Good morning gamers,
Tom Bombadil is one of those “meta-gamer” tools that, if you
have 160 points available to you and a disposable army bonus, you should
consider taking in a game (at least once). Tom is not only immune to all
magical powers (friendly or hostile), but he has the ability to replenish lost
Might/Will/Fate/Wounds as well as remove permanent conditions (like Paralyze,
Transfix, Drain Courage) via Refreshing Song. Tom also adds Banishment to his
list of tricks, which means against some casters (Ringwraiths and Barrow-Wights
in particular) you’ll be able to do Wounds.
Let’s face it: if you’re a magic caster who wants to avoid
getting engaged in combat, monsters who can fly are one of the worst things you
can fight (Eagles and Fell Beasts in particular). But I’ve found that the only
thing worse than a flying model (which you can keep from attacking you by
preventing the large base of the flying model from landing next to you) is a
model that can lash you towards them with a shooting attack. Both the Balrog
and the Watcher in the Water (who we discussed previously) have shooting attacks that can bring models they
hit (and don’t kill) into base contact with them so they can stomp on them.
Of all the Hobbit heroes available to the Shire,
Frodo is a great one to have around (mostly because he counts as a banner). One
of the things he does best, however, is to shrug off enemy magical powers
(that, and standing around). With 3 Will points and Courage 6, it’s unlikely
that Frodo will need his Will to pass Courage tests, so he can use them to
resist magical powers, which supplements his Resistant to Magic rule and his one-time-pop
of Heroic Resolve.
The Bilbos have one other benefit going for them: they are often able to carry the One Ring. So long as you don’t have the Dark Lord Sauron or Isildur present, one of these Bilbos will be able to wear the Ring (Young/Mega before Old, naturally), which not only makes you immune to (most) magical attacks, but allows you to move through units in order to get to whoever you’re trying to reach. Unless you’re facing a Ringwraith, putting on the Ring is a sneaky way to get to the best casters in the game without exposing yourself to their attacks.
Let’s face it, both Glorfindel and Lindir are probably
mounted in this list – the mounts augment them so well! Glorfindel is the only
model in the game with access to all four actual means of resisting magic: he has 3
Will points, he is Resistant to Magic while within 6” of Lindir, he can call
Heroic Resolve, and he has Fortify Spirit innately on his profile (via
Unbending Resolve). I’ve added the Armor of Gondolin to Glorfindel and heavy
armor to Lindir because, while not necessary for magical defense, I doubt most
players will avoid giving it to them.
After doing two
posts
on this guy, did you really think he wouldn’t make the list? If you look at
each of the categories, Gandalf the White is present in all four (like
Glorfindel), but he also excels in all four as well: he’s got 6 Will (uses them to cast spells too, so only a half point, but he also has the
ability to get them back via Strengthen Will – which he can reliably cast on
his free die), he’s got a free Will point each turn thanks to his Staff of
Power (and he can break other people’s Staffs of Power on a 4+), he’s got
Heroic Resolve (which ideally, you don’t want to have him use – though he can
still cast magic while standing stationary), and he can cast Fortify Spirit on
himself or others (staying up so long as Gandalf retains 1 Will).
Coming in at 300 points, we’ve spent a good bit of points on
two heroes who can’t lead any warriors. However, what you get from these heroes
(especially if you keep them together) is amazing: both have an impressive 6
Will with a free Will point each turn, Galadriel can cast Fortify Spirit on
herself and Gandalf (making Gandalf’s Protection of the Valar redundant for
them), and Gandalf provides Heroic
Resolve (though with Fortify Spirit and lots of Might, it’s arguable whether
you need more free Will). While Gandalf the Grey and Gandalf the White score the same in our rubric, it's important to note that Gandalf the White is the more reliable of the two (Fortify Spirit is easier to cast and more permanent than Protection of the Valar - to say nothing of his mount), but Gandalf the Grey is good in his own right against mages.
In our series on heroes, we’ve looked at Uruk-Hai heroes from Isengard, Dwarf (and wizard and Hobbit) heroes from Thorin’s Company, and
the top five ways to waste Might points in the game. Today, we look at the top
five heroes that you can employ to resist enemy magic casters (and in preparing for this post, I was rather proud to know that I own most of them - good thing, since almost all of my armies run magic, huh?). :)
How to stop magic?
As I discussed in a previous post on Magic in MESBG, there
are four ways to block magic:
- Spend Will (one die for each point of Will you spend – any that get a “natural 6” are returned to your Will store);
- Resistant to Magic (free die anytime you’re targeted by a spell – available whether you spend Will or not);
- Heroic Resolve (free die anytime you’re targeted by a spell, but requires the hero who calls it to stay stationary); and
- Fortify Spirit/Protection of the Valar (two free dice anytime you’re targeted by a spell OR immunity from hostile spells, but requires the hero who casts the magical powers to retain Will OR cast the magical power that turn).
Evaluating Heroes: Methodology Explained
As mentioned above, there are four categories that can be used
to fight magic casters. Our methodology will look for the most well-rounded
heroes who can provide as many of these attributes as possible. This will
include:
- 3+ Will points (1 point if the hero has nothing else to use the Will for; 0.5 points if a magical power/special rule uses Will points);
- Resistant to Magic/Free Will Point/Access to Resistant to Magic (1 point if the hero has Resistant to Magic/a free Will point each turn; 0.5 points if you need to bring along another model in order to provide Resistant to Magic);
- Heroic Resolve (note that this could be used to buff someone else – and if you’re looking for an offensive piece, a cheap Heroic Resolve character wouldn’t be a bad choice); and
- Fortify Spirit/Protection of the Valar (you either need to be able to cast this spell OR have the rules for it through some other special rule).
Notable Mentions:
There were five heroes/hero combos that didn’t make the
list, but I felt deserved some mention since they are effective at stopping
magic casters. Here they are:
Notable #5: Wanderers in the Wild – Tom Bombadil (Score:
0.5):
Tom is required in order to have Goldberry - often times, you'll only see him in a game (as 300 points for 2 Independent Heroes is a bit pricey). |
If you have 300 points available, his wife Goldberry is very
helpful too (basically a second Tom Bombadil, just without Banishment). It
should be mentioned that Tom and Goldberry have many uses for their Will points
– not least of which is fighting off enemy models. If you need someone to tie
down a mob of warriors while your hero sneaks past to tackle a caster, consider
taking Tom or Goldberry – they’ll be just fine so long as you don’t charge very
much.
Notable #4: Numenor – Elendil, High King of Gondor and
Arnor (Score: 2):
With the ability to be mounted, Elendil can, if unchecked,
race around the battlefield, slaying what needs to die for his team to forge a
victory. He’s also great, because he can give Resistant to Magic to all of your
warriors, making them that much more resilient to enemy magical attacks. While
warrior profiles won’t feature prominently in this post (no Will, no Heroic
Resolve, no Fortify Spirit makes it hard for warriors to rank well), Warriors
of Numenor are some of the finest anti-magic warriors in the game (right up
there with Lothlorien warriors and Hobbits).
Notable #2 & #3: Moria – The Balrog & the Watcher
in the Water (Score: 2):
Don't have a Watcher, so here's the Balrog . . . who is pretty lethal against just about everything (except a good Sauron player . . . and a good Aragorn player). |
While the Watcher’s shooting capabilities (and unpredictable
arrival) are better against casters than the Balrog’s shooting (and deployment options), there are few monsters who can rush a
caster as well as the Balrog. Both monsters have Resistant to Magic, and with 5
Will on the Watcher and 10 Will on the Balrog, you should be able to shrug off
the assaults of whatever mage has the ill-luck of being near you. Of course,
I’m contemplating a list that runs both of these guys and a mob of Goblins to
support them - so maybe you'd be even more dangerous if enemy mages knew there was nowhere they could go to escape your lashings (I know what you’re think – “Of course you are thinking about this, Tiberius - they have throwing weapon rules?!?!?!”).
Notable #1: Lothlorien – Galadriel with the Lothlorien
army bonus (Score 2.5)
Heroic Resolve is a tricky heroic action to call since it
requires that the person calling it (in most cases, someone who’d rather be
fighting) NOT be able to move in order to boost the magical resistance of
himself/herself and nearby models. Galadriel is one of a handful of models who
can cast Heroic Resolve multiple times AND be perfectly fine standing still.
With 6 Will points (and a free one each turn), Resistant to Magic thanks to her
army bonus, and access to Heroic Resolve with 3 Might points, she was a shy
step away from making the top lists.
Still, Galadriel is a powerful anti-caster because of her
access to Immobilize (reliably cast on her free Will point, though you can
often spend some from her store to make sure it goes off) or Command (you’ll
want two dice for this one), which can silence a caster before they get a
chance to cast during the turn. For those casters that don’t get free dice to
cast spells, see them squirm as they debate throwing away precious Will points
to resist her Immobilize in order to have a chance to do something in return
that round!
These five characters are great, but they don’t stack up
against the five listed below when you look at all-around anti-magic
capabilities. So, let’s dig into the top five!
#5: Shire – Frodo of the Nine Fingers (Score: 3)
Don't own the right Frodo, so here's another one (who also isn't bad at fighting mages). |
In an army of hobbits (where everyone has Resistant to
Magic), you might not need to call Heroic Resolve, but a single die has a hard
time getting a 5 or 6 on its highest die, so having Frodo around to give everyone
nearby an extra die can make sure that Hobbits don’t get trounced by a Wrath of
Bruinen, Collapse Rocks, Sorcerous Blast, or Tremor. Consider adding in Folco
Boffin so Frodo can call Heroic Moves with Folco’s resources, allowing his
single Might point to be usable for Heroic Resolve.
#4: Survivors of Lake-town: Bilbo Baggins, Master Burglar
(Score: 3)
Don't own this Bilbo, have an Old Bilbo model waiting upstairs to be redeemed. :)
It should be noted that all three versions of Bilbo (Young Bilbo from Thorin’s Company, Mega-Bilbo from Survivors of Lake-town, and Old Bilbo from Rivendell/The Shire) are more-or-less the same when it comes to stopping magic – all three are Resistant to Magic, all three have Heroic Resolve, and all three have 3 Will points. The main difference between them is Might points: Old Bilbo has 1 Might, Young Bilbo has 2 Might, and Mega-Bilbo has 3 Might (hence why he shows up here).
It should be noted that all three versions of Bilbo (Young Bilbo from Thorin’s Company, Mega-Bilbo from Survivors of Lake-town, and Old Bilbo from Rivendell/The Shire) are more-or-less the same when it comes to stopping magic – all three are Resistant to Magic, all three have Heroic Resolve, and all three have 3 Will points. The main difference between them is Might points: Old Bilbo has 1 Might, Young Bilbo has 2 Might, and Mega-Bilbo has 3 Might (hence why he shows up here).
The Bilbos have one other benefit going for them: they are often able to carry the One Ring. So long as you don’t have the Dark Lord Sauron or Isildur present, one of these Bilbos will be able to wear the Ring (Young/Mega before Old, naturally), which not only makes you immune to (most) magical attacks, but allows you to move through units in order to get to whoever you’re trying to reach. Unless you’re facing a Ringwraith, putting on the Ring is a sneaky way to get to the best casters in the game without exposing yourself to their attacks.
#3: Rivendell – Glorfindel with the Armor of Gondolin
near Lindir with heavy armor (Score: 3.5)
Forgot to get a picture of my converted Lindir model - check him out here (was going to be a converted Cirdan model, except then I got a Cirdan model...). |
When kitted out with armor and horses, these two Elven lords
come in at only 255 points and can lead 27 warriors to deadly victory.
Glorfindel, like Elendil, is a difficult hero to fight, as his Defense 7 and
innate magical protection make shooting him and casting against him difficult.
His Fight 7 and 3 Attacks with Lord of the West make him difficult to beat in
combat too! Lindir is not particularly great as a hero, but his auric boosts to
friendly Rivendell models (especially Elrond) has seen him show up at a big tournament.
#2: Minas Tirith – Gandalf the White (Score: 3.5)
Gandalf the White - an amazing wizard and nearly the best option you have at stopping magic. |
Where Gandalf the White really excels above other casters is
the ability to take Shadowfax: while mounts give their riders a better vantage
point and more control over the direction of their magical attacks (very
important for Sorcerous Blast nowadays), Shadowfax also has 2 Will points.
While you can’t use these to cast, you can use them to resist magical powers
directed towards the model. In addition to the 2 free dice you can get from
Fortify Spirit (and potentially another free die from Heroic Resolve and
ANOTHER free die from your Staff of Power), you can spend Shadowfax’s Will
points to resist magical powers, preserving your own store. Yes, Gandalf can
survive magical attacks for a long, LONG time without crippling himself.
#1: The White Council – Gandalf the Grey with Galadriel,
Lady of Light (Score: 3.5 & 2.5)
Not the right Galadriel, but seeing as how I can't get my hands on the right one, this will have to do. |
But the reason I put both of these heroes together is that
the White Council army bonus makes them even better at resisting magic if
they’re near each other: so long as two models from the White Council list are
within 6” of each other, they add +1 to their highest roll to resist magical
powers – so on a 5+ on any die they roll, they’ll automatically resist the
spell! But wait – that’s not ALL! If you don’t feel like you need Galadriel’s
Might (which, you probably do – but hear me out), you could channel Fortify
Spirit on her and Gandalf, which will not only give her and Gandalf 2 free dice
to resist magical powers, but you’ll get +1 to your Resist rolls in addition to the +1 to your Resist
rolls you get for the army bonus (which means you’re guaranteed a
resist if you roll a 4+ on either of the two free dice you roll). That’s…just insane.
Okay, perhaps I’ve convinced you that Galadriel and Gandalf
can withstand a magical barrage. But can they deal with magic casters? You bet!
With Banishment (and Instill Fear to make a hole in the battle line protecting the caster) available to Galadriel and Sorcerous Blast
(and Immobilize) on Gandalf, you’ve got two heroes who can deal nasty surprises
through magic of their own while being all-but-impregnable to enemy casters in
return. Add that to Galadriel’s impressive combat profile (and Gandalf’s
less-impressive combat profile, but ability to regrow Will points with
Strengthen Will on a 4+ to keep the magical damage coming) and add to that the fact that BOTH heroes having good anti-archery rules, and
you’ve got a powerful team in the making!
Conclusion
In case you can’t tell, I love talking about magic – it’s an
underrated part of the game in my opinion, with most of the flashy heroes
ignoring it altogether. While a good caster can alter the course of a game, a
good anti-caster can provide solid ways of saving a game. I would like to note
that while we covered a handful of very good heroes in this post, there are
many others that deserve mentions (and some teams deserve mentions because they
have no answer to it at all!) – so I provided a chart below for your perusal.
It takes all four categories we ironed out and shows how each hero stacks up on
them. Catch anything I missed if it pleases you - though the chart makes it clear why everyone listed above is from the Forces of Good (three of the four categories are hardly ever present in the Forces of Evil).
Sometime soon, I'll be doing a five-part TMAT series on the heroes we think are "the best heroes" in ten different categories (separating the list between Good and Evil). This will revisit a series I did back in January 2014 with my “Top
20” heroes. While I had a great time
coming up with the top five heroes in four different categories last time, the initial work we've cooked up looks to be better by far than what was seen before.
Not sure when the series will be released, but my next series will be on list-building (and in particular, how you can build lists for certain factions that optimize your ability to score victory points in any scenario you might have to play). We'll be covering such topics as the need for fast units (and what is the benefit to taking cavalry vs. "fast infantry"), the need for banners (and how many you might want to bring), the "numbers game", how to neutralize enemy heroes, and how to protect your own. Until then, have a happy new year and happy hobbying!
Not sure when the series will be released, but my next series will be on list-building (and in particular, how you can build lists for certain factions that optimize your ability to score victory points in any scenario you might have to play). We'll be covering such topics as the need for fast units (and what is the benefit to taking cavalry vs. "fast infantry"), the need for banners (and how many you might want to bring), the "numbers game", how to neutralize enemy heroes, and how to protect your own. Until then, have a happy new year and happy hobbying!
Appendix A: “The Anti-Caster Chart”
Army List
|
3+ Will (
|
Resistant to
Magic/Free Will
|
Heroic
Resolve
|
Fortify
Spirit/ Protection of the Valar
|
TOP ENTRIES
(if category count >1)
|
Army of Lake-town
|
Bard,
|
Bard
|
Bard (2)
|
||
Army of Thror
|
Thror,
Thrain, Young Thorin,
|
||||
Arnor
|
Hobbit Archer
|
||||
Dead of Dunharrow
|
King of the
Dead,
|
Herald of the
Dead, EVERYONE within 6” of a Herald of the Dead
|
King of the
Dead near 1+ Heralds of the Dead (1.5), Herald of the Dead (1.5)
|
||
Erebor Reclaimed
|
Dain, Thorin,
|
Dain, Thorin,
Balin, Bofur, Oin
|
Dain (2),
Thorin (2)
|
||
Fangorn
|
Treebeard
|
Immune to
some magic effects
|
|||
Fellowship
|
Frodo,
|
Frodo, Sam,
Merry, Pippin, Gandalf
|
Gandalf,
Aragorn
|
Gandalf
|
Frodo (2),
Aragorn (2), Gandalf (3.5)
|
Fiefdoms
|
Prince
Imrahil, Angbor
|
Prince
Imrahil
|
Prince
Imrahil (2)
|
||
Garrison of Dale
|
|||||
Halls of Thranduil
|
Thranduil
|
||||
Iron Hills
|
Dain
|
Dain
|
Dain (2)
|
||
Kingdom of
Khazad-Dum
|
Durin
|
Dwarf King
|
|||
Kingdom of Moria
|
Balin, Oin,
Dwarf King
|
Balin (1.5),
Oin (1.5)
|
|||
Lothlorien
|
EVERYONE
(with army bonus), Galadriel
|
Galadriel
|
Galadriel
(2.5), Celeborn (1.5), Galadhrim Stormcaller (1.5)
|
||
Minas Tirith
|
Aragorn,
|
Pippin,
Gandalf
|
Aragorn,
Gandalf, Faramir, Hurin, Cirion
|
Gandalf
|
Aragorn (2),
Gandalf (3.5), Faramir (2)
|
Misty Mountains
|
Gwaihir
|
||||
Numenor
|
Elendil
|
Isildur,
Captain of Numenor, Warrior of Numenor
|
Elendil
|
Elendil (2)
|
|
Radagast’s
Alliance
|
Beorn,
Gwaihir/Great Eagles within 12” of Radagast
|
Beorn (2),
Gwaihir near Radagast (1.5), Radagast (0.5)
|
|||
Rangers
|
Aragorn
|
Aragorn
|
Aragorn (2)
|
||
Rivendell
|
Gil-Galad,
|
Cirdan, Bilbo,
EVERYONE within 6” of Lindir, Elrond within 6” of Lindir
|
Gil-Galad,
Elrond, Glorfindel, Arwen, Cirdan, Gildor, Bilbo
|
Glorfindel
|
Gil-Galad
(2), Glorfindel near Lindir (3.5), Elrond near Lindir (2), Arwen near Lindir
(2.5), Cirdan near Lindir (2.5), Gildor near Lindir (2.5), Bilbo (3)
|
Rohan
|
Theoden,
Theodred, Eomer
|
Dernhelm
(while Merry is mounted)
|
Eowyn/Dernhelm,
Eorl
|
Dernhelm (2)
|
|
Shire
|
Frodo,
Lobelia,
|
Everyone
Hobbit model, Gandalf
|
Frodo, Sam, Bilbo,
Gandalf
|
Gandalf
|
Frodo (3),
Bilbo (3), Lobelia (2), Sam (2), Gandalf (2.5), Will Whitfoot (1.5), Lotho
Sackville-Baggins (1.5)
|
Survivors of
Lake-town
|
Bard,
|
Bilbo,
Gandalf
|
Bard,
Gandalf, Bilbo
|
Gandalf
|
Bilbo (3),
Bard (2), Gandalf (2.5)
|
Thorin’s Company
|
Thorin,
|
Bilbo,
Gandalf
|
Balin, Bofur,
Oin, Bilbo, Gandalf
|
Gandalf
|
Bilbo (3),
Balin (1.5), Gandalf (2.5), Oin (1.5)
|
White Council
|
EVERYONE (
|
Saruman,
Gandalf, Radagast, Galadriel
|
Elrond,
Gandalf, Glorfindel
|
Galadriel,
Glorfindel, Gandalf
|
Glorfindel
(3), Gandalf (3.5), Galadriel (2.5),
Saruman (1.5),
Elrond (1.5)
|
Wildmen of Druadan
|
|||||
Wanderers in the Wild
|
Special note
on Tom/Goldberry
|
||||
Angmar
|
Gulavhar,
|
Gulavhar
|
Witch-King
|
Gulavhar (2)
|
|
Azog’s Hunters
|
Azog, Bolg
|
||||
Azog’s Legion
|
Azog, Bolg
|
||||
Barad-Dur
|
Sauron
|
Witch-King
|
Sauron (1.5),
The Witch-King (1.5)
|
||
Corsairs of Umbar
|
|||||
Dark Denizens of
Mirkwood
|
|||||
Dark Powers of Dul
Guldor
|
|||||
Desolator of the
North
|
Smaug
|
Smaug (1.5)
|
|||
Easterlings
|
|||||
Far Harad
|
|||||
Goblin-town
|
The Goblin
King
|
||||
Isengard
|
|||||
Mordor
|
Shelob,
|
The
Witch-King of Angmar
|
The
Witch-King (1.5)
|
||
Moria
|
The Balrog,
|
The Balrog,
Dragon, Cave Drake, The Watcher in the Water, Dwellers in the Dark
|
Durburz
|
The Balrog
(2), Watcher in the Water (2), Dragon without fire/ wyrmtongue (2), Dragon
with fire/ wyrmtonuge (1.5)
|
|
Serpent Horde
|
Howdah models
with Sigils of Defiance, Watcher of Karna
|
Suladan, The
Golden King
|
Suladan (2),
The Golden King (1.5)
|
||
Sharkey’s Rogues
|
|||||
The Trolls
|
EVERYONE if
within 6” of the Campfire
|
Tom near the
Campfire (1.5)
|
|||
Variags of Khand
|
Khandish King
|
Gondor battlecry trebuchet is effective. Does that count? After watching a mumak and troll nullified by a vexing she-elf caster, I've decided the best course of action is a huge rock to the head.
ReplyDeleteThere are definite ways to take down magic users that don't involve magic defense (in our series on magic recently, we covered lots of ways to do that). Trebs, if they get a direct hit, are a definite way to deal with enemy mages - I prefer the Avenger Bolt Throwers, since they don't scatter (though they also don't auto-kill and will take in-the-ways).
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