Thanks @DaveT!
Quote:
Those Dunedain are irritatingly effective guys, aren't they?
They certainly are
The fact that every one had a point of Will to attempt to resist all the black darts meant that the wraiths were burning a fair bit of Will and not seeing much of a return. And of course the Dunedain were very accurate archers in this game!
Next battle report is here!
Act 1 - Ride of the RingwraithsScenario 4 - The Trust of ArnorFollowing the brief and bloody battle in the area around Sarn Ford, the Ringwraiths have succeeded in breaching the defences of the Shire. Many of the Dunedain fell or were driven mad by fear, yet not even a single wraith fell to their skill, testament indeed to the dark power of The Nine.
However, though their losses have been heavy, the Dunedain are determined not to fail in their self-imposed duty to protect the Hobbits. Exhausted though they are, the survivors ride hard in pursuit of the Nazgul, hoping that there are enough of their brethren still before the wraiths to bring them to battle.
In this, if in little else, the Dunedain are fortunate, for the battle near the ford has divided the Nazgul, hopefully giving them the advantage they need to defeat them and preserve the Shire from the Ringwraiths' intrusion. If the handful of un-blooded Dunedain can only slow the Nazgul for a few minutes, the northmen may yet taste victory this day.This scenario is the fourth in the Ride of the Ringwraiths act for my campaign, however it comes from the Fellowship of the Ring Journeybook. No modifications have been made to the scenario. The Ringwraiths carry over the resources they recovered at the end of the last scenario.
Objectives:
This is the last chance for the Rangers to stop the Ringwraiths before they reach the Shire proper. The Evil player wins the game if at least half of the Evil force exit the western table edge (opposite the edge they enter from).
The Good player wins if they can prevent this.
The handful of Dunedain rangers left in reserve guard in the Southfarthing of the Shire stand ready amongst the rolling hills, unsure of how their fellows fared at Sarn Ford.Six rangers are deployed at the start of the game, evenly spaced across the terrain to attempt to block the progress of any oncoming wraiths.
The deployment for the Ringwraiths is determined by rolling a D3 at the end of each Evil Move phase; the result is the number of wraiths that enter play. Naturally I rolled a 1 on the first attempt
Thus, the Witch-King is the first wraith to appear upon the horizon, far ahead of his dark companions.
Nothing terribly exciting happened for the first few turns. The wraiths came on in drips and drabs, clearly very dispersed from one another due to the commotion at the Ford, as seen in the previous scenario.
Learning from their previous experience with the rangers' bows, the Nazgul employ a cautious approach, using the terrain to block line of sight until more of their fellow riders have arrived.
Seeing the approach of the black riders, and knowing that they are the last line of defence for the Shire, the Dunedain rush towards their foes with courage in their hearts.Rushing out from behind the trees, the Witch-King flanks the onrushing rangers and charges down the archers stationed on a small hill. Will the rangers be able to loose their arrows and strike down the Witch-King's mount before he is upon them?The Witch-King decides it is time to make a break for it and leaves the safety of the treeline. He manages to black dart one of the Dunedain, while the following wraith saps all of the Might, Will and Fate from the other ranger. However, the wraiths are now clearly in the crosshairs of the rangers on the hill, who ready their bows.
Both shots hit, yet while one arrow is swallowed up by the dark shape of the Witch-King, the other arrows strikes down his horse, sending the Witch-King tumbling to the dirt.
Meanwhile, another wraith has joined the fray and advances towards the Dunedain.
With a fell shriek, the Ringwraith supporting the Witch-King charges the Dunedain, allowing the Witch-King to advance unhindered towards escape. Alas, one of the survivors from Sarn Ford suddenly appears to block his path; using all his woodland navigation skills, the ranger must have overtaken the Nazgul and arrived to support his brothers.I need to point out at this stage that re-reading the scenario as I write this report, I have noticed that the reinforcements for the rangers are supposed to enter from the Eastern board edge i.e. the edge the wraiths enter from (makes sense). I misread this and allowed them to enter from the western board edge, the edge the wraiths are trying to escape from
However, I also realise I forgot to apply the special rule that allows the rangers to re-roll failed courage tests, so I suppose it sort of balances out
While the Witch-King finds his escape blocked, on the other side of the board, after failed black dart attempts, the wraiths have decided to use the power of their charge to attempt to best some of the rangers in combat.
The last desperate stand of the rangers is becoming a bloody affair, with the wraiths and the rangers clashing in hand-to-hand combat. Multiple Dunedain fall to the overpowering charges of the black riders, yet the Ringwraiths are not without casualty too; one of the wraiths has its horse cut down from beneath it, while the Witch-King finds himself trapped in back-to-back will-sapping fights.During the next couple of turns, the battle really starts to heat up and get quite spread out. The Witch-King is unable to slay his opponents and is having his Will drained by successive fights.
Meanwhile, on the other side of the board, thanks to a couple of successful black darts, a gap appears for a couple of the Ringwraiths to rush through and attempt to edge closer to escape.
While the last three remaining wraiths enter the fray all together, deciding to head for the Witch-King's location. Can they get there in time before he runs out of Will and is banished?
Emboldened by the arrival of reinforcements from Sarn Ford, the rangers overcome the fear brought on by the wraiths and continue to bravely hold up the Witch-King and his companion. The onrushing trio of riders have also carelessly left themselves exposed to the arrows of the Dunedain.The Witch-King was having no luck down his side of the table, once again failing to dispatch his opponent and continuing to be drained of Will. As for the three wraiths riding to the rescue, they are clearly in the eyeline of two Dunedain archers who send arrows flying their way; one archer rolls a 6 followed by another 6 with his To Wound rolls and slays one of the wraiths! Conveniently (unconviently for the Evil player) it was the only wraith that had no Fate left from the last scenario!
Meanwhile, seeing two onrushing black riders, one of the Dunedain is unable to steel himself to block them, and the wraiths ride on towards escape.
Infuriated by his lack of progress, the Witch-King summons the dark powers and strikes down his opponent before the ranger can attempt a charge. Now so close to escape, the Witch-King once again finds his path blocked by reinforcements from the Ford.We've got a very frustrated Witch-King right now!
While the reinforcements could not charge, they could position themselves to block the progress of the Witch-King for the next turn. Meanwhile, with the other mounted wraith becoming dangerously close to losing all its Will (I believe he was on 3 at this point), the oncoming wraiths manage to black dart the only ranger that was brave enough to charge this turn.
On the opposite side of the board, with two wraiths already escaped, one of the other wraiths transfixes the ranger so that he and his companion can move closer to the board edge unchallenged, ready to escape next turn.
With despair starting to overcome the rangers, they falter in the face of the darkness that is the Ringwraiths. Victory for the servants of darkness seems close at hand.Nearly all of the Dunedain failed their Courage tests to charge this turn, except for one, who managed to get in on the Witch-King. And just to complete the Witch-King's fantastic day, the ranger wins the fight and rolls a natural 6 to strike a wounding blow. The witch-King has one point of Fate and one point of Might left; the die is rolled aaaaand its a 1!
And so the Witch-King is banished!
With no leader to attempt to help anymore, the remaining three Ringwraiths change course and head for the path through the middle of the board which is unguarded by rangers. The rangers attempt to follow, yet they know it is futile; they simply cannot keep up with the galloping horses. And so the Ringwraiths escape, having invaded the Shire to begin their search for the One Ring.
So the first act concludes with a clean sweep of victories for the Ringwraiths (which is pretty themey to be fair
). Another enjoyable scenario, which I thought would actually be easier for the wraiths than it turned out to be. The Witch-King had an awful day altogether, while the relatively low levels of Will, slowly exhausted from the previous scenarios, limited the wraiths to being a bit more cautious with their magic.
In the end, seven wraiths escaped, six still mounted, while the Ringwraiths suffered their only two casualties of the Act.
Of course, with the Ringwraiths having reached the Shire, that means it is certainly time for Frodo to set out on his journey, and so the next scenario will be the start of Act 2 - The Ring leaves the Shire, and it will be Short Cuts Make Long Delays from the FOTR Journeybook. I'm looking forward to it
I hope you enjoyed this report, thanks for commenting!