Friday, December 24, 2021

Saturday, March 23, 2019

Arthedain Arequain and Requain

Participating in the Wargaming in Middle Earth FB group has inspired me to finish another squadron of Arthedain cavalry - these are Arequain, or royal knights.  They wear the midnight-blue surcoats and bear the silver star of Arnor (I wasn't about to free-hand the plethora of Arthedain stars) upon each of their shields.


These miniature are part of the Scotia Grendel generic fantasy line and are listed as Men of the West Cavalry. There is also a command pack.


Also, in finishing the arequain, I found the shields for the requain (knights), finished some time ago, so I snapped a photie of the combined force. The requain have golden Arnorian stars on their shields.

There are some banners in the works, but Illuvatar knows when I'll get round to them. I've started working on some Northman mercenary cavalry for Cardolan to use, to give these fellows some opposition.

- Namarie'-

Saturday, January 5, 2019

New Project: The Ruin of Eregion

Christmas was good, here in Arthedain.  The wife has been espying my on-line ramblings and surprised me with some gaming stuff. Amongst this years gifts were a 28mm mausoleum (for a 7th Adventure game) and the Mithril Miniatures pack "Annatar Fighting Celebrimbor".

Miniatures from Mithril Miniatures

As a set piece, these models are great. Celebrimbor is retreating - he cannot defeat Annatar (who is really Sauron is his fair, Vanyarin form). Note the advancing posture and the upswept hair on Annatar? That's either fire, or way too much mousse. With his hand in the air, it looks to me like Annatar is flaunting the Ruling Ring, and on his left hand, he's basically showing he's married to himself.

 All this said, this is not the best casting for actual miniature gaming. Back in the late 90's, Mithril came under pressure, from GW, to cease production of gaming figures for Middle Earth - some twenty years later, we gamers are still paying the price.

So, some simple conversion is in order. Pictured below are some specialty bases, dressed up thematically to evoke an Elven setting.. 

Miniatures from Mithril Miniatures, bases by Rystul


In this case, these 30mm bases are from Ristul's Extraordinary Market "Elven Rosarium" line. They are not listed on Ristul's webpage, that I can find, but they are (or at least were) listed at Noble Knight.

The new basing works pretty well - Annatar was slightly problematic, because of that trailing "on point" foot. Twice epoxied seems to have settled that issue. The shattered elven-style masonry adds to the theme, and the idea of the delicate roses being trodden underfoot by war and destruction heightens the sad undertone of the Ruin of Eregion and the fall of Ost-in-Edhel.


I'll be working up stats for the various figures, using Knights & Magick, with some additional bits from RoleMaster/Merp and also from the LotR battle game.

-Namarie'-



Friday, December 21, 2018

Elven Ruins from GameScenery

My Arwen Undómiel miniature from GW had me thinking of Elvish architecture, and I found a very nice elven circular ruined tower from www.gamescenery.com.

Ruin by GameScenery, figure by Citadel/GW

This model has the graceful arches, columns and circular style I've come to expect from Elvish buildings.

Ruin by GameScenery, figure by Citadel/GW
While it is a 3D print, the lines are very fine and I expect to hit it with a coat of Tetrion/plaster filler once I've sanded and primed it. There was a good deal of printer flash around the base, but it comes off nicely - the scraps are mostly whole, as can be seen in the piccies. Also, one needs to keep an eye out for small "whiskers", where the plastic was drawn out in a fine spider line.

As it happens, I have two other models from GameScenery - a set of side ruins, which I use for set pieces in Arthedain. These are two years old and have a rougher, "linear" texture compared to this newer model.

Nice to see the 3D printer tech improving.

-Namarie'-


Wednesday, December 19, 2018

Scenario: Kill Radagast!

Based on the Battle Games in Middle-earth #79 magazine article, modified for Knights & Magick, and using the K&M Single Combat rules. Hit points were assigned equal to half the Heroic Constitutions as a house modification.

Saruman the White has decided to remove "Radagast the Fool" from Rhosgobel, by killing him and retrieving his staff of power. The white wizard has sent three squads of his best troops to do so.

But Radagast has many friends in the forest, and the forces of the White Hand may meet a few surprises.

Free Peoples
Radagast's   Forces
259 Points
Name
# Figs
Type
Move
Weapons
AC
Mt
Con/W
Morale
Cost
X#
Radagast the Brown
1
Inf
7"
Staff +2/+2
Magic Lvl 6
2+
-
6/3
A
160
160
Spells: Conjure Ent (6), Crushing Roots (5),   Panic Mount, Heal , Terrifying Aura (2+)
Items & Abilities: Staff of Power, One with Nature, Bird Tamer 

Gwahir

1
Fly
18"
Acl +4
1+
-
6/3
X
29
29
Cannot "charge" through trees.
.
Ents

2
Inf
6"
Ath+3
Acr+3
3
-
6/3
B
35
70
Abilities: One with Nature

Forces of Darkness
Isengard Uruk-Hai Band (x2)
185 Points
Name
# Figs
Type
Move
Weapons
AC
Mt
Con/W
Morale
Cost
X#
Uruk
Captain
1
Inf
7"
Sw+2, Sp+1, Sh

2+
-
4/2
A
21
(+20)
41
Notes: Leader
.

Uruk-Hai

8
Inf
7"
Sw, Sp, Sh
2
-
-
A
14
112
 .

Uruk Bows
2
Inf
7"
Bow+1, Sw
2
-
-
A
16
32



Warg-Riders
146 Points
Name
# Figs
Type
Move
Weapons
AC
Mt
Con/W
Morale
Cost
X#
Warg-master

1
Cav
11"
Sp+2, Sw+1, Sh
2+
-
2/1
A
26 (+20)
46
Notes: Leader
.

Warg-Riders

4
Cav
11"
Sp, Sw, Sh
2
-
-
A
25
100

In the initial playtest, Radagast somehow received the K&M spell "sorcery blast/fireball".  This effect is more in line with a D&D Magic Missile. Wizardly firebolts flew like a gatling gun. This didn't "feel" very Tolkien-ish, and was redacted from the second game. "Crushing Roots" was substituted, which had the added bonus of immobilising the target (if they survived the ent-like Acr+3 attack) for a turn.

For games with Saruman and Gandalf, "Sorcery Blast" needs to be harder to cast, with a small AoE (maybe a 3" blast template).

Post Game Thoughts
A second band of Uruks was added after the initial playtest. This resulted in a lot of points arrayed against the Brown Wizard - 516 vs. 259, but was offset by dispersing the Isengard forces to three table edges, and much of the map represented forest/forest floor, which was difficult going (x2 movement costs and blocks line-of-sight.)

Of course, none of Radagast's forces had to contend with difficult ground, either because they were flyers, or had the One with Nature skill (ignore forest terrain costs and l-o-s blocking). This was annoying to the Uruks, who plodded along at 3.5" (5.5" for Warg-riders) until they entered the clearing surrounding Radagast's home.

Giving Radagast a level 6 magic level was probably a bit stingy - after all, he's an Istari. Magic level could arguably be a 10 or higher, but it was kept low for play balance. As it was, his +2 staff of power made it practically impossible for him to fail to cast a spell, as long as he spent a few magic points as insurance.

Monday, July 23, 2018

Battle Report: "Kill Radagast!"

Warg-riders engage an Ent

This past Saturday, a small group of friends visited to play some Middle Earth skirmish wargames. The scenario was based on the Battle Games in Middle-earth #79 magazine article "Kill the Wizard!", modified for Knights & Magick, and using the K&M Single Combat rules. All figs are Mithril Miniatures except for Radagast the Brown, which is a pre-Hobbit film Games Workshop mini.

At some point during the War of the Ring, Saruman decides it's time to off Radagast the Brown. The corrupted wizard sends two bands (2 x 11 figs) of Uruk-Hai and also a band of (4) Warg-riders to Rhosgobel in order to rid himself of "this meddlesome bird-tamer."

"Horns of the buffalo" tactics. Warbands split into two wings
The first two turns saw the orcs and wargs struggling through the densly-implied underbrush of south-western Mirkwood. Movement costs were doubled when in or near (2") of the trees. The Uruks crept along at 3.5 inches; the warg-riders did slightly better at 5.5" per turn.

Meanwhile Radagast, who had no such restrictions, being made of wizardly stuff, nipped into the back allotment and summoned an Ent.
The wizard's staff gave him a bonus, making success automatic.


Radagast "Root Strikes" the lead Uruk, who survies, for now.
Each of the Uruk bands had two archers in it, and they were taking pot-shots whenever Radagast left himslef in the open, which did not happen often. Due to his wood-craftness, Radagast had automatic line-of-sight, and conjured "Crushing Root" attacks against the two Uruk leaders, killing one and immobilising the other for a turn.

It was during these "root strikes" that Radagast failed his magic drain roll. Normally, in K & M, that would result in the death of the magic user -fortunately, Radman's staff of power gave him a +2 to his roll, resulting in a bad headache and urge to take a short nap.


The Great Eagle has landed....(sorry 'bout that)
On Turn 3, the great eagle, Gwahir, arrives on the board edge. "Whats all this, then?  Orc-mischief in the forest?" he sez, and then chucks himself into the backs of a couple of Uruk archers. Up to this point, those archers were feeling pretty smug at staying out of harm's way - two sharp talons the size of garden forks  spoiled their otherwise pleasant day. One archer hands his lunch to his mate, and goes down.


"Speedy the Orc" rushes to his doom
By turn 4-5, things were starting to look serious for the good guys. Radagast had summoned a second Ent, and had cast "Disturbing Omens" on himself, giving all orcs within 6" a -1 on their to-hit rolls. Still, the first ent was going down, after taking out three of the wargs and riders, and the Brown Wizard was finally in an exposed position.  The surviving warg-rider charged...

Radagasts +2 staff also makes a jolly good club, and after a brief exchange, the Brown wizard rang the rider's bell, taking him out.



"Two against one? Hardly fair, boys..."
Turn 6: more Uruks were closing in - Gwahir had been slain by two Uruks, lead by the last leader Uruk. Gwahir did manage to take out the leader, so that'll do, bird, that'll do.

Now leaderless, the last of the Uruks swept into the deep thicket where Radagast had taken to squatting. Feeling pretty kick-@ss with his staff, the wizard charged a pair of Uruks - whack, clang-clang, thump, one Uruk went down. Rinse and repeat, and both lay dead, Radagast had a healthy scratch for their trouble (took a wound, but had two left).

Uruks withdraw in shaky order.

By turn 7, it was clear to the Uruks that Saruman had got his sums wrong (again!) and they would be unable to defeat Radagast, who had placed himself back-to-back with the surviving Ent, laying on hands and healing him.

The Uruks decided to withdraw, denying Radagast his final victory point (13 Orcs dead, one shy of a clear victory. Draw Match.

Still, the Uruks knew that Radagast was still Master of Rhosgobel...for now.



Post Game Thoughts:
This was a frustrating fight for the orcs (played by Rob C. and Derek C.) It was very difficult bringing Radagast to heel, due to the disparity of movement and the disposable allied-obstacles that were thrown in their way. It was early-midpoint when the Orc players decided to use encirclement tactics, and that's when the wizard felt the pressure.

In the initial playtest, the weekend prior, my brother Chris was playing the wizard, who somehow had  received the K&M spell "sorcery blast/fireball".  This effect is more in line with a D&D Magic Missile. Wizardly firebolts flew like a gatling gun. This didn't "feel" very Tolkien-ish, and was redacted from the second game. "Crushing Roots" was substituted, which had the added bonus of immobilising the target (if they survived the ent-like crush+3 attack) for a turn.

Playtesting the Sorcery Blast

The "Crushing Roots" attacks were fun - it had a 1.5" area-of-effect  and an 18" range with no line-of-sight restrictions. Only once caught two orcs simultaneously. One survived, the other suffered a "Gruesome Death" effect as they were "eviscerated by the boughs of a mighty oak". The Uruks spread out a bit after that, and wouldn't you?



"HEY! No smokin' during workin' hours!"
We also need to add rules for riderless wargs - a simple morale check to stay in combat or flee would be fine. Once a warg-rider went down, the warg was lifted off table. This should be corrected.

By and large, an amusing game. The lads did well, especially when considering this was their first time out the gate with Knights and Magick. It was suggested that perhaps the Uruks could do with a troll as added muscle, which is worth looking into. In the Two Towers book, there is a scene with a disgruntled troll in Saruman's servce, airing a grievance in the Black Speech.

I'm thinking of adding "Disgruntled" rules to allow a troll to strike or Go Slow on a borderline morale roll. Hah!

-Namarie'-