DISCLAIMER
I don't (do not) actually want alpha strike abilities or army rules in MESBG. It could make a fun tournament or scenario gimmick, but otherwise I don't think it fits well for the game. Even the example ability that does exist isn't explicitly an alpha strike, it's just best used as one, and I think that there needs to be some changes made to it for this reason.
With that out of the way, welcome once again to ManicHobbying where I am once again "what-iffing" rules for our beloved game. This particular posts comes from me fridge-logicing what was initially a response email to Harry (Entmoot Podcast) regarding people's thoughts on Army of the White Hand. One of the standout abilities that makes this army one of the top lists in the game right now (at least according to complaints) is Saruman's ability to call down a 2" radius S6 Lightning Strike anywhere on the table. At the beginning of the edition I believe this caught many people out, especially when deploying in formation.
I myself fell afoul of it early on. Thanks to Maelstrom deployment and tightly spaced terrain, my Riders of Eomer saw their banner and 3 other riders get blasted away or at least dehorsed, thoroughly neutering the list early on (this was 400 points in a Doubles format). Now, there's more mind for people spacing out deployment to prevent multiple casualties, but the lightning can still pick off a key piece such as a banner or hero's mount, or even just be saved until turn two to hope for the enemy to group up or even keep them spaced out of fear,
I myself fell afoul of it early on. Thanks to Maelstrom deployment and tightly spaced terrain, my Riders of Eomer saw their banner and 3 other riders get blasted away or at least dehorsed, thoroughly neutering the list early on (this was 400 points in a Doubles format). Now, there's more mind for people spacing out deployment to prevent multiple casualties, but the lightning can still pick off a key piece such as a banner or hero's mount, or even just be saved until turn two to hope for the enemy to group up or even keep them spaced out of fear,
To be clear also, I don't necessarily want to see this ability removed. It is somewhat fun to recreate in some fashion Saruman's attack on the Fellowship, and I'm at a loss on how to satisfactorily tweak it. At the same time, it's not outright game-winning and Army of the White Hand has more than a few useful tools. Between one of the best casters in the game, Grima, Crebain, good troop variety and some useful supporting heroes, it really is the combination of all of them that makes it such a successful list.
Alpha Strikes
Moving on from the White Hand specifically, I got to thinking about bringing other armies up in power via similar abilities. More tools for the toolbox could really level the playing field on other lists and shake up the meta a little. The first one that game to mind was Army of Gothmog:
Moving on from the White Hand specifically, I got to thinking about bringing other armies up in power via similar abilities. More tools for the toolbox could really level the playing field on other lists and shake up the meta a little. The first one that game to mind was Army of Gothmog:
Release the prisonersFires a shot as if there was a catapult firing with the severed heads upgrade. This does not replace the shot of an existing catapult in the army list, and is assumed to come from off of the table. Courage tests can be taken as normal, with all bonuses and abilities applying.
This one is to simple parallel the opening shot of the Siege of Minas Tirith. Nice and simple, it forces a Courage test in a small area. It is also eminently counterable with various Courage boosting abilities
Defenders of Helm's Deep. Another simple one to parallel the movie scenes, and even simpler in ruling. Despite the wider radius it's a very toned down variant of Saruman's lightning. An argument could be made for two radii, one at S2 and one at S3.
Garrison of Ithilien. Yes it's exactly the same as DoHD, and simply there to represent the Ranger's ambush tactics. The same ability, but for different flavourful reasons.
I won't list more than the above, but this ability could be extended to Rangers of Mirkwood, Lothlorien, and Azog's Hunters. For the Elf lists, you would naturally boost the strength to 3. In a similar vein, should The Grey Company, Return of the King or Road to Helm's Deep lists contain Legolas, he gets a free shot at the start of the game. For the Evil side, another variant is a shot from a Hasharin in the Umbar list.
Give them a Volley
3" Radius, all take a S2 hit.
Defenders of Helm's Deep. Another simple one to parallel the movie scenes, and even simpler in ruling. Despite the wider radius it's a very toned down variant of Saruman's lightning. An argument could be made for two radii, one at S2 and one at S3.
Birdcalls
3" Radius, all take a S2 hit.
Garrison of Ithilien. Yes it's exactly the same as DoHD, and simply there to represent the Ranger's ambush tactics. The same ability, but for different flavourful reasons.
I won't list more than the above, but this ability could be extended to Rangers of Mirkwood, Lothlorien, and Azog's Hunters. For the Elf lists, you would naturally boost the strength to 3. In a similar vein, should The Grey Company, Return of the King or Road to Helm's Deep lists contain Legolas, he gets a free shot at the start of the game. For the Evil side, another variant is a shot from a Hasharin in the Umbar list.
The horns of the Rohirrim lifted up in music
Intelligence test in nearest enemy models, 3" radius. For each test that is failed, Theoden's player may move the enemy model up to half of its move rate, moving away from Theoden as directly as possible.
This ability is for Riders of Theoden, and perhaps could also be used in Army of Edoras, Fields of Celebrant and Ride Out. The inspiration is from the line in Return of the King, coupled with the Orcs reaction in the movies where they stumbled back at the onset of the Rohirrim's charge. The rule structure is simply Spectre's ability with the direction tweaked.
The Cry of the NazgulChoose an area within the opponent's deployment zone with a 3" radius. All models within this zone must take a Courage test or go prone. Cavalry models must test for both mount and rider. Normal bonuses or ability effects apply.
Both Black Riders and Wraiths on Wings. A potentially fun alternative to a normal courage test is to make those that fail simply go prone rather than fully run away, with only mounts then fleeing should the check be failed. This ability would then be about disruption rather than outright removing models.
It was around this point I realised that these abilities essentially boiled down to two effects: do damage, or force courage/intelligence checks. The damage, radius and result could differ, but otherwise it just one or the other. Rather than continue to write out a bunch of rules for every army, I think it's easier to just list a few others. It'd be up to TOs or houserulers to actually work out the details.
I did have one more thought, but I'm unsure on the impact of it; a movement ability. This could take the form of a free move (for a single warband) or a free heroic march. Movement is fairly key to MESBG, so this might be a tough one to balance. Cavalry forces for example would find this extremely powerful for gaining ground. As an example, I have this one for Paths of the Druadan:
One with the forestGhan-Buri-Ghan's warband may make a free heroic march in the first turn. This does not affect their ability to shoot that turn.
I have no doubt that in the lists that would make the most sense for a movement ability, it would in turn become perhaps overly powerful. Ugluk's Scouts come to mind. But then neither Uruk Scouting list is consistently in the top tables to my knowledge, and that's rather the point of this.
Good
Arathorn's Stand - See Give them a volley#
Arathorn's Stand - See Give them a volley#
Army of Dale - None
Army of Edoras - Horns of the Rohirrim
Army of Erebor - None
Army of Lake-town - None
Army of Thror - None
Arnor - None
Arnor - None
Assault on Ravenhill - None
Atop the Wall - Free Trebuchet shot?
Battle of Bywater - None
Battle of Bywater - None
BotFA - None
Battle of Fornost - None
Battle of Greenfields - None
Beornings - None
Beornings - None
Breaking of the Fellowship - S3 version of Give them a volley! if Haldir is present.
Defenders of Erebor - None
Defenders of Helm's Deep - Give them a volley!
Defenders of the Hornburg - None
Defenders of the Pelennor - None
The Eagles - None
Erebor & Dale - None
Erebor Reclaimed - Movement ability (represents Thorin's charge, so specific to his warband)
Expedition to the East - None
Fangorn - None
The Fellowship - None
The Fiefdoms (Nothing to do with this blogpost, just give them back their synergies)
Fields of Celebrant - Horns of the Rohirrim
Fords of Isen - None
Garrison of Dale - None
Garrison of Ithilien - Birdcalls
The Grey Company - Legolas shot
The Grief of Eomer - None
Halls of Thranduil - None
The Iron Hills - None
Kingdom of Khazad-Dum - None
Kingdom of Rohan - None
The Last Alliance - None
Lindon - None
Lothlorien - S3 Give them a volley
Men of the West - None
Minas Tirith - None
Numenor - None
Paths of the Druadan - One with the forest.
Radagast's Alliance - None
Rangers of Mirkwood - Birdcalls
Realms of Men - None
Reclamation of Moria - None
Reclamation of Osgiliath - None
Return of the King - Legolas Shot
Ride Out - Horn
Riders of Eomer - None
Riders of Theoden - Horns of the Rohirrim
Rivendell - Free Bruinen
Road to Helm's Deep - Legolas Shot
Road to Rivendell - None
The Shire - None
Survivors of Lake-town - None
Thorin's Company - None
The White Council - None
Evil
Army of Carn Dum - None
Army of Dunland - None
Army of Gothmog - Release the prisoners!
Army of Gundabad - Free Tremor to represent worms?
Army of the White Hand - Already exists.
Assault Upon Helm's Deep - None
Assault on Lothlorien - None
Azog's Hunters - Birdcalls
Barad-Dur - None
Besiegers of the Hornburg - None
The Black Gate - None
The Black Riders - Cry of the Nazgul
Buhrdur's Horde - None
Cirith Ungol - Perhaps add a single web marker as per Spider Queen list
Corsair Fleets - Ballista shot
Depths of Moria - None
Desolator of the North - None
Dragons of the North - None
The Easterlings - None
Far Harad - None
Fell Beings of Mirkwood - None
Goblin-Town - None
Grand Army of the South - None
Harad - None
Host of the Dragon Emperor - None
Host of the Witch King - None
Legions of Mordor - None
Lurtz's Scouts - Free March for single warband
Minas Morgul - None
Moria - None
Muster of Isengard - Literally give Saruman the same abilities.
Pits of Dol Guldur - None
Ravagers of the Shire - None
Rise of the Necromancer - None
The Serpent Horde - None
Shadows of Angmar - None
Sharkey's Rogues - None
The Spider Queen's Brood - None
The Three Trolls - None
Ugluk's Scouts - Free March for Single Warband.
Umbar - Blowpipe shot per Hasharin
Usurpers of Edoras - None
Variags of Khand - None
Wolf Pack of Angmar - None
Wolves of Isengard - None
Wraiths on Wings - Cry of the Nazgul
Maybe I shouldn't have written absolutely list out...
I'd love to hear your ideas on this, and what you would do to elevate lists and introduce more variety to the top lists. For those armies where "alpha strikes" don't thematically fit, what would you do instead? If inspiration strikes I'll come back to this in another post.
Until next time.
No comments:
Post a Comment