FORCES OF EVIL POST-GAME CONCLUSIONS
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Ty Finocchiaro |
In the hope of salvaging something, I refocussed my strategy, I decided that all I could hope for was to tie up a bunch of Dúnedain with a "sacrifice" Ringwraith, while the other one and the Witch-king ran off to victory. Key to this plan was the Cry of the Nazgûl special rule, which droped all the Dúnedain's Courage to an abysmal 1 for a turn. I thought, with a bit of luck, Ken would blow a bunch of Courage tests and have to watch as his troops froze in terror while I walked on by.
This plan was not to be, however. After finally winning priority and creating a gap to run through, I felt that I could actually pull it off. Yet, since every stinkin' Dúnedain on the table has a point of Might, they easily crushed my hopes with a heroic move. Then, Ken proceeded to pass every Courage test (despite the Cry of the Nazgûl) and surround my Ringwraiths. After that, all I could do was sit back and watch the inevitable play itself out...
Ringwraiths are tricky to use, though I suppose there will be plenty of time to figure 'em out as they are in several scenarios. They're just so darn fragile! When it came time to recover Will points, things went well enough. It certainly could have been worse. I guess I should go and think about how to use Ringwraiths a bit better for any future scenarios.
FORCES OF EVIL RESERVES RECOVERY |
||||
Hero's Name |
Wounds |
Might |
Will |
Fate |
Witch-king of Angmar |
1 |
0 |
10 |
0 |
Ringwraith 1 |
1 |
0 |
6 |
0 |
Ringwraith 2 |
1 |
0 |
5 |
0 |
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