So my group played the Dol Guldur scenario from White Dwarf 374. The game only lasted 3 turns and ended in a, very lucky, White Council victory. The game brought up some of the same problems which were expressed with the Three hunters: their lack of hard-to-kill or very-hard-to-kill modifiers.
As the White Council player, I chose to place the council right in the front, advanced a full move and did a "at the double." The move put me in the very lead of the army, and since I had priority I was able to get off some good spells that prevented the enemy from charging me or firing at me.
Yet this did not stop the Nazgul, four of whom were on Wraiths, from doing swooping attacks--and killing two of the Council on turn one.
See, with every 3 hits a character is removed from the council.
Luckily I got priority again, and Gandalf was able to bring back one character with a lucky roll of six for Blessing of the Valar (I rolled a five +1 might). Again I was able to stop the main charges and then get within 12" range of Dol Guldur to drive the Necromancer out. With that done, there is no real need for the Council anymore, since anyone has the ability kill the Necromancer.
The amount of spells aimed at the Council was staggering-- four black darts, several visions of woe, which made my courage a minus 10! I lost another character.
On turn three I lost the priority, so there was no chance of replacements. Again, the amount of spells aimed at the group was beyond my ability to shield them, but luckily I held out and forced the Necromancer to come forth and deliver the Coup de Grace--no more council!
However, it did place the Necromancer within range of our bows. Legolas bounced from his unit to a Galadrin Cavalry unit in range of the Necromancer, scored a hit with his "crippling shot", then Radaghast bounced to the elven bows, directed their fire, which loosed a hail of arrows (42 rolls) against the Necromancer. He was dead and the game won.
However, folks, this shows just how ridiculous these stats are. The Necromancer should have had some death table like a Balrog's. Likewise, without any hard-to-kill or very-hard-to-kill for the council, they are too easy to eliminate.
The point here is to ask, how have your groups dealt with this? Surely I think it is logical to give these particular formations the VH2Kill ability:
1. Three Hunters 2. Fellowship 3. White Council 4. Council of Wizardry 5. The nine 6. Twilight Ringwraiths
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