumbers closer to the central ruins, bringing the guarding goblins into rock throwing range. Two rocks crush the skulls of more goblin defenders, sending others scattering and scampering for cover. As seems usual, masses of goblin arrows clatter around the howdah, doing no actual damage.


The Betrayer summons up the last of his evil willpower and pierces Jornik with a black dart before fading, laughing, into the void to replenish himself and put together still more evil plans.

Heedless of his wound, the braver than average goblin Jornik lashes out in pain and fury at the watcher in front of him, bringing the human down where he is finished off by a spearthrust from a supporting speargoblin.


Why were there less arrows clattering in the howdah than usual? The Hasharin charges towards the northern archers, throwing dagger flashing through the air to stick in the throat of one hapless goblin while twin blades bringing another two of the lightly armoured goblins down, dead as assassinated goblins.


Meanwhile, Suladan and his raiders charge into the previously charged goblins, the horsemen dispatching three more goblins with hoof and blade. Only the bow-armed raider is unlucky enough for his horse to stumble, throwing him directly onto the upraised spear of a very surprised goblin (who for the rest of his life cheered about how awesome his spear-skills were - a time period measured in minutes).


As turn 9 came to an end, my handy little check-list of dead figures came to 32 deaths on the goblin team for 6 deaths on the Haradrim team! Although the goblins held the objectives, there was no doubting who was dominating the actual battling!

Turn 10 - Priority Goblin.

More rocks from the howdah rain down into the ruins, slaying a goblin defender. The goblin arrows fly through the air again, and with another incredible stroke of luck, another cable is sliced on the howdah. Another three hits like this and the Haradrim on top the Mumak will be getting a goblin's eye view of the great beast. A watcher with spear support tries to force his way into the ruined building, but cannot get past the mass of goblins infesting the place.


The Hasharin turns from the scattered goblin archers, who have run every-which-way and pulls out his blow-pipe. A poisonous dart flashes out into the exposed thigh of Lurnik, seconds later he turns even greener than before, then slumps to the ground, writhing for a minute before finally lying still.


Suladan's raiders are less fortunate this turn. The Serpent King himself slays a jubilantly exclaiming spearman. A raider is brought down by a two goblin combo, the other men hold their ground, but cause no wounds to their opponents.


Turn 11 - Priority Haradrim.

Druzhag, alarmed by the rock-induced carnage at the central ruin, unleashes some of the southern defenders to circle around behind the Mumak, hoping that the Mumak won't unleash any rappelling Haradrim. Suladan kills another two goblins as he charges at them with his mighty steed. Four arrows thwack into the chieftain atop the Mumak, but none of them penetrate his armour (I rolled three 5s, but needed 6s!)


Jornik, who has resisted a Nazgul, slain watchers and snorted a bug is finally brought down by a mass of masonry from the Mumak. A simultaneous assault on the other entrance by a watcher brings down a goblin defender, suddenly the central ruin is looking far less well defended!


In the north the Hasharin brings down a goblin defender with a throwing dagger as he charges at the entrance to the ruins. Although he faces six goblins, the sublime spins and slashes of the assassin wins out and a goblin falls dead. The spearman giving him support ignores the arrows from the goblin archers as they clatter around him against the brickwork of the ruins.


Turn 12 - Priority Goblin.

Unwilling to let the goblins regain their composure, Suladan gives out a loud battle cry and calls a heroic move, charging the few remaining goblins to the east of the central ruins. Between him and his fellow raider, the last three goblins there fall, never to rise again.

More rocks from the Howdah kill goblins in the ruins as the Mumak smashes an ancient pillar to achieve a better firing angle. Goblin arrows rain around the place, but thwack harmlessly into the thick hide of the Mumak or tear holes in the Howdah cloth. The watcher at the ruins kills another goblin as he tries to gain a foothold inside the ruins.

The Hasharin fights off another lot of goblins, seemingly unending green bodies filling his view. Arrows fly at his spear support, but again they clatter around him without causing any damage.


Turn 13 - Priority Haradrim.

Suladan rides to the central ruins and dismounts in the doorway. More rocks from above smash another three goblin bodies. A watcher forces his way through the other entrance and slays a goblin, ignoring the spear-thrusts of the rapidly diminishing enemy!


The warg-pack is almost within striking range to the rear of Suladan's remaining comrades.


To the north, the Hasharin's wonderful run of constant kills finally comes to an end as six goblins stack on, bearing him to the ground as Durburz, having slunk around the ruins, slays his spear support.


The goblin force is broken!

A die is rolled... it's a 1, the game is over! The goblins win a major victory!

Just for fun we rolled to see how many goblins would flee next turn. Durburz rolled snake-eyes and had to use his remaining will and might to keep him and his nearby goblin warriors in the fight, elsewhere across the battlefield 16 more goblins ran!

The final dead stack of guys...


Lol, slightly more goblin casualties than Haradrim (and as my brother pointed out, The Betrayer wasn't actually killed, so I only actually killed 8 guys for my lots and lots!)

My strategy at the first was to just swarm over the objectives and I think I did that pretty well! The troll was a bit of a fizzle out, not doing anything before being killed by the evil magic of the Nazgul. There's no way I could have held out for much longer, not with the massive attrition you get with a broken goblin force, so I'm really glad I rolled a 1 to end the game!

I don't really feel like I won, since another couple of turns would have turned a victory into a defeat, but I'll still take it =) The piles and piles of dead goblins kinda spoil any cheering there!

The remaining goblins forces:


My brother's concluding remarks:

"My aim of stompy conquest didn't turn out exactly as planned. It took a turn 
longer than I had hoped to get the Mumak to the middle of the table, but a mass 
of goblins were able to put a pillar between me and them, and the other goblins 
ran up onto a hill. Meanwhile, my infantry forces were manoeuvering about the 
board, but when I saw I could not trample the goblins in the middle, I changed 
direction for the Watchers, and headed to try and take hold of the central ruin. 


Since the goblins could move straight through all the terrain features, they 
managed to get into the ruins before me, and with the masses and masses of 
goblins and monsters, managed to hold on. Once I realised how much fun it was to 
drop rocks on goblin heads, I turned to a new tactic, which was to bombard 
goblins, and clear out a ruin so my guys could move in. While the tactic didn't 
achieve victory, it was sooo much fun squashing goblins in every direction!

In the end, though I didn't gain hold of any ruins by the Game Over, I managed 
to greatly tip the casualty ratio between our forces. It was very fulfilling 
counting up how many goblins would be removed from the board each turn :) I 
really enjoyed black darting the Troll with the Betrayer too. I'm not sure if 
I've killed him in a Haradrim battle before!

I expected my Mumak archers to get shot down like they usually do, and my 
cavalry to get knocked off of their horses, but die rolls really went my way in 
those areas this match. I think if we did this again, I would ride my cavalry 
into the middle ruin right away, and park the mumak beside it, squashing anyone 
who tried to take the ruin, while betrayer, hasharin, watchers and infantry, 
took a second ruin as a single force."

And the remaining human forces:


Another question I'm often asked is how long the games take. Well, this one was a looong one, about five hours. That includes the actual setting up, writing down of the stats to keep track of wounds etc., snacks, lunch (you've probably spotted food on the table in some shots), photos, packing up, oh, and the game itself. And this 1000 point battle is the largest we've had. Each turn is actually pretty quick, it's all the stuff in between that makes it take longer. But we always plan on making a day of it, so it's all combining to part of the fun.

Anyway, there you have it, another LotR SBG Battle Report for you to laugh at our mistakes, but hopefully get a sense of the whacky fun that the game is!

Due to more baby preparations etc. there probably won't be a game next week, but we'll definitely try to have another one the week after, so stay tuned!

Thanks for all your positive comments here and on the forums, really appreciate it, and PM any questions if you have them, happy to help when I can!

Tuesday, November 16, 2010

Dwarves vs Goblins - Evacuate Battle Report

Hi all!
Finished uni for the year, and still have a couple of months before the new family addition (the keen eyed among you may spot various baby related paraphernalia in background shots).
That means that there's time for a game (hopefully more than one in the next few weeks).


My brother was kind enough to leave his own minis at home and take control of my goblins so that I could have a dwarf vs goblin match.


Basically the dwarves have to try and get from one side of the board to the other. Doesn't sound too hard?
Well there's a subterranean river bisecting the board. It is cold and flows very swiftly. There are two places that are safe to cross. Of course, you can always jump. Roll a die, on a 1 you've fallen into the river. With armour on this means certain death. (Rangers get to re-roll jumps.)


But wait, I hear you say, the dwarves will be halfway across the board before the goblins even get to attack? Well, the evil army starts with half of its miniatures (including the Balrog and Troll) on the opposite edge to the dwarves. The other half come in as reinforcements through three different places, a well and two trap doors. In the movement phase each reinforcement rolls, on a 4, 5 or 6 he is now "active" and can choose to enter the game in that turn, or any subsequent turn. You can bring as many goblins through a trap door or well as you can fit in base contact with it. Dwarves can block entrance by ending a turn unopposed on the trap door or well.


Major victory if the dwarves can get 50% of their forces off the board, minor if they get there with 25% strength. Game is over at 25% miniatures remaining. This is using all my dwarves, 982 points worth, and 985 points worth of evil.


Anyway, there's now been a page with no pictures, how can that be! On with the report...


Etako and Brynmor have been on a deep expedition, trying to find the mithril vein that Brynmor had located some time previously. Reluctant to go, the drunk, shovel-wielding dwarf continued to mumble what a bad idea it was. The other dwarves thought it a grand adventure, though around the camp fires at night, dark tales about how Brynmor had left home with a large force and returned alone abounded... What was it that had killed his comrades?




After months of journeying far below the surface of the desert, the dwarves are on their way back home, tired and without mithril. 




Ahead of them lay a swift running river near some old ruins. Beyond them lay the long, upward tunnel home. Suddenly a chittering sound and a booming roar of fire and something far more evil could be heard above the sound of the fast flowing water.




Brynmor could be heard to sigh behind his face-plate. He raised his shovel in salute to Etako and silently marched forward. As he did so, the dwarves could see a hellish, flaming figure flare into being over the river, small skittering forms shadowy beneath it. Etako's remaining eye bulged... Balrog. 




With a loud cry he urged his fellow dwarves forward, towards home, hoping that some of them would make it.




Turn 1 - Priority Dwarves : Both sides begin the rush for the bridge and crossing points...




The Cave troll heads towards the bridge, balrog towards the crossing.




Turn 2 - Priority Goblins.


As the dwarven army passes some decaying ruins, a sound can be heard from an old, disused well. A goblin captain and eight of his followers bound out! Appearing close to some dwarven archers, who back off and raise their bows, firing in a swift, smooth motion. Due to their surprise, most of the arrows flash off into the distance, but one shaft catches a goblin over his shield and into his evil, squinty eye - slaying him.




A small group of archers and rangers heading along towards the crossing hear an odd swishing sound, moments before two volleys from groups of 10 goblin archers come flashing down from above. Arrows thwack into the ground, bounce and ricochet from the stone, embed themselves in armour and one fatal arrow fells a brave dwarven ranger.




The balrog outstrides the goblins and nears the crossing.




Turn 3 - Priority Goblins.


Arrows fly through the air, goblin and dwarf alike. The goblin, black arrows find a single target and slay another brave ranger, the dwarven arrows are not so accurate.


Near the well, Brynmor leads a charge in amongst the goblins. It's a messy melee, with blood from both sides mingling on the ground in a short while. Brynmor's shovel cleaves a goblin in two as he sprints in, head down and swinging mightily.




Not to be outdone, the goblin captain leaps through the air, bringing his shield crashing into the side of a dwarves head, stunning him long enough for the wickedly jagged sword to slit his throat. Cackling wildly, he urges his followers to more carnage, and a sword and shield goblin teams up with a spear wielding green maniac to spit a dwarf clean through.


In return a Khazad Guard splits a goblin from head to navel with a massive overhand swing of his mighty axe and a dwarven archer swaps his bow for a hand axe, blocks a spear thrust and retaliates with an axe to the head.




Turn 4 - Priority Dwarves.


The balrog nears the river crossing, more goblins emerge from the well, the dwarves reach the bridge... Arrows fly through the air again, but no harm is caused.




Vault wardens lead the charge across the bridge, followed by Etako and the banner bearer. Dwarves with throwing weapons line the river, ready to bring down any goblins they see. The cave troll hangs back, bends down, picks up a piece of masonry off the ground and hurls the chunk of stone towards the Vault wardens. Fortunately his aim is off and the chunk splashes into the river, sending a plume of water into the air to come down on the dwarves heads.




The battle near the well goes almost entirely the way of the dwarves, even though another goblin captain emerges.


Brynmor faces off against the first captain, itching to take revenge for his slain comrade. He beats the goblin back and almost takes off a green-skinned arm, but fails to kill the evil, chuckling goblin. Two other goblins are repaid for their past misdeeds with dwarven axes in their skulls.


The Khazad guard charges towards the spear-wielding companion to the shielded goblin he killed previously and, axe raised for another mighty, cleaving blow, he trips, falls, and impales himself on the raised spear of the goblin! Those face-plates are great for protection, but lousy for peripheral vision. (That was some awesome dice rolling there.)




Turn 5 - Priority Goblins.


Again, arrows fly through the air, forty goblin arrows rain down, not one causing any injury. Six dwarven arrows also fail to cause any damage.


Taking the initiative, the balrog steps onto the crossing point and growls menacingly... you... shall... not... passssss. Dwarves rush forward to attack, two vault wardens, a Khazad Guard and an Iron Guard. A massive, taloned hand glances off armour, knocking the dwarves back. The flaming sword stabs straight through the eye-hole of a Vault Warden shield, incinerating the head of the warden.




The cave troll again stoops to the ground and hurls a massive chunk of stone at the Vault Wardens. 




The lead warden braces himself and, indeed, is hit so hard that he shifts backwards even though supported by his companion. But the sound of the impact is odd, more thunk in a squishy sort of way than in a stony sort of way. The masonry has smashed into the goblin, who ends up as a messy green sandwich between a huge chunk of stone and a solid, mithril shield.




The melee by the well continues in the dwarves favour, with only one out of nine combats going to the goblins. Even with more goblins emerging from the deep blackness, there are just too many dwarves around. Brynmor and a ranger team up against the goblin captain, the ranger feinting, and the huge shovel cleaving through chainmail and bone, sending goblin brains splattering, well, not everywhere because there's not actually much there.


An Iron Guard is surrounded by three goblins, but thrusts and spins and slashes and finds himself standing over the corpses of two dead goblins a few seconds later.




Turn 6 - Priority Dwarves.


Finally the ranger archers take out a goblin archer, stopping one of the volleying groups. Several dwarves leap across the river, one falls short of the far bank, and even though his comrades reach back to try and help him, his armour drags him under the swift waters and he is not seen again.


Gratuitous balrog shot...


The Iron Guard that lived through the last balrog assault is too fearful to attack again, and stands frozen in place. Others rush past him and the balrog faces more doughty dwarves. Unfazed, the massive creature bellows again and lashes out with claw and sword, slaying the other Vault shield and a Khazad Guard, smashing through the mithril as though it wasn't even there.




Meanwhile, at the bridge, the troll hurls another chunk of masonry at the dwarves and hits a shield. Fortunately the dwarf had angled it and the stone ricocheted off into the water. Just missing a group of dwarves who were jumping across! The vault spear stabbed forward simultaneously and spitted a goblin while it was ducking the troll's thrown stone.




An Iron Guard no sooner lands on the far bank then he is set upon by some gibbering goblins. Losing his footing he is knocked back by a shield to the face from a goblin and is stabbed by a spear as he falls backwards into the water, turning the river red for a moment.




The melee by the well continues to be hectic and a jumble of dwarf and goblin fighters, but again the combat goes the way of the dwarves, with another five goblins falling dead.




Turn 7 - Priority Goblins.


Although arrows fly through the air and axes are hurled across the river, only one goblin is killed to projectiles and no dwarves.


More dwarves risk jumping the rushing waters in an effort to reach safety, while goblins begin to line the shores to deny them access.




Even the massive stone hurled by the troll misses and flashes over the heads of the dwarves (and goblins). The  wardens kill yet another goblin as they slowly advance further across the bridge. Another Iron Guard is almost forced into the water, but manages to deflect the blades of the goblins and keep his footing.




Over near the other crossing, the Iron Guard is still shaken by his ordeal and fails to charge the balrog, just standing in place and whimpering. His colleagues rush forward and though some are too scared to advance, a bold Khazad Guard urges a group forward, raises his mighty axe and strikes! The massive axe-head carves a line in the balrog's shin, black blood tinged with sulfur and flame gushes from the wound. (As I'm whooping and carrying on over how awesome my dwarves are, my brother just says: yup, one wound down, nine to go, how many dwarves has it killed now? Killjoy.)




The battle by the well continues to rage, though without additional reinforcements, the goblins are starting to die off. The previously lucky Iron Guard is slain by the spearman that was left alive after his two companions were killed. Another two goblins are felled, one by Brynmor with a disdainful shovel to the face, one by a Vault Warden spear.




Turn 8: Priority Goblin.


In a bizarre archery round...
The four dwarven archers shoot accurately enough to fell three goblin archers! At the same time the volley from the goblins falls down around the dwarves battling the balrog. One of the arrows swishes up through the air, then down, down THWACK right in the balrog's back, wounding it! (Three sixes in a row.) The arrow is lodged right between the shoulder blades in that impossible to reach spot that often gets itchy.




The balrog, roaring in pain, charges forward... it bites the head clean off one dwarf, steps on another, crushing him beneath taloned feet, then with both hands picks up and tears apart another dwarf.




Two dwarves, eager to cross the river, misplace their footing, fall into the river and drown! Dwarves that didn't jump threw axes across the fast-flowing water and two goblins drop dead with axes splitting their skulls. One ranger makes it to the other side, only to find a goblin spear where he wanted his chest to be, and falls back dead into the water. 




The troll hurls another stone, but misses again, while the vault wardens kill yet another goblin. The goblin king fends off one dwarf, while an Iron guard slays a goblin that tried to push him back into the water.




Back at the well, it's mopping up time... In an epic struggle between Brynmor and the last goblin captain, both used every trick at their disposal and all of their might, but in the end, surrounded, the goblin captain died beneath dwarven steel and mithril.




Eight dwarves fell in turn 8, one more turn like that and say goodbye to victory, however, the goblins were also close to breaking, and you know what that means with their low, low courage...


Turn 9 - Priority... tie on 1s... Dwarves.


After the previous turn archery success, this turn was back to normal for the dwarves, but the goblins retaliated, slaying two of the dwarves that had been so accurate last turn! The other dwarves all ran from the balrog, save one brave soul who pledged to give them a chance to escape.




It ended predictably for him...




And that hazy bridge in the background...




The cave troll misses again with his rock and the vault wardens are almost the whole way across the bridge, slaying yet another goblin on the way. The goblin king leaps into the fray and pushes back three dwarves. The last goblin at the well is slain, as are two of the dwarves that had made it across the river.


Turn 10 - Priority Goblins.


With so many dead and dying goblins sending up wails of pain and suffering, 18 goblins turn tail and run. Durburz uses all of his will to keep those around him from running, but the damage is done.




The Cave Troll smashes forward into melee, just as the dwarves start believing victory is theirs. Massive club swinging, he smashes a Vault warden and an Iron Guard to the ground. But it is too late, Durburz admits defeat and calls the remnant goblins back to slink through trapdoors and narrow passageways to fight another day. The balrog, deathlust slaked for the time being, also fades into the deep tunnels to find a stalagtite to scratch that itch in the back of its shoulderblades.




Victory for the dwarves! But at what cost? They return home with half of their comrades dead and no mithril to boot.


The remaining evil army:


The returning good army:


Thanks heaps to my brother, who has never played using the goblins before, so it was a little unfair to begin with, but I don't mind hehe =)


My favorite moments were the troll and balrog friendly fire incidents. Big laughs for them. Also the occasional drowning dwarf was quite amusing, though tragic, of course. Dwarf of the match either goes to Brynmor for kills or the vault wardens on the bridge who slowly, but surely pushed their way across. Dud of the match goes to the Iron Guard who spent about four turns too scared to attack the balrog.


And my brother's thoughts:


A couple things stood out for me in the game. I quite liked watching the dwarves 
sink in the depths of the river when they tried to jump over - and lining my 
guys up on the river bank to make the crossing harder, or fighting dwarves who 
had no where to fall back to, was great :) 


I wasn't so sure what to do with the troll, when faced with the giant shields on 
the bridge. My idea to hold them in position with a goblin, while tossing rocks, 
could have worked out great. In fact, the first rock I threw appeared to kill 
one of the shields, only for my brother to remind me that I had to roll to see 
if the goblin got hit... and the goblin got hit. The rock throwing didn't work 
out, and I probably should have risked just throwing the Troll into a melee, 
which seemed to work well at the very end of the game. However, the tactic did 
manage to block up the bridge, and hold forces there for the entire game!

My man of the match - or rather, goblin of the match - was the goblin archer who 
not only managed to hit the Balrog in the back - but managed to wound him as 
well! I'm sure that thought inspired him to flee the battle when courage tests 
came up :)


Good fun game, hope to get another one in soon!