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Top 10 Most Improved Good Profiles from The Armies of the Lord of the Rings

Hey Reader! We're back with another Top 10 post, today looking at the top ten most improved profiles in the Armies of the Lord of the Ri...

Monday, July 7, 2025

Top 10 Most Improved Good Profiles from The Armies of the Lord of the Rings

Hey Reader!

We're back with another Top 10 post, today looking at the top ten most improved profiles in the Armies of the Lord of the Rings book. I waited to post this until after we got the Armies of Middle Earth book and the legacy PDF (as I suspected that some of the models would feature in those supplements, and they do), and now that we have the full line of army lists, potential models that they can pair with, and special rules, I wanted to take a moment to rank what I think are the top ten most improved models for the Forces of Good in the Armies of the Lord of the Rings book.

So to clarify, a few caveats before we look at the list: 
  • We're ranking the most improved profiles in The Armies of the Lord of the Rings book: we will be reviewing profiles for the Armies of the Hobbit, Armies of Middle Earth, and the Legacy PDF in separate posts, so no fear: those are coming! But in the words of Elessar, "it is not this day!"
  • We're ranking the top ten most improved profiles for the Forces of Good in the book; there will be a separate article for Forces of Evil, "but it is not this day!" So tune in later for a peak at those!
  • We're ranking the most improved profiles, not the strongest profiles: Elendil is fantastic this edition, and he went up to Fight Value 8, which is incredible! But that's literally the only change that happened to him (other than the loss of an alliance matrix, and the shield), so he didn't make the list. What we're trying to rank here are the profiles that have undergone the most changes for the best (changes for the worst will come in a future post, possibly, if you guys want that), not which models are now the best. It also means expect that the top of the list is going to be comprised of models that didn't have a lot of special rules before, but now have special rules that give them useful synergies with others and/or make them a vibrantly new profile in their own right (and often weren't that good/had glaring downsides, but now are auto-include models).
  • The "Most Improved" means that the profile had to exist last edition, so the new War of the Rohirrim profiles were not reviewed, as they weren't part of the last edition. Hera is great, Old Helm would not have made the cut any which way you cut it, and the others are all actually quite interesting, but none of them made this list because of a technicality. I've been toying with a Top Ten post ranking the War of the Rohirrim profiles, but since I've yet to play with any of them and have seen very few battle reports from others on their performance on the table, I've been putting it off. If you'd like to see it, let us know!
  • There were 38 profiles that made the cut of, "Things changed that make this profile functionally different and/or materially better than it was in the previous edition," so I had to cut that list into almost a quarter. We won't be doing an "honorable mentions" listing for all of them (we will list a few that are noteworthy), but suffice it to say, there's a lot of profiles that were considered! So bear in mind that we can't give time to all of them here.
And so with that, let's look at some cool profiles!

Honorable Mention: Warriors of Minas Tirith / Knights of Minas Tirith

Images all from the
new book!
The big thing we want to highlight here is that these profiles both got a bump up to Fight 4, which is huge: still great cost and value, still defensible, but now they have a Fight 4 which, when near Boromir, also automatically wins ties with other F4 models, which is even better than having an elven-made weapon. So this is really good! 

Not much else changed for them (situationally you can get F5 troops based on the army list, but that's list-specific and not always the case), so they didn't make the top ten, but it is worth highlighting because it's a very nice change.


Honorable Mention: Boromir of Gondor (and Boromir, Captain of the White Tower)

Boromir didn't have a lot of innate special rules last edition: he was most commonly chosen because of his 6 Might Points, access to his 6" Fight Value boosting banner, and in the case of Boromir of Gondor in the Fellowship, his relatively cheap access to Might Points and a reasonable slayer in that army list.

But this edition we see a lot more innate bonuses: he gets far easier access to rerolling failed wounding rolls for the Fellowship version of him, along with Woodland Creature and Fearless in every list, plus of course his bump to Fight Value 7 (which is huge). The Captain of the White Tower variant also gets a +1 to wound on turns when he charges, which means he effectively starts with the lance that he had access to in the last edition without having to pay for it, which is always nice.

The primary drawback for Boromir is that, functionally, he remains the same: these were great tune-ups to fix some of the most common issues with Boromir (great ability to win fights, limited ability to actually deal wounds to enemy models, especially DV7 models, which is most models he would want to be put up against to protect your army), and that's fantastic, but it's not a dramatic shift from where he was before.


Honorable Mention: Ents

Wouldn't mind a new ent
warrior sculpt someday
Ents as warriors were always good, though they naturally came in small numbers: the best way to run them was to run a few of them and then ally them with an army with numbers, but if you did that your army special rules (which were nice) would likely disappear because historical alliances were slim. 

In this edition, ents got several powerups that were really nice: access to Dominant helps to fix the issue of a low model count, the overall rule change for monsters that allows them to perform a strike against a spear supporting model that was supporting a model they killed in combat allows them to winnow down numbers faster, and their good Intelligence stat means that performing Brutal Power Attacks is less risky than it is for trolls (as I've learned firsthand playing with trolls this edition).

But ents also got three major bumps specific to them: not only was their cost reduced to 100pts (which I think is still reasonable) while still retaining exceptional stats, not only did the list of spells they are immune to expand from last edition (not to mention the fact that Compel is a lot less common now), but they also have the ability to choose a free upgrade to reflect the kind of tree that they steward, and that gives them unique and excellent abilities that make each ent in your collection feel different and act differently from the others. 

The fact that some of these ideas came from us years ago has nothing to do with my appreciation for this: this was a fantastic, simple change that added a lot of flavor, though it didn't transform much about the profile.


#10: Warriors of Rohan / Rohan Royal Guard

The changes made to the Warrior of Rohan and the Rohan Royal Guard are not massive - only one in particular that's dramatically different from the previous edition - but it's a huge difference in terms of how Rohan plays (in a very good way). While a select number of legendary legions last edition had acces to the Spear Mastery special rule (allowing Rohan infantry that didn't throw their throwing spears to use them as spears to support other models in the Fight Phase), now it's stock-standard on the base profile, so every Warrior of Rohan and Rohan Royal Guard gets access to this now.

This is HUGE: it means that 1) the Centaur "Norse Shieldwall" approach of previous editions (which involved thin lines of Rohan infantry using the shielding special rule within banner range to hold the line while a select number of heroes broke through the lines) got way better, thanks to the ability to have a spearman backing you up at specific points along the line, but also 2) Rohan fundamentally plays infantry differently from Dunland, which was not always the case (Dunland had access to spears via the Huscarl, but that unit was in a weird place where they were Bodyguards - which wasn't used if you were in the second rank - who could either spear support or two-hand, so they were the reliable damage guys, but only if they were in the front, so it's kind of a weird unit to run). 

Now Rohan can do a F4 D6 Bodyguard frontline with royal guards backed up by Warriors of Rohan providing spear support, which is actually really economical for a 2 Attack frontline at F4 D6. And we might actually see infantry formations appear in tournament play for Rohan beyond Theodred-led and Helm-led armies.


#9: Faramir, Captain of Gondor

Faramir went from basically no special rules last edition (especially if you weren't running Denethor) and few synergies with other units (save for Osgiliath Veterans) to being a core support hero with better attack capabilities. Faramir got the bump up to Fight Value 6 (nice), 3 Attacks (nice) and Sharpshooter, so he's actually not a bad archer now (because not gonna lie: 3+ Shoot Value with a S2 bow last edition wasn't horrible, but it wasn't great). And once your army breaks, Faramir now gets to reroll failed To Wound rolls when making strikes (which is really good when you're S4 with access to a horse).

In addition, he has new support abilities: when your army breaks, you gain the ability to call a Heroic Resolve for free (which is situationally nice), and if you win priority, Faramir is alive, and you choose to pass it to the opponent, Faramir and friendly warriors within 3" of him gain Dominant (2). This means that, if you're willing to cede initiative to the opponent, you can double your considered control over an objective, which could give you the win. This is situational: it's not "whenever you don't have priority": you have to win the roll, and then opt to give it to your opponent, so it only triggers in 1/4 of the priority results. But hey: when it comes up, it is really nice, and it's nice to see Faramir not just be "the expensive captain-style model without any synergies" like he was last edition. 

And in the Minas Tirith list, he has the ability to hand out a +1 Fight Value bump to nearby warriors when he charges while mounted, which is also really nice (F5 Knights of Minas Tirith are really good).

His cost did go up to 100 points base, but at least he's contributing more now, and the increase to his base stats makes him a more attractive hero than he was before (where Madril, Hurin, and even Cirion were more reasonable choices depending on what you wanted for your army).


#8: Arwen Undomiel

Arwen got a serious power curve this edition for a very minor points increase. She's now sitting on Strength 4 (nice), 2 Attacks (nice - especially when you can mount her on a 12" Move horse to give you a good chance at getting first strike against infantry), 2 Might Points (really nice, especially with the change to Heroic Channel this edition), still has 4 Will Points (which is great for casting), and she can be taken either with elven warrior support (which gives her force of numbers), or with an army special rule that allows her to reroll casting attempts (which makes a 1-die cast of Wrath of Bruinen on a 4+ pretty reliable, and a 1-die cast of Renew really reliable). 

But in addition, there's a hidden benefit she got this edition: she's a better caster than she was before, because while other casters got a general mark-up in casting difficulties, hers stayed the same, and none of them are cast on a 5+ (like most casters have). Which is really, really nice when you don't get a free Will Point every turn.


#7: Farmer Maggot with Grip, Fang, and Wolf

The best boys ever!
Farmer Maggot was a common character in Shire lists, as he covered a lot of bases for you: S3 with a +1 to wound (could be S4 with +1 to wound if you used Piercing Strike on the scythe) on 2 Attacks (admittedly with a -1 penalty to win the duel roll), 2 Wounds and 2 Fate Points (which is very tanky for hobbits), Fight 3 (which is very high for hobbits), high Courage (which was pretty rare), and perhaps most importantly access to three dogs with 8" of movement (in an army with only 4" of movement).

But Maggot had his downsides: winning fights could be hard if you weren't on the flank, getting into fights was hard with only 4" of movement, and your dogs lacked access to banners in the Shire list (as Frodo and Mayor Will Whitfoot both only affected models with the Hobbit keyword, which the dogs don't have).

So imagine my surprise when, for +5pts to his base cost, he rounds out a number of these issues with two special rules (one adjusted from past editions, one completely new). Now, when Maggot is within range of an objective marker, he can ignore the -1 penalty to duel rolls with his two-handed weapon. Which is incredible, both because most tournaments/casual game days will involve objective markers in some way, shape, or form, but also because in the Battle of Bywater list it's easy to get this special rule to work: you can select him as your warband for ambush deployment, and at the end of the third turn you can deploy them near the objective and boom: you're playing the game with a really good benefit for pretty much the whole game.

But in addition, and perhaps the biggest change that helps with synergies the most, the dogs not only still get to use Maggot's Courage as their own Courage while he's alive, but also they treat him as a banner with a range of 6", and can reroll failed To Wound rolls within that range as well. So now the dogs aren't the odd dogs out: they're the best of boys, able to do the heavy lifting that the Shire needs them to do while maintaining the thematic feel of loyal guard dogs helping the master.


#6: Eomer, Knight of the Riddermark

A moment of jubilee for the fact that Rohan finally has access to a Fight 6 hero (and several now: Eomer, Theodred, and Helm are all F6 now!)! And in the Grief of Eomer list he becomes Fight 7! Eomer went from having just his Prince of Grief rule to adding a rule specific to his sword, Guthwine (allowing him to make extra strikes against a target if he gets a 6 to wound), a rule specific to his horse, Firefoot (a 12" Move horse, which is awesome, and he can take his horse now in the Men of the West list, so he isn't forced to be dismounted in any list now), and in the Riders of Eomer legion he gains the ability to always call Heroic Combats for free (and in other legions he pretty consistently gets the ability to call one heroic combat for free).

So Eomer went from being a rules-light good attack profile to being a dominant profile: he is very fast, hits hard (especially since almost every Rohan list now has battlefield-wide Strength +1 on the charge when mounted, which not every list had), and if run correctly can keep the pain coming even against high Defense units.


#5: Aragorn / Strider (and Elessar in Most Respects)

Aragorn ranks this low in the list only because he started off really high last edition: Aragorn in any form was a force to be reckoned with for any army. But in this edition they added some flavorful changes to reflect how he is in the movies/book that also help to give him tools with dealing with common answers to him, and that's very useful.

First off, he's Fight 7 base now, which is good considering the change to Heroic Strike (and the fact that he should have a higher Fight Value than the vast majority of people alive during his time). Combined with either Anduril or his elven-made knife, this maintains his edge in combat to win fights, even with a general shift up in Fight Value this edition.

He also gained the Ring of Barahir which allows him, on the roll of a 6, to evade the effects of a magic spell that would affect him (which would include spells that target him or that would affect him and others within an area of the caster) before any resisting roll is made to the spell. He also gained Resistant to Magic (which combines with Fortify Spirit in the Breaking of the Fellowship list), so he always gets a chance to resist spells that target him after rolling for the Ring of Barahir, which is really nice.

Third, his mobility went up in several ways. Not only does he gain Woodland Creature in almost every list he is part of, but also Brego gained the ability to perform a D6 roll whenever Aragorn would be knocked prone, and if he rolls a 6, you don't knock him prone and Aragorn stays in the saddle. Situationally useful, but it's a good thing to have in that situation.

Combine this with his already excellent profile and the fact that there are less gimmicky ways to combine magic + power characters, and you've got a good all-around tool at your disposal in Aragorn, and more well-rounded than he was last edition.


#4: King of Men

This was a big change from last edition: Kings of Men were rarely run (pretty much only seen as allies with Eorl the Young), but now they're the spicy new stuff! At 75pts they saw no price increase from last edition, and yet they got Hero of Legend (which is nice), access to Heroic Strike, and the ability to take an upgrade for free that tells you which troops they can lead as well as a special bonus.

So now you can run a King of Men with 3 Might, Shieldwall, and the ability to take elite Gondor troops (Gondor), Fearless with 3 Attacks base (Arnor), 3 Wounds past D7 and 2 Fate along with an extended Stand Fast range (Dale), Strength 5 with a lance and Resistant to Magic (Numenor) or...Expert Rider and Horse Lord with the ability to take Rohan Royal Guards (Rohan), which, like, isn't bad, but it definitely feels weaker than the others, which sucks because Rohan should feel cool (I'd have given both of these plus Strength +1 on the charge, as all of these rules are pretty situational and don't outmatch the others, but eh, it's fine).

But in addition, in an edition where the alliance matrix has been retired, having a "soup list" option, like we've talked about before, where you can mix and match a lot of different kinds of things, is really, really nice. While we'll cover the Hobbit book in a later post, as a passing comment here, arguably Realms of Men led by Kings of Men is actually a better Dale list than any of the Dale lists, because you can take Dale troops (admittedly with only a 4+ Shoot on those longbows) alongside horsemen, Gondorians with Shieldwall, and F5 S4 Numenoreans, which is arguably better than a 3+ Shoot Value.

So for most improved profile, this is one of the best.


#3: Lobelia Sackville-Baggins

Lobelia was one of the worst characters in the game last edition, not able to wound anyone (which is why she didn't even make our list of the top ten worst slayers for the forces of good last edition), and didn't contribute much other than preventing anyone (friends and enemies alike) from benefitting from a Stand Fast within 6" of her. But this edition, still at 20pts, she contributes a lot more to your force.

First, her Furious Tirade ability now only applies to enemies: enemies only cannot benefit from Stand Fasts within 6" of her, which is nice. Second, she has the Stern Scolding special rule, which allows her during her activation to choose an enemy (that is not a monster, chariot, or war beast) within 6" and line of sight of her and spend one of her 4 Will Points to roll a D6: on a 2+ the model cannot activate (that's right: it's not just "cannot move" like other more powerful characters have, it's "cannot activate" which means they also can't cast magical powers or use special abilities) and if they fight in combat they are reduced to 1 Attack for the turn.

Now this alone is powerful - but what is even more powerful is the fact that you can take her in a list with Gandalf the Grey who can replenish Will Points on characters, so hypothetically you could keep this going all game if that's what you really wanted to do. Suddenly Lobelia is turned from just a fun model to add thematically to a force into an actual support piece that can gimp enemies far more expensive than her measly 20pts. Which is crazy.

Speaking of incredible value at 20 points...

#2: Rosie Cotton

In the previous edition, the only reason to take Rosie Cotton (beyond theme) was that she increased Sam's Attacks to 2 (which is good, as he has Sting). But now Samwise the Brave starts with 2 Attacks, and Rosie has changed to meet even more needs for the Shire for only a +5pt increase in cost (up from 15pts last edition).

First, while Sam is within 3" of Rosie, he can reroll failed To Wound rolls in close combat (which is really good, considering he's one of your few accesses to S3 in the list). On its own, this is a good reason to take her, as Sam is one of the few Heroic Strike models you get, and he's well worth fielding in this edition.

Second, she is now treated as a 6" banner by hobbits (which is crazy good), and she actually counts as a banner for the purposes of Victory Points! So for less points than Will Whitfoot last edition (who was your other 6" banner last edition alongside Frodo) you get a 6" banner that doesn't require you to spend a Will Point to trigger the ability. That's crazy good!

Phenomenal value, easy to use - what's not to like? But this was not the greatest increase in power level we saw for the Forces of Good in the Armies of the Lord of the Rings book...

#1: Legolas Greenleaf (or should we say, "Megalas"?)

This is weird, considering that Legolas was really good last edition, and always has been: 3 Shots per turn, with a good Shoot Value, or the ability to perform 1 shot into combat without hurting an ally, better hit chances when being outscored by Gimli - there was a lot to like about Legolas.

So imagine my surprise when he went up from where he was (already one of the most common ally choices in the game): he gains Sharpshooter, so even more accurate now than he was before, he gains the ability to shoot at enemies even while engaged in combat, and he can perform his single shot as he did last edition, or against a model in his own combat, potentially dismounting you even after you've charged him.

Oh: and did I mention that he can shoot without the -1 penalty to hit for moving as long as he's not mounted? So catching him is harder to do now as well

So the ways that you would typically deal with Legolas (charge him, force him to move to make his shooting less effective, make sure there are In the Ways to hit you) all got worse.

And if that weren't enough, did I mention that the Final Count, 42 special rule got better? It used to be that he improved his Shoot Value by 1 when being outkilled by Gimli (which was fine, but didn't solve the fact that he had issues wounding D6+ models, which is a lot of models), but in this edition he gets a +1 to wound with shooting attacks. That's right: it's effectively a S5 bow with no moving and shooting penalty that can even shoot if you engage him, and the only requirement is that you skip the 20pt horse upgrade to accomplish this (and if you do take that upgrade, all you lose is the move and shoot penalty rule: all the others remain).

Oh, and he used to be 105pts base last edition and now he's 100pts (so if you take Armor on him to jump him up to D5 he's the same cost as unarmed Legolas from last edition). Did I mention that, too?

So from a value perspective, it's hard not to put Legolas at the top: he's cheaper than last edition, way more efficient than last edition, and he's available in a lot of lists and offers a lot of appeal. Super hard to shut down, especially when used by a skilled player. So while he did not need improving this edition, I think it's fair to say he's the most improved profile so far, since he went from hard to deal with to nigh impossible to stop (especially since you can't just ally in a Transfix magic caster to shut down the archery).


Conclusion

Don't get me wrong there's a lot of good stuff going on: I love that Rohan has a lot of interesting things now with their heroes, Old Bilbo has a better place now among ringbearers (as he can still halve Fight Value when others are in his fight, which is rare now), Eowyn bumped up to S4 and can't be stuck in the middle of nowhere anymore if Theoden dies, Numenorean Warriors get longbows - lots of great improvements. 

I might do a whole post just talking about Celeborn, because in terms of his support/casting abilities he's vastly improved from last edition, but naturally in his fighting profile he's far lower than he was before, so I didn't quite know how to classify him for this series. If you have thoughts on whether he should be included on the "Top Ten Most Downgraded Profiles" post (or whatever we call it), let us know that too!

But suffice it to say, in an edition where most things stayed the same, it's cool to see how many small changes made stale characters and units a bit more competitive/interesting, and I love that. Did we miss one of your favorites? Let us know down below! 

Watching the stars,

Centaur

"Trivial hurts, tiny human accidents," said Firenze, as his hooves thudded over the mossy floor.  "These are no more significant than the scurrying of ants to the wide universe, and are unaffected by planetary movements." ~ Firenze, Harry Potter and the Order of the Phoenix

Thursday, July 3, 2025

Unexpected Military Formations: The Irolas "Shieldwall"

Good morning gamers,

Editor's Note: anytime you play a game for a while, double check your work - to get the speed you want in the list below, you need to run a Captain of Minas Tirith with or without Irolas (as Irolas doesn't have March anymore). What's provided below is still accurate if you have both in your list - consider swapping out for Warriors of Minas Tirith with shields and spears if you leave Irolas at home.

We had a reader reach out to us via Facebook (https://www.facebook.com/tmatsbg) and ask us about a doubles tournament he's headed to and for some advice on a Defenders of the Pelennor list. I sent several suggestions to support an Army of the Dead contingent led by Aragorn (for his doubles partner), but I recommended taking the following warband from Minas Tirith:


The event is, apparently 800pts, which means there's 400pts up for grab for each player - and this warband comes in at just under half of one of the lists, so there's plenty of room to expend (especially in the Defenders of the Pelennor list!). After presenting this idea, however, I was asked "how do you play it?" And instead of trying to use words to describe why you'd want to use this for doubles and how this formation works, I decided to just turn it into a post with pictures. :) I still have to convert 2 Numenoreans into Citadel Guard to have the models, so ignore the two Numenor guys standing in for Citadel Guard in the pictures below.

Why Run This Formation?

To understand why this is a good warband for doubles games, we need to understand how doubles deployment/scoring works in the six scenarios we had in the previous edition (yes, I know the new Matched Play Guide is out, but I don't have a copy yet and I don't think those scenarios are going to change very much). Previously, the rule for doubles (and I assume it will still be true in the new edition) is that speed is king. Most of the time, both allied forces will deploy in separate parts of the board, usually with 24" to cross to get to the other person's army (sometimes more, sometimes less). This means that two armies that have foot-slog across the board at 4-6" speed are unlikely to meet up and if your opponent has two fast armies, they can both engage one force, beat it to a pulp, and then about-face and take on the other force. This . . . is a recipe for disaster.

If you're not going to run all-cavalry, then you want Heroic March in your list - and Irolas has Heroic March. He doesn't have 3 Might anymore, but he's got 2 Might and if he's pushing up a wall of infantry - possibly in tandem with a Captain of Minas Tirith and MORE infantry - then he's doing his job and making sure your units arrive alive.

Monday, June 30, 2025

The New Age Is Begun: The Erebor and Dale Army List

Good morning gamers,

We're looking at an army list that's in a bit of the dumps right now. This hasn't stopped us here at TMAT from looking for good things to like about them, but after playing a few games with this army list . . . it could use a face-lift when the next set of erratas drop. The list is Erebor and Dale - while the Garrison of Dale is seeing a lot of time in the sun and the Army of Thror might see more play now that there's an updated Matched Play guide to make their army bonuses useful, this list . . . is basically at its zenith already and is STILL not valued very highly. Let's see how this list has changed and what's to like about the list!

Erebor & Dale: Changes for 2025

Profile Selection

The profile selection hasn't changed much - we have almost all of the same units we always had (no windlances or Knights of Dale - the windlances would have a place in this list, I think, but I'm not sure about the Knights given that we have D7 Erebor Dwarves for the same cost). What has changed, however, is our ability to use the army rules that were available in the Army of Thror and the Garrison of Dale factions:
  • The army bonuses that used to be active with a historical alliance were useful - getting a 3+ shoot on all of your Dale models was good, as was a 6" banner for Thror (even though it didn't count as an "actual banner"). So long as you had 33% of your Dale guys with Esgaroth bows and 67% of your Dale guys with shields and spears (and possibly spears on those bowmen), you could get 10 (or 15) spears in your list to back up Guardians of the King who were protecting Thror's flanks (getting a banner reroll and an extra die - two-handing, anyone?).
  • There used to be no limit on how many Grim Hammers or Guardians of the King in the old edition - that means you could have 33% of your Dale contingent with bows (5 guys and Girion if you just take and fill Girion's warband) and all of your Dwarf warriors could be Grim Hammers or Guardians of the King. I don't know if you've fought against a D7 throwing weapon army before, but it's scary - it's really scary! And then you throw in the power heroes of Thror, Thrain, and a Captain of Erebor (or Grim Hammer Captain) for March? Yikes!
In trade for these two things (army bonuses and minimal limits on our shooting options), we got some new rules. We'll look at those now, since they're the primary changes that have happened for the army list.

Army List Bonuses

Let's begin with the biggest gotcha in the room: your bow limit and throwing weapon limit is likely to be lower in this list than in other lists. Wait a minute, you say, I thought this was supposed to be higher? Yeah, me too at first blush. The numbers you see are "50% bows" and "50% throwing weapons", but these are actually limited to "50% of Dale Warriors can have bows" and "50% of Erebor Warriors can have throwing weapons." Since both factions can have one or the other (bows/no throwing weapons for Dale, no bows/throwing weapons for Erebor), we get a sliding scale that might or might not be better in one (but not the other) than if we ran an allied list previously.

Let's look at an example of what I mean: because you round up with bow limit, you can take 6 Esgaroth bows if you have 11 Warriors of Dale in your list. Additionally, you can have 6 Grim Hammer Warriors if you have 11 total warriors in your Erebor contingent. This gives you 22 models, 6 of which have bows and 6 of which have throwing weapons . . . or less than 33% bows (27%) and less than 33% throwing weapons. Yes, half of our army can shoot - but a standard army list that smashes multiple army lists together with normal list building constraints (like the Men of the West, Legions of Mordor, or Defenders of the Pelennor) can get to two-thirds shooting capacity if they want to.

Thursday, June 26, 2025

Updated Armies of Middle Earth (Mordor and Khand)

Photo Credit: Warhammer.com

Good morning gamers,

Just a short interruption on this off-week Thursday to let you know that Rythbryt is finally working on those Seventh Edition updates to our Armies of Middle-Earth Series. :-P The format has had to change slightly, because traditional "factions" have gone away, giving way to multiple army lists (and for some/most of these lists, you need 2 army books plus maybe a Legacies PDF to get the entire roster of profiles that each can take). Plus, you know... some profiles have changed and stuff. :-P

First up this week are Mordor and Khand, which you can access via their old links here:

Each write-up has been updated to include the complete roster of all profiles that have the "Mordor" and "Khand" faction keywords (respectively), complete with a unit-by-unit summary of which lists can field these models now, what benefits the model gets (if any) from being taken in that particular list, and where you can find the original profile as well as the army list (Armies of the Lord of the Rings, Armies of the Hobbit, Armies of Middle-Earth, or Legacies). In addition, we've updated the general strengths/weaknesses of the "faction" as a whole, and updated our final section to talk (briefly... or at least briefly-ish) about why you might prefer one Mordor list over another, and which lists lean heavily into a specific theme, allow you to replicate older alliances, etc.

As with everything we do, this is a work in progress--and it turns out that updating some of the larger write-ups takes some time when you need to sort through three books (and occasionally an army builder) to get the whole picture (the Mordor update alone took about 10 hours... hopefully the rest will be faster, now that we've ironed out the process some). Still, we hope this proves useful to you as you begin to navigate the new edition. And don't forget, you can also catch up on our profile reviews for the new edition over on this page.

Finally, as always, please let us know in the comments if there's anything we've missed or can improve (or if there's a particular faction you'd like Rythbryt to prioritize next--rumor is that he's looking at dwarves, camels, and fellows if left to his own devices ;-) )!

Monday, June 23, 2025

The New Age Is Begun: The Numenor Army List

Good morning gamers,

We're tackling a hidden gem (I feel) in MESBG today: Numenor! Yes, the Last Alliance gets a lot of press. Yes, the Realms of Men SHOULD get a lot of press. Yes, Numenor can't get banners anymore and that might put them behind in VPs. But this is a list that isn't hard to collect because EVERYONE and their brother is selling unused Warriors of Numenor on eBay because they wanted the Rivendell Warriors that came in the box (and with a little kit-bashing, it's not hard to make the three warrior types or generic captains that you need to make the list work). It's also got a lot of strength in the new edition and not a lot of rules if you are new to the game and looking for Elves-light to start off with. So let's see what's in store for one of my favorite factions in the game - specifically, how they've changed and how to run them in the new edition.

Numenor: Changes for 2025

Profile Selection

Like last edition, Numenor has four profiles: Elendil, Isildur, Captains of Numenor, and Warriors of Numenor. As we walked through in our First Impressions article, however, these profiles have all seen some changes (more on those later). While I've extended this section in our previous posts in this series, I'm not going to belabor it here - we have four profiles available to us and if we want more, we need to run the Last Alliance or the Realms of Men instead (both of which are excellent lists and very well might be better than this list on paper, if not in practice).

Okay, let's dig into the army bonuses for this army list and how it changes the units you field.