Saturday, January 31, 2015

Fallen Realms Epic Hero Special Rule Applicability [Part 9/10]

Next up is the Epic Heroes from the Fallen Realms, let us look at the individual special rules that each of the Epic Heroes have and determine what applicability they have to the Hero themselves, the Hero's current company, the Hero's current formation, or another target all together.








LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
  1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
  2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
  3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
  4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
  5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
  6. Mordor Epic Heroes' Special Rules [Part 6/10]
  7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
  8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
  9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
  10. Angmar Epic Heroes' Special Rules [Part 10/10]

LINKS TO OTHER UNIT COST ANALYSIS POSTS

Monday, January 26, 2015

The Fallen Realms Unit Cost Analysis

We have already covered the massive beast that belongs to The Fallen Realms, The Mumak, in the post for the Ridiculously Hard to Kill rule and got to see it in action (even if it ended up dying - it was still entertaining to see it trampling and stampeding over some warriors). Let's look at the remainder of the army to determine if it is well balanced and what point adjustments would be appropriate for the warriors of the East.

FALLEN REALMS WARRIORS

  • (R) [I] Corsair Arbalesters - Underpriced by 17%
  • (C) [I] Easterling Cohort - Underpriced by 14%
  • (C) [I] Khandish Mercenary Warband - Accurately Priced (0% deviation)
  • (R) [I] Mahud Warband - Accurately Priced (0% deviation)
  • (R) [I] Black Numenorean Regiment - Accurately Priced (0% deviation)
  • (R) [H] Morgul Knight Regiment - Accurately Priced (0% deviation)
  • (R) [M] War Mumak of Harad - Overpriced by 6%
  • (R) [MH] Khandish King Charioteer - Overpriced by 7%
  • (C) [I] Easterling Archer Cohort - Overpriced by 17%
  • (C) [H] Easterling Kataphrakt Cohort - Overpriced by 17%
  • (R) [I] Watcher Warband - Overpriced by 17%
  • (R) [M] Khandish Charioteer - Overpriced by 18%
  • (C) [I] Serpent Guard Warband - Overpriced by 20%
  • (C) [H] Serpent Rider Warband - Overpriced by 20%
  • (R) [H] Mahud Raider Warband - Overpriced by 20%
  • (L) [I] Abrakhan Guard - Overpriced by 20%
  • (C) [I] Khandish Mercenary Warband - Overpriced by 25%
  • (C) [I] Haradrim Warband - Overpriced by 25%
  • (C) [H] Haradrim Raider Warband - Overpriced by 25%
  • (C) [I] Corsair Raiding Party - Overpriced by 67%
  • (R) [I] Half Troll Warband - Overpriced by 138%
Sorting the Fallen Realms Warriors under the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives:
  • 15 Points per Company:
    • (C) [I] Corsair Raiding Party
  • 20 Points per Company:
    • (C) [I] Khandish Mercenary Warband
    • (C) [I] Haradrim Warband
    • (C) [H] Haradrim Raider Warband
  • 25 Points per Company:
    • (C) [I] Serpent Guard Warband
    • (C) [H] Khandish Mercenary Raiders
    • (C) [H] Serpent Rider Warband
    • (R) [H] Mahud Raider Warband
    • (L) [I] Abrakhan Guard
  • 30 Points per Company:
    • (C) [I] Easterling Archer Cohort
    • (C) [H] Easterling Kataphrakt Cohort
    • (R) [I] Corsair Arbalesters
    • (R) [I] Mahud Warband
    • (R) [I] Watcher Warband
  • 35 Points per Company:
    • (C) [I] Easterling Cohort
    • (R) [I] Black Numenorean Regiment
    • (R) [H] Morgul Knight Regiment
  • 40 Points per Company:
    • (R) [I] Half Troll Warband
  • 85 Points per Company:
    • (R) [M] Khandish Charioteer
  • 140 Points per Company:
    • (R) [MH] Khandish King Charioteer
  • 235 Points per Company:
    • (R) [M] War Mumak of Harad

OK, this is interesting - it seems like the Fallen Realms is in the same boat as the Elves. They are absurdly overpriced and the only ones that are reasonable are rare formations - which would require a bunch of Easterlings or Khandish Mercenaries (the latter of which are all metal, of course) just to bring them along.



FALLEN REALMS HEROES
  • (E) Khamul the Easterling - Underpriced by 40%
  • (E) The Knight of Umbar - Underpriced by 40%
  • (E) The Betrayer - Underpriced by 40%
  • (E) The Undying - Underpriced by 40%
  • (E) The Shadow Lord - Underpriced by 40%
  • (E) The Dark Marshal - Underpriced by 40%
  • (E) Queen Beruthiel - Underpriced by 35%
  • (L) The Golden King - Underpriced by 23%
  • (C) Morgul Knight Commander - Underpriced by 17%
  • (C) Serpent Guard Chieftain [SRW] - Underpriced by 9%
  • (C) Black Numenorean Marshal - Underpriced by 9%
  • (E) Dalamyr, Fleetmaster of Umbar - Underpriced by 5%
  • (C) Serpent Guard Chieftain [SGW] - Accurately Priced (0% deviation)
  • (C) Dragon Knight [EC] - Accurately Priced (0% deviation)
  • (C) Dragon Knight [EKC] - Accurately Priced (0% deviation)
  • (E) Suladan, the Serpent Lord - Overpriced by 7%
  • (C) Haradrim Chieftain [HRW] - Overpriced by 11%
  • (C) Khandish Chieftain [KMR] - Overpriced by 11%
  • (C) Easterling Captain [EC] - Overpriced by 11%
  • (C) Easterling Captain [EKC] - Overpriced by 11%
  • (C) Captain of Kataphrakts [EKC] - Overpriced by 11%
  • (C) Haradrim Chieftain [HW] - Overpriced by 25%
  • (C) Hasharin [SGW] - Overpriced by 25%
  • (C) Corsair Captain [CA] - Overpriced by 25%
  • (E) Amdur, Lord of Blades - Overpriced by 32%
  • (C) Corsair Bo'sun [CRP] - Overpriced by 43%
  • (C) Mahud Chieftain [MW] - Overpriced by 43%
  • (C) Mahud Chieftain [MRW] - Overpriced by 43%
  • (C) Easterling War Priest [EC] - Overpriced by 54%
  • (C) Easterling War Priest [EAC] - Overpriced by 54%
  • (C) Easterling War Priest [EKC] - Overpriced by 54%
  • (C) Corsair Captain [CRP] - Overpriced by 67%
  • (C) Khandish Chieftain [KMW] - Overpriced by 67%
OK, looks like cheap Epic Heroes for the Fallen Realms - but to bring along a command hero is anything but cost effective. The good news is that we've seen this before, and it gets easily corrected with the template. Sorting by the cost calculated by the template from cheapest (weakest stat-wise) to most expensive (most powerful):
  • Heroes that should cost 30 Points:
    • (C) Corsair Captain [CRP]
    • (C) Khandish Chieftain [KMW]
  • Heroes that should cost 35 Points:
    • (C) Dragon Knight [EC]
    • (C) Dragon Knight [EKC]
    • (C) Corsair Bo'sun [CRP]
    • (C) Mahud Chieftain [MW]
    • (C) Mahud Chieftain [MRW]
  • Heroes that should cost 40 Points:
    • (C) Haradrim Chieftain [HW]
    • (C) Hasharin [HW]
    • (C) Hasharin [SGW]
    • (C) Corsair Captain [CA]
  • Heroes that should cost 45 Points:
    • (C) Haradrim Chieftain [HRW]
    • (C) Khandish Chieftain [KMR]
    • (C) Easterling Captain [EC]
    • (C) Easterling Captain [EAC]
    • (C) Captain of Kataphrakts [EKC]
  • Heroes that should cost 50 Points:
    • (C) Serpent Guard Chieftain [SGW]
  • Heroes that should cost 55 Points:
    • (C) Serpent Guard Chieftain [SRW]
    • (C) Black Numenorean Marshal
  • Heroes that should cost 60 Points:
    • (C) Morgul Knight Commander
  • Heroes that should cost 65 Points:
    • (C) Easterling War Priest [EC]
    • (C) Easterling War Priest [EAC]
    • (C) Easterling War Priest [EKC]
    • (L) The Golden King
  • Heroes that should cost 105 Points:
    • (E) Dalamyr, Fleetmaster of Umbar
  • Heroes that should cost 125 Points:
    • (E) Amdur, Lord of Blades
  • Heroes that should cost 140 Points:
    • (E) Suladan, the Serpent Lord
  • Heroes that should cost 155 Points:
    • (E) Queen Beruthiel
  • Heroes that should cost 210 Points:
    • (E) Khamul the Easterling
    • (E) The Knight of Umbar
    • (E) The Betrayer
    • (E) The Undying
    • (E) The Shadow Lord
    • (E) The Dark Marshal


LINKS TO OTHER UNIT COST ANALYSIS POSTS
  1. Gondor & Arnor Warriors
  2. Gondor & Arnor Heroes
  3. The Kingdom of Rohan Unit Cost Analysis
  4. The Elven Kingdoms Unit Cost Analysis
  5. The Dwarf Holds Unit Cost Analysis
  6. The Forgotten Kingdoms Unit Cost Analysis
  7. Mordor Unit Cost Analysis
  8. The Fortress of Isengard Unit Cost Analysis
  9. The Misty Mountains (Moria) Unit Cost Analysis
  10. The Fallen Realms Unit Cost Analysis
  11. Angmar Unit Cost Analysis

    Friday, January 23, 2015

    Angmar Epic Heroes' Special Rules [Part 10/10]

    Continuing suit with Angmar Epic Heroes, let us look at the individual special rules that each of the Angmar Heroes have and determine what applicability they have to the Hero themselves, the Hero's current company, the Hero's current formation, or another target all together. Similar to what we did with the Elves, we assembled the list of special rules that each of the Angmar Epic Heroes have - we then consolidated that into a single list, and discussed the rules and their applicability (in unison - so that there is no discrepancy from character to character and now army-to-army).


    Of the special rules that are "unique" to Angmar, it is interesting to note that they are mostly enemy targeting. I guess that makes sense - since evil armies are less concerned with company and formation buffing and more concerned with direct manipulation of opponents and enemy heroes.




    LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
    1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
    2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
    3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
    4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
    5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
    6. Mordor Epic Heroes' Special Rules [Part 6/10]
    7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
    8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
    9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
    10. Angmar Epic Heroes' Special Rules [Part 10/10]

    LINKS TO OTHER UNIT COST ANALYSIS POSTS




    Monday, January 19, 2015

    Epic Hero Special Rule Applicability to Companies and Formations - Elven Heroes [Part 3/10]

    As discussed over in the post for the Unit Cost Analysis for Elves - there were several heroes that had special rules that seemed redundant to the rules that the individual companies already had (e.g., Terror). To correct the problem, we changed those rules that the Epic Heroes had to be a "Bestow" rule - meaning that the special rule could be given to either the company or formation that the Epic Hero was currently within. We also showed how this would apply when we discussed the battle between the Mumakil and Minas Tirith Warriors (who do not normally have Terror) - with Legolas included in the formation invoking his Bestow Terror rule to the command company in which he was located, thusly giving that company the special rule Terror. In fact, that was very useful when his company charged the Mumakil and reduced the Mumak's Fight Value to 0 for the turn.

    The purpose of this post is to look at the individual special rules that each of the Elven Heroes have (not just the Bestow rules) and determine what applicability they have to the Hero themselves, the Hero's current company, the Hero's current formation, or another target all together.

    First - let's get the list of special rules that each of the Elven Heroes have - we can consolidate that into a single list, and then discuss the rules and their applicability (in unison - so that there is no discrepancy from character to character).


    So it seems that there is a wide variety of applicability and it really comes down to the individual rule when determining what the rule applies to (be it the Hero himself, the Hero's Company, the Hero's Formation or another target). We will continue the evaluation of special rules on an army-by-army basis and once we are done with that we can rack-and-stack the special rules to determine their relative strength/benefit.




    LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
    1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
    2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
    3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
    4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
    5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
    6. Mordor Epic Heroes' Special Rules [Part 6/10]
    7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
    8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
    9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
    10. Angmar Epic Heroes' Special Rules [Part 10/10]

    LINKS TO OTHER UNIT COST ANALYSIS POSTS




    Monday, January 12, 2015

    The Dwarf Holds Unit Cost Analysis

    The final good army to be analyzed is The Dwarf Holds. It wasn't intentional to save them for last - and I am fairly sure that a lot of people are probably interested in how we are going to handle the Epic Rampage rule for Gimli. In fact, I still remember my formation of Minas Tirith Warriors with Aragorn and Gimli running head first into the rear end of a formation of Urukhai Pikemen - calling the Epic Rampage for the first time - with +2 to hit from Aragorn's Sword - just wiping out company after company of Uruks … It felt good … It felt like cheating … It kind of was for only expending a single Might Point.

    Well - let's get right to it, no sense in waiting.

    DWARVEN WARRIORS
    • (R) [A] Dwarf Ballista - Underpriced by 25%
    • (L) [I] Drar's Hunters - Underpriced by 13%
    • (C) [I] Dwarf Archer Kinband - Accurately Priced (0% deviation)
    • (C) [I] Dwarf Ranger Kinband - Accurately Priced (0% deviation)
    • (R) [I] Moria Expeditionaries - Accurately Priced (0% deviation)
    • (L) [I] Murin's Guard - Accurately Priced (0% deviation)
    • (L) [I] Durin's Guard - Accurately Priced (0% deviation)
    • (R) [I] Iron Guard Kinband - Overpriced by 11%
    • (R) [I] Vault Warden Kinband - Overpriced by 17%
    • (C) [I] Iron Guard Ancients - Overpriced by 20%
    • (R) [I] Khazad Guard Kinband - Overpriced by 25%
    • (C) [I] Dwarf Warrior Kinband - Overpriced by 33%
    • (R) [MH] King's Champion - Overpriced by 35%
    • (R) [I] Ered Luin Rangers - Overpriced by 50%
    Sorting the Dwarf Warriors under the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives:
    • 30 Points per Company:
      • (C) [I] Dwarf Warrior Kinband
    • 35 Points per Company:
      • (C) [I] Dwarf Archer Kinband
      • (C) [I] Dwarf Ranger Kinband
    • 40 Points per Company:
      • (R) [I] Khazad Guard Kinband
      • (R) [I] Ered Luin Rangers
      • (L) [I] Murin's Guard
      • (L) [I] Drar's Hunters
    • 45 Points per Company:
      • (R) [I] Iron Guard Kinband
      • (R) [I] Moria Expeditionaries 
    • 50 Points per Company:
      • (C) [I] Iron Guard Ancients
      • (L) [I] Durin's Guard
    • 60 Points per Company:
      • (R) [I] Vault Warden Kinband
    • 80 Points per Company:
      • (R) [A] Dwarf Ballista
    • 130 Points per Company:
      • (R) [MH] King's Champion
    DWARVEN HEROES
    • (C) Shieldbearer IGA - Underpriced by 67%
    • (C) Shieldbearer ME - Underpriced by 58%
    • (C) Ironhelm Ancient IGA - Underpriced by 52%
    • (L) Mardin - Underpriced by 45%
    • (C) Shieldbearer IGK - Underpriced by 44%
    • (C) Shieldbearer DAK - Underpriced by 38%
    • (C) Shieldbearer KGK - Underpriced by 38%
    • (C) Expedition Master ME - Underpriced by 38%
    • (C) Ered Luin Captain - Underpriced by 41%
    • (E) Balin, Lord of Moria - Underpriced by 35%
    • (C) Ironhelm IGK - Underpriced by 33%
    • (L) Durin - Underpriced by 30%
    • (C) Shieldbearer DWK - Underpriced by 29%
    • (C) Dwarf Ranger Captain DRK - Underpriced by 29%
    • (C) Captain of the Guard KGK - Underpriced by 23%
    • (C) Dwarf Captain DAK - Underpriced by 17%
    • (L) Murin - Underpriced by 17%
    • (C) Dwarf Captain DWK - Underpriced by 9%
    • (L) Drar - Underpriced by 5%
    • (E) Floi Stonehand - Accurately Priced (0% deviation)
    • (E) Dain Ironfoot, King Under the Mountain - Overpriced by 5%
    • (E) Gimli, Son of Gloin - Overpriced by 6%
    It is interesting how many underpriced Heroes are in the Dwarf list ... and even those that are technically "overpriced" are only off by a 5-10 Points. It seems like this list is probably one of the more bargain Hero lists (at least with respect to the command heroes in the formations). Sorting by the cost calculated by the template from cheapest (weakest stat-wise) to most expensive (most powerful):
    • Heroes that should cost 35 Points:
      • (C) Shieldbearer DWK
    • Heroes that should cost 40 Points:
      • (C) Shieldbearer DAK
      • (C) Shieldbearer KGK
    • Heroes that should cost 45 Points:
      • (C) Shieldbearer IGK
    • Heroes that should cost 55 Points:
      • (C) Dwarf Captain DWK
    • Heroes that should cost 60 Points:
      • (C) Dwarf Captain DAK
      • (C) Shieldbearer ME
    • Heroes that should cost 65 Points:
      • (C) Captain of the Guard KGK
    • Heroes that should cost 70 Points:
      • (C) Dwarf Ranger Captain DRK
    • Heroes that should cost 75 Points:
      • (C) Ironhelm IGK
      • (C) Shieldbearer IGA
    • Heroes that should cost 80 Points:
      • (C) Expedition Master ME
      • (C) Ered Luin Captain
    • Heroes that should cost 90 Points:
      • (L) Murin
      • (E) Floi Stonehand
    • Heroes that should cost 100 Points:
      • (L) Drar
      • (L) Mardin
    • Heroes that should cost 105 Points:
      • (C) Ironhelm Ancient IGA
    • Heroes that should cost 135 Points:
      • (L) Durin
    • Heroes that should cost 155 Points:
      • (E) Balin, Lord of Moria
    • Heroes that should cost 165 Points:
      • (E) Gimli, Son of Gloin
    • Heroes that should cost 190 Points:
      • (E) Dain Ironfoot, King Under the Mountain

    Similar to what we did the Elven Heroes, the Dwarf Heroes have some special rules that should have the "Bestow" pre-appended to them to explicitly indicate that the special rule is applied to the Epic Hero's company or formation.


    EPIC RAMPAGE


    Notice that the rule has been pretty substantially made "less effective"; yet I think that this does the job of brining it in line with other Epic special rules. In fact, this almost has the same effect of Crippling Strike on Monsters (which reduces Resilience by 1) - so it's not completely out of the realm of what this now accomplishes. Hopefully this will bring the rule more in line - and not provide such a game breaking mechanic as it used to.



    LINKS TO OTHER UNIT COST ANALYSIS POSTS

    1. Gondor & Arnor Warriors
    2. Gondor & Arnor Heroes
    3. The Kingdom of Rohan Unit Cost Analysis
    4. The Elven Kingdoms Unit Cost Analysis
    5. The Dwarf Holds Unit Cost Analysis
    6. The Forgotten Kingdoms Unit Cost Analysis
    7. Mordor Unit Cost Analysis
    8. The Fortress of Isengard Unit Cost Analysis
    9. The Misty Mountains (Moria) Unit Cost Analysis
    10. The Fallen Realms Unit Cost Analysis
    11. Angmar Unit Cost Analysis



        Tuesday, January 6, 2015

        Ridiculously Hard to Kill! The Mumak's Special Rule [Part 5/5 of the Hard to Kill Series]

        This is the end of the Series for the Hard to Kill Special Rules. This post will cover the Ridiculously Hard to Kill! Special Rule and provide an example of how one may go about fighting this thing in a game.

        The Mumakil in The Fallen Realms Army is the only formation that has this special rule. Once again, the good armies do not get any equivalent characters with it, unfortunately.


        The first thing to notice is that it has the same ranges as the Extremely Hard to Kill! rule, it just has the additional effect of removing crew members (thusly reducing its capability to Shoot during the Shoot Phase and increasing its probability of Stampeding) as wound counters are applied to the Mumakil.



        Let's go through an example and have Legolas (in the Front left company of Formation 1 - marked with an "L") and some Minas Tirith Warriors go to town on a Mumakil!



        STEP-BY-STEP EXAMPLE OF THE FIGHT

        Round 1:

        Priority Phase

        Gondor rolls a 1 and the Mumak rolls a 2. The Mumak Wins Priority for the Round.

        Move Phase

        The Mumak rotates Counter-clock-wise to aim toward Formation 2 of the Minas Tirith Warriors (recall that this rotation move cost is free under the Trample rule). For the Trample distance the Mumak rolls a 5, 3, & 6. Totaling 14" for the Move. The front two companies of Formation 2 are trampled, this means that the Mumak deals 2D3 Strength 9 hits to Formation 2. For the two dice that he rolls he gets a 5 & a 5 - that means 6 Strength 9 hits to Formation 2. Strength 9 versus Defense 7 means that he needs 3's to Wound. The six dice he rolls results in a 1, 3, 3, 3, 4, & 3 - thus 5 wounds on the Minas Tirith Warriors Formation 2. Formation 2 has to take a Fall Back! roll and rolls a 1 ... meaning that they fall back 3" (that wasn't a very good roll - but at least enough to get clear of the Mumak).

        It is now Good's turn to move. Formation 2 decides that they want to expand their frontage so that the inevitable charge from the Mumak will not be as devastating - however since the Mumak is within 6" of Formation 2, they have their Move Value halved and can only move 3". To reconfigure to a 3x2 configuration from the 2x2 would require a move of 4.93" ... so that's not possible; and to go to a 4x1 configuration from the 2x2 would also require a move of 4.93", so that's not possible, either. Guess they have to stay the way they are configured ... As for rotating ... as a 2x2 configuration with a 3" Move value, we could rotate clock-wise or counter-clock-wise 37.45-degrees - maybe a counter-clock-wise rotation would be the best move. Here's hoping! Formation 1 decided to rotate 45-degrees clock-wise so that Legolas can have Line-of-Sight to the Mumak. This uses up 3.49" of their movement value - so they have 2.51" left for translational movement. They move forward toward the  Mumak the remaining distance.


        Shoot Phase

        The Mumak has priority, so gets to shoot first. According to The Crew rule, the Mumak gets 13/2 = 6.5 Shots, rounded up to 7. The crewmembers are armed with Bows, so have a 24" Range and a Strength of 2. They decide to continue to barrage Formation 2 - since it is already a little depleted (and no matter which formation they target they will be attacking the front, so they will have Defense 7). For Strength 2 against the front of Formation 2's Defense 7 means they need 6/4's to wound. For the 7 dice, they roll: 3, 5, 5, 1, 1, 1, & 5. Due to the Poisoned Weapons special rule, they get to re-roll the 1's ... so they pick up the three 1's and get: 4, 4, & 2. No 6's - so all the shots miss. Good's turn for the Shoot Phase. Since Formation 2 has no ballistic capabilities, they cannot do anything - but Formation 1 has Legolas in it - and he decides to use his Crippling Shot special rule on the Monster. Legolas rolls a 6 for Crippling Shot - meaning that the Mumak's Resilience Value is reduced by 1 (from 2 down to 1) for the remainder of the turn. Now's the chance to go crazy! Legolas also expends a point of Might (down from 3 to 2) and calls an Epic Shot. He nominates the Mumak and deals 1D6 automatic hits to the Mumak. He rolls a 3 - meaning 3 hits against the Mumak's Resilience of 1 ... 3 rolls on the Ridiculously Hard to Kill! table. The First roll of the dice produces a die value of 2 - No Effect. The Second roll on the table produces a die value of 6 - Flesh Wound: Slay one crewman and gain 1 counter (now down to 12 crewmen) and a natural 6 gives a re-roll! The re-roll die value is 5 ... adding the one counter produces a critical value of 6 - Flesh Wound: Slaying an additional crewman and gaining another 1 counter (now down to 11 crewmen and 2 counters on the Mumak). The Third roll on the table produces a die value of 3 ... adding the 2 counters gives an attack value of 5 - Another Flesh Wound: Slaying another crewman and adding another counter (remaining crew = 10; counters = 3). Not too shabby, Mr. Legolas!

        Charge Phase

        The Mumak decides it is going to charge Formation 2. He rolls a 5 for the Charge - so the charge is successful. Having been charged by a Monster with Terror, Formation 2 rolls their courage test: 1 & 3. Adding their courage of 3 gives 7 ... not enough - so Formation 2 is reduced to Fight 0 for the remainder of the turn. Formation 1 nominates the Command Company with Legolas as the Spearhead and measures the distance to the Mumak - 7.57" ... meaning they will need to roll a 6 to reach him. They roll for the Mumak's Terror: 2 & 4. Adding Legolas' Courage of 6 gives 12 ... so that's a Pass. For the charge they roll a 5 ... Legolas uses another point of Might to adjust it up to a 6 (plus now it's an Unstoppable Charge!)... Legolas is now at 1 Might Point remaining, and the charge is successful - hopefully it will be enough with the Mumak's Resilience still reduced during the Fight Phase. Since the Mumak is being charged by a company with Terror (due to Legolas providing it via the Bestow Terror Special Rule) the Mumak rolls its Courage Test: 4 & 1 ... adding the Mumak's Courage Value gives 9 ... LOL ... the Mumak is Fight 0 for the turn, too! (Bad day Mr. Mumak!)

        Fight Phase

        The Mumak has priority - but even if he didn't he would still get to attack first (because of Striking Order [pg 46] and he is Type: Monster - and Legolas' Swift Strike only gives the Infantry Formation Striking Order (Cavalry) - so they get to go second and finally Formation 2 last ...). According to the Stomp and Gore special rule, Formation 2 (charged by the Mumak) has 4 companies in it so they suffer 4D3 hits at Strength 10. Formation 1 (charged the Mumak) has 4 companies in it so they suffer 4D3 hits at Strength 8. For the Number of hits against Formation 2, the Mumak rolls: 6, 3, 4, & 5. This totals: 3+2+2+3 = 10 Strength 10 hits against Formation 2. Strength 10 against Defense 7 needs 3's to wound. Rolling the 10 dice gives: 6, 3, 4, 5, 4, 4, 3, 2, 4, & 6. That means 9 Wounds against Formation 2! Now, against Formation 1 .... rolling the 4D3 for the number of Hits gives: 1, 6, 5, & 5. This totals: 1+3+3+3 = 10 Strength 8 hits against Formation 1. This also needs 3's to wound. Rolling the 10 dice gives: 1, 4, 1, 6, 6, 4, 5, 6, 3, & 2. That is 7 wounds against Formation 1 - ouch! Looks like with the 16 Wounds from the Fight Phase and the 5 from the Trample, that's 21 wounded warriors from the Mumak!!

        OK, Good's turn to Fight ... Formation 1 has Striking Order (Cavalry) so they get to attack next. The Command Company has a Fight of 6 from Legolas - so against the Fight of 0 that the Mumak has this turn that means that they get 8 dice for Attack Value (fighting directly) + 6 for the difference in Fight Value (Battle Skill) + 1 for Charging + D3 (rolled a 3 ... therefore +2) for the Unstoppable Charge. That is 17 dice from Company 1 ... Company 2 is also fighting directly so they give 8 dice for their Attack Value (fighting directly) + 3 for the difference in Fight Value (Battle Skill) + 1 for Charging + D3 (roll a 2 ... therefore +1) for the Unstoppable Charge. That's 13 dice from Company 2. Companies 3 and 4 are support - so they provide 1 die each and 2D3 dice for their Unstoppable Charge. Company 3 gets a 4 ... so +2 more dice and Company 4 gets a 1 ... so +1 more dice. So, the grand total of dice from Formation 1 is: 17+13+3+2= 35 dice. Strength 3 against Defense 8 needs 6/4's to Hit. Let's see what the 35 dice produce: 6, 1, 6, 3, 4, 4, 1, 6, 1, 1, 5, 4, 6, 5, 4, 3, 1, 2, 1, 6, 1, 5, 5, 6, 1, 6, 6, 5, 5, 5, 1, 3, 4, 3, & 2. There are eight 6's - rerolling them (needing 4+'s) gives: 6, 5, 2, 2, 5, 1, 4, & 6) - that's 5 rolls on the Ridiculously Hard to Kill! table (since the Mumak has a Resilience of 1 still due to Legolas' Crippling Shot during the Shoot Phase). Here we go ... First roll on the table is a 4 - adding the 3 counters gives a 7: Flesh Wound (another dead crewman and another counter - 9 crew remaining and 4 counters, so far). Second roll on the table is a 3 - adding the 4 counters gives a 7, again: Flesh Wound (another dead crewman and another counter - 8 crew remaining and 5 counters, so far). Third roll is a 1 - adding the 5 counters gives a 6: Flesh Wound (dead crewman and another counter - 7 crew remaining and 6 counters, so far). Fourth roll is a 1 - adding the 6 counters is a 7: Flesh Wound (dead crewman and another counter - 6 crew remaining and 7 counters). Fifth roll is a 3 - adding the 7 counters gives 10: Debilitating Strike (2 crew are slain and 2 more wound counters - 4 crew remaining and 9 counters, now). Fifth, and final, roll is 4 - adding the 9 counters is 13: Devastating Wound (3 crew dead and 3 counters - 1 crew remains ...so much for the Shooting capability of The Crew special rule for the Mumak, now ... and he has 12 counters on him, now). Holy Cow! Go Crippling Shot!


        Now for Formation 2's turn. Formation 2 has one company this is fighting directly and 2 support. That 8 dice (for Attack Value) + 0 (for Battle Skill) + 1 (for support from company 2) + 1 (for support from company 3) = 10 dice. They also need 6/4's to Hit: 4, 2, 1, 5, 2, 2, 4, 5, 3, & 6. They got one 6 - re-rolling the 6 (needing 4+) they roll a 5. One roll on the Mumak's table. They roll a 4 adding the 12 counters gives 16: Devastating Wound (3 crew dead and 3 counters - 0 crew remains and that gives 15 total counters on the Mumak).

        Fight Results

        [** Recall that we modified the Determine Victor Rule back in Part 2/5 **] The Mumak inflicted 21 wounds. Good added 15 counters to the Mumak. This means that the Mumak wins the fight and both Good Formations have to fall back 1" and take a Panic Test.

        Formation 2 rolls a 1 and experience an Onset of Dismay - rolling for the Courage Test: 2 & 2 - adding their Courage Value of 3 gives 7 (Failed by 3 ... 3 more additional casualties to Formation 2) and they are also Disordered.

        Formation 1 rolls a 1 (son-of-a-!) and experience an Onset of Dismay - rolling for the Courage Test: 1 & 1 (are you kidding me?) adding their Courage Value of 6 (from Legolas) gives 8 (Failed by 2 ... 2 more additional casualties to Formation 1) and they are also Disordered.

        So, this is what we have at the end of Round 1 - that was rather bloody! Three full companies of Minas Tirith Warriors are gone and the Mumak barely survives with 15 Wound Counters on him.


        Also, since the Mumak received 1+ wound counters this turn and since he has no crew members alive, this means that during Round 2+ he is going to Stampede! This should be interesting ... I suspect that Legolas is going to do another Epic Shot - so it's going to be lights out for the Mumak in Round 2.

        Round 2:

        Priority Phase

        Gondor rolls a 3 and the Mumak rolls a 3. It is a tie, so both sides re-roll. Gondor rolls a 5 and the Mumak rolls a 2, so Gondor wins Priority for the Round.

        Move Phase

        Both Gondor Formations are Disordered, so they need to pass a Courage Test (with -1 since The Mumak is within 6") in order to move, shoot, charge and get more than a single die per company for the Fight Phase. Formation 1 rolls a 4 & 2 - adding 6 for Legolas' Courage Value and subtracting 1 for the Mumak being within 6", giving 11 - so they are no longer Disordered; Isengard Formation 2 rolls a 2 & 6 - adding 3 for their Courage Value and subtracting 1 for the Mumak within 6", giving 10 - so Formation 2 is no longer Disordered, either.

        Gondor decides that they don't want to move. The Mumak was wounded during the previous round, and since there are no more crew members no matter what the 2D6 roll is, the Mumak is going to Stampede! Let's roll anyway just for good measure. The roll produces a 5 and a 2. 7 > 0 so the result is of course a Stampede! The next roll will be to determine the random direction that the Mumak is going to move. The Mumak rolls a 5 - which means diagonally away from the original deployment zone for the Mumak. The second roll after the 5 is a 6 - which means that the Mumak rotates to the heading right toward Formation 1. The Stampede! distance is 6D6". The roll produces: 6, 2, 3, 3, 5, & 4 = 23". The formation in the front left of Formation1 takes D3 Strength 9 hits. The D3 die roll a 5 which means 3 Strength 9 hits. Those his need 3's to hit, rolling the 3 dice give: 5, 4, & 5  - all three hit.

        Shoot Phase

        Now that the Mumak has run off Legolas cannot do an About Face! to shoot the Mumak. Also, since all the crewmen of the Mumak are dead, there is no Shoot Phase.

        Charge Phase

        No one is within charge range distance, so there is no Charge Phase for Round 2.

        Fight Phase

        No one is in contact, so there is no Fight Phase for Round 2.

        Round 3:

        Priority Phase

        Gondor rolls a 4 and the Mumak rolls a 2, so Gondor wins Priority for the Round.

        Move Phase

        Gondor Formation 1 (with Legolas) does an About Face! and rotates 45-degrees counter-clock-wise and moves forward the remaining 2.5". Formation 2 rotates 45-degree counter-clock-wise. The Mumak's turn - they roll 2D6: 1 & 5 = 6 > 0 so it is still Stampede!-ing. The random direction roll gives a 3. The 6D6 distance that it will Stampede! gives: 5, 3, 2, 2, 3, & 3 = 18".

        Shoot Phase

        Legolas measures the distance to the Mumak ... 11.4" - just within the 12" range of Epic Shot ... Perfect! Legolas is going to use his Crippling Shot again (just to make sure that his Epic Shot doesn't get a 1 on the D6 against the Mumak's Resilience of 2). He rolls a 5, reducing the Mumak's Resilience to 1 and expends his last point of Might to perform an Epic Shot. Rolling the D6 for the number of hits gives a 5 - which means 5 automatic rolls against the Ridiculously Hard to Kill! table. For the first roll, Gondor rolls a 5 - adding the 15 wound counters gives 20 … delivering the final Death Blow to the Mumak.



        FINAL ANALYSIS

        Whew, what a fight! Legolas really was the key to the downfall of the Mumak - especially with the Crippling Shot special rule. Dropping the Mumak's Resilience Value to 1 really accelerated the number of wounds that the Mumak received. It would have taken twice as long to get through the 2 Resilience points if the Crippling Shot didn't stick or wasn't available. Also, having the Epic Shot special rule and letting the Minas Tirith Warriors attack during the Shoot Phase really made the final difference - otherwise, the Mumak would have continued to run amuck around the board round-after-round, and possibly Trample over the formations several more times. In fact, it would be very hard to "catch" the Stampede!-ing Mumak after it is running around 6D6" every turn in a random direction.

        The Mumak took out a total of 29 Warriors in just the one Round that it was fighting (that's 45% of the total) - so if Legolas wasn't there to cause so much damage with the Crippling Shot, he could have taken out the 2 formations in possibly 2-3 Rounds. Maybe it would have been wiser to initially have the Mumak attack Legolas' Formation (not the command company directly since they have Terror, but the company to the left of the command company). But then would Legolas just react to that by simply jumping to the other formation and rinse-and-repeat what happened above... Interesting!

        That was fun!

        Hopefully you can see that even though a Monster is Ridiculously Hard to Kill does not mean that it is not able to be destroyed - and proper army participation of heroes, engagement, and a little bit luck help a lot!


        LINKS TO OTHER PARTS OF THE HARD TO KILL SERIES

        1. Overview of the Problem [Part 1/5]
        2. Hard to Kill! Rule [Part 2/5]
        3. Very Hard to Kill! Rule [Part 3/5]
        4. Extremely Hard to Kill! Rule [Part 4/5]
        5. Ridiculously Hard to Kill! Rule [Part 5/5]