Saturday, February 3, 2018

Battle Games in Middle-earth Issue #10 Overview

Double digits at last! This whimsical project has advanced in fits and starts—and will undoubtedly continue to lurch forward in a similar manner—but we’ve finally made it to issue #10. And with it, we’re almost at an end of learning the basics of the Strategy Battle Game. Just in time for a whole new edition to be released, if signs from Games Workshop are indication. But we’ll cross that Bridge of Khazad-dûm when we get to it. Let’s look at BGiME #10.

The magazine begins as always with the “Guide to Middle-earth.” Issue #10 gives us the low down on Saruman’s most brutal warriors: the fighting Uruk-hai. From their emergence from the birthing pits beneath Orthanc to their appetite for man-flesh, we learn how Saruman mixes magic and science to create perhaps the fiercest soldiers of the end of the Third Age. A look at the Uruk-hai was a natural choice as this issue not only features the conclusion of the “Burn the Village!” scenario (where the Uruk-hai threaten to massacre the brave men of Rohan), but also comes with a new sprue of Uruk-hai warriors to add to our collection.

Moving on to the “Playing the Game” chapter, we learn a lesson in Courage. Or at least how the Courage stat works in the SBG. There’s a caveat here, though. The Courage rules presented in issue #10 are the old way Courage worked in the game. In the original rules as released with The Fellowship of the Ring boxed set, Courage tests were a much more complex system. When certain conditions arose, such as after a force had lost 50% or more of its models (and considered "broken") or a model found itself on its own, each model the condition applied to had to make a Courage test. This involved rolling 2d6 and adding the model’s Courage score to the result. If the total was 10+, the model passed its Courage test and play continued as normal.

However, if a model failed its Courage test, things got complicated. The model was forced to Retreat, turning directly away from the nearest enemy model and moving its maximum movement distance in that direction. Its Move was then over for that turn. If Courage test conditions continued to apply to the model in subsequent rounds, new tests would have to be made, possibly resulting in the model fleeing off the board completely and being treated as a casualty for victory conditions.

This Courage system made concessions towards realism, but proved awkward in play. Later editions streamlined the rules for Courage. Models on their own no longer had to make tests. Figures trying to charge a foe with the Terrifying quality now made their Courage test before moving toward the model (remaining still if the test failed). In the case of broken forces, any model failing its test was immediately removed from the board. This method was much simpler than making consecutive Courage tests until a model left the field of battle.

Heroes play an important role in Courage tests thanks to the “Stand Fast!” rule. In short, any Hero that makes its Courage test negates the need for all friendly models within 6” to make Courage tests of their own. A stout-hearted Good Hero could prevent the ranks from breaking and fleeing, while cruel Evil Heroes kept their lackeys in line out of sheer fear.

The chapter closes with the suggestion to go back and replay some of the old scenarios and see how they turn out with the Courage tests now invoked. It’s possible “The Last Alliance” or “Pursuit of the Ringwraiths” could have much different endings when forces break or when heroes lose their resolve. 

Next up is the conclusion of the “Burn the Village” battle report the “Battle Game” section. No new scenario is included in this issue. Instead, we get a post-battle breakdown of the scenario as played by two employees of Games Workshop. This report covers turns 5-9 and is well-written, but suffers a bit from photographic demonstrations of the various fights and maneuvers. Nevertheless, it serves as a good example of how the SBG is played and suggests tactics to newcomers. I won’t reveal how the game turns out, aside from it had a different ending that either of the matches we played ourselves!

Moving along to the “Painting Workshop,” we’re introduced to a method that every miniature wargamer who actually wants to play must master: batch painting. Tips on using spray primer, dry-brushing, using large brushes, pre-mixing paint, and stage-by-stage (or “assembly line”) painting of models are all covered. If we follow this advice, we should have our newest 10 Uruk-hai finished and ready for the table in no time.

The last section, “Modelling Workshop,” presents us with our most complex piece of tabletop terrain to date: a Rohirrim building. This will be our first intact building for Middle-earth and the challenge could be quite daunting. Luckily, the simple shape of the building provides us with some shortcuts to create an excellent piece of scenery, one that will serve us well in not only The Lord of the Rings SBG battles but other Dark Age and medieval period historical wargames such as SAGA or Frostgrave. The finished piece really is good-looking and the step-by-step directions are instructive without being opaque.

As we close the issue, the back cover gives us a look at the next issue headed for the newsagent. We can look forward to a metal Boromir model, new rules that “set your Heroes apart from lesser warriors,” an attack at Amon-hen, and how to construct a standing stone for our battlefields. All this and more await us in issue #11!

With our overview, well, over, let’s take a more detailed look at what Battle Games in Middle-earth #10 adds to our The Lord of the Rings SBG gaming table, starting with 10 new Uruk-hai for our inventory of Evil models…

No comments:

Post a Comment