Showing posts with label Mordor. Show all posts
Showing posts with label Mordor. Show all posts

Sunday, October 9, 2016

Complete Army Profile Documents are Finally Here and Ready to Download

It is the 2 year anniversary of this blog, and appropriately the time has finally come for the PDFs with the profiles to be posted and available for download!

Head over to the download page where you can get a copy of the files that have already been updated and completed!



Why not get them, print them off and have the full set of profiles available? With nearly 300 pages of profiles already posted and available - and the remaining coming very soon - you could finally have the full set - looking consistent, with clarification and completeness finally available for your games.



Also as you can see - there are pages that are ready that have not yet been provided up on the blog ... so you get an early preview and can start playing with the new profiles immediately!



What are you waiting for? Get some now while they are marked down - before they go back to full price!

All WotR Evil Army Lists - Bundled

To download and unlock all 5 of the PDFs for Evil Armies (Mordor, Isengard, Misty Mountains, Fallen Realms, & Angmar), click the Buy Now button below! The PDF will be delivered to your email address that you provide during checkout.

$112.49 (Original Price)
$79.95 (30% Off - Purch. Individually)
$59.99 (Nearly 50% Discount!)







This is a 254 Page PDF that includes all of the Evil Lists above in a single file for batch purchase. It includes the full set of rules for Wargear, Upgrades, Special Rules, Heroic Actions & Epic Actions associated to each formation within the Army List.

Tuesday, October 20, 2015

Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]

Here is the current progress that I have made for putting together the new army lists with the updated profiles that have already been created for the missing models in WotR for Evil Armies.

Similar to what we did for the Good Armies is in the Post for Part 1/2, I will include the current progress and the lists for each document. Recall that the headers for the colored matrix include:
  • Order Correct
  • Name Correct
  • Points Correct
  • Image Correct
  • Image Text Correct
  • Stats Correct
  • Type Correct
  • Company Size Ranges Correct
  • Wargear Correct
  • Command Correct
  • Special Rules Correct
  • Updated H2Kill Rule Used
  • Monster Striking Order
  • Cavalry Striking Order
  • Cavalry Charge
  • Unique Character/Unique Weapon
  • Heroic Actions Included
  • Epic Actions Included
  • Magic Included
  • Profile Proofread
  • Borders Correct
Each cell is marked with a Red No, a Green Yes, or a Yellow N/A. If the header item hasn't been implemented or verified it is marked Red, if it is completely correct it is marked Green - and if the profile does not have any applicability to a header (i.e. the profile is not a monster or cavalry) then they are marked Yellow.

1) Mordor



Here is a close-up of the profile list on the left:



As you already know (from the previous post) Mordor's Army List is 100% complete. When finished it turned out be a 63 page document - Mostly due to the large number of Magic Casting Monsters that are included in the Army! Everything has been written and the only remaining thing to do is to create it and secure it via PDF and put it up on the downloads page.

The current completion status for the 34 profiles within Mordor: 100%

2) The Fortress of Isengard



Here is the profile list for The Fortress of Isengard:



The profiles for The Fortress of Isengard are the next closest set to be ready to be done. There are a few Legendary Formations that need to be completed - including the new Legendary Formation for Sharkey and Worm! Notice that there is also a name change for the Ruffians - to distinguish it from the Legendary Formation that is coming. I'm fairly certain that this one will be the next one to have its post put up for the purple profiles.

The current completion status for the 29 profiles within The Fortress of Isengard is: 100%

3) The Misty Mountains (Moria)



Here is the profile list for The Misty Mountains:



This Army List still has a ways to go - and has the majority of impacts for new profiles (including Smaug and Gollum, Riddler in the Dark - necessitating the name change in Mordor's Army List). Once this is done in conjunction with the Dwarf List - everyone will be pretty excited, I'm sure. Actually, it's been a while since I've done the Audit on this list ... it is actually mostly likely further along than this is indicating - because I know that Durburz and Druzhag's profiles are both complete.

The current completion status for the 26 profiles within The Misty Mountains (Moria) is: 16%

4) The Fallen Realms



Here is the profile list for The Fallen Realms:



The Army List for the Fallen Realms is complete! It has been updated with a full set of profiles that existed in SBG but had been omitted from WotR..

The current completion status for the 38 profiles within The Fallen Realms is: 100%

5) Angmar



Here is the profile list for Angmar:



This is another list that required a lot of new profile updates. The only reason that this one is so "incomplete" is just due to the fact that there are so many new profiles to be added to this Army List. The updates that have been made make Angmar a more "smart-person" type of Army ... it will require a lot of anticipation for enemy movements and puts more emphasis on the importance of Priority.

The current completion status for the 33 profiles within Angmar is: 100%.

So, there we go - keep you eyes peeled for more updates coming soon!! It is definitely getting exciting!










LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

  1. Describing the Process [Part 1/13]
  2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
    1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
    2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
  3. Extending the Gondor & Arnor List [Part 3/13]
  4. Extending The Kingdom of Rohan List [Part 4/13]
  5. Extending The Elven Kingdoms List [Part 5/13]
  6. Extending The Dwarf Holds List [Part 6/13]
    1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
    2. Common Formations [Part 6b/13]
    3. Legendary Formations [Part 6c/13]
    4. Epic Heroes [Part 6d/13]
  7. Creating The City of Dale List [Part 7/13]
  8. Extending The Forgotten Kingdoms List [Part 8/13]
  9. Extending the Mordor List [Part 9/13]
  10. Extending The Fortress of Isengard List [Part 10/13]
  11. Extending The Misty Mountains (Moria) List [Part 11/13]
  12. Extending The Fallen Realms List [Part 12/13]
  13. Extending the Angmar List [Part 13/13]
    1. Common and Rare Formations [Part 13a/13]
    2. Legendary Formations [Part 13b/13]
    3. Epic Heroes [Part 13c/13]


    Sunday, October 11, 2015

    Extending the Mordor List with Missing Profiles [Part 9/13]

    The next Army List to be extended is Mordor. Recall from Part 2/12 that the set of missing profiles for the Mordor Army List included the following:
    • Guritz
    • Great Beast of Gorgoroth
    • Black-Hearted Trees
    • Shagrat, Warleader of Cirith Ungol
    • Gollum the Murderer
    Each of the SBG profiles were considered carefully and determined the best means by which they would be integrated into the WotR list. It was finally decided that there would be 2 new rare formations, 2 new epic heroes and an updated epic hero from the list above. Also, to "tie up loose ends" there are also updates for the Orc Tracker Warband, the Mordor Battering Ram and The Necromancer of Dol Guldur.

    UPDATED COMMON FORMATIONS FOR MORDOR
    1. Orc Tracker Warband

    The Orc Tracker Warband did not have any of the options for upgrading their command company. Since there is nothing particularly distinct about them as a formation, they should have the option to include the standard set of upgrades:
    • Banner
    • Drummer
    • Taskmaster
    They still do not have a distinct Command Hero in the form of a Captain, but that should be ok since there are plenty of Epic Heroes within Mordor to choose from. The cost of the three upgrades follows the standard cost for them:



    UPDATED RARE FORMATIONS FOR MORDOR
    1. Mordor Battering Ram
    As for the Mordor Battering Ram ... We never really knew how to treat this model ... Is it an Infantry model with 4 warriors? If so, shouldn't it have the special rule Indomitable? Or is it an Artillery Warmachine model? But then it would have 0" move and would be rather un-useful...

    We finally decided to leave it a Monster and thus let it be treaded just like a Troll. So we adjusted the Move Value down, and gave it a unique ability to be more effective against Artillery (so now it has an actual purpose within an army instead of just a "light troll"), with the Disarmament Special Rule. Likewise, since it is literally a Monster profile, now - we gave it the Striking Order (Monster) Special Rule - now this is actually a more useful model to include with an Army of Mordor!

      NEW RARE FORMATIONS FOR MORDOR
      1. Great Beast of Gorgoroth
      2. Black-hearted Trees

      1) GREAT BEAST OF GORGOROTH

      Up to this point, the only behemoth WarMachine has been the Mumak in the Fallen Realms Army List. Recall that we made quite a few changes to its profile wording and description in THIS POST.

      It makes sense that the Great Beast follow the model of the Mumak, however we wanted it to be a more predicable model and not have the random element that the Mumak possesses.



      I'm actually quite pleased with the way that this profile turned out ... I'm anxious to see it in action and watch it yield the destruction that it warrants!

      2) BLACK-HEARTED TREES

      These are the "fallen Ents" that have turned to support the dark plans of Sauron. This profile provides a fun new way for the Evil Armies to get in on the tree war. They have been created as Infantry (in lieu of being Monsters - since Mordor already has enough Monsters already). Ooh ... should I create a Mordor Ambusher Army?? Shelob, Grishnakh's Trackers, Orc Trackers, Morgul Stalkers, and Black-hearted Trees?? Yes, I should!



      UPDATED LEGENDARY FORMATIONS FOR MORDOR
      1. The Necromancer of Dol Guldur

      The Necromancer is a model that I was surprised not to have seen more of in games. For the Vanilla Cost of 300 Points, he was a total steal! I think it was the broken mechanic of the Hard to Kill Special Rule that was initially prohibitive ... Remember that we fixed that problem in THIS POST. So, to make him more worthy of being the Dark Lord we have upgraded his Hard to Kill to be Very Hard to Kill. He has the Epic Ability of Epic Ruination right out of the gate, as well ... we decided to give him the option of upgrading to include 2 additional Epic Abilities that will effect spell efficiency, as well:
      • Epic Distress
      • Epic Shadow



      There will be a post very soon that will be dedicated strictly to these new upgrades (and additionally Epic Direction and Epic Naturalization).

      I think that the Necromancer wins the award for the longest profile, too ... 4 pages long! That alone should show you how awesome he really is!

      UPDATED EPIC HEROES FOR MORDOR
      1. Gollum the Murderer

      The existing profile for Gollum is a little lack-luster. Also, once Gandalf, Aragorn or Elrond were included within the opposing Army ... he was pretty much a sitting duck. He has been given the new Special Rule Instill Terror and has had his Strangling Horror Special Rule updated. Also, he has a new Epic Ability: Epic Debilitation - this will allow him to have more impact on the opposing army and will put the precious heroes of Gandalf, Aragorn, and Elrond in harm's way to attempt to "discover" him.


      NEW EPIC HEROES FOR MORDOR
      1. Guritz
      2. Shagrat, Warleader of Cirith Ungol
      1) GURITZ

      This Epic Hero is the anti-Gondor master! Just as he shows up on the pillage of Osgiliath in the films, he can wreck havoc on destroying the new Faramir profile and his precious little veterans! He fills the gap of Inspiring Leader for Mordor and provides some additional flair with his other Special Rules and Epic Abilities.


      2) SHAGRAT, WARLEADER OF CIRITH UNGOL

      It has always bothered me that Legendary Heroes (those heroes that are included within their Legendary Formations) could never leave the Legendary formation to aid support to other formations in the Army. I guess that's why the Epic Heroes are so much more expensive - their ability to jump around the battlefield to provide the support where they are most needed. Now Shagrat can do that, too! He provides an amazing Defense Value boost to even the most feeble of Orc Warriors ... this can make him useful in that right alone!



      Well, there we have it for Mordor! Any thoughts? I know I still need to get the Status Update for Evil together and posted ... but just to pique your curiosity, yes - Mordor is also 100% complete and just needs to be put up on the Download Page!!
















      LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

      1. Describing the Process [Part 1/13]
      2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
        1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
        2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
      3. Extending the Gondor & Arnor List [Part 3/13]
      4. Extending The Kingdom of Rohan List [Part 4/13]
      5. Extending The Elven Kingdoms List [Part 5/13]
      6. Extending The Dwarf Holds List [Part 6/13]
        1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
        2. Common Formations [Part 6b/13]
        3. Legendary Formations [Part 6c/13]
        4. Epic Heroes [Part 6d/13]
      7. Creating The City of Dale List [Part 7/13]
      8. Extending The Forgotten Kingdoms List [Part 8/13]
      9. Extending the Mordor List [Part 9/13]
      10. Extending The Fortress of Isengard List [Part 10/13]
      11. Extending The Misty Mountains (Moria) List [Part 11/13]
      12. Extending The Fallen Realms List [Part 12/13]
      13. Extending the Angmar List [Part 13/13]
        1. Common and Rare Formations [Part 13a/13]
        2. Legendary Formations [Part 13b/13]
        3. Epic Heroes [Part 13c/13]


        Tuesday, September 15, 2015

        WotR Magic - Updates to the Rules for the Spells of Darkness [Part 5/7]

        Here is the final part of updates to Magic Spell Lists for WotR. The last one in the queue is the Spells of Darkness. Ironically it is also the set that has the most changes to the text. Let's get on with it - I know that everyone is patiently waiting for the updates!

        The set of magic users that have access to the Spells of Darkness are as follows:



         As you would expect, the Darkness Users are all Evil (with the exception of Saruman in the Forgotten Kingdoms list - again who is still technically Evil). Also, the majority of the users are within the Mordor, Fallen Realms, and Angmar lists.

        ON WITH THE UPDATES!


        Awesome! Notice that the special rules for Epic Strike and Take Aim take precedence over the Magic Spells. We will get more into this in a future post where we will discuss resolution order based upon the "epic-ness" of the special rules in effect.

        Also, as an aside, I've been working hard on compiling the updates for the Hobbit and Warbands models into my Army Lists ... The Elven Kingdoms is about 95% done, Gondor & Arnor is about 75% done, and Angmar is about 70% done. Perhaps in the near future those will be available to be posted and downloaded for your pleasure and use!










        Tuesday, July 28, 2015

        Mordor Epic Heroes' Special Rules [Part 6/10]

        Mordor is a fun army to analyze. There are so many heroes, with all the ringwraiths) and so much magic behind them that it really makes it hard to determine the subset of things to use when building a "reasonably sized" army. They have a nice array of augmentation abilities as well as straight up offensive capabilities - and that only adds to the fun factor of the army. Without further delay, here is the applicability list for Mordor:



        So, there it is ... If we look at the applicability column, it is interesting to see that the following spread exists:
        • Only the Hero - 4/27
        • Hero's Company - 3/27
        • Hero's Formation - 10/27
        • Target Enemy - 4/27
        • All Friendly Formations within Range - 4/27
        • Target Friendly Hero - 2/27
        The really cool thing about Mordor's Epic Heroes is their versatility. They have something for basically any situation. I can see why they are basically the Gondor & Arnor equivalent for Evil.










        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

        Tuesday, December 2, 2014

        Angmar Unit Cost Analysis

        Angmar is a very interesting army. It almost seems like an afterthought to Mordor and is intended to be a fluff army in order to use models that are already created but didn't fit thematically into the other Evil army lists. I think the equivalent on the Good side would be The Forgotten Kingdoms - but that has a lot more uniqueness to that army - separate from the other Good Armies. In fact, it is curious that 60% of the common formations are basically copies of other army's formations ... and 100% of the Epic Heroes are from Mordor.
        • (C) [I] Ghostly Legion = Warriors of the Dead (Gondor & Arnor)
        • (C) [H] Ghostly Riders =  Riders of the Dead (Gondor & Arnor)
        • (C) [I] Spectral Host [Unique to Angmar]
        • (C) [I] Carn Dum Warband = Dunlending Huscarls (The Fortress of Isengard [Not identical but very similar])
        • (C) [I] Angmar Orc Warband = Mordor Orc Warband = Isengard Orc Warband
        • (C) [I] Court of Fallen Kings [Unique to Angmar]
        Also, why is the Necromancer not part of the Angmar army? Another thing is … almost all the formations have the We Stand Alone special rule - so the Epic Heroes cannot join but only 3/7 formation types! It just seems like a lot is missing a lot. I guess the only option is to use them as an Ally Army (as called out for The Forgotten Kingdoms on pages 85 & 86) for other Evil armies. Enough musing - let's get on with it!

        ANGMAR WARRIORS

        Keys:
        (C) = Common Formation, (R) = Rare Formation, (L) = Legendary Formation
        [I] = Infantry, [H] = Cavalry, [A] = Artillery, [M] = Monster, [MH] = Monster Hero
        • (L) [MH] Buhrdur - Underpriced by 29%
        • (C) [I] Carn Dum Warband - Underpriced by 25%
        • (L) [MH] Gulavhar, the Terror of Arnor - Underpriced by 2%
        • (C) [I] Ghostly Legion - Overpriced by 20%
        • (C) [H] Ghostly Riders - Overpriced by 20%
        • (C) [I] Angmar Orc Warband - Overpriced by 50%
        • (R) [M] Shade - Overpriced by 54%
        • (C) [I] Spectral Host - Overpriced by 78%
        • (R) [I] Court of Fallen Kings - Overpriced by 85%
        • (R) [I] Werewolf Pack - Overpriced by 85%
        Applying the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives the following. Of course, the Legendary Monster Heroes are at the bottom where they should be.
        • 10 Points per Company:
          • (C) [I] Angmar Orc Warband
        • 40 Points per Company:
          • (C) [I] Carn Dum Warband
        • 45 Points per Company:
          • (C) [I] Spectral Host
        • 50 Points per Company:
          • (C) [I] Ghostly Legion
          • (C) [H] Ghostly Riders
        • 65 Points per Company:
          • (R) [I] Court of Fallen Kings
          • (R) [M] Shade
          • (R) [I] Werewolf Pack
        • 175 Points:
          • (L) [MH] Buhrdur
        • 205 Points:
          • (L) [MH] Gulavhar, the Terror of Arnor
        GULAVHAR'S SWOOP ATTACK FOR BEING A FLYING MONSTER HERO

        Just as we talked about the Eagle in the Forgotten Kingdoms army list - it makes sense for any Flying Monster to have the Swoop Attack Special Rule. I have included this in the profile cost for Gulavhar provided above.


        BUHRDUR'S EPIC STRENGTH SPECIAL RULE

        Similar to the Epic Strike special rule that several Epic Heroes have, Buhrdur has the special rule for Epic Strength. As we have shown in previous posts when doing the analysis for Hero profiles:
        • Strength = +/- 5 points per value point
        • Special Rules = +/- 10 points per spell, special rule, or epic action 
        Using these two point values logically together:

        Epic Strength = Special Rule = +10 Points = 2*(+5 Points) = 2* (+1 Strength)

        There we have it ... Epic Strength is a 10 point special rule, so the equivalent Strength Value boost for that would be an increase of 2 Strength Value Points.

        Epic Strength will increase the Strength Value of a Hero by +2 to a maximum of 10. Furthermore, if there are other special rules that have taken effect (even after Epic Strength has been applied) the minimum that a Epic Hero's Strength Value with Epic Strength applied can be reduced to is 2 (0 + 2).


        ANGMAR HEROES



        

        Key: (C) = Command Hero, (L) = Legendary Hero, (E) = Epic Hero
        • (C) Ghostly Captain GL - Underpriced by 41%
        • (C) Ghostly Captain GR - Underpriced by 41%
        • (E) The Dwimmerlaik - Underpriced by 40%
        • (E) The Tainted - Underpriced by 40%
        • (E) The Witch-king - Underpriced by 15%
        • (C) Barbarian Chieftain - Accurately Priced (0% deviation)
        • (C) Angmar Shaman - Overpriced by 33%
        • (C) Orc Captain - Overpriced by 43%
        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) Orc Captain
        • Heroes that should cost 50 Points:
          • (C) Barbarian Chieftain
        • Heroes that should cost 75 Points:
          • (C) Angmar Shaman
        • Heroes that should cost 85 Points:
          • (C) Ghostly Captain GL
          • (C) Ghostly Captain GR
        • Heroes that should cost 210 Points:
          • (E) The Dwimmerlaik
          • (E) The Tainted
        • Heroes that should cost 235 Points:
          • (E) The Witch-King

        Wednesday, November 19, 2014

        Yeah, Not Really that "Hard to Kill" Series [Part 2/5: Analyzing the "Hard to Kill" Special Rule]

        ** PART 2/5 in the Hard to Kill Analysis Series **

        I was curious if the poor Mordor Troll from the previous post had any chance what-so-ever to win the fight. The points have been normalized based upon the template to make sure that they are evenly priced, and since the Mordor Troll is just a single Monster the only things that could be adjusted to "fix" the imbalance between the two formations would be the following: 1) Increase the number of Attacks that the Mordor Troll has - this would allow him to kill more Warriors each Fight Phase. 2) Increase the number of Resilience Points that the Mordor Troll has - this would discount more hits from the Warriors during the Fight Phase. 3) Adjust the "Hard to Kill!" special rule to eliminate the one-shot-kill capability and actually make the rule live up to its "advertised name".
         The problem with the first 2 options is that making these changes would impact the point cost of the model, since upping either the attacks or the resilience would effectively add 5 points for each increase - so it seems like the logical change would be to re-baseline the "Hard to Kill!" special rule to balance it with the Gondor Warriors to bring it more in line with probability of winning/losing 50%.

        Secondly, there is a problem with a few particular rules in the Fight Phase - "Determine Victor" and "Monsters and Retreats" (see pages 50 & 51). The way the rules are currently written would imply that a Formation with the "Hard to Kill!" special rule would always automatically be the victor of a fight and only need to test for Panic if in a multiple fight.


        Here is the recommended changes that we have proposed:


        By adjusting the rules above, this ensures that a Monster can still "lose a Fight" and as such move back 1" from the victor, but it will never become Disordered unless participating in a Multiple Fight with other formations in the Army.

        I wrote up a simulator in Xcode using Objective-C (included below at the end of the post) to attempt to model several rolls on the Hard to Kill Table in order to see how long it would take on average to obtain the kill result for a Monster.


        I was actually surprised when after 10 runs on the table it was taking on average only 2.1 rolls on the table to kill via "Death Blow" the model. After going through the output, the "best" (longest living) run that the Troll had was 4 rolls on the table (during Fight 9).

        I also wanted to see what would happen taking into consideration the other rule of Terror, just to make sure that that wasn't a swaying factor; but that will require coding up more of the Fight Phase into the simulator than just the roll on the Hard to Kill table ... I think that may have to wait for a future post. Here's an idea - let's use code to generate random numbers (simulating un-biased dice rolls) - and we can for now manually step through the example to see what is going on ...

        STEP-BY-STEP EXAMPLE OF THE FIGHT

        Round 1:


        Priority Phase

        Gondor rolls a 5 and Mordor rolls a 4. Gondor Wins Priority for the Round.

        Move Phase

        Gondor stays where they are for the Move Phase, as does the Mordor Troll.



        Charge Phase

        Gondor decides they want to charge, and takes their Courage Test for the Troll's Terror special rule. They roll a 3 and a 5. Adding their Courage Value they total 11, so the test is passed.








        Gondor rolls for the charge and rolls a 1 ... the charge is stalled!










        Mordor rolls for their charge and rolls a 5, so the charge is successful.









        Gondor takes another Courage Test for the Troll's Terror special rule, since they are being charged. They roll a 4 and a 6. Adding their Courage Value they total 13, the test is passed again.






        Fight Phase

        The Mordor Troll gets to attack first (even through he doesn't have priority - but because of Striking Order (pg 46) and he is Type: Monster). He rolls 3 dice for his Attack Value, rolls an additional die for Charging, and 4 additional dice for his Battle Skill bonus. He needs 4+'s To Hit and since the warriors have only 1 Resilience, each hit ends up wounding a warrior. This kills 6 Gondor Warriors.




        Gondor now gets to attack. They roll 8 dice for the direct company and then 3 more dice for the three supporting companies. They need 6's To Hit and get 2x 6's. Since the Troll has 2 Resilience, these 2 hits are reduced to a single wound on the Troll - This means one roll on the Hard to Kill table.







        Rolling on the Hard to Kill table, Gondor rolls a 5. This adds two counters to the Troll. [Note: If the Gondor Formation would have had a Hero with a single point of Might - this could have been adjusted to a 6 ... killing the Troll.]





        Fight Results

        [** See the note above on the Determine Victor Rule **] Mordor inflicted 6 wounds. Gondor added 2 counters. Mordor wins the fight. Gondor has to fall back 1" and take a Panic Test. They roll a 2 and each company becomes Disordered. They take their Courage Test to determine if there will be additional casualties, they roll a 7 and adding their Courage Value means that they lose no additional warriors. [Note: The Gondor Formation is 18.7% depleted - at this rate it'll take 5 Rounds to destroy the Formation; also the Troll has a 50% chance of dying on the next roll on the Hard to Kill table.]

        Round 2:




        Priority Phase

        Gondor rolls a 6 and Mordor rolls a 3. Gondor Wins Priority again for the Round.





         Move Phase

        Gondor is Disordered, so they need to pass a Courage Test (with -1 since the Troll is within 6" [pg 35]) in order to move, shoot, charge and get more than a single die per company for the Fight Phase (this could be detrimental against the Resilience 2 of the Troll, since if they don't get more than one 6 the hit will be absorbed). They roll an 8 on the dice adding 3 for their Courage Value and subtracting 1 for the Troll within 6", giving 10; (barely a pass) so the Formation is no longer disordered.

        Gondor stays where they are for the Move Phase, as does the Mordor Troll.


        Charge Phase

        Gondor decides they want to charge, and takes their Courage Test for the Troll's Terror special rule, again. They roll a 2 and a 3. Adding their Courage Value they total 8, so the test is failed and the charge is stalled.










        Mordor rolls for their charge and rolls a 5, so the charge is successful.








        Gondor takes another Courage Test for the Troll's Terror special rule, since they are being charged. They roll a 4 and a 2. Adding their Courage Value they total 9, the test is failed again. Their Fight Value is reduced to 0 for the turn.





        Fight Phase

        The Mordor Troll gets to attack first (even through he doesn't have priority - but because of Striking Order and he is Type: Monster). He rolls 3 dice for his Attack Value, rolls an additional die for Charging, and 7 additional dice for his Battle Skill bonus (that is 11 total dice). He needs 4+'s To Hit and since the warriors have only 1 Resilience, each hit ends up wounding a warrior. This kills 4 Gondor Warriors (and finally gets rid of the first company).





        Gondor now gets to attack. They roll 8 dice for the direct company and then 2 more dice for the two supporting companies. They need 6's To Hit and get 3x 6's. Since the Troll has 2 Resilience, these 3 hits are reduced to a single wound on the Troll - This means one roll on the Hard to Kill table.





        Rolling on the Hard to Kill table, Gondor rolls a 4. Adding the two counters that are already on the Troll gives a result of 6 on the table - killing the Troll, delivering the "Death Blow".

        Well - it was consistent ... it took 2 Rounds for the Troll to be killed. That is well within the one standard deviation of the 2.1 statistical average. Furthermore, Gondor took 31.2% damage to the Formation; so just under a third - which would imply it would take 5 turns still to destroy the Formation for the Troll ...

        So, long-story-short, something needs to be done to adjust the Hard to Kill! special rule of the Troll to increase his survivability and make the fight a little more even (45%/55% in favor of the Troll - that's pretty "hard").

        Honestly, I am somewhat surprised the level of change that the Terror rule brought into the fight ... even though I have fought against terror causing formations in the past, I guess I never really thought about the number of Courage Test rolls I was required to make until I saw it laid out sequentially.

        Using the H2K simulator to run the average number of turns to kill the Troll we should be targeting it right around the 6.0 turn mark. That will make it difficult (hence the hard part of Hard to Kill!) to kill the Troll. Having it average at about the 5.0 turn mark should result in the 50/50 distribution that should already exist (without the special rule) and having it average at about the 7.0 turn mark would sway it too much in favor of the Troll ... making the Troll too hard to kill (basically "Very Hard to Kill!" ... but I think that's probably another post [see Part 3/5]).


        After trying several different combinations of dice ranges for adding counters and target for the Death Blow result, we came up with the following variation of the Hard to Kill! special rule:


        This change will increase the survivability of the Troll ... and even out the fight between the Warriors and the Monster - and more importantly, give the Troll an actual chance to win the fight and not just be slaughtered.


        Let's run through how this would play out for several fights for the Troll against the Minas Tirith Warriors again with several rolls on the table:

        EXAMPLE #1

        Round 1:

        Gondor scores 2 hits on the Troll and rolls once on the table.

        Gondor gets a dice roll of 4. Since there are not any counters on the troll yet this gives a value of 4 on the New Hard to Kill Table - this gives 1 wound counter to the Troll.

        Round 2:

        Gondor scores 4 hits on the Troll so gets to roll twice on the table.

        First roll on the table gives a dice roll of 2. Adding the 1 existing wound counter give a value of 3 on the table ... adding 1 more wound counter ... there are now 2 total counters on the Troll.

        Second roll on the table gives a dice roll of 5. Adding the 2 existing wound counters gives a value of 7 on the table ... adding 2 more wound counters ... there are now 4 total counters on the Troll.

        Round 3:

        Gondor scores 3 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 2. Adding the 4 existing wound counters give a value of 6 on the table ... adding 2 more wound counters ... there are now 6 total counters on the Troll.

        Round 4:

        Gondor scores 2 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 3. Adding the 6 existing wound counters give a value of 9 on the table ... adding 3 more wound counters ... there are now 9 total counters on the Troll.

        Round 5:

        Gondor scores 3 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 6. Adding the 9 existing wound counters give a value of 15 on the table ... delivering the "Death Blow" to the Troll.

        EXAMPLE #2

        Round 1:

        Gondor scores 5 hits on the Troll and rolls twice on the table.

        First roll on the table gives a dice roll of 5. Since there are not any counters on the troll yet this gives a value of 5 on the New Hard to Kill Table - this gives 1 wound counter to the Troll.

        Second roll on the table gives a dice roll of 1. Adding the 1 existing wound counter gives a value of 2 on the table ... this adds no new wound counters ... there are still only 1 counter on the Troll.

        Round 2:

        Gondor scores 1 hit on the Troll so doesn't gets to roll on the table.

        Round 3:

        Gondor scores 3 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 4. Adding the 1 existing wound counter gives a value of 5 on the table ... adding 1 more wound counter ... there are now 2 total counters on the Troll.

        Round 4:

        Gondor scores 2 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 6. Adding the 2 existing wound counters gives a value of 8 on the table ... adding 2 more wound counters ... there are now 4 total counters on the Troll.

        Since a natural 6 was rolled, Gondor gets to roll again.

        Second roll on the table gives a dice roll of 6. Adding the 4 existing wound counter gives a value of 10 on the table ... this adds 3 more wound counters ... there are now 7 total counters on the Troll.

        Round 5:

        Gondor scores 2 hits on the Troll so gets to roll once on the table.

        Gondor gets a dice roll of 5. Adding the 7 existing wound counters gives a value of 12 on the table ... delivering the "Death Blow" to the Troll.

        There we have it ... Hopefully this will clear up a lot of the confusion on how the table works and also increase the longevity of the Troll to make the 100 Points that are spent on the Troll more useful.




        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]

        POST APPENDIX: WotR H2K Simulator Code - Objective-C


        //
        //  main.m
        //  WotR H2K Simulator
        //
        //  Created by Bairchoro on 11/15/14.
        //  Copyright (c) 2014 Ursa Systems Corportation. All rights reserved.
        //
        #import <Cocoa/Cocoa.h>
        int main(int argc, char *argv[])
        {
            intwoundIterator = 0;
            intnumNewCounters = 0;
            intnumCritCounters = 0;
            inttotalNumCounters = 0;
            intattackScore = 0;
            booldead = false;
            intdiceRoll = 0;
            // H2K Old = 1; VH2K Old = 2; EH2K Old = 3; H2K New = 4; VH2K New = 5; EH2K New = 6;
            inth2kType = 4;

            
            // This sets a seed based on system clock time "pseudorandom".
            longseed = time(NULL);
            srand(seed);
            intquestion[21];

            for(int i=0; i<20; i++) {
                question[i] = rand();
            }
            // End of Seed.

            while(dead == false) {

                // each time a wound is scored, roll a die (1-6) to see the result for the wound
                woundIterator = woundIterator + 1;
                NSLog(@" ");
                NSLog(@"Current woundIterator = %i", woundIterator);
                numNewCounters = 0;
                numCritCounters = 0;
                diceRoll = ((rand()/100%6)+1);
                NSLog(@"Current diceRoll = %i",diceRoll);
                attackScore = diceRoll + totalNumCounters;
                NSLog(@"Attack Score: %i",attackScore);
                // add the number of existing wound counters to the value of the die to get the result

                // CASE 1: Old H2K
                if(h2kType == 1) {
                    if (attackScore <= 1) {
                    }
                    else if (attackScore > 1 && attackScore <= 3) {
                        NSLog(@"gain 1 counter");
                        numNewCounters = 1;
                    }
                    else if (attackScore > 3 && attackScore <= 7) {
                        NSLog(@"gain 2 counters");
                        numNewCounters = 2;
                    }
                    else if (attackScore >= 8) {
                        dead = true;
                        NSLog(@"Model has died!");
                        numNewCounters = diceRoll;

                    }
                }

                 // CASE 4: New H2K
                if(h2kType == 4) {
                    if (attackScore <= 2) {
                    }
                    else if (attackScore > 2 && attackScore <= 5) {
                        NSLog(@"gain 1 counter");
                        numNewCounters = 1;
                    }
                    else if (attackScore > 5 && attackScore <= 8) {
                        NSLog(@"gain 2 counters");
                        numNewCounters = 2;
                    }
                    else if (attackScore > 8 && attackScore <= 11) {
                        NSLog(@"gain 3 counters");
                        numNewCounters = 3;
                    }
                    else if (attackScore >=12) {
                        dead = true;
                        NSLog(@"Model has died!");
                        numNewCounters = diceRoll;

                    }
                }

                if(diceRoll == 6 && dead == false) {
                    // cout<<"You rolled a natural 6 ... you get to re-roll this turn!"<<endl;
                    NSLog(@"You rolled a natural 6 ... you get to re-roll this turn!");
                    int totalCritCounters = totalNumCounters + numNewCounters;
                    //cout<<"Current totalNumCounters = "<<totalNumCounters<<endl;
                    NSLog(@"Current totalNumCounters = %i", totalCritCounters);
                    diceRoll = ((rand()/100%6)+1);
                    //cout<<"Current diceRoll = "<<diceRoll<<endl;
                    NSLog(@"Crit diceRoll = %i", diceRoll);
                    attackScore = diceRoll + totalCritCounters;
                    NSLog(@"Crit Attack Score: %i", attackScore);
                    // add the number of existing wound counters to the value of the die to get the result

                    // CASE 1: Old H2K
                    if (h2kType == 1) {
                        if (attackScore <= 1) {
                        }
                        else if (attackScore > 1 && attackScore <= 3) {
                            numCritCounters = 1;
                        }
                        else if (attackScore > 3 && attackScore <= 7) {
                            numCritCounters = 2;
                        }
                        else if (attackScore >= 8) {
                            dead = true;
                            // cout<<"Model has died!"<<endl;
                            NSLog(@"Model has died!");
                            numCritCounters = diceRoll;
                        }
                    }

                    // CASE 4: New H2K
                    if (h2kType == 4) {
                        if (attackScore <= 2) {
                        }
                        else if (attackScore > 2 && attackScore <= 5) {
                            NSLog(@"gain 1 counter");
                            numCritCounters = 1;
                        }
                        else if (attackScore > 5 && attackScore <= 8) {
                            NSLog(@"gain 2 counters");
                            numCritCounters = 2;
                        }
                        else if (attackScore > 8 && attackScore <= 11) {
                            NSLog(@"gain 3 counters");
                            numCritCounters = 3;
                        }
                        else if (attackScore >=12) {
                            dead = true;
                            // cout<<"Model has died!"<<endl;
                            NSLog(@"Model has died!");
                            numCritCounters = diceRoll;

                            
                        }
                    }
                }

                numNewCounters = numNewCounters + numCritCounters;

                // cout<<"Current numNewCounters = "<<numNewCounters<<endl;
                NSLog(@"Current numNewCounters = %i", numNewCounters);

                // add the number of new counters to the total number of counters on the model
                totalNumCounters = totalNumCounters + numNewCounters;
                //cout<<"Current totalNumCounters = "<<totalNumCounters<<endl;
                NSLog(@"Current totalNumCounters = %i", totalNumCounters);
                // if the original roll of the die was a natural 6, then roll again
                // if the total number of counters is 15 or more - flip dead to true, else continue

            }

            NSLog(@"Number of wounds to kill = %i", woundIterator);
            return0;

            
        }