Scenario 2: The Founding of Dol Guldur
Following Sauron's defeat he hid away and 1000 years had passed before Sauron returned as a Necromancer, ready to establish himself in the Greenwood and create the fortress of Dol Guldur to establish another foothold in Middle-earth. He however would need to remove the Woodsmen in the area to avoid any Elves being alerted and further the arriving Istari as he was still far from fully recovering his strength.
Forces of Good:
Woodsman Chieftain (Shield)
12x Woodsmen (4x Shield, 4x Throwing spear, 4x Bow)
*The Woodsmen Chieftain uses the profile of a Captain of Rohan, the Woodsmen use the profile of a Warrior of Rohan.
Forces of Evil:
Additionally. the following rules are in play:
- The Necromancer starts the game with only 12 points of Will.
- All Evil models gain the Terror special rule.
- The Necromancer has been slain for a forces of Good victory!
- All of the Woodsmen have been slain for an Evil victory!
Deployment
Turn 1:
The Woodsmen moved first turning to address the threat now they saw where they were being attacked from and by what. The Orcs and the Necromancer moved up as fast as possible in order to limit the shooting ability of the Woodsmen. The Necromancer attempted to cast a chill soul to strike first blood but was unable to generate enough power.
The Woodsmen then made their strike, firing at the oncoming Orcs, but their hits were limited and both sides has fired their bows only one Orc archer lay slain.
Turn 2:
Evil went first this time, the necromancer started to show his strength by compelling the Woodsman Chieftain towards him and some Orcs. The remaining Orcs all moved up as close as possible, ready to fight should the Woodsmen engage. The Woodsmen however, all froze, too terrified to assist their Chieftain. They failed every courage test to charge the terror causing Orcs, a lot thanks to the -1 modifier from the Necromancer's presence.
Despite not being able to charge the Orcs they were still able to let lose with their bows and throwing weapons, this time taking out another two Orcs.
The Necromancer, Orc's and Chieftain faced off with Evil winning the combat. Between the Orc's strikes and the Necromancer's ability to kill any target that he deals a wound the Chieftain fell after rolling a one on his fate roll. The Orc's lost three of their number but the most problematic threat amongst the Woodsmen was dealt with.
Turn 3:
The Woodsmen took back priority and after seeing the death of Chieftain many found the courage to charge the Necromancer and Orcs this turn. However due to a handful of Woodsmen failing the terror check the Orcs mostly dictate the fights and outnumber where they can.Additionally, with the Orcs having been engaged the remaining Woodsmen couldn't use their ranged weapons for fear of hitting their friends. Over the five fights that occur that turn, the Necromancer and Orc's kill another three Woodsmen and the cost of none of their own, swinging the tide back in their favour for outnumbering.
Turn 4:
Turn 5:
Turn 6:
Review:
I do think its a shame the Woodsmen profiles are just Warriors of Rohan and not a custom profile created for this, but the closest thing would be Beornings and that I don't think the Evil side could ever deal with.








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