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:

The Necromancer of Dol Guldur
12 Mordor Orc Warriors (4x Shield, 4x Spear, 2x Two Handed Weapon, 2x Bow) 

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 scenario ends on either of the following victory conditions:
  • The Necromancer has been slain for a forces of Good victory!
  • All of the Woodsmen have been slain for an Evil victory!

Deployment

The Woodsmen were spooked by the sounds occurring around their home alongside the gloom and despair feeling they suddenly got and ventured out to see what was going on. Lying in wait was the Necromancer and his Orc warband ready to strike.

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:

The Woodsmen went first again but it was another case of the terror on the Orc's putting in work and many of the Woodsmen struggling to commit to the charge. However, one managed to pluck up the courage to charge the Necromancer pinning him in place. The counter charge by the Orc's was deadly and every fight was stacked in their favour.



The Necromancer called a heroic combat on what should be an easy kill to allow the Orc's and himself to move and join other combats. They did indeed kill the trapped Woodsmen but the fights they joined ended up going in the Woodsmen's favour. At the end of the turn after six different combats the Woodsmen held their ground having only lost two more of their number but again at the cost of no more Orc's.

Turn 5:

Evil took priority this turn and the Necromancer took full control taking out another Woodsmen with a chill soul cast. The Orc's again piled in to as many Woodsmen as they could and set up for another heroic combat from the Necromancer.

After the kill from the heroic combat the Orc's moved again setting up 2 v 1's in every fight. Again the Woodsmen held firm and scored kills, trading two of their number for two Orc's. But with the Necromancer on five will points and only four Woodsmen left to deal with the remaining forces it looked grim. 

Turn 6:

Evil won priority again and the Necromancer took down another Woodsmen with his spell casting. The remaining Woodsmen are charged and surrounded by the Orc's and cut down completely.


Evil took the victory and the establishment of Dol Guldur can begin ready for Sauron to regain his power and control. Now it will be keeping it a secret from the nearby Elves.

Review:

Another scenario that I really enjoyed and is one you can knock out in around 30 - 45 minutes. You need very limited and common models apart from the Necromancer and likely just some terrain of trees scattered around and a house in the middle as this is mostly a combat focused scenario.

Although the Necromancer is on about half his normal will and doesn't have the Army bonus for the extra dice to cast the odd's still seem stacked in his favour. The Orc's causing terror is the main element as you can consistently ensure you outnumber in every fight. especially with the additional -1 modifier from the Necromancer. The Chieftain dying early really swung the scenario but I think he will always be the early focus to kill as the main threat to the Necromancer. 

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.

The next Scenario in order will be The Gathering Evil where some Mirkwood Rangers will start investigating what is going on in the woods. However, due to Evil winning this scenario they get a campaign bonus for the next one making the victory conditions for the Elves harder.


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