A few weeks ago Nick & I decided to revisit Games Workshops, Lord of the Rings Strategy Battle. This is a game that has gone through a lot of different versions, I am playing with the original version 'The One Rule book', Nick has the very latest copy, but at the end of the day it still boils down to you both roll a D6, highest roll wins, if a tie highest fight value wins, is still a tie, enie-minie-minie-mo! A simple and fun game, as long as you don't take it to seriously.
Our plan is to start at the beginning of the story, and work our way through the scenarios starting with the Fellowship journey book. As many of the scenarios are a bit unbalance, we are playing through twice so we both get to play both sides.
The minatures are all original releases, brought and painted up when first released 12-15 years ago. At that time I was running a games store, so had made all of the special scenery pieces that the scenarios required. I have however taken the opportunity to freshen them up a bit. I know use 'Lukes Apps - Geek Gaming' scenic materials as my default choice, they just win hands down on range and quality. The terrain boards are all based on 12" square Terra-Former modular terrain tiles. These are kits to build frames with consistant profiles for hills, streams, roads, rivers, canals, cliffs etc and encorporate strong rare earth magnets for perfect alignment and to stop terrain drifting apart mid game.
The first two scenarios in the Fellowship Journey book feature the Dunadain, Rangers of the North defending the borders of The Shire from the Nazgul who have been dispatched to search for 'Baggins'.
This was an interesting match, the Nazgul are fielded in there weakest state, so 7 Will but no might or fate. Each time that they cast a magical ability or fight a round of combat they lose a point of Will and when they get to zero Will they dissapear as the magical energy that holds them together is spent. This means that the evil player needs to make careful decisions about which abilities to use.
The Dunadain, on the other hand are pretty handy with a bow and arrow, but it's low strength combined with the Nazhuls high defence means that you need to roll a 6 followed by another 5 or 6 to actually cause a wound, however if you can get enough shots off you only need to cause a single wound.
Both of the Dunadain vs Nazgul scenarios had victory conditions based on the number of Nazgul that can cross the table and exit opposite side, to head for the Shire. We played both scenarios twice and two were won by Evil and two by Good.
Flight from the Shire
The first scenario that features characcters from the fellowship is based on 3 frightened hobbits assisted by Gildor, an elven hero evading the attention of 3 Nazgul on foot. For the fellowshop to win, Frodo needs to exit far side of the table.
The hobbits set up in contact with the hedge. One Nazgul sets up behind them, center of table and two Nazgul set up at the center of each side. Gildor set up centre of far side of table.
The three hobbits are lost and afraid so at the start of the game they have to pass a courage check to activate.
The Nazgul do not know where the hobbits are, so they are subject to the sentries rule until they get close enough to sniff the hobbits out.
Gildor takes a shortcut through the forest to come to the hobbits aid. As he is a 'woodland creature' the difficult terrain does not slow him down.
Eventually all 3 Nazgul get on the scent and close in on the hobbits.
In one of the games, Frodo slips out of there clutches and makes a bid for freedom, while Gildor holds the Nazgul at bay.
This scenario was played twice with one victory to good and another to Evil.