FORCES OF EVIL POST-GAME CONCLUSIONS
![]() |
Ty Finocchiaro |
Then there's the fact that the Dúnedain thwarted just about every magic spell I actually managed to pull off. The joy of rolling high enough for a spell to work was summarily stomped upon by Ken dropping 6 after 6 after 6. Oh, and don't forget my amazing ability to roll no higher than 2 during every Priority phase. I don't often blame dice for losing a game, but man, it was getting to be pretty dang ridiculous.
I did learn a few things during the game that I hope to take with me. First off, no more Black Dart. I wasted more Will points trying to use that stupid spell, only to have it dispelled, or roll a 2 to wound. It just wasn't worth it. Compel would have been a much better spell choice. This way, I could have moved Dúnedain far away from me with multiple castings. Plus, it's way easier to pull off. I would also have certainly used Transfix more often, but you have to win priority for that to be of any use.
Also, I learned that I need to spread out more in these types of scenarios. Although ganging up seems like the thing to do, it really isn't. By spreading out, you can avoid massive combat beatdowns and force your opponent to split up his forces. This way, you have a much better chance of surviving and avoid throwing all your eggs into one basket.
Well, after the stern beating the Ringwraiths took, they managed to recover almost all of their spent Will. I can't really complain about that. So, I guess the dice came back into my favour when it really counted.
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 |
6 |
0 |
Ringwraith 3 |
1 |
0 |
6 |
0 |
Ringwraith 4 |
1 |
0 |
6 |
0 |
Ringwraith 5 |
1 |
0 |
6 |
0 |
Ringwraith 6 |
1 |
0 |
5 |
0 |
Ringwraith 7 |
1 |
0 |
5 |
0 |
Ringwraith 8 |
1 |
0 |
6 |
0 |
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