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Thursday, July 25, 2019

Armies of Middle Earth SBG: The Fellowship of the Ring in the Middle Earth Strategy Battle Game

Photo Credit: NewStatesman.com

In a story known for its heroes, there is no more important collection of heroes than the Fellowship of the Ring. Every member was defined by their role in the Quest of Mount Doom, though many of them took different roads ere the Quest was completed.

In the Middle Earth Strategy Battle Game, the Fellowship is its own army, with a unique army bonus, iconic heroes, and powerful synergies. The list is adaptable for many points levels, though for the full-group you'll want at least 750 points (and the list is fully fleshed out at around 900). There are a ton of special rules to master, and the list demands an incredible attention to detail, but every game with the Fellowship plays out like a mini-story, making them extremely memorable.


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Army Quick(ish) Hits: Strengths and Weaknesses
  • Strength/Weakness: All-Hero list. Although it has several historical allies who can bring troops, the Fellowship itself is an all-hero list (topping out at just ten models in total, at 750 points). Those heroes include some of the best in the Middle Earth Strategy Battle Game (Gandalf the Grey, Aragorn, Legolas, Gimli, and Boromir) and some of the weakest (Merry and Pippen in particular, though Bill is also very fragile). The power-heroes are great to have, and can pose a significant threat to any organized army they can fight piecemeal, but their small model count (and lack of a banner for big heroes) makes them vulnerable to traps against overwhelming numbers. Then there's the task of keeping an eye on the weaker members of the Fellowship, as even a single Uruk-Hai poses a real danger to the hobbits.
  • Strength: Heroic Resources. As an all-hero force, the Fellowship starts with significant heroic resources. Collectively you can squeeze up to 17 Attacks, 40* Wounds/Fate Points, 20* Will, and a whopping 22* Might into the list if you take all ten members (don't forget about Bill!). Most standard armies with full warbands at the 800-1000 point range will be looking at around half that total Might (and quite a bit less Will, wounds, and Fate on their heroes), so if you pressure them to spend those resources at the same rate you're spending them (countering your Heroic Moves, counter-calling Heroic Strikes or Heroic Combats, etc.), they'll find themselves out of those resources very quickly, while you still have some to spare. You'll find you actually can pressure opponents thanks to Aragorn's Mighty Hero special rule, perhaps the best special rule in the game (and absolutely the most important special rule to a Fellowship that has a metric ton of special rules). The ability to spend one free Might point per turn (which Aragorn can spend on every Heroic Action except Channel, or to boost his own stats in combat, resist spells, etc.) is great at any point in a game: in the early game, it puts real pressure on your opponent to spend their own (finite) resources to match your own (infinite) resources; in the mid-game it means you can still perform a clutch Heroic Move, Strike, Combat, duel boost, or +1 to-wound even as your own Might store dwindles; and in the late-game it means you can control the initiative well after both sides have run out of Might. Don't underestimate Bill the Pony's Second Breakfast special rule, either (one Fellowship member per turn can recover 1 Might, Will, or Fate--their choice--on a 5+).
  • Strength: Magic. Few army lists have access to real Magic (either offensive or defensive) without allying someone in. The Fellowship has access to both (of pretty good quality), thanks to Gandalf the Grey. He's not quite as potent a caster as he is in his reincarnated form, but with Blinding Light, Immobilize, Command, Strengthen Will, and Protection of the Valar, he's got great utility spells to keep the Fellowship safe from archers or monsters, while holding enemy wizards (or Ringwraiths) at bay... at least in small numbers. Against groups of enemy spellcasters, Aragorn's ability to call a free Heroic Resolve each turn can be a life-saver, especially if paired with the Hobbit's Resistant to Magic special rule (for 2 free dice to resist spells, before any Will points are spent).
  • Strength: The One Ring. Seriously, it's great
  • Strength/Weakness: Movement. As a collection of various free peoples, the Fellowship is one of the few army lists where its members move at up to five different speeds: 4" for the hobbits; 5" for Gimli; and 6" for everyone else, except Bill (who moves 8")... unless you also mount some of them (10"). A 4" maximum move for the group (if you play defensively to protect the hobbits) would make the Fellowship easy targets for even full infantry armies (to say nothing of cavalry forces). Thankfully, as long as you don't have to charge anything during the round, Aragorn can Heroic March the group around the board at a 7" clip (faster than standard infantry), using his free point of Might. Just watch out for enemy Compels/Commands, as your men/elves can be forced to move up to 4.5" away if they were affected by a Heroic March (7.5" away if they're mounted).
  • Strength/Weakness: Fantastic, Integral Synergies. The Fellowship always sported a lot of synergies, which have only been buffed in the new edition. There's Frodo's connection to Sam (allowing Sam to call Heroic Combats for free each turn), Boromir's connection to Merry and Pippen (who can now spend Boromir's Might as if it's their own, if they're within 3" of Boromir), the hobbits' synergy with Bill (who the hobbits treat as a banner, and is your only source of banner rerolls in a pure list), and of course, Legolas and Gimli (whose friendly competition at the expense of your opponent results in +1 shoot value or +1 to wound, respectively). Then you have the more subtle synergies: Gandalf's ability to shield a low-Will/no-Fate Boromir from incoming spells (Protection of the Valar) or arrow fire (Blinding Light); Aragorn's ability to boost the speed of the hobbits through Heroic March; and the Fellowship's army bonus, which centers around Frodo. The degree of synergy is impressive, but as with all synergy lists, losing even one member of the Fellowship messes with those synergies, and can seriously reduce the list's effectiveness. Take away Aragorn, and the list is slow; take away Gandalf, and the list is vulnerable; take away Boromir, and your hobbits are now extremely easy to deal with; take away Frodo, and everyone is affected. Speaking of which...
  • Strength: Army Bonus. The Fellowship's Army Bonus has the dual distinction of doing a lot for the force in-game, and also being incredibly themey. As long as Frodo is alive, every member of the Fellowship is Fearless, which is exactly what you need to ensure you get to charge scary Terror-causing models without spending precious Might or Will, and also to hold far-flung objectives with your hobbits (who come with elven cloaks, to boot). But the game-changer is that the Fellowship is never considered broken if Frodo is alive (or flees the table in scenarios like Reconnoitre, where models flee the table). That's major VP denial, plus no need to test for courage (not that you're worried about that with everyone also being Fearless), unless the enemy slays a two-wound, three-Fate model with Might, a Mithril coat, and the One Ring (making him immune to most magic and arrows, plus extremely difficult to charge), who happens to be bodyguarded by the most terrifying gardener in Middle Earth (plus, you know, a wizard, elf, dwarf, and two champions of men with 18* Might collectively). Yes, you can kill Frodo, but it's almost always a pain to do, and extremely difficult until after you can bring down 2-3 of the other big heroes who support him (which is a tall order in itself). 
  • Strength: Psychological Warfare. There's a certain inevitability to the Fellowship, especially when they get going. First off, Aragorn is always able to spend free Might to move the fellowship faster/further than it has any right to go, and the only way you can challenge it (for most armies, at least) is by countering his free Might with real Might of your own (which gets old real fast). Then there's Gandalf shielding the Fellowship from ranged attacks with Blinding Light, while Legolas, Aragorn, Gimli (throwing axes), and the hobbits (throw stones) pelt you from afar with their own ranged attacks (and eventually Gandalf with a transfix, compel, or even a Sorcerous Blast). When you catch them, even the hobbits are decent Fighters (now that all of them have access to Might, plus a banner reroll from Bill), and of course there's enough Might to call several turns of Heroic Combats. All while Aragorn is regenerating Might (for Heroic Moves), Boromir is blowing his horn, Gandalf is transfixing your hero or monster during Aragorn's Heroic Move, your own models are trying to charge Frodo and failing their Ring tests, and while the wounds you do manage to land in the few fights you manage to win are being cycled through the Fellowship's combined 40 wounds and Fate. Eventually Sam sneaks into a fight with Aragorn, calls a free Heroic Combat because Frodo is in trouble, launching a Fight 10 Aragorn into your army leader who was charged by Boromir and transfixed by Gandalf. At which point, you just don't feel it anymore...
  • Strength: Combat. For all the reasons stated above. Unless you have lots of heroes yourself, or can overwhelm them with traps and a bucket of dice, you're unlikely to overcome the Fellowship in a straight-up brawl.
  • Strength/Weakness: Scenarios and Victory Points. In a straight-up Fight, the Fellowship is surprisingly difficult to take on. But there are certain scenarios where they'll struggle (though you probably don't want to draw them in Lords of Battle). Domination is an issue for any small all-hero force, although the Fellowship at least has infinite Heroic Marches from Aragorn and Fearless hobbits you can deploy on far-flung objectives, a mega-archer to shoot any single models your opponent leaves on a far-flung objective, and enough combat heroes (and synergies) to take out a significantly larger force on a main objective. Capture and Control can be done, depending on how the Fellowship sweeps from objective to objective. Hold Ground is tricky--Maelstrom isn't an issue (you deploy as a group) and getting to the middle/killing things once you get there isn't all that complicated either, but if you break the enemy while they have more models than you in the center, your win or loss will come down to whether the die at the end of the round rolls a "1" or a "2." Contest of Champions can be hard as well if Gandalf is matched up against a combat leader on the other side (unless you run a Fellowship variant where Gandalf isn't the hero in your highest heroic tier). And, of course, the Fellowship doesn't have any actual banners unless you bring allies (for those banner VP scenarios). Reconnoitre will be a challenge, especially against all-cavalry armies (although at least you have Gandalf, Legolas, and Aragorn if you take his bow to try to slow them down).
  • Strength/Weakness: Demanding Playstyle. In some respects, the Fellowship is easy to play: you only have 7-10 models depending on your points limit, and they're all very recognizable heroes with pretty consistent playing styles. But boy do they have a ton of special rules you have to learn. Playing all-hero armies also means you have to be more thoughtful in how you place your models, since you're more susceptible to being trapped and separated. But at least you have Aragorn for a free chance at a Heroic Move if you lose priority, and combat heroes who can tie-up 2-3 models in the Move Phase and still have a pretty good chance of winning their fights.
  • Strength: Low cost. Last advantage is the cost (in actual money, not points). You can get the whole Fellowship (sans Bill) in a single box set from Games Workshop, with enough points to get to almost 900 (or more if you convert up mounted versions of Gandalf, Aragorn, Boromir, and Legolas). Plus you have the option for alternate sculpts of the Three Hunters, Gandalf, and even Frodo and Sam.



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Composition of a Fellowship
  • Frodo Baggins: The lynchpin of the Fellowship, essential for its army bonus (every member is Fearless, and the Fellowship cannot be Broken, while Frodo is alive and on the table). He's pretty survivable with Fight 3, Defense 6 (if you bring the Mithril coat), two Wounds, three Fate, 2 Might, and an elven-made weapon (if you bring Sting), but his real strength comes from the One Ring. Keep him off on his own, and he's immune to arrow fire and spells, and very difficult to charge by melee fighters. Pair him in a fight with Aragorn, Boromir, Legolas, or Gimli, and they'll out-Fight anyone and anything in Middle Earth. Just watch out for that 1 or 2 on your Ring test... it's not great, although there are some things you can do to mitigate the loss if you're careful. The most important thing is to not forget that you roll the ring test at the start of your move phase (not at the start of Frodo's move). This is important, and actually good for you, because you'll know if you'll have control of Frodo before you move any other models. So if the enemy has control of Frodo, you can make him move Frodo first--before Aragorn calls a Heroic March (so Frodo's only moving 4"), or your combat models are engaged (hopefully). Sometimes Gandalf can fix a botch, too (either by compelling an enemy into combat with Frodo, or transfixing / blasting enemy models in combat with Frodo). Frodo's pretty resilient to damage, so don't be afraid to knock all his opponents down if he's surrounded and trapped in a fight because of a botched ring roll... especially if you think you'll get 1-3 other Fellowship members into those now-prone enemies with an upcoming Heroic Combat.
  • Samwise Gamgee: Frodo's bodyguard, who can call free Heroic Combats if Frodo is fighting in another combat nearby. With Fight 3, two wounds, two Fate, and two Might, he's got a pretty good chance of scrapping and walking away. But you really want him in cheeky combats with Aragorn, Boromir, or Gimli, where his free Heroic Combat will give them another chance to lop off more orc heads. Also, he unlocks the Bill the Pony power upgrade, which is awesome.
  • Gandalf the Grey: The Leader of the Company (due to his status as a Hero of Legend). Against certain lists, you won't have much of a chance without Gandalf. His spells provide so much utility (arrow/spell protection, immobilize/compel against big scary things, replenishing the Will store of your other heroes). At Fight 5 with three wounds, three (re-rollable) Fate, three Might, and an elven-made sword, he's a pretty good fighter as well (though with just one Attack, he doesn't like being surrounded). He's tough enough he may survive a single bad turn, but like all wizards, you do want to make sure he's protected at all times.
  • Aragorn - Strider: The engine that makes the Fellowship go. Mighty Hero makes the Fellowship extremely responsive to how the game unfolds: you can Heroic Move, Heroic March, Heroic Resolve, Heroic Shoot, Heroic Accuracy, even Heroic Challenge--all without spending any real Might. He's another Fight 6 fighter (again with an elven-made weapon if you take Anduril) who excels in close-quarters combat, ensuring he can Heroic Combat to assist Frodo or the other hobbits if they're in a pinch.
  • Legolas and Gimli: Always consider taking both of them, as their synergies are fantastic. With a Strength 3 bow at 2+ to-hit with three shots per Shoot Phase (or one auto-hit, even into combat, on a 2+), Legolas can apply constant pressure on your opponent's most valuable model, and at Fight 6 with an elven-made weapon. He's also your best defense against mounted enemy heroes, whom he can either counter-charge (if you mounted him) or auto-hit their mounts when they hit combat (backed up by 3 Might). Gimli is your tank: with fight 6, 3 attacks at +1 to-wound (or 2 attacks at +2 to-wound), Defense 8, two wounds and two Fate (plus that cheeky throwing axe if Aragorn calls a Heroic Move), Gimli is capable of holding up hordes of enemy models at little-to-no risk to himself. Individually they're great; collectively they're awesome.
  • Boromir: He looks vulnerable on paper (1 Will, no Fate), but Gandalf can cover a lot of his weaknesses (Blinding Light, Strengthen Will, Protection of the Valar), and if you draw him in a straight-up brawl, good luck. The Horn of Gondor is a real problem for low-courage spam lists, and with Fight 6, three Attacks, and three Wounds (plus 6 Might and the ability to call Heroic Strike or Heroic Defense), he can tank even elite heroes. If he's in the same fight as Merry or Pippen, he may also get a banner reroll as well (if you've taken Bill). (Also, BLOW THE HORN!!!)
  • Merry and Pippen: Two more deceptive-looking profiles. With Fight 3, one Attack, one Wound, and one Fate, they're easily the softest targets in the Fellowship. But don't underestimate their ability to draw Might from Boromir to boost their duel rolls, save a wound with Fate, or even to score a cheeky wound in a combat they've won. Also they throw rocks that can be boosted by Might (horses beware).
  • Bill the Pony: The secret sauce. If you can engage your opponent in detail, he's great on the periphery, close enough to the action so he can give the hobbits duel rerolls, or even so a big bad like Aragorn or Boromir can end their charge on the enemy toughing his base (for a 33% chance at a juicy free point of Might before they kick off the next round of combat). If you're worried about him dying, you could just keep him 20" away from the fray in base contact with Legolas (so he can replenish his Might store over time as he's peppering the enemy with three bow shots a turn). And while he can't charge, his 40mm base is big enough that you can really get in your opponent's way if you need another control zone in a pinch; plus he can counter-attack if he's charged, and with one Attack, one Wound, and one Fate, he has a better-than-you'd-think chance at surviving an engagement or two (or even winning!).
  • Smeagal*: Smeagal can only be brought if you take only Frodo and Sam from the Fellowship list. The list is obviously quite a bit underpowered at that point (no wizard, elves, men, etc.) and plays very differently, but it makes for a nice thematic drop as an objective-grabbing warband, and Smeagal is a decent Fighter in his own right (1 Might, Fight 4, Strength 4, 2 Attacks, 2 Wounds, 1 Fate, and never unarmed). Consider running the trio in the Rangers of Ithilien Legendary Legion.



For Further Reading

Thanks for checking out our summary of the Fellowship of the Ring army list in the Middle Earth Strategy Battle Game. If you’d like to find out more about these army lists, here are some resources we’d recommend from the TMAT team and other members of the Middle Earth SBG Community. And if you've been playing the Fellowship (or are curious about trying them out) and want to talk about them (or have a resource we should know about), please let us know in the comments!

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14 comments:

  1. I have a 650 event this weekend. How do you think Frodo (with mithril coat), Gandalf, Aragorn (with Anduril), Boromir (with shield) Legolas and Gimli would do? I imagine sticking the ring on Frodo and hiding him a corner would keep the army bonus safe and you'd need to carefully target who you fight with the rest of the army.

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    1. You should wait for Rythbryt to comment, but personally if you plan on putting the Ring on with Frodo, I think at 650 you don't need the Mithril mail - you'd be better served (I think) by putting armor on Aragorn/Legolas, maybe giving an Elven cloak to someone or Sting to Frodo (giving him roll-off advantage against any F5/6 models that do manage to charge him). While Aragorn/Legolas are very powerful, the promote for Aragorn from D5 to D6 (and the promote for Legolas from D4 to D5) is huge.

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    2. jlmbarnes, thanks for your question! My first thought is that you may have a list that's over 650 (I believe Frodo, Gandalf, Aragorn, Boromir, Legolas, and Gimli, without any upgrades, are 685). Did you perhaps mean 750? If so, I think the six heroes you've chosen are the ones to roll with, as they offer a good mix of shooting, offensive/ defensive magic, and combat power. If not, you will probably have to drop a hero to fit, which would hurt.

      If you’re thinking about tweaks, here are some I’d consider:
      * Adding Sam. He's another control zone with multiple Might, wounds, and Fate, and his free Heroic Combat ability synergizes well with Aragorn, Gimli, and Boromir to keep them moving. At 750, taking him means dropping Anduril, or swapping a beat-stick hero (Gimli or Boromir in all likelihood) for Sam, Merry, Pippen, maybe Bill, plus more upgrades. Between those two alternatives, I'd lean towards dropping Anduril myself (keeping both Boromir and Gimli), and picking up Sam because I think his free Heroic Combat each turn is that good. But I concede dropping Anduril is a very, very painful drop, and if you wanted to keep Anduril over adding Sam, I wouldn’t blame you.
      * Dropping the Mithril Coat for more upgrades. As Tiberius rightly points out, Armor and elven cloaks are very good upgrades, especially on Aragorn and Legolas. If you are playing at 750, you actually have 5 points left, so you could take one set of Armor or one elven cloak without dropping anything. If you drop the Mithril Coat you could give Aragorn armor, Legolas armor and cloak, and then either give Boromir a cloak or give Frodo Sting (which is another elven-made weapon to help you get an advantage on tied duels, wound the Goblin King, etc.). All are attractive upgrades.
      * Dropping the Mithril Coat for Merry and Pippen. Two more control zones, potentially with Might from Boromir. Since you’re currently 5 points under 750, you could drop the Mithril Coat to add both (plus Sam if you drop Anduril), which would give you 8 (or 9 with Sam) models. 9 models are deceptively hard to surround, especially if you keep them moving with Heroic Moves/ Marches/ Combats. I personally think you’ll get more mileage out of Merry and Pippen than you would out of having the Mithril Coat (they’re Fearless objective holders if nothing else), especially if you plan to wear the Ring a lot.
      * Keeping the Mithril Coat. Using the Ring to assassinate big targets (like Gil-Galad, Glorfindel, the Balrog--things you'd normally need to spend Might on for Heroic Strike) is very valuable, so if you’re more comfortable doing that when Frodo is D6 instead of D3, take the Mithril Coat. The army is way more powerful the longer he survives, so there’s nothing wrong with making him as tanky as possible. The other thing about the Mithril Coat is that while the Ring offers the best protection against magic and ranged attacks, there is a 33% chance (on a 1 or 2) that Frodo will be moved by the opposing player whilst wearing the Ring, which can get him into trouble (especially if you’re Marching a lot). To avoid this, I’ve tried waiting to put on the Ring until you get close to combat, in which case having D6 is huge against shooting attacks (especially elf-bows, which go from wounding on a 4+ to wounding on a 6). But if you can find other ways to keep Frodo from being sniped by archers (putting the Ring on, keeping him behind terrain, Gandalf's Blinding Light), you can do a lot with those extra 15 points.
      * A horse or two (probably for Aragorn, with three Fate and Horselord, or Gandalf, because mounted wizards are fantastic). Having at least one hero mounted significantly increases his damage potential and gives you a way to compete in scenarios where you have to get to a set location very, very fast (*cough* Seize the Prize *cough*) where the Fellowship can really struggle. It's less themey in a pure Fellowship list, but offers lots of advantages.

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    3. As far as how the army will do, unless someone is running something like Saruon and wraiths, spam trolls, or a Balrog-Moria monster mash-up, you should expect to be outnumbered heavily. I'd recommend practicing with the Fellowship to get a feel for being outnumbered, and to practice their special rules (there are a lot). You have to be a bit more meticulous in your movement, but there are several strategies that I've found useful in holding off a significantly larger force at bay (beyond "roll 6s"):

      * Always keep the objective in mind. Some are harder than others (Reconnoitre), but even objective-based missions can be won by the Fellowship (though it usually requires traveling in a group and taking out enemies on each objective one at a time before moving on to the next objective, and having Legolas snipe enemies off far-flung objectives until they break and start fleeing), especially if you get some luck on the "roll-a-1-or-2-to-end-the-mission" missions.
      * Free Heroic Marches from Aragorn is your best friend. It lets you close on all-shooting armies (very dangerous, especially for Boromir and Legolas), it allows you to keep your final approach/position more secretive, and if you march side to side searching for an opening, it can really mess with your opponent's shieldwalls, pike formations, etc. (especially if you're getting second priority, and get to March 7" to the right after they've moved 6" to the left).
      * Against all-shooting armies, try to utilize terrain (if you have it) to reduce the damage you'll take from enemy arrows. Marching where the enemy can't see you is fantastic, especially if you intend to March again next turn.
      * Try not to commit to combat (at least at first) until after your opponent has moved, like a cavalry army would try to do. This will let you pick the combats you want, so you can charge Aragorn, Boromir, and Gimli into two models each, without having to worry that they'll be counter-charged and surrounded by 5-6 models. If you get priority and are in a position where you feel you may be counter-charged and surrounded if you charge, you can always Heroic March, move 7+" away, and set-up for the next hit-and-run charge.
      * Don't rush into the middle of an enemy formation where their flanks can surround you--try to hit them on their own flank and work inwards with heroic combats.
      * Heroic Combats are key: they’re force-multipliers for your combat heroes (each gets to fight twice per Fight Phase instead of once), and they keep your army moving (since every hero gets to make a full move during their Heroic Combat), so you can Heroic Combat into a great position, or out of a bad one. Don't forget you can also Heroic Combat one hero into the Heroic Combat of another; the hero that moves into the Heroic Combat can't move again, but he does get to help the second hero kill models he's engaged with (or pull other models he was engaged with out of that fight), so the second model has a better chance of getting his Heroic Combat to fire (allowing him to Heroic Combat into a third model's Heroic Combat, and so on).
      * Once you are locked in combat, don't be afraid to call free Heroic Marches from Aragorn (to disengage) or free Heroic Moves from Aragorn (to get the first-move). Remember that your opponents are usually going to play a short game against you: because your heroes are so powerful individually, they have to attack you and wound you quickly; once you start killing their models (and that can happen very quickly, in droves, especially if you’re daisy-chaining Heroic Combats), their chance of victory slips away. You have limited models, so you’re trying to play the long-game: the longer your heroes survive, the more powerful they become, so don’t be afraid to withdraw using a Heroic Move/Heroic March combo if the enemy is about to overwhelm your position. As long as you have Aragorn, you always have Might, so you can afford to be aggressive (but not reckless) with it.

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    4. Strategy suggestions, cont. (Blogger’s character limit kicked in :-P):
      * Play the long game with your Heroiic Resources, too (Might especially, but also Fate and even Wounds—more on that next). Using Aragorn for free Marches/Moves puts a lot of pressure on your opponent to match you by spending their Might (which, unless they have a Taskmaster, isn’t going to be free). This is a problem, since most opposing forces can't spend as much Might as the Fellowship can. Once the enemy is out of Might, they can't (normally) Strike, counter your Heroic Moves, keep up with you if you March, boost their duel rolls, call Heroic Defense against Aragorn, etc., at which point you have a definite advantage. So if you can bait them into spending their Might early (say, throwing Aragorn with Anduril into a hero with Heroic Defense), that makes the long game easier for you.
      * Don't be afraid to "cycle heroes" to take advantage of their Wounds/Fate to keep them on the table. If Boromir is fighting Azog, and Azog deals two wounds to him, it's to your advantage to pull Boromir out of that fight and substitute him with someone like Aragorn while Boromir beats up on Azog's bodyguard for a turn; if Aragorn sustains damage, cycle him out for Gimli (Aragorn joins Boromir in beating up on Azog's bodyguard); when Gimli takes damage (which may be never...), you can cycle Frodo's two wounds and three Fate into Azog (probably with some help), while Gimli joins Aragorn and Boromir in (presumably) mopping up Azog's bodyguard. Yes, it’s risky seeing big heroes get low on wounds and fate; but it’s better than seeing them die (because once you start losing models, especially big heroes, the game tends to snowball against you quickly). Finally, if you can't cycle, don't forget you can work in an Immobilize from Gandalf against big scary things, too, to reduce the amount of incoming damage a wounded hero will take.
      * Before you leave for the tournament, write or print an enormous table card for yourself, preferably in bright colors, that reads as follows: “CAST SPELL WITH GANDALF,” “TERRIFYING AURA,” and “BLOW THE HORN OF GONDOR.” Put the sign somewhere prominent on your table where you'll see it every single turn, then cast every single move phase (if Gandalf is unengaged), enforce Terror tests against Gandalf (if he’s charged), and blow the horn in every fight (if Boromir is surrounded). If you're outnumbered, you'll need every possible advantage, and these are three enormous advantages when you’re outnumbered.

      Last suggestion, but probably the most important one: if you take the Fellowship to a tournament, you should expect to have a pretty uneven performance: they do very well against certain lists and in certain scenarios, against/in others you may be in almost an auto-lose situation from the start, and the games almost always feel super-close. The good news is that win, lose, or draw the tournament match, you're the Fellowship of the Ring, which means you're central characters in an epic story. Plus there's also an unwritten rule that any scenario the Fellowship plays where Frodo survives until the end counts as a "win" (even if it's reflected in tournament standings as a "loss"). ;-)

      Sorry for the tome. I hope at least some of it was helpful. Please do let us know if there's anything here that was unclear, and how it goes if you do end up taking the Fellowship to the tournament!

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  2. That was some amazing stuff, thanks guys! Luckily, it's a friendly event so I can really trywhat you mentioned out. It is actually 650 points but I can't add up properly. With that in mind, I've come up with the following using Lonely Knight's army builder:

    Gandalf the Grey; Frodo; Sam; Aragorn - Strider with Armour & Horse; Boromir with Shield; Legolas with armour or Gimli.

    In light of that, I think choosing Gimli over Legolas might be a good idea as he could be left behind and taken out easily as he's a shooty character. My other option is to drop Aragorn's armour and buy Boromoir a horse! I'll think about all your advice and let you know my final list and how I did. Cheers guys!

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    1. Awesome stuff. Choosing between Gimli and Legolas is a tough call--there are games when Legolas won't do much, and then games when he's fantastic and a life saver. He is definitely squishier than Gimli, though, so if you're looking to try them out, Gimli will definitely be more forgiving.

      Looking forward to hearing how it goes!

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    2. A very good list - though because of the new synergies between Gimli and Legolas, I'd actually recommend taking Gimli and leaving Boromir at home. Boromir is great, but if Legolas gets a single kill at archery, your opponent is looking at Gimli hitting his ranks with F6 S4 A3 with +1 to Wound (which will wound most things on 4s) OR F6 S4 A2 with +2 to Wound (which will wound most things on 3s). That's ... really terrifying and if you get 3 wounds on the reduced difficulty, that's like spending 3 Might points to make something work - which solves for the -3 Might deficit that Gimli has behind Boromir. Gimli's also a lot more survivable than Boromir is, brings throwing axes to the table (6" range with 8" march movement for 14" potency), and is only 1" slower than Boromir...but then again, I thought Gimli was the best hero in the game under the Legions/Warbands rules, so I might be a bit biased. ;)

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    3. That's true: the synergy between Gimli and Legolas is very good, and losing it would hurt. A few potential counters to think about:
      * While Boromir lacks the survivability stats that Gimli has (namely the 2 Fate and Defense 8), in practice he's often just as survivable (against low courage spam armies, at least) because of the Horn of Gondor.
      * Boromir is the only other model in the Fellowship (besides Aragorn) who can call Heroic March. Ideally you'd call it with Aragorn if possible (because it'd be free), but there are occasions where you might want to double-call Heroic March and Heroic Move, so you can disengage 7+" away to set-up another hit-and-run attack (or to get to an objective, or flank an enemy force, etc.) Having only Aragorn would mean having to call the March with him, so someone else would have to eat the Might for the Heroic Move. With Boromir in tow, either of them can call either Heroic Action, and none of them feels the loss of the Might (Aragorn because his is free, Boromir because he has so much).
      * As you noted, swapping Boromir for Gimli reduces our Might store by 3. While Gimli does probably get the equivalent of that Might in his +1 to-wound rolls, that's a much more limited use of Might (he can't use it for modifying his duel roll, for example, or to call Heroic Moves). 16* Might is still a ton, but with 19* Might, there isn't much you can't do if you really want to.
      * Lastly, if you do opt to take the horse on Boromir, so long as he charges (which, with Aragorn, you'll always be a threat to do), he'll be wounding things at a higher clip than even Gimli boosted by Legolas is likely to do (Horn of Gondor, then 4 dice to win the duel, then 8 to-wound dice at Strength 4).

      None of this is to poo-poo Gimli, who's fantastic (especially when paired with Legolas). But I can see why you'd forego those synergies (if you had to) to take Boromir instead. :)

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  3. Hey guys. I've done a little write-up about my experiences with the Fellowship in light of your article. Just to set the scene, Matt King, who's prominent on the Great British Hobbit league scene, organises monthly meet ups in Cardiff, South Wales for Middle Earth players, these are pretty well attended and everyone who turns up is great fun. This little event was 650 points and my Fellowship list consisted of Gandalf, Aragorn (mounted), Boromir (mounted), Legolas, Frodo and Sam.

    For the first game I was drawn against Jordan who'd brought the Dol Guldur list with the Necromancer, Witch King, two Castellans and a few Wraiths. Before we started, though, our game was swapped as my buddy Rich was drawn against his dad, John, who always play together, so I ended up taking on one of my best mates, Rich (more on Jordan later ...), with his Rohan army, which included Theoden, Eomer, Gamling and Theodred. The scenario was Hold Ground, about which I wasn't too confident. The terrain around the centre of the table consisted of three buildings positioned in a rough 'C' shape, to the north of the centre of the board, with the centre point to the south at the back of the middle building and a rocky hill, in turn, to the south of that. We ended up coming on from opposite edges (apart from Theodred and three riders, who I later opted to deploy at the same point as the rest of his army to buy me some time) and, as he made his way directly across the board, I used Aragorn's free Might to Heroic March round the easterly edge of the bottom building, hoping to entirely circle it and bottleneck him once he reached the buildings (he only had four riders on the far side), then smash my way through the gap between houses to the objective. Legolas stayed behind to take some shots but ended up only getting one Rohirrim before being swamped on about turn 4. This wasn't a great outcome but it had the advantage that Rich forgot about the rest of the Fellowship. It also provided a distraction as bar one of the Riders inside of the 'C' shape of buildings all moved through the gap to get to Legolas, leaving the rest of the Fellowship just one guy to deal with in that space. As a general summary, the rest of my army got around the building and about a fifth of his army had gone too far south to get Legolas to then effectively follow the Fellowship around the corner. That did leave about twelve miniatures, including all of his heroes, near the gap for me to cut through, though. Aragorn and Boromir charged the lone rider near them, called a Heroic Combat then ploughed into the models in the gap between buildings. This is where it started to go a bit wrong. Over a few turns, I managed to get Boromir paired off with Theodred by letting Rich dictate the combatants on his priority, losing the potential advantage of the Horn of Gondor; I shot Sorcerous Blast at Theoden but he resisted it; I tried to sneak Frodo and Sam into Boromir or Aragorn's fights to get 'free' heroic combats/buffs but lost priority, meaning Theodred and Eomer could easily charge them as they could easily pass the morale test despite the One Ring. In the end, though, Aragorn was the sole survivor thanks to the time limit, but he only just managed to sneak six riders including some characters into range for the objective win. As a summary, I don't think I did too much wrong - Gandalf pulled off Blinding Light, protecting his companions from shooting, and I managed to lure a large part of his army away from a winning position. In hindsight, though, I should have been cleverer with Frodo & Sam and snuck them somewhere unchangeable but within 6" of the board centre, as well as using Gandalf to take out warriors rather than hoping to wound characters. Lesson learnt, onto the second game!

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  4. The second game was against organiser Matt with an all-Wood Elf Lothlorien army, including Rumil, Legolas and four Sentinels, with about seven of the warriors carrying bows. This game was To The Death. I deployed to the south-east and he deployed in a line at the 12" limit of his deployment zone. I ran up the edge of the table, popping Legolas behind a wall about 12" in and halfway up the table where he proceeded to put one wound on his counterpart but then got killed by a few turns' volleys from all of the bow-armed models. Frodo popped on the Ring and he and Sam hid behind a wall bordering the other edge of the field Legolas was in, about 6" in from the table edge. Once I was halfway up the table, I ran Boromir and Aragorn behind a lone tree in the centre of the table and Gandalf - who cast Blinding Light - about 5" behind them, hidden behind a wall, all three out of sight of the archery mob on the other end of Matt's lines. The next turn, I charged Boromir into the (from my perspective) right-most part of Matt's lines, moved Aragorn up and then Commanded an elf into combat with him to save Aragon from multiple bow shots. This was stupid as I should have cast Command to pull the elf (or even Rumil, who wasn't far away) into charge range, keeping my cavalry charge bonus. I ended up rolling down his line with Boromir and Aragorn, getting caught by clever deployment so that I couldn't break through to Rumil, who, with a bunch of elves, wandered over to Gandalf and promptly murdered him in a couple of turns. By the time Aragorn chopped through to Rumil with Boromir's help (Boromir being unseated in the process) - it was too late. Aragorn got into combat with Rumil and a few Elves, spent his free Might point on Heroic Fight ... then rolled a five, bested by a 6 from his opponents. With no Might left for Aragorn to bump hi roll up, the game ended on the time limit there and I'd earned victory points for breaking his army but not for killing his general. Why did I lose? Game management! That classic line for MESBG comes back to haunt me - play the objectives. I'd failed to try and munch Rumil, even though I think Matt was playing softly as he's a better player.

    The final game was a 50 pointer To The Death on a 2'x2' board crammed with buildings, which Jordan and I played. He brought a Castellan; I had Sam. I'd used the Breaking of the Fellowship Sam miniature, which is running a away, and that's pretty much how it went. Sam got off two thrown stones over the course of the game, neither of which hit let alone wounded, and nagaed to win a few combats using Heroic Fight (I think that's what he has?) plus saved a wound with Fate, even using it to avoid death by Mogul Blade, but, in the end, he was run down and cruelly murdered. Everyone else was running 50 point armies with multiple minis but the death of that single Hobbit earned Jordan 10 VPs, bumping him up to 5th out of 10 in the final standings! I languished at 9th.

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  5. Thoughts? First off, I didn't quite keep my eyes on the prize in either game. I could have moved the Hobbits (and/or Gandalf) into a safe, unchargeable position near the objective and didn't. I could have positioned Legolas better - in the first game, there were stairways on the buildings near the objective, which would have earned him some shooting time and saved him from Combat. In the end, I panicked, though, casting inappropriate spells (or, conversely, using spells inappropriately) with Gandalf when I could have been a bit smarter. Again, in the first game, I could have brought Theodred on near my force and munched him and his small warband then just gone through the gap in the buildings to split Rich's army, rather than wandering around not killing anyone for three or four turns. In future, I'd probably mount Gandalf and Legolas and maybe still take Frodo, or drop the Hobbits and take Gimli as a bodyguard for Gandalf and Legolas (Gimli wasn't available for this tournament as I'd lent him to my mate along with my Dwarf army - he's a wargamer - though not MESBG - but managed to come third due to giving Rich's dad John a kicking in the 50-point game!).

    I refuse to criticise myself for Sam's battle against the Castellan.

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    1. Awesome write-up. Thanks for sharing! Mounted armies and elves are among the tougher draws for the Fellowship, but given you were outnumbered, it sounds like you did admirably. Gimli is difficult to crack through, so adding him would increase your toughness significantly, and I still struggle to figure out which spells to cast with Gandalf, and when to have Legolas charge in and when to have him sit back. Way to go Sam for going toe to toe with a Castellan (for a while), that's pretty epic!

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    2. Not sure there's anything you could have done differently - in many ways, having a Mounted Boromir was probably good so Aragorn didn't have to go riding on his own (especially in the second game). Protecting Gandalf/Legolas is always hard, since they're the best pieces at handling enemy units from a distance and the worst at fighting them in melee (besides the Hobbits).

      While dumping the Hobbits for Gimli might seem like a good plan, recall that the Fellowship loses Fearless if Frodo's not around, and if you can keep Frodo out of harm's way, you won't pass up points for being broken. This can be hard to do, but is VERY valuable if you can pull it off.

      Playing all-hero lists is tough, but it seemed like you had a good time. As someone who took 5 Ringwraiths to a tournament years ago and fought Berserker-heavy Isengard/Erkenbrand-boosted Rohan/Shaman-encouraged Moria, I can tell you it's tricky but can be very rewarding (no matter how the score turns out).

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