Other SBG Battles

Last Sighting of Eärnur

Last Sighting of Eärnur

This is a scenario of Games Workshop's Middle Earth Strategy Battle Game from the Rise of Angmar sourcebook.

Here we travel back almost a thousand years before the War of the Ring, to the reign of Eärnur of Gondor. The Witch-king of Angmar challenged Eärnur to single combat. Angered, the king "rode with a small escort of knights to the gates of Minas Morgul. None of that riding were ever heard of again. (Return of the King, Appendix A)."

So this represents what might have happened. It's a duel to the death: Good wins by killing the Witch-king (if it's possible to kill the undead) and Evil wins by killing Eärnur. But there's a hitch: only the other champion can deal the final wound to his nemesis.

(Click on any image to see an enlargement.)


The Forces

Good Forces Evil Forces


Eärnur brings with him a Captain of Minas Tirith, here represented by Hurin the Tall for extra visibility, and 12 Knights of Minas Tirith.

The Witch-king marshals 2 Orc Captains (one with helmet, one without so that we can tell them apart), 6 Spectres, and two standards sprues of orcs. By scenario special rule, the Witch-king gets Fight Value 6 (equal to Eärnur), 3 Attacks, 3 Might, 16 Will, 3 Fate, and doesn't lose Will when he fights, so he's going to be much more effective here than in those Fellowship of the Ring scenarios.


Setup

Setup, Center Setup, North Setup, South


The battle takes place in the courtyard of Minas Morgul. The first image shows the Witch-king (who starts in a fixed location) looking west at the Gondorians, who have just passed the gate. The remaining Evil forces are evenly divided between the north edge (second image) and the south edge (third image).


Turn 1

Turn 1, West Turn 1, West


Good always starts a narrative scenario with Priority.

Though only the commanders ultimately matter in terms of the victory conditions, trapping and the resultant double strikes are likely to be the key to the game. So whittling down the opposition flunkies seems like a good idea. Although Evil collectively outnumbers Good, the requirement to set up the Evil forces divided means the Good side has the opportunity to try to ride down one of the Evil flank forces before the other can intervene.

So the Captain of Minas Tirith calls a Heroic March. Now one of the disadvantages of playing solo is that it's very hard to trick your "opponent". So Evil sees the writing on the wall and both Orc Captains call Heroic Marches, too.

After both sides have moved (first image), the Spectres try to use their A Fell Light is in Them power to lure Eärnur forward. The first two attempts fail, but the third succeeds, as you can see in the second image, which also shows the Witch-king moving forward so as to get into the battle.

I realized too late that in this scenario Eärnur cannot be targeted with shooting, special abilities or magic. So if you're wondering why the Witch-king doesn't just Black Dart him to death, that's why. I don't think this misstep altered the results of the game, but you'll want to avoid it yourself if you give it a try.

CharacterWoundsMightWillFate
Eärnur                    
Minas Tirith Captain     1      
Witch-king of Angmar                                            
Orc Captain w/helmet     1      
Orc Captain w/o helmet     1      

Turn 2

Turn 2, Spectre's Fell Light Turn 2, South, Turn End Turn 2, North


Evil Priority, 5-1.

The first image shows the situation at the start of the turn. Although the Evil mooks can't ultimately kill Eärnur, they can potentially knock his Wounds down to 1 and drain his Fate point. So the Minas Tirith Captain calls a Heroic Move to prevent the king from being surrounded. The nearby Orc Captain without helmet counters, but Good wins the roll-off and the Knights of Minas Tirith Charge!

Between the corner of the building anchoring the Evil left flank, the base sizes, and the distance, only four Good figures can engage the Evil models. The rest ride to a more central location, setting up for next turn.

A couple of cheeky unengaged orcs Charge a knight (second image, right edge). The northern flank models (barring the archers) move forward, the Witch-king trotting over to join them. The Spectres there try to lure out some knights, but all those attempts fail (third image).

Evil Shooting is rarely any good and such is the case here as the two Evil potshots miss.

In Combat, the Knights of Minas Tirith ride down their opponents with ease, but the heroes have no such luck. The Captain of Minas Tirith loses his Duel roll and takes a Wound for his trouble. Worse still, Eärnur muffs his Duel roll, too, 4-5. Is this worth a Might point to win? He's in no danger of dying but he's fighting an Orc Captain who's a bit more capable than a regular warrior. Ultimately, he decides to spend the point and is rewarded by putting 3 Wounds on the Orc Captain, who fails his Fate roll and so is slain!

The cavalry bonus for charging together with the Wound bonus from lances makes a potent combo.

CharacterWoundsMightWillFate
Eärnur       2            
Minas Tirith Captain 2   1 2    
Witch-king of Angmar                                            
Orc Captain w/helmet     1      
Orc Captain w/o helmet 2 2 1 2   2

Turn 3

Turn 3, Overview Turn 3, South Turn 3, North Turn 3, East


Good Priority, 2-2.

Evil now has no heroes nearby so can't prevent the knights from Charging. There's still not enough room for all the Good models to actually engage, though.

Evil's northern forces continue their march forward, the Witch-king measuring carefully to stay out of Charge range, which unfortunately means he's also out of spell range. The Spectres again try to do their thing and this time two knights are lured forward (third image).

The orc archers again have no effect.

Evil loses almost all the Combats this turn, with 6 more Evil models dying. The exception is -- again! -- the Captain of Minas Tirith, who loses his Duel roll, takes another Wound, and gets a 1 for his Fate roll, making himself Good's first casualty. Is that my penalty for using a proxy figure? At least he died having usefully expended his Might.

CharacterWoundsMightWillFate
Eärnur       2            
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar                                            
Orc Captain w/helmet     1      
Orc Captain w/o helmet 2 2 1 2   2

Turn 4

Turn 4, West Turn 4, East


Evil Priority, 6-2.

Losing the cavalry Charge bonus is disappointing, but the idea of spending one of Good's only two remaining Might points isn't very appealing either. Besides, Good outnumbers Evil in the south, so should get some Charges in anyway. So no Heroic Move here.

The two knights lured forward last turn are absolutely swarmed. In the south, Evil ties up as many horsemen as possible, leaving just two unengaged. They Charge, of course (marked by the white beads). The Witch-king hurls a 3-die Black Dart at a knight; it hits, but fails to Wound. The Spectres again try to lure knights, but fail.

Eärnur, attacked by a single orc, considers a Heroic Combat so as to save some compatriots. But his Might is precious and Minas Tirith armor is thick, so he decides to forgo it. Which seems to be the correct decision, as only one Knight of Minas Tirith dies, while in return 5 Evil models are slain.

CharacterWoundsMightWillFate
Eärnur       2            
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar         4 4 4                              
Orc Captain w/helmet     1      
Orc Captain w/o helmet 2 2 1 2   2

Turn 5

Turn 5, West Turn 5, East


Good Priority, 2-1.

Evil needs to cause casualties, so both the Witch-king and the remaining Orc Captain call Heroic Moves. (The orcs are too spread out for just one hero to give orders to them all.) Eärnur measures carefully, determines that he and four Knights of Minas Tirith are out of Charge range, and so lets Evil go ahead.

But my logic wasn't completely solid as the Spectres can attempt lure the knights, and if successful the knights can move no further in the turn. One proves successful, noted in the first image with a yellow bead. Where they can, the Evil models rush into combat, including the Witch-king.

But Combat is again a disaster for Evil. One knight falls, but five Evil models are lost as well. The Witch-king's boosted abilities in this scenario do him no good, as though he wins his Duel roll, his Wound rolls are terrible and he would need all his remaining Might to slay his opponent. Not worth it.

CharacterWoundsMightWillFate
Eärnur       2            
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5     4 4 4                              
Orc Captain w/helmet     1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 6

Turn 6, West Turn 6, East


Evil Priority, 5-1.

Eärnur considers a Heroic Move. If he's in move range of a hero, he must Charge, per his special rules. The helmeted Orc Captain is within range ... but there's no room for a cavalry base to get to him. I suppose that would mean he's free to move as he wishes? Rather than trying to figure out the correct rule interpretation, he just lets Evil go ahead. Unfortunately, your correspondent flubbed here. I went back and forth so many times on whether Eärnur would Heroic Move or not that I marked off the Might point even though he didn't actually spend it. Apologies to the king.

Evil engages all but two Knights of Minas Tirith, who in turn Charge (and are noted by the white beads; note also that there's a significant overlap between the two images.)

Combat is relatively bloodless compared to previous turns. Two knights die, one courtesy of the Witch-king, and only one orc is lost. Eärnur embarrasses himself by losing to a lone Spectre 5-2, but the Spectre can't land a Wound through the king's tough armor.

CharacterWoundsMightWillFate
Eärnur       2            
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5     4 4 4                              
Orc Captain w/helmet     1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 7

Turn 7, West Turn 7, East


Good Priority, 5-1.

The Witch-king calls a Heroic Move. Eärnur is far enough away to be out of danger and so saves his Might for the inevitable big showdown.

Combat is back to normal, with two Evil models dying and the Orc Captain taking a Wound, with no Good casualties.

CharacterWoundsMightWillFate
Eärnur       2 6          
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7   4 4 4                              
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 8

Turn 8, West Turn 8, East


Good Priority, 5-2.

The Witch-king can reach Eärnur, and so calls a Heroic Move with his last Might point to get there before the knights can try to wear him down. Eärnur again saves his Might. The ringwraith successfully casts a two-die Enchant Blades on himself, then Charges the King of Gondor. All the other Evil models moving with the nazgûl tie up the Knights, leaving three of them free to Charge.

Will this be the final turn? The heroes' Fight Values are tied, so Eärnur calls a Heroic Strike. He then rolls his Duel dice and gets only a 4 highest! Inevitably, the Witch-king then gets a 6. Since the Orc Captain is in the same Combat, and the Witch-king rerolls failed Wounds due to Enchant Blades, Eärnur could be in trouble. But then Evil's luck deserts him, and he only scores one Wound.

And the massacre of orcs continues, with four more being killed. Evil now has only the Witch-king, the Orc Captain, and 4 Orc Warriors.

CharacterWoundsMightWillFate
Eärnur 8     2 6 8        
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8                          
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 9

Turn 9


Good Priority, 5-3.

There's no Might left on the board, so Good traps the few remaining Evil models, including the Witch-king.

The Orc Warriors are duly wiped out. But the Evil heroes step up their game, the Witch-king winning his Duel rolls 6-5, although he fails to Wound. And the Orc Captain (hidden behind the Witch-king), outnumbered 2:1 by charging cavalry, wins his fight and manages to kill one of his attackers!

CharacterWoundsMightWillFate
Eärnur 8     2 6 8        
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8                          
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 10

Turn 10


Good Priority, 3-1.

A couple of knights fail their Courage Tests, but the two Evil models are nevertheless surrounded again.

The Orc Captain again wins his Duel roll, but he fails to Wound. The Witch-king is not so lucky, and suffers a Wound which he negates with two Fate points.

CharacterWoundsMightWillFate
Eärnur 8     2 6 8        
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8                     10 10  
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 11

Turn 11


Evil Priority, 3-3.

Evil regains Priority for the first time since the sixth turn. Finally free to cast spells, the Witch-King hurls a 3-die Black Dart at a Knight of Minas Tirith (recall that Eärnur is immune) and kills him! The Witch-king then Charges Eärnur, and the Orc Captain moves south to pin two knights.

Evil's excellent turn continues as the Orc Captain kills one of his opponents, and the Witch-king wins the roll-off in his tied-with-6s Duel roll against Eärnur, and inflicts a Wound! Maybe Enchant Blades would have been a better spell choice?

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8        
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8 11 11 11               10 10  
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 12

Turn 12


Evil Priority, 5-3.

The Witch-king hurls another two-die Black Dart, but it fails to Wound.

A couple of knights again fail their Courage Tests, so Eärnur doesn't get much assistance.

The Orc Captain again ties up two knights, and again wins his Duel roll, but this time he fails to Wound.

The Witch-king wins his Combat again, too, and inflicts a Wound. Eärnur saves himself with his lone Fate point.

Is the tide turning in favor of Evil?

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8       12
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8 11 11 11 12 12           10 10  
Orc Captain w/helmet 7   1 5    
Orc Captain w/o helmet 2 2 1 2   2

Turn 13

Turn 13


Evil Priority, 5-1.

The knights are too spread out for the Orc Captain to pin two of them, but he tackles one. Another turn, another Black Dart, another fail to Wound for the Witch-king.

The Orc Captain's luck finally runs out as the Charging knight inflicts two Wounds and ices him.

The duel of the heroes is once again tied and Good finally wins the roll-off. Eärnur fails to land a Wound on the Witch-king but one of the cavalrymen aims his lance at the horse and dismounts the ringwraith.

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8       12
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8 11 11 11 12 12 13 13       10 10  
Orc Captain w/helmet 7 13 1 5   13
Orc Captain w/o helmet 2 2 1 2   2

Turn 14

Turn 14


Evil Priority, 5-1.

Things are looking grim for Evil. At least he can deny Eärnur his Charge bonus. The Witch-king tries to whip out another Black Dart but the spell fails.

The Duel rolls are again tied at 6 and Evil wins the roll-off. The Witch-king is unable to Wound, though.

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8       12
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8 11 11 11 12 12 13 13 14     10 10  
Orc Captain w/helmet 7 13 1 5   13
Orc Captain w/o helmet 2 2 1 2   2

Turn 15

Turn 15


Good Priority, 4-2.

Three knights fail their Courage tests and effectively block a fourth from even trying to get in base contact with the ringwraith. But Eärnur and the remaining knight Charge, only to lose the roll-off caused by the tied 5-5 Duel dice. Eärnur's armor again proves impervious to the Witch-king's sword.

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8       12
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar   5 7 8 4 4 4 8 8 11 11 11 12 12 13 13 14     10 10  
Orc Captain w/helmet 7 13 1 5   13
Orc Captain w/o helmet 2 2 1 2   2

Turn 16

Turn 16


Good Priority, 4-2.

The Witch-king finally loses a Duel roll 6-5. Despite the ringwraith's high Defence stat, the boosts that Good gets from cavalry charges, trapping, and lances manages to inflict three Wounds, at last putting an end(?) to the Witch-king.

Good victory!

CharacterWoundsMightWillFate
Eärnur 8 11   2 6 8       12
Minas Tirith Captain 2 3 1 2   3
Witch-king of Angmar 16 5 7 8 4 4 4 8 8 11 11 11 12 12 13 13 14     10 10 16
Orc Captain w/helmet 7 13 1 5   13
Orc Captain w/o helmet 2 2 1 2   2

Post-game Thoughts

Sharp-eyed readers may have noticed that though the scenario says the Witch-king has 16 Will points, I misread that as 15 and the stats boxes reflect that. Plus my record keeping was a bit sloppy and I thought he'd expended all but one of his Will points by the end of the game but he had two left. Mistakes happen, unfortunately.

The scenario's designer notes say this scenario will have an epic conclusion. I can't say that there's a ton of strategy here at the end when the rules essentially force a showdown between two equal opponents. May the better die roller win. But there was a lot of uncertainty until nearly the end over who would prevail, which was exciting.

Man for man (or orc), Evil has a lot of problems here. The Spectres and Orc Warriors can't match the Fight Value of the Knights of Minas Tirith, so Good is more likely to win 1-on-1s. And even if a knight loses, he's got tough D6 armor, while the orc has only D4/5 and the cavalry's lances get +1 to Wound when they Charge.

But Evil does have a quantitative advantage, plus two extra points of Might, the Witch-king's spells, and the Spectres' special ability to lure (more importantly, immobilize) to even things out.

I think moving quickly to concentrate on a single flank was the right strategy for Good. The early attrition in Good's favor paid off later. Good getting Priority -- and so the Charge bonus -- four turns in a row (Turns 7-10) was the nail in the coffin for the Evil line troops.

The Witch-king got excited about Black Dart's success on Turn 11. But once the Orc Captain died and he was hopelessly outnumbered, he should have switched to Enchant Blades. Those re-rolls might have ended the game in Evil's favor on turn 14.

In general I'm not in favor of "kill the enemy commander" victory conditions. But I found this to be a pretty interesting scenario in spite of my initial expectations.

My rating: ★★★★