Category Archives: War of the Ring

Miniatures Gaming – Voting with your Wallet


If any of you out there in Internet-land are like me, not only is the world doomed, but when you first got into miniatures there was really only one place you could go. I was introduced to the hobby through my Dad, I remember being taken into the stores and looking at all the stuff on display, two Rhinos for £5 and the like. I understand that there were other miniature games around, a million different sets of historical rules for every period following Adam and Eve’s departure from the Garden of Eden for example.

However, it was the high street presence of the Sherriff’s crew that was likely the reason that many of us first engaged with the imaginary worlds crafted b Priestley and co. I spent most of my youth (and money) on things like Necromunda, Warhammer 40,000 and a few bits here and there for fantasy, I bought every issue of White Dwarf that came out and had models for nearly every system going.

Much is made on public forums about the Sherriff’s business model of raising taxes on us poor folks, odd isn’t it how our oft-used metaphor actually fits in quite well with English mythology? I remember a time when you could get a box of plastic troops, entirely the same of course, for a few coins, of course you’d end up with a unit looking exactly the same but for the time this really wasn’t an issue. Metal models were around £3 each and most units came in blister packs rather than the regiment sets we are used to in more modern times. The quality of the models has of course increased dramatically and we get optional extras galore with the newer plastic kits. However, now more than ever people complain about consistent increases in prices.

I was reminiscing with friends over the weekend about how you used to get vouchers in White Dwarf for sales and store re-openings. You’d be able to get 3 for 2 on boxed sets and blister packs, £5 off the boxed games etc… they even had sales to shift old stock. None of this is carried over into the same high street stores that carry the legacy of my childhood spent in the hobby. OK, I have more disposable income now and I understand the principles of inflation, but when you have 10 plastic miniatures for £25 you have to consider how you spend. I know there are a lot of customers who only purchase through eBay or discount stores and I don’t blame them. GW haven’t done themselves any favours, but they do tend to have a loyal fan base that may decry price rises and yet still throw money at the same company.

What we need is a Robin Hood to rescue us from the evil of overpriced toys. The problem is that we still enjoy these games and with GW still having that high street presence, even if it is one guy on minimum wage staffing it full-time, you have an advantage there over the competition.

While looking for that Robin Hood the fact that GW has a long-established legacy in the market also means that it has a dominant position. Now, over the past decade or so that dominant position has begun to erode. I remember early in the noughties when I got into Confrontation it was something of a revelation. I’d had my eyes opened that there were other games out there with models that simply blew away what GW were making at the time (I imagine their dominant market position had led to laziness for pushing the boundaries on what they made). Skirmish was something I was wholly unfamiliar with, the exception being Necromunda which is still probably my favourite GW game ever. Yet Confrontation had a lot going for it,, it is unfortunate that bad management and poor decisions have since led to their demise.

Not all was lost however, Privateer Press came on the scene and stomped into the gaming arena with an amazing system that was a joy to play.  Setting up your force was easy and you got the basic rules in the starter boxes so could play right away with what you picked up in the store. Something very hard to do with any of GWs products without heavy investment in the starter boxes and even then, the armies weren’t really balanced to fight with. PP grew out of their success and capitalised on taking players off GW, this led to games and eventually an updating of the rules. However, Warmachine is now not a cheap game to get into with all the different options and factions available. Plus there are a lot of big, expensive metal models now. I’d still consider it a game worth playing though.

Then there are the other skirmish games. True, no-one quite does large-scale battles like GW does, but then you’re looking at spending a lot more money to play it. In an age of austerity such as we are now entering I wonder about the long-term future of GW and its model. Now really is the time of the smaller games, where you don’t need to drop 100 models to play at the point the rules were designed for. It is quite possible to get a game right now where the investment is less than £50 and you have a fully playable army to the normal level for that game. Many of these are not as full of glaring writing errors and special rules abuses. A lot of games also present the rules for free online as a download rather than in a disgustingly over-priced tome.

You might wonder why I am writing such a GW bashing post, well, I certainly don’t want to be seen as a GW basher. I’ve enjoyed their products over the years and still do. I have a 3000pts Fantasy army and a lot of stuff for War of the Ring and bits now for 40k. With my circumstances about to change forever though I look at the amount of money it would cost me to finish my Dark Eldar, then look at the current feelings and trends of my play group and it looks more and more likely that I would get next to no use out of them. I may have been waiting a long time for the new models but after having spent the better part of £100 and needing to spend around the same again to complete the army it doesn’t look like it will happen.

Following on from my earlier post about skirmish games there are some out there where the layout is like I said earlier. For £50-£60 you can have a pretty large force with options for swapping around or playing larger games now and again. It may then be that through unplanned and organic means I’ll never play 40k again, I still have some stuff to shift on eBay that may result in me finishing the army, at the moment though it is just going to be a painting project on the side.

The landscape of gaming has changed and will continue to do so for sure. I’ll have my War of the Ring and Warhammer for the big game fixes but I can see the fact that being on a tighter budget will drive how much I consume more now than ever and the skirmish market seems by far the best way of getting my fix.

The more people cotton on to this the slimmer the Sherriff’s market will become. While I don’t want to see the company fold, there must be a threshold whereby the constant increases in prices plateaus. While GW customers do tend to have a pretty good disposable income I know that there are a lot of people who have been forced to stop because they can no longer afford what they’d like to buy. Then there is the morality of continuing to fund an organisation that seems blind to its customers.

I’m looking forward to seeing how our playing goes this year. We’ll have to set up a weekend again soon and go at it, 6 Inch Move style. Having a foreknowledge of some of the projects that may spring up this year, certainly should be interesting here on the blog!

The Red Pilgrim


Merry Christmas everyone.  As has been said it is that time of year again.  I was hoping to have written this post a couple of days ago but oh well its still in time for Christmas.  As you’ve probably guessed by now we here at 6 inch move don’t always take our gaming too seriously.  So from the twisted mind that brought you the Tervigon and the Tyrannofex I present to you a festive themed conversion that will hopefully put a smile on your faces for the new year.  Behold the Red Pilgrim.

You should have seen the reaction I got when I went into my local gaming store the other day and asked for a tub of snow.

Merry Christmas everyone!!

War of the Ring – My Thoughts a Few Months In


I actually started this post yesterday, by popping my Lord of the Rings picture on the post. However, work got in the way and I didn’t get any time for posting, inconsiderate I know.

Saturday saw the usual suspects gather together for another day’s gaming. Gribblin has to work at the weekends so we ignored his poncy Elves and threw down with a 4 player, 1000pts each battle. Gondor and Rohan allied against the nasty evilness of the Fallen Realms and Isengard. But don’t worry, I’m not planning on boring you with a battle report, we only managed three turns of a Field of Swords scenario and totting up VPs at the end the Good side won, however, despite a massive difference in the scoreline it was a much closer game than the score alone would tell and there were another 5 turns left in which for things to change.

We’ve been playing War of the Ring for a few months now and have sampled enough of it to start making some judgements about it founded in experience rather than from just having read the rules. I’ve tweaked and modified my list from the first game until this one, all working within 1000pts, it looks like people are wanting to move towards 1500pts which is what the game is geared towards anyway. So, let’s explore together my own insights into War of the Ring and an examination of how my lists have changed.

Here’s the first list I ever took and got spanked by Carabus;

  • Dark Marshal
  • 4 Companies Haradrim with Taskmaster and Chieftain
  • 3 Companies Easterlings with Captain and Dragon Knight
  • 3 Companies Haradrim Raiders with Banner Bearer and bows
  • 2 Companies Easterling Archers
  • 1 Company Watchers of Karna with Bows
  • War Mumak

This army got whooped. It was my first game so I didn’t know what I was doing. I stuck the Ringwraith in with the Archers who did nothing, the vast quantities of command did little as things were whittled away, the Haradrim Raiders died to artillery as did the Mumak, I forgot my ambushing Watchers and there was nothing that put pressure on the Gondorians, there were a lot of units with a good bit of Might but nothing actually threatened.

I changed up the list from then on and went with;

  • Dalamyr, Fleetmaster of Umbar
  • 4 Companies of Haradrim with Bows and Balefire Arrows
  • 4 Companies of Haradrim Raiders with Banner Bearer
  • 3 Companies Easterling Cohort with Pikes, Captain and Dragon Knight
  • 3 Companies Morgul Knight Regiment with Banner Bearer
  • 1 Company Watcher Warband with Bows
  • Winged Nazgul – Shadowlord

After seeing other people’s games and having experience of one myself this army list was a step up from the first. I’d added in a second Epic Hero and changed the Ringwraith for a more mobile version at the expense of the Mumak. This was a much harder hitting list, the Raiders still did nothing as did the Watchers but everything else worked pretty well, the Morgul Knights ended up charging cavalry (they have yet to hit Infantry in any game but they are rock hard and scare people), the Haradrim with Dalamyr are great as they can hold up cavalry or monsters easily and, providing something hits them in the front, the Easterlings are a solid defensive block too. This allows the Nazgul to Swoop all over the place and spell things to death. Using a Ringwraith in this way was a revelation into just how powerful they can be.

The next game was against Gribblin’s Elves, the list remained virtually unchanged but I changed the Balefire Arrows for Black-hearted Trees and made the Shadowlord into Khamul, the Easterling. It was a bloodier game than the one against Rohan, I made some mistakes as did Gribblin but with a virtually unchanged list the evil side emerged triumphant again. It was at this point that I decided to drop a lot of the units from this list and come up with something a little tougher.

This is the list I trotted out on Saturday to much derision by my gaming compatriots, I did this partly to toughen the list but also to see just what would happen;

  • Khamul, the Easterling
  • Dalamyr, Fleetmaster of Umbar
  • 3 Companies Easterling Kataphrakts
  • 3 Companies Morgul Knights with Commander
  • 4 Companies Haradrim
  • 3 Companies Easterlings with Pikes and Dragon Knight
  • Winged Nazgul – Knight of Umbar

I realise that in that list are two of the most broken Ringwraiths in circulation but I wanted to give them a try just to see. This was not viewed with kind words from my opponents.The units in this list are much tougher than I first started out with, sure adding in a second Ringwraith may not be particularly friendly but they only have 1 point of Might each and one Epic action available to the non-Fell Beast version. Good can get cheaper Epics with way more Might than I can by looking in my own list.

I also understand that Ringwraiths can be looked upon as a kind of crutch, easier to win with them so why bother taking something else and challenging your game? It was also mentioned that this was more akin to a tournament list than one for a friendly game. Before playing War of the Ring I’d read some stuff on forums, especially regarding how cheap the Nazgul were for what they can do. Without experience of them this was something I could not comment on, however, after playing I can see why people hate them so much. On their own they are OK, it’s the addition of the special rules that really up their power. Khamul being able to redirect hits to enemy formations is pure evil, I’d rather see him get a 5+ save against hits without the ability to transfer, or even make the abilities upgrades at 25pts each. However, the real power of the Nine comes from their spells. Understanding that these guys are not fighty characters is key to their use, as it realising you want them up front where the Spell of Darkness can really hurt the enemy. Sure, Black Dart is probably going to be the only spell you get off if you cast it first but if you are close enough to enemy heroes (like behind them after flying your Winged Nazgul over them) you can seriously impact their game before they get to make any contributions. This First Strike mentality works very well and shutting down enemy Epics really is a great boost to your chances of winning, one of the reasons why so much effort is being focussed on how to kill the Winged one I take as a matter of course. Being able to cast 3 spells a turn can also decimate troops formations. My Winged Nazgul destroyed a Dwarf Ballista with one spell for the second time on Saturday and due to bad rolls left 1 crew alive on a Battlecry Trebuchet.

Being able to shut down entire units if you stack courage debuffs on them is incredibly offensive, you can stop a charge in its tracks and then throw your dudes in to gain an advantageous position. Pike armed Easterlings and the Dalamyr buffed Haradrim are amazing for infantry. No-one really likes to charge them as chances are there will be no bonuses for anyone. Low defence Haradrim hate being shot (perhaps I should save money and drop them, remove pikes from my Easterlings and plonk Dalamyr into them) but when you know you are not getting bonus dice for charging against them cavalry in particular really start to grumble.

What I am noticing is that this game is very much all about the Epic Heroes. Magic has had much more of an effect that we thought it would, especially with the spells that the Ringwraiths have access to. I love magic in Warhammer Fantasy and the Ringwraiths are some of the most evocative characters in Lord of the Rings so I love taking one. Two is a nightmare for anyone to deal with considering their spellcasting abilities to shut down threats to them. Sure you are reliant on dice for some of that but the mobility you get from things like Wings of Terror and the Hero destroying Black Dart and Black Breath means these guys punch above their cost.

I understand why people hate them so much and they provide a great efficiency for their points cost. I’d still be happy to take them if they didn’t have any of the special abilities listed with them. Your heroes define your army and what it can do, while units can do some damage the focal point of any match up is what happens with Heroes, if they do badly, you do badly, if they do well, you are on a winning track.

Glorfindel; Lord of the West


After last weeks gaming I wanted to post a few pictures of my finished Glorfindel model, however I have recently been suffering from the attentions of Nurgle and had bearly left my bed for two days.  On Monday I was considering which one of my friends would get to pay off their mortgage after inheriting my Tyranid army.  But the sickness has passed and now here are some pictures.

What is it about Elves?


As you will already be aware of Thursday night saw us gamers get together for another round of beat on the Elf.  Last nights battle was a lot of fun.  As ZombiePirate has already informed you it was a battle for the pass game with us basically having to kill as much of each other as possible [I love simple games].   My army had seen a few changes since its last use – out went the Ent which had done next to nothing in 3 games, and I’ve also been trying out lots of different characters – in last nights match I used Glorfindel, Thranduil and Cirdan.  The rest is pretty familiar; 3 companies each of Galadrim, Galadrim Archers and Galadrim Knights.

I deployed my army across the board to take full advantage of the longbows, whilst ZombiePiarte used a refused flank stance.  In general the battle went as follows – Elves got attacked by the wood; Galadrim Archers shot the crap out of stuff; Glorfindel had a fantastic failure of a combat with the Winged Nazgul (more later); the Galadrim Knights saw off the Haradrim Raiders, then got finished off in combat against the Haradrim Infantry with Dalamyr (though they did take out about a third of the unit); the Nazgul spent half the game having fantastic magic rolls, whilst despite having 3 casters, mine flopped like a bad perm; Glorfindel later redeemed himself by finishing off the Haradrim, the Easterlings and the Nazgul and at the end of it all there was 4 Morgul Knights and Dalamyr left on the table.  Total whip out for the Elves [my third in a row now!].

So what are my feelings towards my army?  I like the Elves, despite the losses sustained so far – I’ve 1 game out of 4 and like I said the last 3 there was nothing left of my army, but at least this time there wasn’t much left of my opponent’s either.  For some reason I like the Elves (and Elf-type) armies in wargames.  I have a Wood Elf army for Fantasy, an Eldar army for 40K and the Thaniras Elf fleet for Uncharted Seas.  And now after playing some games of War of the Ring I’ve noticed a theme; that they all aim for the hit hard, hit fast principle.  They are all incredibly fast armies with a lot of hitting power, but somewhat lower defences and so tend to lose out in a war of attrition.  The Elves of War of the Ring are no different.  After having spent some time thinking about the army, I’ve identified what I see to be the main strengths and weaknesses of in the army.

Strengths

  • Speed – all the Elves move at least 8 inches (their cavalry move 12), they also all have pathfinder master, meaning that they ignore difficult terrain.
  • High Fight – even the basic Elf is Fight 5 (equal to many other people’s Epic Heroes) and their own Epic Heroes often have Fight values of 7,8 and 10.  So that’s LOTS of attack dice.
  • Terror – they all cause terror.
  • High Courage – basic Elf courage is 5, with captains and most Epics at 6, making them very reliable and making the Spirit Grasp rule pretty pointless against them.
  • Longbows – 36″ range weapon with at least 10 dice per company, it massacres lightly armoured units and even heavy units need to watch out.
  • Magic – the only Good army to have magic users in their list and there are plenty of them; out of 12 Epic Hero choices 6 are magic users, plus there are 2 Legendary formations and the Galadrim can be upgraded with Stormcallers.  This gives you access to Dismay, Command and Wilderness spells.
  • Characters – they have more Epic Heroes to choose from than any other army save Mordor, so that’s plenty of choice.

Weaknesses

  • Expensive – most companies of Elves cost at least 50pts; that’s enough for 2 companies of Minas Tirith Warriors or almost 4 companies of Orcs/Goblins.  This means you can expect to be outnumbered by at least 2:1.  It also means that you often can’t afford the a lot of unit upgrades.
  • Low Defence – they’re defence is often a point or two lower than most units; e.g. Galadrim Warriors 4(6), Easterling Cohort 5(7).
  • Limited unit options – a lot of the units do similar things, and they’re is no artillery.
  • Characters – too much choice leaves you pondering on which characters to use and the expensive units means you can’t get a lot of Might points in your army.

So how do I feel about the army that I used last night? And how did these strengths/weaknesses play out?

Glorfindel: I decided that I wanted to use this guy partly because I thought I could do with a monster to replace the Ent and partly because I enjoyed painting the model [it’s the big green one in Servitob’s post].  The beginning of the game went really badly for him – he charged the Winged Nazgul, declared a Heroic Duel and did nothing, then came regular fighting between them and again nothing.  What should have been a dramatic combat between two monsters was a huge pile of fail from both characters, no hits were scored.  He failed a lot of his spells and failed to hit a single Morgul Knight in a later combat.  He later redeemed himself by killing the said Nazgul along with the Easterlings and the Haradrim.  His speed and the sheer number of dice you roll in combat makes him a formidable character, and at defence 7 and Very Hard to Kill, he’s not easy to hurt.  Would I use him again? Most definitely, but at 250pts he’s probably a bit too expensive for a 1000pt army.

Overall rating so far: 4/5

Thranduil: Another new hero for me to try.  His epic shot surprised ZombiePirate and his Fight 7 and Wilderness Spells are useful – though I did manage to fail a lot of my magic rolls (especially focus rolls) with him.  On the plus side he is (125pts) and you get a good combat character who is also a wizard.  Chances of me using him again; good.

Overall rating: 3/5

Cirdan: A new choice for me.  I thought his Command Spells would hurt the Nazgul and repair damage to his unit, but he got Black Darted at the beginning of turn 2 and had done nothing in the game.  If he had survived longer, then perhaps something may have come from him, but at Resilience 1 I’m not sure I’ll be in a hurry to use him soon.

Overall rating 2/5

Galadrim Infantry: I’ve had a mixed amount of success with these troops.  As my main combat unit they tend to get a lot of attention, but at the moment I’m only fielding 3 companies of them, and the damage absorption just isn’t there.  One the plus side they do have a habit of really hurting stuff in close combat and at defence 6 they can take some punishment.  They have worked well when supported with a Hero with Epic Defence and the Spells of Command to replenish depleted companies.  A good, dependable unit, just don’t hit it too many times.

Overall rating 3/5

Galadrim Archers: Probably the one unit that has done the most damage.  At the risk of offending the dice gods they have a habit of doing a lot of damage with their longbows, hence why I added a third company to the unit since my last game.  At fight 5 they’re also no pushovers in combat and when they have a Hero with Epic Shot or Epic Defence, they become a unit to fear.  This unit I intend on taking every time I go to the field.

Overall rating 5/5

Galadrim Knights: Another useful unit.  I’ve yet to use the shield armed variety as I find their longbows and Expert Rider ability just too much of a temptation.  They do a decent amount fo damage at range – destroying the Haradrim Raiders after 3 volleys, and they can deal a lot of damage in combat.  There one big weakness – defence 4, so pick your targets carefully.  This being said, I fully intended on keeping the unit in my army.

Overall rating 4/5

So how did the army as a whole work?  Ignoring the bad dice rolling that plagued us both this game I think it went well.  Although I had nothing left, it was probably the most tightly fought game so far.  The speed, high fight and longbow strengths really came out, how ever so did the lacking in numbers and the loss of Might points to the Black Dart.  What would I change for next time?  I think that the army was to character heavy, especially for 1000pts, so a change of characters will probably take place before the next battle.  Good thing I have plenty to choose from.

Good Vs Evil – The Battle of the Haircut


In an obvious attempt to steal my thunder Servitob has already displayed some of the exploits from last nights gaming nirvana. Not only that, but he is obviously trying to make me feel bad by picturing my plastic army men force going up against Gribblin’s painted, foppish, dilettantes… If you stare really closely you can spot some painted Easterlings in there I swear!

After meeting up at our usual hang-out it turned out that only Carabus, Gribblin and myself had bothered to bring any models. As Carabus had already mercilessly crushed the Armani handbag forces of the Elven Kingdoms and I was yet to face off against their perfectly manicured and flaxen-haired Galadhrim legions, it was decided I would be fighting this time round.

I’d tweaked my list ever so slightly from the last time out when I had great success against the Rohan. The Winged Nazgul stayed in the list but the rider on his back changed from the Shadow Lord to Khamul the Easterling. I wanted to try out his Essence Leech ability and it fits more into my purported Easterling themed army. I also dropped the Balefire Arrows Fate from the Haradrim Warband and took the Black-hearted Trees intervention, this was primarily an anti-Ent pick but can also do a number on any infantry that choose to camp out in defensible terrain (we normally have at least one or two forests on the table).

Gribblin had some changes of his own but that’s his army so I’ll let him tell you all about that. Our independent adjudicator nBreaker rolled our mission and deployment, he rolled Field of Swords and Maelstrom respectively. After we administered a swift kicking and some “re-education” we settled on the same objective but rolled Battle for the Pass as deployment in the hope of a less random and a more balanced and enjoyable game. I won the roll off and tasked Gribblin with deploying first. Glorfindel and the Galadhrim infantry went on my left flank behind a wood while the Galadhrim Archers took up position line abreast in the centre with the Knights on the right flank. With the centre of the table composed of a defensible building with some walls there was lots of room to go up either side, I had a wood on my right too. I decied to massively weight my forces towards the left flank, I know things move very quickly in War of the Ring but his cavalry would have to come to me if they wanted to hurt things. Therefore I deployed my Morgul Knights on my far left, to their right were the Haradrim with Dalamyr, next was the Easterling Cohort with the Winged Nazgul stationed behind them. The Watchers of Karna were left in ambush and I’d chosen the wood in Gribblin’s deployment zone as their hiding place. Lastly the Haradrim Raiders were all alone on the right flank to make Gribblin think about his targets and movement or end up with a roaming cavalry unit in his flanks if he turned towards the rest of my army.

Gribblin then gave me priority for the first turn, the Easterlings shuffled forwards slightly but everything else stood still. I was determined to make it hard for the Elf shooting if I could. Rather than give a total blow-by-blow report (I’ll leave that to Gribblin and his better memory) I thought I’d take the units in turn and give a run down of their performance. I’m still looking at my army as a whole and thinking of improvements and tabletop performances are a great way of seeing what is working and what isn’t.

Haradrim Raiders – My current list has 4 companies of these guys with a Banner Bearer. Despite their speed they got shot up by the longbow armed Galadhrim Knights and never made it into combat, this is the third game where they have done nothing. The unit costs 135pts so it isn’t exactly a cheap throw away unit but they have now gotten completely shot down without seeing combat in two out of the three games I have played. Therefore I am considering their future, they do provide a nice boost to the number of companies I field but so far haven’t achieved anything.

Overall rating so far 2/5

Haradim Warband – 4 Companies accompanied by Dalamyr, Fleet Master of Umbar. Cheap and cheerful these are my shooting troops, I may drop the bows though as I rarely shoot, I’d rather move farther forwards and get them into combat. They may only be Defence 4 but due to the size of the unit can soak up casualties. They took a pounding from Elven shooting but still got across the table and made one of the biggest differences in the game. They took a charge from the Galadhrim Knights towards the end of the game. The combination of Dalamyr’s Flash and Caltrops (no charge bonuses against his formation) and spending both Might points for an Epic Strike and Epic Poison meant that the Knights didn’t really kill a lot of Haradrim, while being Fight 10 and re-rolling all failed hits was nasty, they managed to wipe out the Knights completely. I took Dalamyr mainly for his anti-charge rule, I couldn’t really think of why I’d ever use Epic Poison considering the other uses for Might but it was the spot-on time to do it last night and it paid dividends.

Overall rating so far 4/5

Easterling Cohort – 3 Companies with Dragon Knight and Captain armed with Pikes. People avoid these guys like the plague. Defence 7 to the front with Pikes denying charge bonuses is quite a good thing. These guys are just solid and dependable and people don’t like them. They got wiped out in the end this game but they were ground down over time and I made some bad choices with their movements which put them out of position. The Captain Will of Ironed a spell at the right moment and I rolled like a chump when declaring an Heroic Duel against Glorfindel (no guts, no glory). Still, I like their solid and immoveable nature.

Overall rating so far 4/5

Morgul Knight Regiment – 3 Companies with Banner Bearer. Second time out for these guys. Their low courage hurts them, especially when they get Light of the Valar chucked at them every turn. However, once Dalamyr moved over from the Harardim they got a lot tougher. This was the only unit I had left at the end of the game and they pretty much got ignored. I am thinking that they may need a Hero in there full time, probably an Epic Hero to really get the most out of them, especially against anything that causes Terror. This was the first game where Terror really played a part as both myself and Gribblin failed a lot of Terror tests. They did however finish off Glorfindel which was awesome, so that swings in their favour. People are also scared of what they are capable of and I would like to see them charge some infantry at some point, so, still need some more time with them to really find their niche.

Overall rating so far 3/5

Winged Nazgul – I swapped my original Dark Marshal Epic Hero for a Winged Nazgul after the first game, replacing the Mumak. In the two games he has been in my army he has scared the living snot out of the opposition and rightly so. If I had to pick my overall most effective unit it’s this fella. The Swoop Attack can really hurt, especially if you get a nice line of stuff to go over, however, as anyone who has used a Nazgul knows, he is a Wizard more than a fighter. While being on the Fell Beast certainly ups his damage output in combat it’s the magic he casts that is the real gem. While I had a number of spells fail at critical moments (the Nazgul was killed by a charging Glorfindel after I cast Strength from Corruption on him. Average rolls would have seen him dead but I rolled like a chump, scoring one hit), but for the first few turns he went around Black Darting enemy Heros with great success. I reckon next time my opponents may Will of Iron it but that suits me fine, they spend a point of Might to try to stop it and 50% of the time I’ll still be getting the spell off to strip more Might, it’s a tough decision for a player to face. I also got Black Breath off a few times which annoys Heroes too. Khamul’s ability to redirect his Hits hoovered up some Elves here and there too which was another annoyance. Overall I’ve been having great success with this model, sure it eats up all my Allies allowance but it is a mobile threat and one hell of a good one too.

Overall rating so far 5/5

Watchers of Karna – 1 Company with bows and they might not be making a re-appearance. I had spare points so spent them here, however, the idea that they would harass opponents in their own deployment zone through ambushing hasn’t really played out. To be a threat I’d need more of them but I just don’t see them filling that role well enough. A bigger unit would be better but I have nowhere else to squeeze the points to do that. Better if you take the battlehost but then you’d have to sell your kids to afford those metal models so overall about as useful as a third testicle.

Overall rating so far 2/5

Sauron’s forces eventually triumphed over Galadriel’s finest but there was only one unit left at the end of the game, the Morgul Knights. The game really had an ebb and flow to it with the advantage swinging between both forces at one time or another. It was an hard-fought game and I had a lot of fun, happy that I won of course but happier that we had a good game and I got to once more assess the forces at my command. I reckon I can fit some more Nazgul in there….

More Dice Voodoo At The Church Of Gaming


Thursday evening saw the 6InchMove team head to their latest addition of the floating citadel to talk more smack, throw more dice and drink more DPZ. Fortunately, the Co-op had a buy one get one free offer on DPZ. Unfortunately that meant that they had sold out, so we were reduced to drinking Pepsi of the Max variety.

The gaming commenced with War Of The Ring, the much mocked yet well dressed elvish handbag collectors of Gribblin taking on the might of ZombiePirate’s Fallen Realms.

Cunning use of mobile fortifications
It was a close match that went down to pretty much the last throw of the dice, but as Dark Helmet carefully noted in Spaceballs: “Evil will always triumph because good is dumb.”, the lads from the Fallen Realms won the day. To be fair though, there was no dumbness here as both players are getting their tactics for playing this excellent game correct.
Start Of The Final Turn
Death Angel

Following War Of The Ring, we all settled down for a game of Death Angel, the card game based on Space Hulk. Personally, I really enjoy this game, almost to the extent that I enjoy Space Hulk. Honestly! Yes, they are two different beasts but Death Angel is far more straightforward at least from a logistical point of view and still retains the edge of tension and the much cliched “a moment to learn, a lifetime to master” type feeling of the original.