Everything you need is in just one book. The rules, army lists, modelling section and scenarios, all in one big blue book, which is no longer in print but can be picked up on ebay for around £10, quite a steal for a hardback book containing more than 300 pages of the usual GW quality content.
Here's a shot of the first game, as you can see we are still working on the movement trays, but it gives a good idea of the look and feel of a typical game. Note the orcs on the right moving up in a column formation, when they charge they can fan out into a wider formation to maximise attack potential.
The game is played in turns, split into movement, shooting, charging and combat, but in an alternating sequence. Players roll at the start of the turn for initiative, then player1 moves his troops, then player2 moves his troops, then player1 shoots, then player2 shoots and so on. I prefer this system, there's far less down time waiting for your opponent to complete all phases. It makes the game feel more engaging, you only have to wait a couple of minutes before you are called on to do something.
Movement is a straight forward affair. All units have a move allowance measured in inches, formations are free to move in any way as long as the companies do not exceed the move allowed. So a formation could turn, or move into a column, or widen it's frontage, or just plain old move forward. Terrain and enemy proximity halve the movement distance. That's basically it, the rules for moving are covered in just four pages. It's neat and quick without loads of measuring and fiddling that some systems insist upon.
Charging is performed in a similar way. Pre-measuring is allowed, then there's a dice roll with an amount (dependent on unit type) added to see if the charge reaches the enemy. If it does not, the charger simply remains where he started. If successful, the companies move up and fan out, not necessarily remaining in the same formation they started in. I find this to be quite realistic and satisfying, compared to the rigid charges of other systems.
One Chart to Rule Them All |
At the basic level the game plays smoothly and quickly. The rules are simple and logical for the most part, though the shooting stat is an oddity. For some reason a higher shooting stat means poorer shooting - probably this was the old "to hit" value in the skirmish game. There's also very little in the way of morale. There's no panic when nearby units are butchered, or for other unsettling events. But for the most part, the basic rules give a very reasonable and satisfying wargaming experience.
Characters and magic add greater levels of complexity and strategic choices, but I need a few more games before I can properly comment on this part of the game. It's a bit like moving from draughts to chess, there are far more possibilities and combinations to ponder, so I will come back to this in a future post. So far, with a grand total of two games under my belt, I am really enjoying it and looking forward to delving deeper into Middle Earth. Who knows what will be awakened?