PRE-GAME STRATEGY FOR THE FORCES OF EVIL
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Ty Finocchiaro |
Meanwhile, the Nazgûl are riding on tired steeds, so they have to roll a D6+4 to determine their movement. If I roll a 6, the steed dies after moving, and the Ringwraith is thrown. Goodie. This fun little rule renders my cavalry completely unreliable. On top of that, five Ringwraiths start the game on the table, and the other four have to roll each turn to see if they arrive. So, who knows when and if (when I roll a 1 for reinforcements, a Ringwraith bites the dust...) these goons will show up to help. The good news is that if I do roll well, they can pop into play from any table edge — perhaps I'll be able to head off Arwen if she flees.
What to do, then? Well, I figure I'll huck a bunch of my beloved Black Darts at Arwen very early on while she's still in range. This barrage may exhaust a few Nazgûl, but with some luck, I'll be able take down her steed. Once she's on foot, the chase will be much easier for me to win. Plus, I'll have the advantage of the cavalry charge rules on my side. Extra Attacks and Knock Down are very nice things to keep the enemy at bay.
However, if Arwen starts pulling ahead (or I roll crummy for Nazgûl movement speeds), I might just redirect my anger at Sam in an attempt to put him 6' under with his pals Merry and Pippin. Overall, I plan to give Aragorn a very wide berth, because he scares me. He'll be tough to completely avoid, though. At least there's no Dúnedain running around in massive numbers — that's something to be glad about!
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Action Shots And Commentary From The Game
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Strategy For The Forces of Good
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