So with the Rangers of Ithlien game having only taken less than an hour, we decided to crash on and get the next scenario done. This called for a load of Corsairs of Umbar, who’ll be raiding a coastal village belonging to the Men of Lamedon? I think it was, which are (another) two ranges me and Sai have none of the miniatures for.
Not a problem: Sai tipped out his Rohan and Minas Tirith collections and we soon had the forces proxied up.
So in this scenario, I am coming in from the sea into a harbour village, and I’m trying to set fire to 5 target buildings. Sai’s forces are allowed to try and put any of those fires out – in either case, a fighter needs to finish their move in contact with the building in question, not be engaged in a fight, and then roll a 6.
At the end of the game, if more buildings are on fire than not, I win – otherwise Sai does!
My forces included a small number of archers (who gain the ability to set the buildings on fire from afar if they manage to wound them – tough, as the buildings were stated to be defence 8), but also a handful of crossbowmen who stand a better chance.
Plus I had a couple of heroes who seemd to be quite hard in the fighting department – one of them seems to have been assassin trained, the other was a guy who acts as a banner – but if a model fails the re-roll he provides, they take a clip round the ear in the form of a S3 hit!
The other oddity was the Corsair reavers in the list. These guys are basically naked, and have a high chance of going berserk if not in range of a Corsair Bosun (guess what – no Bosuns in the list…). The risk is, when they go berserk, they charge towards the nearest enemy – but if they can;t get an enemy, they’ll go for a friend!
And so to deployment. The aforementioned Reavers – I split them into two groups of 3 and stuck them out on either flank. I fully expected them to start beating each other up – but as long as it wasn;t my bowmen and crossbows they were whaling on – no problem.
The master plan being, I was hoping to set fire to the buildings with the shooty guys, while fending off Sais vanilla troops with mine (I also had a variety of sword and shield and spear troops)
This turned out to be a bad plan as I hadn’t fully taken in how hard it was going to be to wound the buildings this way (Archers need a wound roll of 5, followed by 6, and even the crossbows needed a straight 6).
Sai trots forward at a sedentary pace, my berserkers largely start beating each other up as expected, my fighters shuffle forward a bit to hide behind the harbour wals, little to no shooting for me this trun due to moving.
My berserkers sort themselves out a bit and start creeping towards the actual enemy, I think I put some of my shooting into Sai’s army this turn and took one or two down
I realise here I’ve dithered too much (I spent most of the time reading all the rules for my two heroes and those darned reaver guys). So I start my footsloggers forward to counter Sai’s now almost arrived mop in the centre, and on the left.
Around this time my crossbows managed to get one of the buildings on fire. Sai had wisely left a model behind who promptily ran over and put it out again. GGNNNNGHH!
A good fight in the middle, Characters wading in, me refusing to use that banner ability in case I end up taking out my own guys – Sai’s single charcater eventually lost this tussle. Some of my guys saunter over from the left flank and set fire to the central building. Two to go!
Sai’s forces were dwindling fast by now. It was a last minute dash to set fire to a second building, and then get as many guys round a third as possible… I rolled around 5 dice to see if the last building could be lit up – but no 6’s! So it ended on 3 buildings had been set on fire, but one had been put out – Pelrgir is saved! But depopulated…