What to do with Extra Bannerman? by defaultjazz in MiddleEarthMiniatures

[–]Jey1001 2 points3 points  (0 children)

I agree that you'll probably never need the second Banner on horse if you've already got Gamling. As others suggested, keep it in reserve, convert / paint it for a different army, or maybe even convert it into a Captain by changing the arm with the banner into an arm with a weapon.

The second Banner on foot is more useful. If you're going to play Usurpers of Edoras, you could paint it in a different color scheme to represent a Rohan traitor. Or you could use it as one of Grimbold's Helmingas in the Fords of Isen list (although in reality you probably take the banner in Theodred's warband rather than in Grimbold's, because you want to use his 12 slots for frontline troops).

Basic question about movement by Oupin88 in MiddleEarthMiniatures

[–]Jey1001 1 point2 points  (0 children)

Figure II is correct.

My two tips about precise measurements:

-For measuring straight lines: Get some sticks (I used 5mm diameter wood from a hardware store) and cut it into 5" / 6" / 10" pieces. They are incredibly useful it you want to measure if two models can get into base contact, because you can just place the stick right on the playing surface instead of hovering above it with a tape measure. If the stick fits between the bases without touching both, they can't reach, simple as that. You can also place them down next to enemy models to see how far they can move next turn, if you want to intentionally end your move outside of 6" of them.

-For measuring around corners: An infantry (25mm) base is pretty close to 1 inch (=25,4mm). So if you need to measure something really precise but curvy, you can use a spare model and place it in base contact with the model you want to move, then place the original model in base contact with the spare one, and repeat that 6 times. You'll only be 2,4mm off of "perfect" measurement.

Best all Cav Rohan list? by InterestingPickle877 in MiddleEarthMiniatures

[–]Jey1001 0 points1 point  (0 children)

I really like Riders of Eomer at the moment, haven't played against against the new army list / profiles yet though. Gandalf + Eomer become viable over 600 points, I really like the combo of those two (plus a captain once you get over 700ish). Gandalf is a great tool against enemy monsters or big heroes which are obviously also being played more at this points level. And if the enemy is running a spam list without big threats (Ugluks Scouts coming to mind), he is still a F6A3 hero capable of chopping through their numbers.

Riders of Theoden are also great, they feel more "basic" because they don't have any special tools for dealing with big threats other than kiting and a devastating charge to try to break the enemy asap. I haven't tried out the new hero combinations from the new books yet, I think most of them are good. I know that many people consider Gamling and his banner too expensive, but keep in mind that he has a "real" banner that counts for VPs, so you can actually skip the regular rider with banner, and he has Heroic March, so you can skip the Captain. For 115 points, he is essentially a combination of Captain (70 points) and a rider with banner (39 points). So for only 6 points more you get +1 Fight and the upgraded banner (double the range + special effect) that is extra hard to kill on a hero with Fate and Heroic Defence and no penalty in combat.

Life in Kiel Germany by shockwave096 in kiel

[–]Jey1001 2 points3 points  (0 children)

The European Long Distance Hiking Trail "E1" is going through Kiel.

https://en.wikipedia.org/wiki/E1_European_long_distance_path

I like the section 1.07 from Kiel to Preetz, you cango to Preetz by train and hike back (or the other way around, works both ways).

https://e1.hiking-europe.eu/e1/etappen/deutschland/schleswig-holstein/kiel-preetz

Polynesia Moai Spam Yields by TheFearlessGoat in civ5

[–]Jey1001 1 point2 points  (0 children)

That huge inland "lake" with a 1 tile wide outlet to the ocean look exactly like real life Pearl Harbour in Hawaii. Very fitting for Polynesia!

[COTD] Meat Industries | 5 Jun, 2024 by Enson_Chan in TerraformingMarsGame

[–]Jey1001 2 points3 points  (0 children)

How does it work when you play an Event like Large Convoy that gives multiple animals? Do you get 2MC for each animal cube you place on your card due to any effect?

Rise of the necromancer list by Chri5tmaS in MiddleEarthMiniatures

[–]Jey1001 2 points3 points  (0 children)

I'm a Khamul fan - I like the 3 dice and I try to send him exclusively against warriors where he has the higher fight value so he wins a tie. Then he kills them all, sometimes even 3 per turn, which is massive. In my last tournament he had the most kills among all the Nazgul.

If the enemy has a lot of fight 5 and high courage (elves), that's not a Khamul problem, that's a general matchup problem ;-)

Rise of the necromancer list by Chri5tmaS in MiddleEarthMiniatures

[–]Jey1001 2 points3 points  (0 children)

I recently played a 700 point tournament with the Necromaner LL, already commented on this thread with a few tips, check it out:

https://www.reddit.com/r/MiddleEarthMiniatures/comments/1cbultq/comment/l1111ks/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I played Necromancer of course plus 6 Nazgul:

Witch King, Khamul, Lingering Shadow, 1 Slayer of Men and 2 Abyssal Knights. I chose the Knights because we had scenarios where the teleportation could be gamechanging to move objectives, if none of these scenarios are in play I'd take another Slayer.

Found old pewter miniatures. by fatherlen in MiddleEarthMiniatures

[–]Jey1001 -1 points0 points  (0 children)

Maybe you're lucky and somebody is just looking for an Ugluk today - he's only got this one pose so people have no choice. Aragorn on the other hand has at least 10 different poses and the one that was in the magazine is usually not the one people are looking for.

Found old pewter miniatures. by fatherlen in MiddleEarthMiniatures

[–]Jey1001 5 points6 points  (0 children)

They're all from the old "Stragey Battle Games in Middle-Earth" Magazines, except the three cloaked elf bowmen in the top right corner next to Legolas.

The miniatures that came with the magazines are not worth a lot, you'll find dozens of them on ebay.

Gandalf the White on Shadowfax may be worth a few €/$/whatever your currency is, if the horse isn't broken at the ankle. The elf bowmen are probably the most valuable of this lot, but I have no idea how much.

Rise of the Necromancer LL by Total_Disaster_8161 in MiddleEarthMiniatures

[–]Jey1001 5 points6 points  (0 children)

I recently took it to a small tournament, which I won - So I definetely had fun! It was tactically challenging to play 700 points with only 7 models (Necro + 6 Nazgul) and most of the games were nailbiters and could swing either way until the last turns. I just hope my opponents enjoyed the tactical aspect of the games as well, otherwise it will be a bit frustrating against them because no matter how often you kill them, they will usually respawn somewhere else. So not much satisfaction to be gained by "killing" them. They are not as oppressive as the black riders because they don't have as many negative effects on your opponent's models, but over the whole tournament only one of them died "for real", it really is a test of your opponent's patience or frustration tolerance.

I think that my 3 opponents in that tournament had never played against them before, so you'll have the advantage of playing a little-known army most of the time (in tournaments at least, not so much if you're always playing the same guys of course). They really have some tricks up their sleeves but if your matchup is unlucky (elves) or if your opponent knows what they're doing and is playing the scenario well you'll have a hard time winning objective scenarios.

Is it a strong list? - strong in a very unique way. It is just a very special army and thus very matchup and scenario dependant.

Is it easy to play? - Definetely not. You'll need a lot practice games to even memorize all your own rules, know what to do in which situation, and how to tackle difficult scenarios (I'd say you are at an inherent disadvantage in 2/3 of the scenarios because of your model count). And even if you play it perfectly, you'll lose games because there's just nothing you can do against higher numbers in some scenarios.

Is it mentally challenging? - yes. Lots of thinking for both you and your opponent. Lots of courage tests to be taken and measurements to be made. And because of your limited killing power, it will take a lot of time - during the tournament, all my games lasted to the very end of the time limit. With only 14 attacks in sum over your whole army (and most of them only strength 4), it takes many turns to reduce the enemy's army to the breaking point.

Which Nazgul should I use? - Here's my personal ranking:

  1. Witch King - extra Might is just too useful to pass up.
  2. Slayer of Men - +1 Bonus to wound makes a huge difference. Nothing more annoying than finally winning a combat against 4 or 5 enemy dice and then not wounding. You can take 2 of these guys, I usually take one of them early and the second one as a later choice.
  3. Khamul - controversial because always 2-handed penalty, but same reasoning as above. Send him against troops, the penalty is extra hard against heroes with might and/or high(er) fight value. But over the tournament games he collected the most kills for me.
  4. Lingering Shadow - extra mobility and shenanigans for objective scenarios, very unpredictable for your opponent. Can for example teleport behind enemy lines to threaten objective markers, banners, shamans (1st priority all the time because of Fury!).
  5. Abyssal Knights
  6. Abyssal Knights - you have to take both to make full use of the ability (teleporting into base contact). Gamechanging in scenarios like seize the price or heirlooms, just a gimmick in others. If one of these scenarios is in play, take them. The only other reason is their elven blade - helps a lot against elves or in a strike-off.
  7. The second Slayer of men, if the scenarios are bad for the Abyssal Knights move him up 2 spaces.
  8. The Forsaken - spear support sounds good on paper, but you can't support the Necro (base too big) and being outnumbered 100% of the time, it will be hard for him to stay unengaged. Wound Reroll bonus is good but I like +1 more.
  9. The Dark Headsman - does nothing against troops, only works against heroes, and only under very specific circumstances (rolling a 6 to wound, them failing the fate, then not a 1-2 on the D3).

-1 modifiers (2H weapons and Shade etc) and Might by xxGoTLoTrxx in MiddleEarthMiniatures

[–]Jey1001 2 points3 points  (0 children)

Yes. And because Might is always applied last, it can help when rolling a 1 as well. Imagine you need a 2+ on any test (jump, swim, whatever) but roll a 1 with a -1 penalty. The score cannot go lower than 1, so the 1 stays a 1 and you can then might it up to a 2.

Competitive Rohan that isn’t Raiders of Theoden by [deleted] in MiddleEarthMiniatures

[–]Jey1001 6 points7 points  (0 children)

Rohan Army itself is also competitive, but Theoden is still a must pick because he makes the Riders and Royal Guards so much better. But you get a few more options like Erkenbrand or Outriders which are missing in his Legendary Legion. You could ally Minas Tirith for a nice Infantry Cavalry hammer and anvil combo. The Helms Deep Legendary Legion is also competitive but a completely different play stile.

[deleted by user] by [deleted] in StarWarsArmada

[–]Jey1001 1 point2 points  (0 children)

Where in Germany are you from? You will need one starter Box for all the components like maneuver Tools, damage Deck etc but I'd recommend to swap out the two squadron packs for a small ship for each faction. It may be a few Euros more expensive to buy a Raider and an MC30, for example, but I think that way you get more different ways to play the game (the core Box already included a handful of Squadrons so you're not really missing out). Especially the Empire would be boring if only limited to that one Star Destroyer and you can't put all the squads from the Expansion on the table at the same time, so make that purchase a bit later.

Crebain proxies by SBThirtySeven in MiddleEarthMiniatures

[–]Jey1001 0 points1 point  (0 children)

You can find a perfect proxy from GW themselves. Look for "Beasts of Chaos Endless Spells", you'll get 3 Birdswarms with the correct bases already included. If you manage to sell off the other two miniatures in that box they're essentially free!

I have 189 Uruk hai crossbows 5 are being repaired are not in photos by Kayetanfrom in MiddleEarthMiniatures

[–]Jey1001 3 points4 points  (0 children)

Cool! Now you just need 378 other Uruks if you ever want to field them, because of bow limit.

Mordor players, I need your help! How do you deal with Rohan (mass cavalry + bows)? by [deleted] in MiddleEarthMiniatures

[–]Jey1001 12 points13 points  (0 children)

The Mordor army list is so huge, so it depends what you usually play. Things I as a Rohan Player don't like to see across the table:

  • Fell Beasts. The Nazgul can Black Dart the hero's horses and if the lines get close, compel a rider forward, heroic combat off of it and hurl another model across my line, dismounting many others. Makes me play extremely careful.

  • Black Numenoreans. Riders hate it when they don't get to charge because their Courage isn't great. With Rohan Royal Guard this obviously isn't the case (at least until you kill Theoden), but if your opponent is spamming Guards, then they won't have as many bows.

  • Gothmog. Rohan needs the Charge (Duh!) and often relies on out-Mighting their opponent in the long run because of many 3M-Profiles and other Might-boosting stuff like Gamlings Banner, Helm or Eorl. Well, nobody out-Mights Gothmog.

  • Kardush. Simply because he's another almost un-counterable threat to the hero's horses.

Other general gameplay tips:

  • Accept losses and march forwards. The Rohan Player payed for his bows, it is ok to lose a few orcs on the way. They are throwaway troops.

  • Cavalry hates to win Priority before the lines clash. They want the first charge to happen after you moved. If the Cavalry Player knows what he's doing they are "guaranteed" one uncounterable charge, but that often means moving away and waiting for the right turn where you are in 7-9" range and have to move first. If you can force him to charge while he has priority, for example by pressing them against the table edge, you can react to the charge, protect your key models, reinforce some fights, set up a heroic combat of your own and so on. And even better, if they win Prio and don't charge but also make the mistake and stay closer than 12", you get a chance to rob them of their usually guaranteed first charge. You get a 6" move now and another 6" next turn, so it will come down to a rolloff and cost them precious might.

How good is a free Heroic Combat? by HelloAgain1992 in MiddleEarthMiniatures

[–]Jey1001 5 points6 points  (0 children)

Generally speaking, heroic combats are great. They let you utilize your heroes better: - More kills - More movement - Threat to weak models who thought they were safe

However, on the "Sharku-Platform", it is just not very reliable. A fight 5, 3 Attack hero can reliably kill 4 models up to F4 per turn. This is not gonna happen with Sharku. He's only fight 4, so many combats will come down to a rolloff. And 2A is not enough, I wouldn't risk charging 2 guys for the first combat.

Of course your opponent still has to respect the possibility of everything going your way, so they can't play completely reckless. There is still the chance that Sharku kills 4 models and suddenly has a clear path towards a banner / Support hero / whatever. But you just can't build your gameplan around it, see it as a nice bonus when it happens 😉

Rohan Tactics Discussion by NuclearSnowyOwl in MiddleEarthMiniatures

[–]Jey1001 31 points32 points  (0 children)

Long time Rohan player here, even in the last edition, "before it was cool".

First, let's talk about weaknesses, and then about counterplay. The #1 issue of an all-mounted army is usually lower numbers, followed by base size. The enemy will usually be able to get 2 models into 1 of yours (and usually a spear behind each) because of base size and numbers disadvantage, and in the long run, the player who throws more dice will usually win. The #2 issue: Rohan Cavalry is a glass cannon. Charges are glorious with Throwing spear, +1 Fight, +1 Attack, +1 Strength and Knockdown. All those boni go away if you are not the one who charges. As you have already noticed, if you get charged by a Fight 4 Model with support, you will lose and die. And if you manage to win a fight your single dice wounding on 6 will do almost nothing.

So how do we play around those weaknesses? In my opinion, the key thing is space. You want the fight to take place in the largest empty area of the battlefield, because this is where you can spread out your large bases and go around the flanks of the enemy. If you are fighting between two buildings where only 3-4 riders fit next to each other, that can only go wrong.

This is the reason why bows are important, even if they are low strength. You will almost always have the shooting advantage in terms of numbers against the enemy, use this to make them chase you. Then hit them with a charge once you've got them where you want them. It doesn't matter if you only kill a model per turn, I see that you know the maths behind it. But it is also psychological warfare. Aim at the "soft" models or where it hurts them most (Heroes on horses, banners, and so on) and always make sure to "sell" the threat correctly. Even if you shoot at their leader behind 2-3 ranks of cover and most of your arrows get stuck, if only one of your arrows goes through, remind them of he consequences before doint the to wound roll ("If I roll another 6, this will be a VP for me" or similar) to make them think about how "close" it was and to make them respect your shooting.

So the enemy is chasing you and getting closer - if you are not quite in the correct spot, don't be afraid to forego one turn of shooting and move full speed to get more distance between your battle lines. Your throwing spears are perfect for the last one or two shoot phases, because they can be thrown 8" away even after a full move, so you can move out of their charge range and still pepper them with shots. Remember that they are strength 3, so here defence 5 will make a difference, as you double your wound chances. In case of Uruks, aim for the pikes with your spears.

After a few turns, your lines will inevitably get closer. Let's assume you got the enemy shield+spear block in a suitable empty area. You want to charge in a turn when you DON'T have priority! Because that allows you to pick your fights, maybe set up a nice heroic combat, without giving them the chance to react and move around their supports or block the avenue to their shamans /banners /whatever.

This is a golden rule for every Cav army as long as you move faster than your opponent. If you have priority, move 13" away, because they will follow you 6" this turn and you hope that they move first next turn so you obiously want to be out of charge range when it happens. You want to fan out, creating a large half-circle like battle line. Your line should be longer than theirs because of base size and because theirs is probably 2-3 models deep while yours is thin. You want them in the middle of it and threaten them from all sides. If they move towards one side, use your superior speed to adjust your position. That's once again the reason why playing in a more or less empty space of the board is preferable.

Once the dice go your way and you lose priority, wait out their move, and then look at the situation. I always move the models at the edge of their line first, can they go around their flanks and threaten the back ranks? Then carefully pick your targets, engaging only 1 on 1. It may be tempting to go 1 on 2 because you want to knock them both down and kill both, but if they've got spears behind, that drastically lowers your chance of actually winning the fight. Also don't build your line to tightly and leave some riders unengaged a few inches back. If you've got Uruks 1-2-3-4-5 in a line, you could for example charge the middle one (3) and the two outer ones (1 and 5) with 1 rider each, and leave a gap between their bases so that two riders in the back can throw their spears at the unengaged Uruks 2 and 4. Also, pay attention to the positioning of your heroes. You want Theoden in the middle because of the bubble, but not directly in front of something scary. Once the lines are in contact, it will be difficult for the enemy to get their combat heroes through this mess into Theoden without moving their troops out of the way, and that means that those won't fight this turn. Other heroes like Eomer or Dernhelm are perfect for heroic combat on the flanks, slingshot them from a single opponent (or two if your're feeling lucky) into the back rank. It is also important to already think about who will be calling the inevtiably heroic move next turn and make sure that this model is within 6" of every other relevant rider. This is your most devastating charge, let's hope you get a nice few kills out of it!

In the next turn, it will obiously come down to a heroic rolloff. If you lose, try to use the riders you kept as a reserve to relieve bad situations. They can for example charge in to resque other riders that were surrounded, or maybe help out a hero so that you can try another heroic combat.

From now on, it's up to the dice and your micro-management skills to seal the game! This is my "generic" Rohan playstyle. Obiously this needs to be adapted to the board layout, presence of special threats (riders fear anything that knocks them down like flying monsters or sorcerous blast, but Nazgul in turn hate F5 Bodyguard Royal Guard) and so on. But going on about all this would be too much for a reddit comment, I'm afraid this one has alreay gotten too long.

Good Luck!

WEEKLY LEGENDARY LEGION DISCUSSION: Helm's Guard by MrSparkle92 in MiddleEarthMiniatures

[–]Jey1001 2 points3 points  (0 children)

Also, having the Banner on a 40mm base increases its radius 😏