Showing posts with label Tabletop. Show all posts
Showing posts with label Tabletop. Show all posts

Monday, March 13, 2023

Rohan Combined Arms

So I'm a lying liar who lies, but it wasn't 17 months at least, just 8...

I've been looking more recently at Army Lists, and specifically my favourite faction in Rohan (if that wasn't obvious). When people think of Rohan, they think mass cavalry, because of course they do. They're known as the Horse Lords, and some of thier most iconic scenes include riding down the enemy on horseback. King Theoden's men are capable of much more however, and I like the idea of running Rohan as mixed forces to the point I'm building a full contingent of Helmingas and have plenty of Outwalkers on the bench.

Representing this on tabletop is a requires a little thought. There are two options you'd typically see, Allies and Legendary Legions. For the former, Seeing a Rohirrim cavalry detachment supporting a main infantry force from Lothlorien or Minas Tirith would be quite typical. Both factions have thier own cavalry already, but Rohan gives something a little more at a lower cost. The other option, Legendary Legions, is what got me started on this thought track in the first place. Rohan has two options for an infantry force in these, Defenders of Helm's Deep, which is pure infantry with elves, and Theodred's Guard. This second one is a recreation of the force that met Saruman's at that fateful battle at the Fords of Isen where Theodred lost his life. Both Legions come with a special rule allowing Rohan infantry to use thier Throwing Spears as regular spears for supporting thier fellows, something not possible without allies in the native Rohan list.

For the longest time, I was drawn towards using Theodred's Guard. It's a powerful list and fulfills that combined arms option, but is limited in it's hero choices and lacks the Army Bonus. So I looked to other options with the core list. I knew I wanted an traditional infantry block with spear supports, which meant I had to use allies, but I also wanted to retain Rohan's particular flavour. This ruled out the use of Elves and the heavy armour clad Warriors of Minas Tirith. Outside of the two factions I've already mentioned that are Historic Allies (and therefore retain Army Bonuses), the other option available is The Fiefdoms.

In my (admittedly limited) experience, The Fiefdoms don't get much showing. There might be a few reasons for this. That they don't appear in the movies, that they have a relatively small role in the books, and that the models are a little harder to obtain, and at higher prices. The faction has it's strengths, with powerful heroes and some great synergy, but I'm not interested in the whole list right now. Instead, my attention has gone towards Forlong and Axemen of Lossarnarch. 

Zorpazorp used Forlong in his "Riders of Thengel" list, which is what prompted the idea. The other is that the Axemen themselves fit the Rohan aesthetic with thier axe-like polearms (in my opinion anyway), whilst also being able to act as spear-supports for a shieldwall.

Coupling Forlong's men with Grimbold's Helmingas gives and incredibly hard-hitting shieldwall (F4/S4 abound, with axes for Piercing Strike) that can still skirmish pretty well with throwing spears as needed. The two heroes accompanying them are no slouch either.


List-wise at 650pts I'd be running:

Theoden (Horse, Heavy Armour, Shield) - 95pts

- 2x Rohan Royal Guard (Throwing Spears, Horses) - 34pts

- 2x Rider of Rohan - 32pts

- Outrider (Horse) - 13pts

Warband Total: 174pts

Deorwine (Horse) - 85pts

- 2x Rohan Royal Guard (Horses) - 30pts

- 2x Rider of Rohan - 28pts

- Outrider (Horse) - 13pts

Warband Total: 160pts

Grimbold - 60pts

- 3x Helminga (Shields) - 32pts

- 2x Helminga (Throwing Spears, Shields) - 20pts

- Royal Guard (Banner, Throwing Spears) - 37pts

- 2 Outriders - 16pts

- Aldor - 20pts

Warband Total: 185pts

Forlong the Fat (Horse) - 90pts

- 5 Axemen of Lossarnarch - 45pts

Warband Total: 135pts

Army Totals

650pts

10 Might, 28 Models, 5 Throwing Spears, 9 Bows


The army is built around using Grimbold and Forlong's warbands as an anvil, but one with a ton of punch, thanks to F4, S4, two-handed axes, a banner and two throwing spears. It may be small and relatively weak on defence but with a good anchor and the support of the two heroes, it should do a decent job.

Originally the list had the King's Huntsman with a full warband of Outriders, but that felt too fragile for some scenarios. I love a sniper hero, but Aldor felt slightly more cost effective, and having Outriders in multiple warbands should allow for better objective control. A pair with Aldor works as a skirmisher triangle to support the shieldwall and force opponents to engage or get shot.

After that, two solid cavalry warbands that can skirmish or engage with some F5/S4 and a free heroic combat.

The smattering of Bodyguard, Outriders and a warhorn caps off the survivability and anti-terror.

It has been mentioned to me that this might be a touch cavalry heavy for what I'm looking to acheive, and that I could drop several of the Riders, but my counter is that this is still a Rohan force and I like the versatility they give me. That said, I do have an alternative list:


Theoden (Horse, Heavy Armour, Shield) - 95pts

- 2x Rohan Royal Guard (Throwing Spears, Horses) - 34pts

- 2x Rider of Rohan (Throwing Spears) - 36pts

- Outrider (Horse) - 13pts

Warband Total: 174pts

Deorwine (Horse) - 85pts

- 2x Rohan Royal Guard (Throwing Spears, Horses) - 34pts

- Outrider (Horse) - 13pts

Warband Total: 128pts

Grimbold - 60pts

- 3x Helminga (Shields) - 24pts

- 3x Helminga (Throwing Spears, Shields) - 30pts

- Royal Guard (Banner, Throwing Spears) - 37pts

- 2 Outriders - 16pts

- Aldor - 20pts

Warband Total: 187pts

Forlong the Fat (Horse) - 90pts

- 7 Axemen of Lossarnarch - 63pts

Warband Total: 153pts

Army Totals

650pts

10 Might, 29 Models, 10 Throwing Spears, 7 Bows

 

This second list merely drops the two Riders in Deorwine's group for an extra Helminga and two Axemen, extending the battleline, but that small difference could be a big one in certain situations, since I've also been able to add a number of extra throwing spears at the cost of two bows. Only by playing the army would time tell.

The next part is to work out lore-wise how to explain Forlong's men as "Rohirrim".

 


Tuesday, December 1, 2020

The Vale - A Journey in Worldbuilding Part Two

As I mentioned in the last post, most of the world-building for Alenostr was centered around The Vale, as it was where the player characters would start, and was the focus of the larger world story I wanted to tell and use as a guide for the characters actions. Of course, if they'd just up and left the area, I would've had to adjust, but that's the trick of setting up worthwhile tasks and compelling NPCs (and also trusting your players not to derail everything for no reason).

*** *** *** *** ***

The Vale, post-Rebellion
 

The Vale is an odd region, whilst nominally recognised as it’s own state, it was actually in fact a region of the Dwarven Empire up until the Ogre Rebellion just over two hundred years previously. Largely a human-settled region, it nonetheless also homed populations of dwarves, halflings and even ogres before the rebellion, and produced much of the food the empire required thanks to the Vale’s more fertile soil.

Geographically, The Vale is a pocket of land nestled between the Gallhyr Ranges and Troll Hills to the north and the Barrier Mountains to the south. Whitefish Bay borders the west, and Lake Djopr borders the east. Bisected by the River Dross, which feeds into the Many Mouths, it is an extremely fertile land, and so much of the land is used for farming crops or grazing cattle (cows, goats and predominately sheep).

The south of The Vale borders the old Dwarven Lands, now controlled by the Ogre Holdings. The northern border butts up against the more wild northlands, home to a number of barbarian tribes and ruins.

The capitol of Manheim lies almost centrally, north of the Silken Forest, with Leafton, which holds much of the halfling population to the north of that. Port Finnesheim lies in the far north-west, just below the Crescent Peaks. Kurzak-Hizarn, one of the few surviving dwarven mining towns sits deep in the Gallhyr Ranges. Some hundred years after the Rebellion, an Urdjan Academy, the second establishment of its kind, was founded in the north-east. In recent times, a small village has also popped up in the shadow of the Barrier Fort, which is colloquially known as Barton.Much of the rest of The Vale’s population is spread out amongst many farming towns and goat-herd cottages, as well as several fishing towns scattered up and down the coasts.


As a country, The Vale is largely a poor one, struggling in the wake of the Rebellion. It survives for the most part by trading in food products, but much of its money is tied up in defending Barrier Fort and the coasts from the ogres. It does trade in high-quality silks, but such items are rare and manufactured slowly.


The Vale is currently governed by Thane Efstein Valesborn, a distant ancestor of Bori Steelblade.

History

The Vale was founded and gifted to a force of humans and halflings who were also instrumental in allowing the dwarven army to finally trap and defeat the goblin horde of Grashnalak, at the Many Mouths. The human chieftain, Bori Steelblade, was granted title in reward, and allowed to preside over the area north of the Barrier Mountains, where the inhabitants of the Vale prospered for centuries.


During the rebellion, whilst the Vale’s military was able to deal with the Enchantress’ forces within their borders, they were stymied at the mountain pass and Border Fort by a goblin and ogre force and unable to do much to effect the war. They were able to later hold the pass against the Enchantress’ army with the help of a small dwarven refugee force, but it is likely were it not for the favourable terrain, the Vale would’ve also been lost.

Key Areas

Manheim

Manheim, also known as Kirzak-Mirgar in Dwarven, has always been the capital of The Vale, spreading out from where Steelblade built his hall upon a tall hill in the bend of River Dross. The city guards the main bridges allowing passages north and west over the river. Like many dwarven cities, it also holds a large temple to Fyordin and Donaria, although a number of smaller shrines to other gods are present. A temple to Halja, and its attendant graveyard and barrows is situated on the north side of the Dross.

As the capitol, naturally the city is large and fairly metropolitan, with entire districts populated by halflings and dwarves. The riverside holds a large number of warehouses and markets, serviced by barges. Finally, a large training barracks covers the the southern gate.

Notably, Manheim is also home to the Freelancer's Guild hall. The Freelancers are a mercenary band mainly, but one that also provides craftsmen, and most of it's work comes from supporting the interests of The Vale and it's military.

 

Finnesheim

Ruled by Lady Larensine Ranasholt, Finnesheim is The Vale's second city and its main port into Whitefish Bay. It is home to the Finnesheim Library, which houses a several underground laboratories used by mages and druids for research. The city is guarded by the famous Mariners, a port police unit that expanded into a citywide militia.

The Church of Rana, who presides over the sea is central to the city.

A Druid's circle, cared for by local practitioners and envoys from the Elves, sits on the outskirts of the town.

 

Leafton

A largely Halfling population runs many of the The Vale's breweries, including the important Golden Bee Meadery, which also collects valuable Queen's Honey for use in potion making.

Leafton's lord, Lord Halfred Pinehill, is known for championing Buckhorn, a newly created whiskey.


Barton

Part shanty town, part barracks. Barton sprung up after the fall of the Dwarven Kingdoms in order to service the need for a much larger and more permanent garrison.

The General of the fort, Lord Svienmar Groven, is responsible for administering the town, though he has a light hand as his attention is focused on the defence and garrisoned troops. 


Djoside

A small sleepy fishing town in the north east of The Vale, sitting on the banks of lake Djopr. It is notable for bordering the Vala Woods, source of many witch stories, and for the Lord of the area, Belias Ironwood, going missing years ago, shortly followed by his wife after their son died in a battle near Barton. As such, the Ironwood Manor now lies empty.

 

Apolberge

Home to the Apolsede family who look over a small number of farms in the south east. A larger number of goatherds are present here, using the lower mountain slopes as grazing land.

 

Urdjan College

The second of the three colleges within Alenostr, built one hundred years after the Ogre Rebellion. The Headmaster of this college is the second of the three brothers and works quite closely with the Thanes of The Vale towards protecting the borders. They are heavily responsible for patrolling the Underroad, a old tunnel burrowed beneath the mountains in the east that was partially collapsed and destroyed during the Fall.

 

The Many Mouths

Site of the battle that led to the founding of The Vale, the estuaries of the River Djopr have become a vast swamp infested with undead. It is dotted with lost villages and blanketed in heavy mists, and there are rumours of an old necropolis at its centre. 

 

Lake Djopr

The lake forms a natural border between The Vale and the Northlands, and is used by the Vale partly for fishing and partly as a trade route into the north, as the free town of Crossing lies on the far shore.

 

Silken Forest

A small forest in the south-west that is home to numbers of giant spiders, whose webbing is harvested for use in weaving of high quality clothing that is traded across Alenostr.

Saturday, October 31, 2020

The Other Tabletop Game I Play

The other Tabletop game I really enjoy is Fantasy Flight's Star Wars X-Wing. Who doesn't love Star Wars, after all?*

Unlike MESBG these models come prepainted and assembled, so customisation here is really optional. The game is truly well put together and fun to play. There's a Second Edition out now that I'd missed, but the boxed set is on the way so I'm looking forward to giving it a go.

My collection for it so far is small and humble, but naturally I do have plans to expand.

The Millennium Falcon

2x X-Wings (Can be piloted by Luke, Biggs, or Wedge or basic pilots)

1x Y-Wing


TIE-Advanced (Can be Darth Vader or basic pilots)

3 TIE Fighters


To add to this, I currently have on order:

The Second Edition Box (1 X-Wing and 2 more TIEs)

1x TIE-Reaper

1x ARC-170 Bomber

I'll likely add a few TIE Interceptors and an A-Wing or two. A TIE Bomber wouldn't go amiss either, though it would be nice to get some non-TIE variance in the collection at some point, the Imperial's will look pretty impressive with them all lined up. 5 TIE Fighters might not seem like a lot of variation, but I love the idea of having a swarm of the things. You can also stock them up with more elite pilots to level the playing field if the Rebels larger ships seem to be causing too much trouble.

I would also love to get hold of a LAAT-i Dropship. Dunno why but it's one of my favourite ship designs.



Catch you next time, and may the Force be with you!

*Fools, that's who.