Also been a long time since I last posted - between working full-time (with growing responsibilities as I train a mostly green team, including my boss), starting up a small business, and blogging for the aforementioned small business - on top of normal life - it's been a whirlwind of excitement around the How, :) But the Forge has been busy with a brand new army for the upcoming TMAT GT, and I'm super excited about it!
In retrospect, I don't think anyone (except maybe Tiberius - I was chatting with him about it when I was adding the wash) that I even owned models for the army, so when I posted on the blog I got a few responses of, "Wow: you own Army of the Dead models?" And I was like, "...oh yeah: I haven't show you guys these."
So I decided to do a post (much in the same style as the post Tiberius put up, which you can find here), highlighting my army for the tournament. So with no further ado, my Fiefdoms army...
1. High Concept: The Fiefdoms of Gondor
I've seen a few people in our gaming group play Fiefdoms, but to date it has been exclusively 1) Dol Amroth men-at-arms, knights, and men-at-arms (which, for the record, are good units for what they are designed to do), and 2) as an ancillary squadron to a Gondor army.
Honestly, I've always liked the Fiefdoms list - Clansmen of Lamedon are among the cheapest F4 S4 2-hander troops you can purchase (only 8 pts/model, yo!), and with a ranger-style archer option and a mix of heavy infantry and heavy cav, they've got their bases covered.
What's more, their heroes have some flesh and color to them: they all offer something useful to the list. Now we won't do the breakdown here (I'll save that for a post series someday), but for now just know that the Fiefdoms army can do well more than just a heavy infantry block supported by cavalry, which is what we have seen to date from them.
My army is an attempt to showcase some of that versatility. It uses a small troop of rangers (still not sold on them being better than Rangers of Arnor, but they'll do in a pinch), a small detachment of Clansmen of Lamedon (because I try not to go anywhere without a 2Her nowadays - good for cracking a D6 wall, especially if it's a S4 2Her), and 19 (yes, 19) Warriors of the Dead.
The army is still very one-dimensional (it's designed to run up into your face and wreck your lines), but it does it in uncommon ways. Let's take a look at how it does this.
2. Unit Choices: Heroes and Warriors
Leading the army is Angbor the Fearless, the old guy in front of the other five Clansmen, who not only lends a 2-hander to the army, but also allows Clansmen within 6" of him to treat him as a banner (because you know me: I don't go anywhere without a banner re-roll). The Clansmen are not only F4 (like Angbor), but they also boast Courage 5, allowing them to be reliable charging units against models that cause Terror.
Next to them you see a small detachment of Warriors of the Dead with shields, which add two essential traits to the force. Since these bad boys start at D7 as their base profile, adding the shields brings them to D8, so that S4 models wound them on 6s (effective neutralizing of a lot of Forces of Good power heroes), S3 models wound on 6/4+ (so elven archery gets dicey against their ranks, as do basic infantry), and S2 models (i.e., most archers) are wound on 6/5+ against these boys. With them comprising over half the army, it also means you have to kill at least a few of them in order to break the army, and with them outnumbering the softer Clansmen almost 3:1, we should have ample protection from non-volley archery.
But these boys aren't just tanks - they're powerful killers. Because they wound targets on Courage Value instead of Defense, most models - even if elves are in the mix - will be wounded on 5s or better. This means that we should be looking at high damage output, even against heavily armored opponents, with minimal casualties.
We also have a small troop of Blackroot Vale Archers. I've had these Dunedain models for a long time, and I've just never used them because frankly I love the poses for the Rangers of Middle Earth better, :P So as I was painting up a spare Aragorn model as Duinhir (who almost made the cut for my army), I was like, "Eh, I might as well try these guys out." So I grabbed these models, changed up the color scheme to a brown coat + blue jerkin (to look more like Gondorians), and have added them to my force.
We'll see if I use them again - I have my reservations on these guys (C2 is hard to overcome), but it's archery, and I need that to support the main body, :P Not to mention they get to re-roll to-wound rolls against monsters, which could be useful in a pinch.
All in all, the more I look at this list the more I think of it like a large club: it's very one-dimensional, very predictable, but the one thing it does it's pretty good at, :) I look forward to seeing how these guys work at the tournament! Should be a lot of fun, win or lose! Until next time, you know where to find me,
Watching the stars,
"Firenze! What are you doing? You have a human on your back! Have you no shame? Are you a common mule?" ~ Bane, Harry Potter and the Philosopher's Stone