For a beginner, the most difficult aspect of
picking up The Lord of the RingsTM Tradable Miniatures Game
can be the Special Abilities (SA’s). Movement,
Combat and Archery are simple concepts that most
individuals have experience with elsewhere;
however it is Special Abilities that really make
the game interesting and strategic. You can read
over the Special Abilities list and learn what
each one does and when it is activated, but just
by reading it do you gain an understanding of how
to use it on the field of battle? Most probably
not.
Below are some notes on how to better
understand and effectively use the SA’s. These are
intended to help beginners to the game get a
better grasp of strategy and game play without
having to play an inordinate amount of games to do
it. Some SA’s require more thought than others and
have more uses in the game. Some are simple to
comprehend and use while others have uses that
don’t automatically seem obvious. Experienced
gamers will get little benefit from these
rudimentary overviews and may even know of other
tactics that can be used with a particular SA.
The Combat Roll
Battle Cry -
This Special Ability adds +1 attack for each
friendly minion in the same combat as the figure
using it. It is pretty straightforward. The main
strategy is to get as many minions as possible
into the damage chain, thus allowing more minions
to get the +1. This method of fighting can best be
defended against by "breaking" the resulting
damage chains. After the first combat has been
tabulated, make sure to assign damage dice to
figures in the opposing army that will break the
chain linking all the figures together. You will
most probably have to endure one round of fighting
before you can begin eliminating figures from the
chain and sometimes this one round is enough to
force a decision on the table regarding victory.
You must be very careful to try and keep large
damage chains from evolving when playing against
such armies, which can be done by maneuvering your
figures away from the larger battles.
Berserker -
This Special Ability allows a figure to add +1
attack for each enemy figure adjacent to it. This
includes figures outside of the Kill Zone. It is
possible for an additional 6 attacks to occur from
this SA if the figure is completely surrounded.
However, since you still may not assign damage to
any figure that is not in its Kill Zone, the extra
dice rolled might then be unable to be assigned.
When playing with a figure with this SA, attempt
to position him towards the largest grouping of
enemy figures. In other words, you want him to be
surrounded. Most figures with the Berserker SA
fall into one of two categories. The first is a
Hero who is renowned for his/her fighting ability.
The other is a kamikaze-type figure that is
designed to take figures out with him, hopefully
more than just one.
Dirty Fighting
- This Special Ability allows a player to convert
2’s as well as 1’s when making the Combat Roll.
This can be very effective when utilized within a
large damage chain, but it is only slightly
effective in single combat. This SA is best
utilized by managing to place a figure with it in
a damage chain; thereby allowing all 2’s rolled in
the entire chain to be converted for 1 AP. One or
two figures with this SA in an entire army is
usually enough to have the SA used in most or all
of the damage chains in a single game. In other
words, there is no need for too many figures with
this SA.
Spearman - This
Special Ability allows a figure to add 1 die to
the Combat Roll if there is a friendly model
directly in front of it. You may not add this if
the figure with Spearman is in combat himself or
outflanked. He must be completely free of enemies
to give this bonus. This SA is beneficial, but not
a very potent SA in and of itself. Right now there
is little strategy involved with this SA; however
it is currently planned to have certain abilities
against mounted figures, thereby adding greater
strategic depth. For now, simply place them
directly behind friendly units so they can add to
the Combat Roll. There is a downside to this
however. While the Spearman is behind another
unit, he cannot use AP to convert Glancing Blows
and Critical Hits, so there may come a time when
it is better to actually put this figure into
combat. |