Good morning gamers,
Ages ago, Centaur, Rythbyrt, and I did a podcast episode where we talked about the Fall of the Necromancer Legendary Legions and that built into a bigger discussion about all-hero lists (and hero-heavy lists) and what makes them good. The episode has aged a bit, but the general consensus we had at the time was that of the four Legendary Legions released in that supplement, the least interesting was the Pits of Dol Guldur.
After the toning down of the Vanquishers of the Necromancer Legendary Legion, the premiere Legion from that book became the Pits of Dol Guldur Legion. Championed by excellent players like Evan Iverson, a free-Heroic-Combat-each-turn from Azog, paired with a you-win-priority-and-no-
The Pits of Dol Guldur: Changes for 2025
- Azog is both very similar and very different from where he was last edition in this list. On the one hand, his stats are unchanged (picked up a 5+ Intelligence stat), but he stayed at F7 (I think that's fine) in an age where a lot of other people rose to F7 AND he lost his free-heroic-combat rule in this list. Like last edition, he can only take the White Warg as war gear, so he's a bit squishy and the White Warg is only a 2 Might hero now. Still, he's got I Am the Master to whollop heroes reliably, he's got F7/3A with up to 5 Might points to pound through enemy models, and he's got Resistant to Magic in this list to help shrug off enemy magic (which has been my go-to answer to him for a LONG time).
- The Keeper of the Dungeons is slightly punchier this edition now that he has 3 Attacks - with F5 and 3-Might-and-Strike, however, he really does want to focus on smashing through warriors (preferrably of the F4 and below variety) so he can trigger his "Bolg-light" special rule that will give him rerolling 1s/all failed To Wounds and Terror after killing 5 models. If your first two Might points are spent calling two Heroic Combats and killing 5+ models, you might have a Might point left (see what I did there) to ruin a hero's day - but you mostly want to be hitting heroes who are out of Might or who can't Strike higher than you. He's a good punching hero, but I think he's definitely not the second hero you take. Back in the day, you could rely on Azog's Heroic March to get you up the field because he could rely on free Heroic Combats once you got to the enemy. Now that those Heroic Combats aren't free, you should really look into . . .
- Gundabad Orc Captains are 60pts and come with a shield by default - and now that they're F5/S5/D7, they're DEFINITELY a force to be reckoned with. With Ancient Enemies against Dwarves and Elves, you might crack through Dwarf/Elf heroes - but not as quickly as models like Blackshield Captains or Razgush would (since Hatred is WAY better than Ancient Enemies). For 60pts, you get both a strong/resilient profile and access to Heroic March - take at least one of these guys in any list you make! You could also take . . .
- Hunter Orc Captains work a lot like Gundabad Orc Captains, but they a) are only F4, b) they can have 3-4 Attacks when they charge (depending on whether they have a warg or not) instead of 2, and c) they're much squishier at D5 instead of D7. To make up for this, they are 15pts cheaper (45pts each) base, but can be higher than that if they take a warg and/or a two-handed weapon. While you might take an Orc Bow on them in an Azog's Hunters list, I don't think the bows are that useful here.
- Thrain the Broken used to be your only F4 infantry model that could be slotted into your battle lines (besides your March captains) - but he's still rocking the same cost as Gundabad Orc Warriors and he has the potential to be better than them. He's got a lower Defense stat, but also has 2 Wounds/1 Fate point - and he can be a sneaky hero that you can leave behind your lines as the hero you need to protect, so that's pretty cool. I would take him all the time - and I don't think you have to take the Keeper if you want to take him, even though there's a rule about that combo in the army special rules. He doesn't become F6 this edition on a turn when he passes his Intelligence check on a double-value for his Shattered Spirit rule, which is not nearly as good as it used to be, but being F4/S4/3A is still nothing to sneeze at.
- Fell Wargs picked up the Beast keyword, which means they can't be used to dig up objectives and carry them anymore - which is a shame, since that was one of the best things they could do in the last edition. With Fell Sight, though, it's pretty easy to keep them out of harm's way and still be able to charge vulnerable enemy units. I've lost guys to these models and I've killed them in droves - take some and be careful with them!
- Hunter Orcs and Hunter Orc Warg Riders went up in price and . . . basically got hit hard in this edition. For 8pts each, they might have 2 Attacks (if they charge - and that's 3 Attacks for the mounted variants) instead of always having 2 Attacks (while they had the infantry keyword). The cavalry definitely did better this edition than their infantry cousins, since they went down in price by 1pt (so they stayed the same once you give them a piece of gear) and they can have 3 Attacks when they charge. They're still F3 and they're going to struggle to get a banner reroll, but if they can charge a single model, they're quite dangerous (and still hit very hard). With the changes that were made to two-handing, I'd at least consdier giving them two-handed weapons because they have a decent shot at getting a natural 6 on three dice (42% chance - not great, but also not bad). The infantry should probably be run without gear to keep their cost down, but you can still use them as foot-archers if you want to.
- Gundabad Orc Warriors went up in cost by 1pt/model to gain F4 (definitely a good trade) and lost the option for both a shield and spear (sigh). Still, they're F4/S4 models with decent Courage - though I think they're worse than Isengard Uruk-Hai Warriors, who get Shieldwall instead of Ancient Enemies (one could make the argument that shieldwall is not usable by most of the Uruk-Hai you'll be taking, but Ancient Enemies may never come up at all, so . . . ).
- Mirkwood Giant Spiders are confusing - mostly because the "Giant Spiders" of the last edition are now the "Hunting Spiders" (more on them next) and the "Mirkwood Spiders" of the last edition are now the "Giant Spiders". I get that the bases of these spiders is bigger than the other ones but . . . seriously?!?!?!? Anyway, these guys still shoot webs on a 5+ and that's primarily what they were and are good for: forcing enemy models to spend Fate points (no roll to get a 4+ required) or be Paralyzed. Azog and others feel really good about going into a fight that they're going to win by default - and these guys go a long way to helping you win those fights easily. They are a bit expensive and F2 isn't great, but having a few is a great idea.
- Mirkwood Hunting Spiders are 20pts (like they were last edition), they're only F3, and they're not any better than the Mirkwood Giant Spiders . . . leave these guys at home and run the other ones, guys.