Fall of the Necromancer – Scenario 7: Clearing the Nests

Somehow, the Necromancer has returned. Unbeknown to the Elves, he has once again taken up residence in his domain of Dol Guldur in southern Mirkwood. The fell creatures of the forest have once more begun to creep further from the shadows. Giant cobwebs have become a much more common sight and are found ever more northwards, towards the Woodland Realm. Thranduil has ordered his Rangers to rid Mirkwood of the nests of these spiders, hoping to drive them back.

Playthrough: 1v1

Played on: Wednesday 30 July 2025

Scenario: Fall of the Necromancer (2021) #7 (out of 13)

Ruleset / profiles: 7th edition (2024 War of the Rohirrim Edition)

Participants

Good (12 models)Evil (12 models)
Legolas Greenleaf, Prince of Mirkwood6 Mirkwood Giant Spiders (previously known as Mirkwood Spiders)
Tauriel6 Mirkwood Hunting Spiders (previously known as Giant Spiders)
10 Mirkwood Rangers
List of participants.

Objectives

The game lasts until one side has completed their objective.

The Good side wins if the Spider Nest is destroyed.

The Evil side wins if the Good side is wiped out.

Special rules

The Spider Nest – Good models may Charge the Spider Nest during the Move phase, and may attack it during the Fight phase provided they are not in base contact with any enemy models. Good models do not need to make a Duel roll against the Spider Nest; they will automatically win and may simply strike blows. The Spider Nest has 3 Wounds and will only ever be wounded on the roll of a natural 6.

More where they came from – Whenever a Spider model is slain, keep it to one side. At the start of each turn, before Priority is determined, roll a D6 for each Spider model kept aside in this way. On a 5+ (4+ because of the Evil campaign bonus), the Evil player may place that Spider model within 6″ of the Spider Nest, but not within the Control Zones of enemy models. Models that arrive in this manner are placed anywhere within or touching the Spider Nest and may act as normal that turn.

Pre-game tactics and thoughts

As the Good player I need to not die, or else Evil wins. Between the superior movement of the Spiders, their respawning right next to the objective and the dense terrain I reckon that shooting will generally not help me a great deal. Instead I should probably focus on having my units initially stay together, move to the Spider Nest as quickly as possible and then hope that I can get as many Elves to attack the Spider Nest unengaged. That means I’ll save my Might points for defence and surviving, though a Heroic Move in certain turns to dictate the Fights will likely be essential as well. I have 6 Might on the board and two quite formidable fighters. Furthermore, all my models have a superior Fight value and the Knife Fighters special rule means I can’t be too outnumbered. Overall I am cautiously optimistic about my chances, though the Evil campaign bonus sounds like it could be quite significant.

It sounds like an interesting scenario and I’m happy to have Tauriel make her debut, ever since The Hobbit edition I’ve wanted to use her in a game, her profile sure seems strong!

The game

The Evil player deploys the Mirkwood Giant Spiders within 3″ of the Spider Nest. They then deploy 3 Mirkwood Hunting Spiders within 3″ of the centre of the eastern board edge, and the other 3 within 3″ of the centre of the western board edge.

The Mirkwood Great Spiders start around the Spider Nest.

The Good player deploys their models within 6″ of the centre of the northern board edge.

The Elves have their work cut out for them.

1G. -> Evil begins. The Spiders try to move behind trees and other kinds of cover while rushing towards the Elves. In the Shooting phase the Elves land 3 Wounds on 3 Mirkwood Giant Spiders. My strategy here is to pepper the wounds because when killed there’s a 50% chance for a Spider to just respawn.

2G. -> Evil begins. A number of Spiders charge, but most are not able to. This gives the Elves the chance to choose their fights. 2 Mirkwood Giant Spiders are slain in combat, but so is 1 Mirkwood Ranger.

So far, so good-ish.

3E. -> Evil begins. One out of the two slain Mirkwood Giant Spiders respawn. I regretfully forgot I could call a Heroic Move, which likely cost me the game (though I think the odds were already stacked against me from the start). The Spiders pin down the Elves and with more dice to roll, wounding on 3’s and re-rolling 1’s, 4 more Mirkwood Rangers die. 2 Giant Spiders and 1 Hunting Spider are killed as well, but they will likely come back soon.

The Spiders overwhelm the Elves.

4E. -> Evil begins. Only 1 Giant Spider respawns. At this point I do remember I can call a Heroic Move and so Tauriel calls one. However, the damage is already done, there are now enough Spiders to make all the combats 1v1. This makes for another massacre turn where most Elves die and Tauriel even loses against a single Spider. Previously she was too afraid to charge it, rolling two 1’s and needing both of her Will points to be able to do so. Now I understand why.

Not a lot of Elves are left.

5?. All 5 previously slain Spiders respawn. Good concedes.

The Spiders just keep coming. The Elves retreat.

Aftermath

Victory for Evil. This means that in the next scenario: Attack on Rhosgobel, Spider models roll a D6 when they are wounded. On a 6, the wound is ignored.

Post-game thoughts

This was a very thematic scenario with flavourful rules. It was also a fun scenario, I just feel the 4+ Spider respawn is too strong. Respawning on 6’s would be fairer I think. With the original 5+, I think the Spiders will still overwhelm the Elves, but that could be a fair campaign bonus.

In such a dense forest they can just creep up and move pretty much unhindered. And the only way for them to fail to Wound the Elves is on 2’s or consecutive 1’s. You might think the Mirkwood Rangers should carry just a bit more armour with all these Spiders around. Nevertheless, it was a fun and quick game that is likely stacked against Good.

This Mirkwood Hunting Spider was so stealthy that we both forgot he was there.

In the next scenario, the Spiders attack Radagast’s home of Rhosgobel.

2 Comments

  1. I really like how you created the spider’s nest for this battle, mate. It really looks the part! The elves had a pretty rough time but the respawn rate really seemed to make a difference like you noted. I really enjoy scenarios where one side has unlimited forces and a randomized respawn rate. The chaos that ensues and the heroic moments that come out of games like this are always memorable to me.

    • Thank you! While I like the idea of unlimited forces, I don’t like it when it leads to deliberately not trying to kill things because you know they’ll (likely) respawn in another turn. However I’m not sure how to improve on doing it this way. Perhaps just a randomized number of reinforcements each turn, but that could lead to exploding situations with a lot of models on the battlefield. So this might be better for balance reasons, I just don’t like the feeling of killing an enemy unit and it then immediately coming back (where it wouldn’t come back if I hadn’t killed it).

      I agree that it does create a lot of chaos and can lead to heroic moments.

Leave a Comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.