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As promised, the second post in this series is going to be a magical tactica post. To be clear, most of this post is going to focus on what spells should be used by Ringwraiths in all-hero games. The end of this post will discuss how the spells can be used to assist conventional armies that have a Ringwraith or two in them (for those who don't want to count the number of units you field on one or two hands).
1) Types of Spells
There are three kinds of spells that I've found with Ringwraiths (though I've only played two unrecorded games with my Ringwraiths): "weariness," "enfeebling," and "red button." Each has a time during the game to use and some require more work than others to work properly. Not each type is created equal and spells within each type are not equal either, since the value of each will be determined by the units in your opponent's army and your mission objectives.
2) Weariness: Preparing your enemy for slaughter
Drain Courage
This spell (cast on a 2+ by most Ringwraiths) is perhaps the least appreciated spell in the Nazgul's arsenal. It's rules are simple: if the targeted unit fails to resist the spell (or just lets the spell go), the unit's Courage rating is reduced by 1. Multiple castings of this spell on the same target stack on each other and this is the power of the spell. With several Ringwraiths casting this spell (and rarely failing), a single hero will be hard pressed to be able to keep his Courage rating high. Let's take a look at an example...
Sap Will is the most effective way to defeat an enemy unit with magic: if successful, this spell reduces your opponent's Will store to 0. Without Will points, your enemies will be powerless against your spells, unless he is "Resistant to Magic" or otherwise gains free Will points (more on this later). Within the gaming circles here at TMAT, we've discussed banning this spell from being used against units who depend on their Will store to remain in the game (other Ringwraiths, Castellans of Dul Guldor, or Sauron the Necromancer, for example). We've decided that, at the end of the day, the need to make a rule on the subject isn't necessary. First off, only if you allow evil to fight evil will this become an issue (and most of the time, we play Good vs. Evil games...though that historical trend may change with the new TMAT tournament). Second, part of the nature of choosing your army when you enter a tournament that allows Evil vs. Evil is knowing that you could face a Ringwraith or some other unit that has Sap Will and could kill you outright. Finally, if both players have Ringwraiths with roughly equal Will points, it may be in their best interest to not bother each other (like, if they need to focus on the enemy power-house heroes and monsters).
This is the rare spell of the bunch that only the Witch King of Angmar wields: on a 4+, the Witch King can take away the benefit of a "Staff of Power," wielded by a wizard (Gandalf, Radagast, or Saruman). I don't think I need to say that your use of this spell is going to be rare, but I also need to note that it should only be cast after you have sapped the Will of your target (making it unlikely but still possible that he will be able to resist the spell without Might points because he'll only have 1 dice to resist a spell that will be cast on a 4+).
3) Enfeebling: Taking the teeth from the dog
Transfix
Transfix is the work-horse of most spell-casters in the ranks of Evil (and its twin, Immobilize, by spell-casters from the forces of Good) and remains the most effective way of dealing with heroes, monsters, and elite units. The spell is handily cast by most Ringwraiths on a 3+ and cripples an enemy instantly: the target cannot move/shoot/ cast magic, the Fight Value of the target is reduced to 1 (which will lose a tie against any of your heroes), rolls no more than 1 dice to win the fight, and doesn't strike wounds even if he manages to win the fight. There are few heroes in the game who can't kill a Ringwraith during the course of the game if he can attack one at his normal profile, so Transfix is great for keeping heroes from gaining their points back.
Compel is a specialized form of Transfix: this spell is 1 grade harder to cast (4+ in most cases) and does the exact same thing as Transfix except that you also get to move the model half of its Move value. Generally speaking, this spell is not very useful in an all-hero force, unless you need to bring a model in charge range of your power hero (like the Witch King). Compel is also valuable against units that provide strategic benefits: move a banner-bearer 3" and he won't be aiding any fights unless he was touching someone before he started moving. Except in these rare cases, use Transfix.
4) "Red Button:" Instant death for an unlucky soul
Black Dart
The Black Dart is the universal hard spell for a Ringwraith to cast and by far is the most dangerous spell in their arsenal. If successfully cast (requires a 5+ for all Ringwraiths), the target receives a Strength 9 hit, perfect for dealing with most heroes and warriors. Since most units are going to be wounded on a 3+, your ability to kill a few units is certainly a possibility, though I'll emphasize that it's not a guaranteed wound, so don't be surprised if you get a bad roll and fail to wound your target.
Ringwraiths are great tactical units and can support conventional armies just as well as supporting each other. My recommendation is that you look at using only three spells when supporting a "normal" army (maybe four if you have more than one Ringwraith in the army):
As promised, the second post in this series is going to be a magical tactica post. To be clear, most of this post is going to focus on what spells should be used by Ringwraiths in all-hero games. The end of this post will discuss how the spells can be used to assist conventional armies that have a Ringwraith or two in them (for those who don't want to count the number of units you field on one or two hands).
1) Types of Spells
There are three kinds of spells that I've found with Ringwraiths (though I've only played two unrecorded games with my Ringwraiths): "weariness," "enfeebling," and "red button." Each has a time during the game to use and some require more work than others to work properly. Not each type is created equal and spells within each type are not equal either, since the value of each will be determined by the units in your opponent's army and your mission objectives.
2) Weariness: Preparing your enemy for slaughter
Drain Courage
This spell (cast on a 2+ by most Ringwraiths) is perhaps the least appreciated spell in the Nazgul's arsenal. It's rules are simple: if the targeted unit fails to resist the spell (or just lets the spell go), the unit's Courage rating is reduced by 1. Multiple castings of this spell on the same target stack on each other and this is the power of the spell. With several Ringwraiths casting this spell (and rarely failing), a single hero will be hard pressed to be able to keep his Courage rating high. Let's take a look at an example...
Sap Will is the most effective way to defeat an enemy unit with magic: if successful, this spell reduces your opponent's Will store to 0. Without Will points, your enemies will be powerless against your spells, unless he is "Resistant to Magic" or otherwise gains free Will points (more on this later). Within the gaming circles here at TMAT, we've discussed banning this spell from being used against units who depend on their Will store to remain in the game (other Ringwraiths, Castellans of Dul Guldor, or Sauron the Necromancer, for example). We've decided that, at the end of the day, the need to make a rule on the subject isn't necessary. First off, only if you allow evil to fight evil will this become an issue (and most of the time, we play Good vs. Evil games...though that historical trend may change with the new TMAT tournament). Second, part of the nature of choosing your army when you enter a tournament that allows Evil vs. Evil is knowing that you could face a Ringwraith or some other unit that has Sap Will and could kill you outright. Finally, if both players have Ringwraiths with roughly equal Will points, it may be in their best interest to not bother each other (like, if they need to focus on the enemy power-house heroes and monsters).
This is the rare spell of the bunch that only the Witch King of Angmar wields: on a 4+, the Witch King can take away the benefit of a "Staff of Power," wielded by a wizard (Gandalf, Radagast, or Saruman). I don't think I need to say that your use of this spell is going to be rare, but I also need to note that it should only be cast after you have sapped the Will of your target (making it unlikely but still possible that he will be able to resist the spell without Might points because he'll only have 1 dice to resist a spell that will be cast on a 4+).
3) Enfeebling: Taking the teeth from the dog
Transfix
Transfix is the work-horse of most spell-casters in the ranks of Evil (and its twin, Immobilize, by spell-casters from the forces of Good) and remains the most effective way of dealing with heroes, monsters, and elite units. The spell is handily cast by most Ringwraiths on a 3+ and cripples an enemy instantly: the target cannot move/shoot/ cast magic, the Fight Value of the target is reduced to 1 (which will lose a tie against any of your heroes), rolls no more than 1 dice to win the fight, and doesn't strike wounds even if he manages to win the fight. There are few heroes in the game who can't kill a Ringwraith during the course of the game if he can attack one at his normal profile, so Transfix is great for keeping heroes from gaining their points back.
Compel is a specialized form of Transfix: this spell is 1 grade harder to cast (4+ in most cases) and does the exact same thing as Transfix except that you also get to move the model half of its Move value. Generally speaking, this spell is not very useful in an all-hero force, unless you need to bring a model in charge range of your power hero (like the Witch King). Compel is also valuable against units that provide strategic benefits: move a banner-bearer 3" and he won't be aiding any fights unless he was touching someone before he started moving. Except in these rare cases, use Transfix.
4) "Red Button:" Instant death for an unlucky soul
Black Dart
The Black Dart is the universal hard spell for a Ringwraith to cast and by far is the most dangerous spell in their arsenal. If successfully cast (requires a 5+ for all Ringwraiths), the target receives a Strength 9 hit, perfect for dealing with most heroes and warriors. Since most units are going to be wounded on a 3+, your ability to kill a few units is certainly a possibility, though I'll emphasize that it's not a guaranteed wound, so don't be surprised if you get a bad roll and fail to wound your target.
- Warriors with banners - these warriors not only lack Fate points (as a general rule), but also improve the capabilities of warriors and heroes alike. The benefit also of these units is that you can pay for much of your cost by killing these units if the banner is lost. If it isn't, some other unit who was intended for a purpose is denied his equipment in order to wield the banner.
- Warriors that have Strength 4 and the Bodyguard special rule - units like Dwarf Khazad Guards are dangerous: not only can they automatically pass their Courage tests if their sworn lord is still alive, but if they can win the fight, they will wound your Ringwraiths on a single dice (6+ with hand weapon, 5+ with two-handed weapon). Though a single Khazad Guard is not likely to kill your Ringwraith quickly, in large numbers, these guys are quite dangerous.
- Warriors that have either Strength 4 or the Bodyguard special rule - As noted above, both of these elements are capable of driving a Ringwraith to death (in the Bodyguard rule's case, this doesn't even require winning a fight in most cases). Units to be wary of include Rohan's Rohan Royal Guards and Sons of Eorl, both providing one of but not both of these requirements.
- Heroes who have 1 Wound and perhaps a Fate point - Heroes like Damrod, Dunedain, or Rangers of the North are blessed with Might points to help their rolls be more effective. On top of this, their Courage ratings are typically good and they have Strength 4 to ensure that they wound your units on a single dice. Taking them out swiftly can make the difference between life and death for your units (and they tend to be pricey, so more valuable in gaining your cost back than basic warriors).
- Warriors with Strength 4+ ranged weapons - Like Strength 4 units mentioned above, these units bring the advantages of Strength 4 or greater (wounding on a single dice) but do not require charging your heroes. Given enough time and enough fire-power, you can suffer heavy casualties (or spend much of the defense you need for close-combat later in the game).
Ringwraiths are great tactical units and can support conventional armies just as well as supporting each other. My recommendation is that you look at using only three spells when supporting a "normal" army (maybe four if you have more than one Ringwraith in the army):
- Drain Courage: during the early phases of the game, Drain Courage not only protects your Ringwraith (and other terror units) from being charged, but also reduces the ability to cast Stand Fasts! during the late periods of the game. You can also reduce the Will available to resist more powerful spells later in the game.
- Transfix: classic spell, useful for taking care of dangerous heroes and capitalizing on the numbers you can bring to bear on your foes.
- Sap Will: follow the guidelines above, but this spell allows you to neutralize power heroes and tactical heroes. You can get a lot of mileage out of your Ringwraith by killing one or two epic heroes by sapping their will and then transfixing them.
- Optional - Black Dart: the problem with Black Dart is that to be likely to cast it in the first place (that is, over 50% chance of casting it), you need to spend at least 2 Will points. Cast that a few times and most Ringwraiths will be spreading themselves thin and will have only dealt a wound or two. If, however, you have multiple Ringwraiths in your army, you can get away with casting it a few times (once or twice each) in order to pick off elite units or banner-bearers (or gang up on a hero who is attempting to race around your ranks into your wraiths).
Good post - I see a lot of my strategy for using Nazgul there, :) My experience is more with fighting Nazgul (Khamul and the Dwimmerlaik especially), so while I really enjoy using a caster, I almost always budget around 8 Will just for combats. This limits my casting ability, as I only have a handful of Will points available for casting.
ReplyDeleteI would be tempted to experiment with a ringwraith that was more of a caster (the Undying, for example) just to see the difference in game play.