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…
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