Tag Archives: Fallen Realms

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….

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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.

Middle Earth – The Battle of Good and Evil


Over recent weeks the 6 Inch Move team have become ever more enamoured with our sojourn into Tolkien’s fantasy realm. Servitob even went out and bought the movies! I believe that I’ve now played and seen enough games to start to really understand the flow and mechanics of the game and also the more noticeable differences between the two sides. While each faction within an alignment is distinct with a theme of their own the alignments themselves offer a different set of playstyles and challenges. What I have to commend the Sherriff for in this regard is the characterisation of the alignments. If someone gave you an edited list of some of the models I reckon that most people would be able to tell you if a model was good or evil just by looking at the numbers.

So, let’s have a look at what a War of the Ring profile means. There are 8 stats for each model profile, as well as a Type that defines whether a model is Infantry, Cavalry or a Monster. These are Movement, Fight, Strength, Defence, Attacks, Resilience, Courage and Might. Movement is quite self-explanatory, this number is how far in inches a company can move during the move phase. Fight is a numerical representation of a company’s combat prowess while Strength is a measure of how easy it is to cause a wound on an opponent. Defence represents things like armour and shields as well as the general toughness of something, you compare Strength against Defence to work out what you need to roll on a D6 to cause a hit. Attacks has two purposes in War of the Ring, firstly it represents the number of dice rolled for a shooting or close combat attack, secondly it is also a handy indicator of the number of wounds a company can take. Resilience is important because it defines how many hits a company can take before it takes a casualty, for infantry this is normally 1 and for Cavalry it is usually 2. Courage represents if a unit is likely to stand and fight or turn tail and run when faced with certain effects. Might is used to Heroes and is one of the defining aspects of the game, appropriate and timely use of Might can drastically change the game.

Not only are the units of differing sides of the Good/Evil divide different in their stat weightings but so are the Heroes. GW have done a really good job here of taking the stories that Tolkien wrote and translating them into a table top game. At first glance the main difference is that the Good side is filled with far more Epic Heroes and Legendary formations, after all, these are the good guys, the ones who will selflessly sacrifice themselves for the good of others. On the flip side the Evil alignment is supported by a veritable cornucopia of Monsters, from Trolls to Dragons, the forces of Sauron have the biggest and gribbliest beasties with which to bolster their lines.

All of this fits well within the mythos and gives armies themes, you will also find that the Good armies are often painted in bright primary colours, blues and reds and whites (OK, I know white isn’t technically a colour), even Gondor with their silver and black regalia have colour thrown in with the Knights of Dol Amroth. The evil sides are filled with dirty browns and greens, the only real difference here is the Fallen Realms list that has the golden armoured Easterlings, but then the balance here is that the reds are dark and black features heavily (again not a colour I know). We’re all still working on getting a fully painted army, other than Gribblin who is just about done with his 1000pts. I’m looking forward to the day when we roll out fully painted armies as it is going to transform the aesthetic of the games we play.

With the forces of Good being bolstered by so many Heroes it is no surprise then that your typical good army has access to a lot of Might. Might allows you to perform actions outside of the normal Priority that is rolled for at the start of each turn, also, Epic Heroes have Epic actions that they are allowed to call, there are a lot of different Epic actions and each Epic Hero has a list of the Epic actions they are allowed to call. Most of the Epic Heroes in the forces of Good have a Might of 3 or more, even some of the cheaper Heroes (sub 100pts) have a good store of Might. Many of the Heroes have special rules and abilities as well.

On the Evil side of things there are differences. Might is a lot harder to come by, to get comparable stores of it you would need to invest much more points in an Epic Hero. I can provide an example from my own Faction, the Fallen Realms, if I want an Epic Hero from my own faction with three points of Might I have to pay 165pts to get Amdur, yes he is a combat monster but Evil is generally bereft of the cheap utility heroes. This is countered through the threat that Monsters provide. The Nazgul also have very low Might but their special rules and the options for their use make them very effective, you have to think hard about using that single Might point with them. There is a temptation to take more Captains and increase the Might available to an evil army but this then restricts the number of troops you can take as they eat heavily into your budget.

One other factor that has played out rather obviously now is the lack of Courage for an evil force. With my Fallen Realms I have a couple of formations that cause Terror. So far no-one has failed a Terror test against anything of mine, Rohan, Elves and Gondor all have access to high Courage values with Inspiring Leaders. Faramir can also allow one formation per turn to automatically pass a Courage test. The Elves cause Terror and have high Courage themselves, this proved pretty conclusive against Servitob’s Uruk-Hai! Using Galadriel to debuff them by a single point or more neutered the charges of the Uruk-hai on numerous occasions. OK, Servitob’s dice had taken this game as an opportunity to go on vacation didn’t help the cause but all those tests with low Courage really came over decisively.

It really is interesting to see how the two alignments are characterised. The prevalence of Epic Heroes for the forces of Good bolsters the men and keeps them going when you’d expect them to fail, while the Evil forces will turn tail and flee when things don’t go their way, all very cinematic I am sure you’ll agree. Planning contingency for these kinds of events is one of the features of army building for this game as it is for many others, seeking to overcome your weaknesses while capitalising on strengths. I still have to face the Elves and a rematch against Carabus’ Gondor, there may even be a clash of evil sometime too to see how I fare against the Uruk-Hai. Will my courage hold against those Elves? I hope so, but I fear (pun intended) for my lowly Courage 3 Haradrim against all those Terror-causing hairdressers!

War of the Ring – Rohan Vs Fallen Realms


As alluded to in my post yesterday the 6 Inch Move team got another day off from our usual lives in order to avail ourselves of some juicy gaming goodness. Unfortunately, “the Man” makes Gribblin work every Saturday so we had to wait for him to clock off before his fashionista forces could arrive for their inaugural game. Servitob also had to arrive late due to generally being a lazy ass.

So it was that Carabus, nBreaker and myself appeared to kick off the morning in proper fashion. As nBreaker had been gimped by terrain on his last game against Servitob’s Isengard we had decided he would be up first to get another game in, we were also going to throw him in the deep end against the aforementioned debutantes of Gribblin’s poncy Elves. Due to them getting their nails and hair done they were unable to arrive until the Gribblin left work in the afternoon. So, with the three of us standing around we decided that it would be myself to face off against the Rohirrim using my recently “tweaked” Fallen Realms list.

It was a 1000pts game that saw me take the following;

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

We ended up playing the Field of Swords scenario where you are rewarded for taking Banners and crumping skulls. I was up against a veritable horde of cavalry and an allied Dwarf Ballista. My list was changed around since last time, namely the dropping of the Mumak for the Winged Nazgul and dropping the Dark Marshal, the Easterling Archers and the Haradrim Heroes in order to afford the Morgul Knights and taking Dalamyr plus putting a few upgrades here and there such as the pikes on the Easterling Cohort. Overall the new list looks more threatening than the last one.

With a memory like a seive I cannot provide a blow-by-blow battle report but I can pick out what works for me with the new list. The Winged Nazgul is an absolute treat, I was made to set up first and was then given Priority in the first turn. The first thing I did was swoop attack over the Dwarf Ballista, the attack itself did nothing but the following Strength from Corruption spell rolled 4 hits and destroyed the machine before it got to fire a shot. After shuffling the rest of my army around a little nBreaker stood in deep and thoughtful conversation with Servitob about what to do in his move phase due to the hungry looking Felbeast hanging around in his deployment zone.

The Nazgul kept making a nuisance of itself throughout the game, picking off stuff here and there, disrupting charges with Pall of Night and although nothing ever failed its Terror test when it charged into combat it really did cause problems. I heard mentions of Gandalf when people were discussing counters for it later on. The Morgul Knights ended up fighting other cavalry for most of the game, however, when they hit some Rohirrim I was hitting on 5’s and with five dice managed to roll every single one as a 5 to finish off a unit, that was quite lucky on my part. My Easterlings with Pikes were a massive anchor on my right flank, they wouldn’t shift and when bolstered by the Dragon Knight’s fight of 7 really lay down the hurt, he even saw off Eowyn in an Heroic Duel. I am loving my Easterlings and I think other people are respecting how difficult they can be to shift.

The Haradrim could do nothing but harass Theoden’s unit and my Raiders were circling around the left flank to try to flank/rear charge the advancing horsemen. With Theoden stuck in a wood virtually all game I couldn’t shift them with lowly Haradrim but proceeded to make my presence known on the rest of the field. We called the game at around 2.00pm so we could go get some lunch, unfortunately for nBreaker there wasn’t a lot of the forces from the Riddermark left while Sauron’s allies were at virtually full strength.

It was a good game and a lot of fun, it was nice to see how my army has developed and the increase in understanding of how the game plays and what is effective. It is also interesting to look at combinations of stuff, I know there is a lot of Internet whining (give me a subject where this isn’t the case) regarding some of the broken combinations available but I don’t think we’ve come across that yet. We are enjoying the game and while I can see areas where you could pimp an army out to being a little disgusting I am hoping that our players will keep making tough lists but without trying to “spike” their lists.

Eventually the Elves did turn up, late as usual, but their hair was suitably long and glossy, after swapping appreciations for fetching handbag and shoe combinations they even got into a few scrapes, but that’s a story for another day and another author. I was just watching from the sidelines while they macarana’d their way across the tabletop battlefields of Middle Earth.

6 Inch Move Plays War of the Ring


Last Thursday in a rare display of total feminine compliance, the entirety of the 6 Inch Move blogging staff were given permission slips to congregate for our inaugural game of War of the Ring. The venue used for this event was le Maison de Carabus, a worthy addition to the normal wings of the floating citadel. We were a little worried about descending from our well protected aerial fortress but at the risk of scraping automobile undertrays along the road we reversed up to our destination in a very clandestine fashion, what with it being dark and all.

After we had unloaded the cars and stood around chatting for a while we came to the conclusion that it would be Carabus and myself fighting it out with our respective 1000pts forces. My Easterlings and Haradrim would be up against the forces of Gondor, it being our first game we were looking forwards to making all kinds of mistakes due to not knowing the rules properly, grave tactical errors and generally not knowing what the hell half of our stuff was capable of. Gribblin even flopped his Elves on the table (he had an Ent, many “I’ve got wood jokes could ensue”) and his 1000pts you could fit in a hanky!

We mutually set up terrain on the 8′ * 4′ board we were using, a little overkill perhaps but not without a sense of the dramatic. I took the following from the Fallen Realms list;

  • Dark Marshal (Leader)
  • 4 Companies of Haradrim with Chieftain and Taskmaster
  • 3 Companies of Easterlings with Dragon Knight and Captain
  • 2 Companies of Easterling Archers
  • 3 Companies of Haradrim Raiders
  • 1 War Mumak of Harad
  • 1 Company Watchers of Karna (who I forgot about the whole game)!

The Gondor army facing me was as follows;

  • Faramir, Captain of Gondor
  • Prince Imrahil, Knightly Ponces of Gaydor
  • 4 Companies of Poncy Swan Knights of Dol Amroth
  • 4 Companies of indeterminate sexuality Knights of Minas Tirith
  • 4 Companies of Warriors of Minas Tirith
  • 4 more Companies of Warriors of Minas Titties
  • 1 ROFLSTOMP Trebuchet
  • 2 Avenger Bolt MLRS systems

From my portrayal of the units I reckon you can guess how this game went. I got tabled in turn three. We rolled for the Seize the Prize scenario with Shieldwalls for deployment. While I’m not going to make too many excuses for my performance (I learned a lot and with it being a first game someone had to win and someone lose) however my problems started with deployment. A lot of what I learned stemmed from the deployment. I won the roll off to go first and take Priority, this was probably my first mistake. I had a couple of prizes on turn one though and then proceeded to ignore that and go for the throat of my enemy, a noob mistake but I wanted to see combat and learn the game. My Mumak was on one flank completely away from everything else, it got spanked by the Trebuchet and stampeded, it was an unlucky dice roll on my part but these things happen in gaming. It ran into a building and died. My cavalry on my right flank got hit by the Bolt Throwers and were wiped out in one salvo.

As mentioned above I forgot to bring on my ambushing Watchers for the two turns I could have played them, I also put the Dark Marshal in with my Archer Cohorts, this was Warhammer mentality of protecting the wizard, this doesn’t work with Nazgul in War of the Ring, he needed to be in the middle of the fighting.

Combat in War of the Ring is a lot of fun, normal shooting is a bit rubbish but artillery can really smush stuff as my Mumak and Haradrim learnt first hand. Improperly extending my line left me with only my infantry by turn 2 and a cavalry charge into the flank of my Easterlings by the Swan Knights showed me what they are capable of doing, wiping the formation out in one round. I would have been better not moving them out of the defensible terrain they camped in on turn one. This left the Haradrim to get rear charged by the Minas Tirith knights who were unopposed on the flank after the loss of my Raiders. My Dragon Knight did spend his single might point on a Heroic Duel against Prince Imrahil but I rolled low, I lost a few Easterlings in return.

Even though I lost I got a feel for things, infantry Vs infantry is quite grindy as combats go, a cavalry charge can devastate infantry and artillery can be nasty if it has a target it can pick on. Luckily I was out of Bolt Thrower range after turn 1, although I did lose my cavalry to them. Magic can have an impact on combat but leaving the Ringwraith skulking at the back robbed him of a lot of the options he had for disrupting the enemy. I’ve since reviewed my army list in light of revelations from this battle and changed a few things. I haven’t dropped much really, just enough to swap some things around and make a couple of changes. While I had a lot of units I realised I didn’t have a lot of “threats”. The only thing people were generally afraid of was the Mumak and after rolling a 10 on 2D6 when I needed a 9 or less that threat was gone rather quickly.

I’m looking forward to getting a rematch at some point, no doubt Carabus will have made some tweaks too and I am still looking at a list I can use against any of our players with their varying armies. I’m not writing a list individually for each of them after all. While we did have a few stops and starts due to having to look up rules the game does play really well and I enjoyed playing. I look forward to this becoming one of the staple games of our little troupe. I may even review my other hobby spending in light of this, we shall see.

Sauron’s forces will not lie still, maybe next time we’ll see some Uruk-Hai getting to grips with someone?