Dan Slob: The pairings for the first round of the Australian Masters' has been revealed. Me and Steve couldn't resist giving our inexpert and un-asked for opinions on the match-ups!
Thursday, 19 November 2020
Australian Masters' Round 1 Predictions
Tuesday, 17 November 2020
Australian Master's Lists Review
This weekend sees the Australian Masters tournament take place. It is a 750 point clash of Australia’s best and brightest. Today, some of the UK’s worst and woeful (that’s us) give their thoughts on these lists and how they will do. Enjoy!
This force brings together the armies of Azog’s Legion and Azog’s Hunters such that Bolg the leader gets Master of Battle, but the Hunters get their improved shoot value and bow limit. The combination of Bolg’s MoB and F7 makes him a nightmare for any combat hero to tangle with, whilst Fimbul and Narzug are relatively squishy. The army overall feels like it’s quite well balanced with solid troops, a cheap monster, and some maneuverability in the form of the Wargs and Goblin Mercs, but will struggle with strong magic users. The Black Riders will be a tricky challenge as they can immobilise Bolg almost at will and the low courage of the orcs will leave them unable to capitalize on their higher numbers in combat
The core of this list is very similar to Josh’s list, but has more of the tanky Gundabad Warriors and no Goblin Mercs. Overall it feels very similar and will struggle against the same things as Josh’s list, but I prefer Josh’s as it has a little bit more variety and a few more tricks
Thursday, 12 November 2020
500 Under 50: Fun Edition
Dan Slob: Christmas is coming and, if your family is anything like mine, so are the inevitable requests for gift ideas ("I don't know what that game you like is, just tell me what to buy"). Well dear Reader, let DC write your Christmas list for you this year with a few cheap ideas for a whole new army that can double up as your painting New Year's resolution!
The idea behind this article is to get a new force for around £50. In this bumper Christmas edition we have gone for some of the more 'fun' ideas rather than anything particularly competitive (not that they can't STOMP the enemy, one list in particular...). So without further ado:
500u50 Fun list 1: The Fellowship!
Need to buy:
The Fellowship (£30 from GW or around £23 from discounted stores)
Now, if you are reading this blog then chances are you already own The Fellowship. Then again, you probably painted them when you were 14 and they could do with another go. What's more, the recently released Breaking of the Fellowship Legendary Legion has given a new breath of life to them! Now I know that there are specific models for the BotF but they are expensive, hard to get hold of, and I don't want my Boromir hobbling around with a chest full of arrows. A bit of green stuff could easily add some rope to Sam, or a glass vial to Frodo and some cloaks to the other heroes. Here is an example list for you, but there are many ways to build this army!
Aragorn - Strider
Legolas Greenleaf
Gimli Son of Gloin
Boromir of Gondor
Meriadoc Brandybuck
Peregrin Took
6 Models, 15 Might, 1 Bow
I have put these models together to represent the Scene where Boromir is defending the Hobbits and the 3 Hunters are rushing to intervene. Now I know that Boromir is not doing brilliantly by the time Aragorn arrives so for maximum fluff points make sure to deploy them in two groups of 3 at opposite ends of the table!
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| Steve's lovely Fellowship in Balin's Tomb |
500u50 Fun list 2: Mumak!
Need to buy:
War Mumak of Harad (around £50 from discounted stores)
Mumak Mahud (around £7 but optional)
Who doesn't want a Mumak? They are such a great centrepiece model and you get to make Elephant noises and say "stompy stompy!" throughout the entire game. Not only that but the kit comes with 12 Warriors too! With those we can make a list from the Serpent Horde, Far Harad or the Grand Army of the South LL. I have gone with the LL here because the Mumak War Leader is a bit more competitive and gets a bunch of extra rules basically for free. I know that the point of these wasn't to be competitive but losing in 3 turns isn't that much fun so we have to make some concessions!
The Mumak War Leader
6 Haradrim Warriors with Bows and Poisoned Arrows
6 Haradrim Warriors with Spears
13 models, 3 Might, 6 Bows
What is there really to say about this? Load the Warriors onto their mount-of-doom and go stompy-stompy until everyone is dead. In reality it is probably better to use the spear warriors as objective grabbers/screens for the Mumak but it depends how much you actually want to play the game and how much you just want to cause maximum carnage. The rules that the LL give you really help survivability, in that it is harder to charge you (because of how big and scary your trunk is I assume) and you get a free Heroic Combat/Strike every turn too. Also you have a bunch of poisoned shooting so can kite if you really want, and the more I think about it the more I love the idea of a drive-by-Tokyo-Drift-Elephant doing donuts on the board. Or you could, you know, stompy-stompy instead.
Need to buy:
2 Boxes of Eagles (around £24 each from discounted stores)
From stompy-stompy to flappy-flappy. Here we are going all bird-brained with some feathered friends. The Eagles are great models and terrifying on the tabletop. F7 (8 for Gwaihir), S7, D8 and Monstrous Charge. Oh boy. These guys can take down most things in the game without too much trouble, and Gwaihir has 3 Might too! Added to which they can obviously all Fly so can pick their battles better than anything in the game (and frankly, they will need to). You might want to do a bit of modelling to distinguish Gwaihir, but even just a bit of a scenic base would do it!
Gwaihir
Eagle
Eagle
Eagle
4 models, 3 Might
Very annoyingly you can only get to 450 points because of how Gwaihir is costed. Jay Clare, if you are reading, then we defo need an Eagle LL some time in the future! Your major weakness here is getting bogged down and surrounded. Luckily with Fly you can have some agency over that but you definitely are at the mercy of the dice. Isolating and picking off parts of the enemy army has got to be your tactic here and if done well there is really not much your opponent can do. Make sure to shout "Ca-Caw" every time you move them too, otherwise what is even the point?
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| A scenic base has turned this Eagle into Gwaihir |
500u50 Fun list 4: Barad Dur!
Need to buy:
Sauron (around £25)
Mordor Orcs (£20 from discounted stores, or way less from trade groups)
The big man himself, the mighty Sauron! He's 80% of your points but boy is he worth it, since basically nothing at this level will be able to touch him. Your army doesn't break if he is healthy, which is very handy since he is just leading a bunch of Orcs. He is also one of the best offensive casters in the game, as well as an absolute beast in combat: F9, S8 and 4 attacks (or even more if you use his Unstoppable! rule). You won't make too many friends while using him but at least you will have fun!
Sauron
16 Orcs with 1 upgrade each (spear, shield or bow)
1 Orc with no upgrades
18 Models, 3 Might, max 6 bows
You can play this smashy-smashy or sneaky-sneaky. With Sauron being a beast he can just wade in, or with 6 Bows and a Chill Soul every turn you can afford to stand back and snipe. You also have plenty of objective grabbing Orcs to toss around the board. However don’t rely on them too much, this list is all about the big boy.
500u50 Fun list 5: Thorin's Company!
Need to buy:
Thorin's Company (£22 from discounted stores)
Everyone’s favourite moody Dwarf and his bros. Not exactly the speediest army in the world but full of lovely flavour and special rules. We actually did a whole article on the Company before so I’ll just link that and let you have a read. In it you’ll find how me, Dave and Colm decided to put together 500 points of the Company in a variety of different ways. Interestingly, between us we selected every member of the roster and no one member appeared in all 3 lists! Just goes to show that every one of these characters has their place.
https://drawncombat.blogspot.com/2019/11/a-noobs-perspective-thorins-company.html
500u50 Fun list 6: The Trolls!
Need to buy:
The Trolls (£45 from discounted stores)
The Trolls are one of the very few armies in SBG that I have never played with or against so I really don’t know much about them! On paper they look pretty good, F7 S7 3A (except Tom who is F6 S6) monsters with 6 Might between them. They also have a variety of flavourful Brutal Power Attacks which are actually quite terrifying! Either taking a S6 hit and being knocked prone, being set Ablaze, or with a bit of luck taking up to 8 wounds (for a S4 model). They can also paralyse and Tom can halve fight values! Unfortunately they only total 400 points which is an unusual size so could make them a bit tricky to get on the table. The fact that there is only 3 of them also means they are basically guaranteed to lose any objective based scenarios. However if you lean in to their Monster abilities then they look like a barrel of fun, just try to stay at the shady end of the gaming hall!
500u50 Fun list 7: The White Council!
Need to buy:
Saruman the White (£18 from discounted stores)
Galadriel and Celeborn (£12)
Gandalf the Grey (Easily acquired via ebay/trade groups for less than £5)
Elrond and Gil-Galad (£18 though you don't need Gil-Galad so Elrond can be found cheaper on ebay/trade groups)
What better way to see off the forces of evil than with Middle Earth’s mightiest wizards? These models all have buckets of special rules to keep you entertained, as well as some of the best Magic in the game. If you want to play with Magic then these guys are the force for you. 3 of the 4 of them get a free Will per turn so that is at least 3 free casting attempts every single turn. Poor Elrond doesn’t have this but he is the combat muscle option. Sadly at 500 points you can only get 3 of them (and one has to be Galadriel, Lady of Light) but I put in 5 figures so you can pick and choose which you like, and all in all it is still about £50.
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So there we have it, 7 super fun options to choose for you Christmas list! I certainly hope you’ve been nice this year! And since even the biggest list on here only contains 18 models you should have no trouble getting them ready for battle quickly. We’d love to see pictures of any of these models so please do share them with us!
Saturday, 31 October 2020
The Making of: Rohan Valley Diorama
So it appears after working on the Dwarrowdelf display board, I got bitten pretty hard on the whole diorama/display board hobby. Looking at my current armies, I had a few options to go for. One which particularly leapt at me allowed me to display two different armies depending on what I was running or wanted on display. Those two armies were Rohan and Isenguard. The location I wanted to make? Well this was quite specific in some regards - one of our first introductions to Rohan besides the rolling plains is a much more up close and personal scene including some Uruk-Hai and Orcs in a ravine.
This offered some nice things to work with hobby-wise and from a compositional stand point - namely the rising rocky faces on either side of the valley (also screaming out to the rock-climber in me). For this I had a few ideas in mind, the first being to build up the sides using foam and then add some character by attaching plaster casts of rock faces. In between these I'd build up the foam and sculpt it to blend in. With that plan in mind, let's see how I go about it!
The foam I decided to go with is just your standard foam used for flower arranging (a full list of tools and materials used will be at the end of the article). The pros to this behind that it's very easy to carve and manipulate along with having a nice gritty texture that lends itself well to rock faces. The cons however are that it is indeed very easy to manipulate, one slightly to forceful grip on it can leave lasting impression upon the material. Given the height of it I also wanted to secure it to the board a bit more, so drilled into the MDF base and inserted some brass rods to add a little more stability during the construction.
Friday, 16 October 2020
Introducing people to Middle Earth : Strategy Battle Game
Over the course of lockdown, I have seen a lot of posts from people who have started up the hobby and used their new-found free time to paint up their first army. We in this community are very fortunate to have such a stable, constructive outlet during what has been, for many, a time filled with uncertainty and frustration.
Now that measures are tentatively easing in some areas, and gamers are emerging bleary-eyed from their hobby caves, we find ourselves with a fresh audience of eager gamers ready to play their very first games. So at DC, we thought it'd be good to create a resource to help both students and teachers to get in to the game as quickly and painlessly as possible! So without further ado:
How to introduce people to Middle Earth SBG – and board games in general!
Newsflash - teaching is a very difficult skill to learn.
It’s something that we often see done very well in gaming circles, but it can
also be done quite badly, and lack of effort on the part of the teacher is not
to blame. I haven’t had many chances to teach somebody how to play SBG from the
ground up, but I have played and taught an enormous amount of board games in my
life - and exactly the same rules apply. I’ll go over a few of the things I
think it’s crucial to keep in mind in order to get somebody actively engaged in
the game, and on track to beating you in future tournaments!
I’ll be assuming that you’re teaching your newbie through a
‘demo game’, and they haven’t yet picked up the rulebook.
1: Their first game
is not about you.
The most important rule. For the first game, you are not a
competitor – you are their full-time mentor. This is not the time to showcase your tactical skills. Every decision you make should not
be a step towards victory, but towards giving them an engaging learning experience.
It is important that they understand everything that they are doing, why they are
doing it, and what consequences this will have for the outcome of the game. And
it is your job to deliver this information in a digestible and fun way.
If you have brought your most competitive yellow alliance
list down to the gaming centre, and are looking for some hardcore tournament
prep games, it might be best to hand over to your friend with the fluffy Minas
Tirith list for some tutorial games. Your newbie will learn nothing from being
stomped. Which brings us to…
2: First Impressions
Matter!
Perhaps even more important than teaching the mechanics is
providing a positive, fun gaming experience for their first outing. Nothing
will send a new player running for the iron hills faster than getting mercilessly
stomped on game one. Those impressions really stay with people, and if you let
it happen, you’ve lost a potential valuable community member, competitor, or
future friend! Try to play on the same ‘wavelength’ as your newbie – don’t use rules
they haven’t yet learned against them. Use what they have learned to provide an
enjoyable game where they can make meaningful decisions. That being said…
3: One step at a time.
We all know the feeling of trying to take in too much
information at once- it’s unpleasant, and you don’t want that to be your
newbie’s first impression. Take baby steps, and keep everything relevant to
what’s going on. Don’t begin by explaining victory points, heroic actions,
magic powers, break points and ally matrices. If you do decide to use a matched
play scenario, ensure it’s a simple one like ‘To the Death!’ – with points for
wounding the leader, breaking and quartering your opponent, and killing banners - which are all things that will be useful to think about in all future games.
But for a learning game, I think just forgoing a scenario entirely and just
having a skirmish is totally OK.
How quickly you bring in new rules will depend on your
newbie’s level of experience – but generally you’ll start by explaining warbands and
deployment, and then begin moving your forces across the board. Maybe also go in to
a tiny bit of detail on how to successfully engage – but again, don’t get
bogged down in the details. If they are putting spears in front of swords or
running off the map, by all means correct them, but this isn’t the time to
start reciting Sun Tzu.
As the game goes on, you’ll bring in duel and wound rolls, control zones and pairing off, shooting and fight values, making way, traps and courage tests. Keep this snappy, keep the dice rolling, and make sure your newbie is happy with each mechanic before moving forward. If they’re confused, don’t drag them by the hand - hold back on introducing the next new mechanic until they feel comfortable.
Remember that what is very simple to you might be completely baffling to them, and don't get frustrated if they struggle with certain concepts. Remember, we were all noobs once!
By the end of their first learning game, you want them to
feel comfortable with the core combat loop - with maybe a few basic heroic
actions and special rules thrown in. It might seem like baby stuff to a
seasoned player, but it will be plenty for a demo game. It's important to remember that the area-based combat mechanics hold a lot of hidden complexity, which can melt the brain of even a seasoned player during long sessions, and just taking this in may be plenty for their first game. For a second game, you
could try bringing in a matched play scenario and start talking through victory
conditions, and if they’re comfortable, get your newbie thinking about overall
strategy.
Odds are, your newbie will want to throw down a Gandalf,
Sauron, Balrog or Mumak on game 1. Who can blame them? These are awesome units
and will add a lot to any game of SBG. But are they really going to help them
learn the game?
Bitter pill though it may be, it’s probably best to leave
these units at home until they have a couple of games under their belt.
Stomping an entire force with a Mumak feels awesome,
but it won’t teach your newbie much about the game other than how to stomp guys
with a Mumak.
For game number one, I suggest playing 300-400pts of troops,
cavalry, archers (optional) and generic captains. Include a range of fight values. Try to
stay away from characters that ‘break’ the core mechanics of the game, E.G. Ingold – you’re
teaching the rules, not the exceptions. This will give a solid foundation, and
will get your newbie making important decisions using the game's fundamental mechanics – which should be plenty to sink their
teeth in to for the first few hours. I would use something like the following:
Minas Tirith (400pts)
Faramir, horse, lance, shield
3 x Knight of Minas Tirith, shield
6 x Ranger of Gondor, spear
5 x Warrior of Minas Tirith, shield
Captain of Minas Tirith
6 x Warrior of Minas Tirith, shield
6 x Guard of the Fountain Court, shield
Mordor (395pts)
Goroth
6 x Morannon Orc, shield
6 x Morannon Orc, shield, spear
Orc Captain, shield, warg
4 x Warg Riders, throwing spear
Orc Captain, shield
5 x Orc Warrior, orc bow, spear
5 x Orc Warrior, shield
Are they optimised? Not at all! But they’re generic, roughly
balanced, and will give your newbie a snippet of all the mechanics they’ll
need. It’s also quite a nice thematic matchup between the more elite Minas
Tirith guards and the Orc rabble. Faramir is the unit with the most potential
here, so I’d give the Gondorians to your newbie so that they can pull off some
fun shenanigans.
The ‘learning curve’ is something we actually see done very
well in video games – they don’t start you off by fighting the final boss, or
using the game’s most powerful and situational toys. They start you on the
basics, and bring in complexity at a rate that the player can digest. The trick
is to introduce fun new mechanics steadily to keep up engagement, but slowly
enough that your newbie can digest everything to build up an understanding of
the core gameplay.
On this same point, a lot of people recommend Battle
Companies as a way of learning the game, but I personally do not agree – BC is
great, but I find that the mass of extra rules can get in the way of the basics.
I think the lists above equip your newbie far better for an actual game of SBG.
5: Sell sell sell!
When I said you’re a full-time teacher, I wasn’t actually
telling the truth. You are also a salesperson! The second job you need to do in
the first game is to demonstrate how great SBG is, and why they need it in
their life.
This is done by presenting the game in a way that showcases
its strengths. Make sure you hit all the highlights in the first game – not
just by explaining them, but by making sure your newbie interacts with them. When this game is played well, it captures the feeling of clashing,
grinding battles, where positioning is everything and one crucial breakthrough can win the day. A newbie picking up the game by themselves might
not see this right away – they’ll be too busy grappling with rulebooks. But,
with your guidance, they can get right in to the ebb and flow of battle. Think
of yourself as the ride-along salesperson on their first test drive.
In the first game, I think the key points to hit are:
- Give a really clear example of control zones. It’s one of the cooler but more confusing parts of the game, so make sure to demonstrate it in a really engaging way.
- Have your newbie set up a daring cavalry charge – Ride of the Rohirrim quotes optional, but encouraged.
- Show your newbie the devastation that happens when a rank of soldiers gets surrounded and trapped (if they’re the sensitive type, maybe have them do this to you, rather than you to them!)
- Showcase the duel mechanic, and if you can, how to leverage higher fight values to your advantage.
- Showcase some heroic actions, and make sure your newbie does some fun stuff with their heroes. Try to engineer situations where their heroics have a high impact. (And speaking of which…)
If you’re in a position where your newbie friend has made
some errors (which is likely) and you could crush them easily – don’t!
This doesn’t necessarily mean you have to lose the game. But it does mean that you should pull enough punches that your tutee still gets to make meaningful decisions and see the consequences of them. For example, if they set up a smart cavalry charge, perhaps don’t counter it with a heroic move (even if you could). Reward them for using the mechanics in a smart way – don’t shut them down immediately. Save that for your later games!
On the flip side, neither should you roll over and let them win
with no effort. You should be providing engaging scenarios that they have to
overcome by using what they’ve learned about the mechanics so far. It’s really
rewarding when a first timer starts to understand how to play and how to win,
and it shows you’re doing a good job, too!
Also, I wouldn't recommend pointing out all of their tactical blunders, and how you could exploit them - this will only serve to demoralise. I mean, it should go without saying that you will be better at the game than the person who has literally never played before - there is no need to hammer the point home.
7: Talk things through.
You shouldn’t just be guiding your newbie through their turn
– talk through yours, too. Share your own strategy and talk through your
options. This has 2 benefits – they will learn more quickly, and it tells your
newbie that you’re there to teach, not to win. I’m sure we can all remember a
time as kids when someone ‘teaching’ a game pulled a rule out of nowhere that felt
made-up and unfair – this is what we need to avoid.
Throughout your turn, explain the rules you are using, and how
they’re letting you achieve your aims:
“I have left my horses more than 6 inches away from your
infantry. This is because they can move further than your infantry can, so next
turn I guarantee that I’ll be able to charge and can get my charge bonuses.”
And the other side is – have your newbie talk through their
own decisions as they play. Once they have a few mechanics under their belt,
encourage them to talk about what they’re trying to achieve each turn, and the
options available to make it happen. This leads us on to…
8: Show, don’t tell.
It’s really important that you don’t just play their game
for them. In order to digest what’s going on, it has to be your newbie that
makes their own decisions. Obviously you’ll have to explain any new mechanics,
but try to encourage them to use what they’ve already learned under their own
initiative. The sooner they start actively making their own decisions, the
sooner they’ll get engaged in the game – teaching becomes easier and both
parties have more fun.
9: Keep it consistent.
This one almost goes without saying… But make sure you’re
familiar with the rules before you teach somebody the game. Maybe have a flick
through the rulebook the week beforehand – especially the basics! We’ve all sat
through a tutorial game where the teacher was referring to the rules every 30
seconds, and contradicting themselves frequently. It really kills any momentum
or enjoyment – and it doesn’t exactly build confidence that you’re learning the
game the correct way.
10: It’s just a game!
The game can be cruel. Dice will betray you and Heroes will
fall flat on their faces at the worst possible times. Seasoned tournament
players know to take these setbacks on the chin - but your newbie might find it
extremely frustrating when Aragorn dies to a nameless orc after losing the duel
5 turns in a row.
The investment in tabletop gaming is high. We get really
attached to our little plastic guys, and if your newbie has spent a couple of
weeks assembling and painting their brand new Pelennor army, they are probably
hoping to see them dominate on the table. As we know, this won’t always be the
case.
Losses in tabletop games can be drawn out and disheartening.
If your newbie doesn’t have a history with tabletop games, this can be rough. They may get salty. Compare this to video games, where victories and losses often both happen
quickly - if you lose a match in a videogame, you can just pick yourself up and jump in to the next
one. It's understandable that a newbie might find take a few games to adjust.
The important thing here is to remind your newbie that both players are participants in a shared, interactive storytelling experience – especially if there’s any salt over some duff dice. Yes, there will be a time for skill, mastery and heroic victories, but that's a long way away. During a tutorial game, neither party has anything to prove - all you need to do is enjoy yourselves. If the battle sways one way or the other, that’s just part of the story you’re both telling.
And for an intro game, more than any other: winning or losing doesn't make a damn bit of difference, as long as both players are having fun (and hopefully learning a thing or two along the way)!
And that’s it! If all goes according to plan, you’ll have a
new player who has a good grasp of the basics and is eager to get stuck in. Watch in amusement as they proceed directly to the nearest game store and spend their last paycheck on a new army. After a few games, it’s probably a good idea for them to read the rulebook
properly and get a fuller understanding of the rules, but until then, just
throw some dice and have a good time.

















































