Afternoon #Warhammer Community I've been #PlayingWarhammer with another couple of games of new MESBG. This was one of the new campaign missions based on the War of the Rohirrim film. Again this was a game from January, so my recollection is so bad but I'll try to remember as much as I can. This mission has the Wild Men of Dunland breaking into Edoras with the goal of burning down the village. Meanwhile the loyal followers of Helm Hammerhand are trying to prevent this treachery, by keeping the flaming brands from the buildings. There's a weird setup where you have to split your force and thanks to some misunderstanding I put a lot of the Rohirrim in immediate danger, getting swamped by Wild Men and General Targg.
After the dust settled Targg remained while 6 Wild Men had perished to my 3 Rohan warriors.
On the other side a smaller warband faced off against loads of archers and their more violent double-handed weapon wielding colleagues.
Targg and my hero, Theo-someone [no doubt] carried on their scrap with Targg being trapped. With a show of bravery his fodder ran to the nearby building to set it on fire.
Outnumbered but not undaunted my Warriors received the charge of the Wild Men in protecting their homes.
I'm thinking this was a very poor duel roll that saw the Rohirrim fight back with furious defence.
But it was enough to stop them getting to the barn to try set it alight.
With Targg dead my leader and his retinue caught up with the Wild Men .
With the Wild Men engaged the Leader charged off to give support to the beleaguered flank.
The Warriors continued to fight the Wild Men and while cutting the last one down were horrified to see his flaming brand catch on Brunnhild's cabin, setting it alight.
On the other side, with the flank decimated the Wild Men surrounded the barn but every attempt to set it alight was thwarted.
The dice were against them. Whether it be damp tinder or the barn had been prepared for such an event it would just not catch fire.
Worse too for the Wild Men, the brave Warriors had managed to put out the flames on the cabin.
My hero continued to try and thwart the attempts to set the barn alight. Without flaming brands higher rolls were needed and none were forthcoming.
More Wild Men fell to the ferocious attacks of the horse lord.
But the numbers were too great and he fell to their clumsy attacks.
But despite their small victory they still could not set the barn alight, leaving the Rohirrim to win the day.
There were a lot of great moments in this game, I may not remember them clearly but they were vivid. We played an extra couple of turns just to see if that barn was set alight but so many dice rolls failed. Even the cabin that got lit and then put out, that initial roll to see if it caught fire I think was just a thematic roll. I don't think there was any legitimate reason for the dead Wild Man to have had a chance to set it on fire but we thought it was fun.
The setup was somewhat traumatic as I think I miscalculated the task at hand. However, the Rohirrim are outnumbered from the start so I'm not sure if there's a more optimum choice on how to divide your force. It worked out in the end, luckily.