Post by GoblinHorde on Nov 5, 2007 21:53:53 GMT
Back Story
So this would be the part I didn't really spend time on...
A band of bloodthirsty goblins heads south from the mountain ranges of the north to raid the Shire below, where they are sure that weak Shirefolk will succumb to their blades. Unbeknownst to them, Halbarad has learned of their evil intent and leads a small band of Rangers of the North in the defence of the Hobbits.
Participants
Evil:
Goblin Captain
Goblin Shaman
4 Goblins with shield
4 Goblins with spear
4 Goblins with bow
Good:
Halabarad
3 Rangers of the North
Map Setup
Your map should look like this:
The whole board is 2' 6" x 2' 6".
Deployment
All evil characters deploy within 3" of the west board edge. All good characters deploy within 3" of the east board edge. The evil side deploys first.
Object
The goal of the evil side is to get as many goblins across the east board edge as possible. If they get 10 gobbos across, they get a major victory. If they get 8 gobbos across, they score a minor victory.
The goal of the Rangers is to break the courage of the goblins so that they will stop their raid. The good side gains a major victory if they kill 10 gobbos. They score a minor victory if they kill 8 gobbos.
The is a draw if both side are broken, or both sides score only seven points (ie. seven goblins get across and seven are dead).
The ends when all goblins are either across the edge or dead.
Playtesting results
I've playtested this twice, and both times it has resulted in very tight endings. In both cases, heroic moves and good shooting on the last few turns have pulled it for the Rangers, resulting in two minor victories. It is very dificult for anyone to get a major victory, as I believe it should be. The goblins have had a lot of dificulty, as this is mainly a shooting and moving and not a fighting . Their terrible shooting has caused a major dificulty for them to win - in both playtesting very few wounds were caused to the Rangers, and all of them were in combat. Perhaps if I substitute the goblins with bows for prowlers with bows?
Strategies
Evil: SPLIT UP! If you seperate yourself into two groups advancing on either side, it is very dificult for the rangers to keep up, as there are only four, and most are very killable minis with 1 wound and 1 fate. Therefore, split your force and take both sides across the board edge. The goblins cannot shoot guarenteed the first turn, and possibly also the second, due to limited range, so it is suggested that you try to keep the archers with the main body of the force for the first turn. Avoid combat, because it slows your gobbos down, and can result in far too many casualties. If you can outnumber the rangers, go for it.
Good: Use the terrain to your advantage. If you can shield your men from fire, you stand a much better chance. Also, move your models in front of the evil force directly, so they have to go around. Use combat as a last resort, because RotN without their might point (which is used up quickly) they die quickly.
So this would be the part I didn't really spend time on...
A band of bloodthirsty goblins heads south from the mountain ranges of the north to raid the Shire below, where they are sure that weak Shirefolk will succumb to their blades. Unbeknownst to them, Halbarad has learned of their evil intent and leads a small band of Rangers of the North in the defence of the Hobbits.
Participants
Evil:
Goblin Captain
Goblin Shaman
4 Goblins with shield
4 Goblins with spear
4 Goblins with bow
Good:
Halabarad
3 Rangers of the North
Map Setup
Your map should look like this:
The whole board is 2' 6" x 2' 6".
Deployment
All evil characters deploy within 3" of the west board edge. All good characters deploy within 3" of the east board edge. The evil side deploys first.
Object
The goal of the evil side is to get as many goblins across the east board edge as possible. If they get 10 gobbos across, they get a major victory. If they get 8 gobbos across, they score a minor victory.
The goal of the Rangers is to break the courage of the goblins so that they will stop their raid. The good side gains a major victory if they kill 10 gobbos. They score a minor victory if they kill 8 gobbos.
The is a draw if both side are broken, or both sides score only seven points (ie. seven goblins get across and seven are dead).
The ends when all goblins are either across the edge or dead.
Playtesting results
I've playtested this twice, and both times it has resulted in very tight endings. In both cases, heroic moves and good shooting on the last few turns have pulled it for the Rangers, resulting in two minor victories. It is very dificult for anyone to get a major victory, as I believe it should be. The goblins have had a lot of dificulty, as this is mainly a shooting and moving and not a fighting . Their terrible shooting has caused a major dificulty for them to win - in both playtesting very few wounds were caused to the Rangers, and all of them were in combat. Perhaps if I substitute the goblins with bows for prowlers with bows?
Strategies
Evil: SPLIT UP! If you seperate yourself into two groups advancing on either side, it is very dificult for the rangers to keep up, as there are only four, and most are very killable minis with 1 wound and 1 fate. Therefore, split your force and take both sides across the board edge. The goblins cannot shoot guarenteed the first turn, and possibly also the second, due to limited range, so it is suggested that you try to keep the archers with the main body of the force for the first turn. Avoid combat, because it slows your gobbos down, and can result in far too many casualties. If you can outnumber the rangers, go for it.
Good: Use the terrain to your advantage. If you can shield your men from fire, you stand a much better chance. Also, move your models in front of the evil force directly, so they have to go around. Use combat as a last resort, because RotN without their might point (which is used up quickly) they die quickly.