Good morning gamers,
Arwen Undomiel is
perhaps the strongest of the single-spell casters because Wrath of Bruinen is
one of the most powerful (if not THE most powerful) magical power in the game
right now (even with the recent errata that made the spell have a 3" radius instead of a 6" radius). Not only does this do an enemy-model-only radial knock-down of
everyone nearby Arwen (or Elrond, as we discussed in our last post), but it
also does light damage to everyone (S2 if unchannelled, S3 if it is channeled,
even higher damage if the model is in water). With 4 Will points, Arwen can
reliably get this spell off twice in a game (4+ difficulty, throw two dice each
time). If you’ve never faced this spell before, it’s REALLY nasty – it’s best
to hold Arwen behind the battle lines (a very dense, long battle line) so that
she can wait for your warriors to engage the enemy and then pop the spell up to
knock the enemy models over – which should keep your warriors from being
wounded (unless the enemy supporting models have a chance to stand up after you
bowl them over).
Barrow-Wights are
well-known in our gaming group for their ability to Paralyze people. While
Centaur was the first to introduce them to us, nearly everyone who owns an
Angmar army (like me) began their Angmar journey with at least a few of these
guys. With 5 Will and the other spell that is perhaps the strongest in the
game, a Barrow-Wight can reliably throw a potentially game-changing precision
spell against an enemy hero (or monster or whatever) twice each game (sometimes
3 times). The difference between Barrow-Wights and Arwen is that Wrath of
Bruinen is good for gaining the edge over a large group of people. Paralyze,
though definitely nasty, has to be directed against a single model. I will note
that a growing number of models (Mirkwood Spiders are the most spammable, the
three Trolls all have it, and apparently some of the new heroes for Sharkey’s
Rogues have gotten it in the new release) have the ability to hand out the
Paralyzed effect without casting, so it might be that there are more reliable
options now than Barrow-Wights at getting this ability.
High Elf/Galadhrim
Stormcallers are some of the cheekiest casters in the game: with a neat
spell (Call Winds) cast on a 2+ (save that Might point to make sure it goes
off), you can throw an enemy unit back D6” away from you and knock it prone.
While this may not seem like a big deal (it doesn’t do any damage), it DOES
make your target spend half his movement next turn standing up and walking to
basically the same point (perhaps a little in front of it, perhaps not even
making it to where he started) as the rest of this actions that turn. Use this
on a monster model to delay him 1-2 turns from getting to your battle lines
(while you shoot his buddies). With only 3 Will points (though they can get
them back if they get a natural 6 to cast), assume you’ll only get 3 casts a
game with this.
Moria Blackshield
Shamans are my favorite kind of shaman right now (maybe behind Druzhag),
since they can cast either Shatter (reliably three times if they save their
Might point to boost a cast) or Tremor (once, really, because it’ll drain you).
Whether you use Shatter to break Hadhafang in the hands of Elrond or the sword
from the hand of a Mordor Troll Chieftain, you’ve got the ability to make an
opponent’s combat piece unable to do what they want to do. If you’re able to
cast it three times, you’ve got a good shot at making it past most models’
defenses (draining them in the process).
In our last post, we revisited the subject of combat mages
in MESBG – how the heroes we covered in a post a long time ago have changed and
what other heroes we failed to cover before. In the older post, we lumped in a
discussion on Auxiliary mages who do a few niche things to help your army because
at the time, the only one I wanted to talk about was the Moria Goblin Shaman.
Today, we’ll be taking an in-depth dive on Auxiliary mages across the lists and explore how to
get the most out of them. As a reminder, we’re following this taxonomy for
casters:
- Multi-Purpose Will Mages: Anyone with the Will of Evil rule (or a similar rule) and has spells (who uses Will to cast magic AND fight AND stay alive…and possibly other things);
- Unlimited Mages: Anyone who gets "free Will," has spells that can be cast, and does not fall in the previous category;
- Combat Mages: Anyone with 2+ Attacks, has spells that can be cast, and does not fall in either of the previous two categories;
- Auxiliary Mages: Catch-all for everyone else, usually limited casting with some kind of immediate/lasting benefit to the army.
Originally, we only talked about Moria Goblin Shamans
(because that’s all we cared about). Today, we’re covering a whole lot of these guys,
though many group together nicely in similar categories:
- Stormcallers (available to Rivendell/Lothlorien)
- Arwen Undomiel (available to Rivendell, probably don’t want to take Gil-Galad)
- Barrow-Wights (available to Angmar)
- Angmar Orc Shamans (available to Angmar)
- Orc/Moria Goblin/Uruk-Hai Shamans (available to Barad-Dur/Mordor, Moria, and Isengard respectively)
- Easterling War Priests (available to the Easterlings)
- Druzhag the Beast Caller (available to Moria)
- Ashrak (available to Moria)
- Moria Blackshield Shaman (available to Moria)
- Sharkey (available to Sharkey’s Rogues)
The One-Hit Wonders,
Part 1: Most Fury-Casters
I’ll say this from the get-go: most casters who have Fury do
exactly one thing well. For a good bunch of them, that’s casting Fury. Others
only have one spell to cast, so they fall in this bin too. Heroes who really
only cast Fury well include Orc Shamans, Moria Goblin Shamans, and Uruk-Hai
Shamans (all of whom have Transfix as well, but they cast it on a 5+). While
Fury on the whole has taken a hit (I’ve critiqued it in both my overview
of the MESBG rules and my overview on how
magic has changed), it still plays one very critical role for your armies:
auto-passing Courage tests.
I converted this guy up a long time ago - shamans are great, but not worth spending $10/model on them...so I converted my own. See this old post for more info. |
If you’re running an army of Moria Goblins (or Mordor Warg
Riders or any Isengard list that uses Uruk-Hai Warriors/Scouts instead of Uruk
Berserkers/Feral Uruk-Hai), you’ve probably run into the problem at least once
of needing to charge a model that has Terror (and probably also has Harbinger
of Evil on it). Rolling two dice at a time trying to get to that magical sum of
7/8 can be really frustrating – especially if the target is a wizard like
Gandalf or Saruman and you know that just by charging that model (and
supporting someone who was brave enough to engage), you have a good chance of
winning the fight and wounding the model. While you could spend +5 points/model
upgrading your Uruk-Hai Warriors to Berserkers or paying +3 points/model upgrading
your Moria Goblin Warriors to Moria Goblin Blackshields, you could just as
easily pay 45-55 points to pick up a shaman…
In my post on how
magic has changed, I said that I don’t channel Fury. Since writing that
post, I’ve heard others in my gaming group tell of the likelihood that you have
of rolling two dice (spending 2/3 Will) to cast it (0.89 probability of
success), so you can reliably spend your Might point to channel the spell
instead of saving it as I recommended. I will note that an all-but-guaranteed
probability does sound great and it often does work, and I’ll also concede that
if you have lots of models that can be affected by a 6+ save, the fact that
you’ll save a few MIGHT pay dividends. From experience, however, I don’t think
you should channel this spell – a shaman costs about the same as a captain and
so you’re giving up a captain’s spot (one of the most important resources for
Heroic Moves/Marches) to bring an auxiliary hero. So…save his Might for Heroic
Moves. My recommendation only – there are still people in my gaming group who
channel Fury.
Orc/Moria Goblin/Uruk-Hai Shamans: How to Fight Them
The answer to this question is actually quite simple: whatever
way you like. The two most common ways are by either you charging these guys
and beating them up OR shooting them to death. These Shamans are basically
glorified warriors (with +1 Wound, +1 Might, +3 Will, and +1 Fate), so beating them
in combat is not difficult, though all three of these models are equipped with
spears, so they’ll be able to support someone else while providing auric support.
Generally speaking, shooting these guys is also easy – they’re D4/5 and fall
rapidly to archery fire. While you’ll usually have in-the-way rolls you’ll need
to make, if they’ve channeled Fury, you’ll want to take them out quickly.
Perhaps the easiest way of dealing with them, though, isn’t
charging them or shooting them: it’s casting Sap Will. While this spell got
harder for everyone to cast that has it, its job is simple: take the 1 Will
point they’re holding onto and make sure they lose it. Without Fury, these guys
are (as we said above) glorified warriors – really expensive glorified
warriors. What’s worse, the three kinds of Shamans don’t have good Courage
stats, so unless there’s a Stand Fast! nearby that affects friendly heroes,
they’ll probably run when the going gets tough (something they don’t normally
have to deal with if Fury is up).
The One-Hit Wonders,
Part 2: The Rule of One (Spell)
There are two other casters who fall in the One-Hit Wonders
because they only have one spell to cast:
Arwen Undomiel and Barrow-Wights. We’ll cover each individually since they are both
good enough to merit their own time in the sun.
Arwen, ready for action! |
Sneak peak at our upcoming Angmar post! |
Arwen Undomiel/Barrow-Wights: How to Fight Them
Fighting Arwen is
harder than you’d think: with Fight 6 and an Elven-made sword, she can Feint
against F2/F3 models and have very little worry about having the edge on
winning a tied Fight. Against a swarm of models, she can die, but if she’s
smart, she’ll save her single Might point for boosting her dueling roll (or
calling Heroic Defense). Without Terror, though, she’s not that hard to charge,
so charging her is probably the best approach. Shooting her can be difficult if
she’s on foot and equipped with an Elven cloak. Otherwise, her Defense 3 makes
her very vulnerable to archery (though any commander worth his salt will
surround her with lots of models to keep her from being shot or charged).
Once again, the easiest approach appears to be to cast magic
against her: since Arwen isn’t Resistant to Magic (unless Lindir is around),
any spells that target her will require her to spend valuable Will points to
resist them. While Sap Will might look tempting, a simple Transfix/Immobilize
will also do the trick, as it will keep her from casting Magical powers on her
turn.
Fighting
Barrow-Wights in many ways is much easier: while they have very good
Defense (D7), they’re only Fight 3 and they have no Might points to boost their
rolls. Shooting them is still difficult, not only because of their high Defense,
but because they too will probably be surrounded by a cadre of Orcs (who will
all cause Terror with him nearby if Angmar was smart and kept its army bonus).
Defeating Barrow-Wights is also easy with magic: while
Transfix/Immobilize also works great, so does Banishment (which very few people
have, but is VERY effective if you do have it) not only because it does a Wound
to the target (not a hit that could fail to wound), but because it can be
channeled to cause D3 wounds (which has a 67% chance of killing the
Barrow-Wight in one-go because he has no Fate points). Other direct-damage
spells (Sorcerous Blast, Collapse Rocks, Black Dart) are all odd-strength
spells, so they’ll wound on 5s (or 3s in the case of Black Dart). While this
might cost as much Will from you as it will cost them to cast their own spells,
it’s a reliable way of doing damage if taking down that Barrow-Wight is
important to your strategy.
Either/Or Casters: Two
Good Choices
Most of the auxiliary casters fall in this category – casters
who have two spells that are basically equally good (and depending on the
situation, you could cast either of them and they’d be useful). This doesn’t
mean that both spells are easy to cast (some of these spells aren’t easy to
cast at all). Instead, the owner of the caster needs to determine what his army
needs this game – and whether he needs that assistance now or later. Let’s look
at some profiles.
Stormcallers used to be great - here's my proxy model (never wanted to buy the actual ones - pose wasn't great, had too many other heroes I wanted to use that I never fielded them). |
Stormcallers, though, have another spell option: High Elf
Stormcallers can cast Strengthen Will (a great way to give Will points back to
Arwen) and Galadhrim Stormcallers have access to Enchanted Blades (a great way
to get some extra damage out of Haldir/Rumil/a generic captain/an allied hero).
Both of these spells are much harder to cast than Call Winds, so to me, they
aren’t even options (you’re looking at getting them off maybe once each game,
probably saving any remaining Will for Call Winds) – but they are available
should your team need them.
Angmar Orc Shamans
don’t have access to Fury (which is strange since Angmar Orcs can cause Terror
if they’re near spirit heroes), but they do have access to Wither (unique to
them – reduces the target’s Strength value). This is one of the few spells I
recommend channeling whenever you really want it to go off: with the ability to
reduce your target’s Strength by D3, you can turn a normal-Strength hero into a
terrible-Strength hero OR make a high-Strength monster not nearly as strong (or
able to bowl over your models on a Monstrous Charge). With only 1 Might, you’ll
only get this off once channeled, but you can probably cast it three times if
you don’t channel it – depends on the army you’re facing, I guess.
Angmar Orc Shamans also have access to Instill Fear, which
is great on the Witch-King, the Dark Lord Sauron, and the Dark Marshal, but
less good on these guys (since it’s likely to cost them 2 Will and 1 Might to
cast – basically draining them). As cool as the spell is, like the other spells
on the Stormcallers, I don’t see you calling this one.
Easterling War
Priests, Druzhag the Beast Caller, and Ashrak all have Fury as one of their
spells, and in some cases, you probably want to cast it (when you’re fighting
Angmar, the Dead of Dunharrow, or Mordor lists with lots of Ringwraiths and Black
Nmenoreans). But generally speaking, their alternate spells are more powerful.
- Easterling War Priests can make the Strikes of a friendly model resolve at Strength 6 (able to boost Khamul’s Strength while Khamul uses his Will to boost his Fight Value/Attacks).
- Druzhag can turn a lowly Wild Warg into a one-turn Cave Troll equivalent (offensively - there's a lot to be lacked in both Defense and Wounds) – and he can do it reliably FIVE TIMES.
- Ashrak can make it so that your low-Defense Spiders are harder to shoot as they approach the enemy ranks (or harder to hit/charge when they’re racing across the board for a scenario objective).
Sneak-peak at our Moria post - my converted Blackshield Shaman! |
Alternatively, you have Tremor, which is a line-oriented
knock-down spell (very similar to the way Sorcerous Blast used to work – except
that everyone takes a Strength 6 hit). While it's debatable whether this spell is as good as Wrath of
Bruinen, it certainly does have the ability to put a lot of models on their
backs, which can lead to many, MANY traps for your Moria Goblins for one round of the game (which
translates into higher Fight Value for your grunts if you keep your army bonus). If you’re not worried about specific
heroes killing your troops, this might be the better choice.
Either/Or Casters: How to Fight Them
The key to fighting these casters (like fighting One-Hit
Wonder mages) is to remember that they won’t be able to cast for long. With 3-5
Will each, most of these casters will be active for 2-3 turns, which seems like
a long time when the armies are nearing each other or have just engaged, but
really isn’t very long in the grand scheme of the game (10-14 rounds, depending
on whether or not there is a round that severely cripples one side). With the
long-game in mind, the simplest way of dealing with these kinds of troops is
just to ignore them (or at least, focus on resisting the spells and dedicating
your efforts elsewhere). Once the caster is out of steam, he’s just a glorified
grunt.
The alternative, is to employ the usual ways of dealing with
One-Hit Wonders: most of these guys aren’t great in combat (they’re all Fight
3, except the Stormcallers who are Fight 5), they only have 1 Attack, and while
they have 2 Wounds, they don’t have a lot of Fate (Druzhag is a bit of an
exception). With a few cavalry models, a Heroic-Combatted hero/elite warrior,
or even a pocket full of archers, you can deal with them quite easily.
There is also, of course, the use of magic to quell them,
but in many cases, it’s unnecessary: unlike Fury casters (whose spells will
last for a REALLY long time) or one-hit casters who have a single spell that’s
really nasty (though Druzhag is rightly feared), you might be able to weather
the storm with the Will stores of your heroes. Really powerful heroes who might
draw attention from Angmar Orc Shamans or Moria Blackshield Shamans probably
have 2-3 Will points to resist spells. If you’re playing a Forces of Good army
and are REALLY scared of these guys, you can always include a hero with Heroic
Resolve to provide some kind of resilience to your army (Forces of Good from
the Armies of the Hobbit will find Bofur from Thorin’s Company an easy-enough
ally to bring in and at 45 points, he doesn’t take a lot of room, while Forces of
Good from the Armies of the Lord of the Rings will find Bilbo Baggins from the
Rivendell army list an equally cheap addition to their army). Forces of Evil
have a harder time of it, but you can ally in Durburz from Moria with almost
any Evil list (not Barad-Dur or Sharkey’s Rogues) and still be Convenient
allies.
The Short Fuse Caster:
Sharkey
We close out today’s discussion with Sharkey, one of two
named Heroes for Sharkey’s Rogues prior to the release of the Scouring of the
Shire book. While I welcome named Ruffians as quickly as the next guy, I do
think there are some benefits from Sharkey that can’t be gained by “captain”
models.
Might get Sharkey someday, but for now, stock photo it is! |
While a battlefield-wide Stand Fast is great, Sharkey is,
first and foremost, a caster. He has Terrifying Aura, which if cast on 1 Will
(and leaving 1 Will to keep it going), will leave you with only 2 Will points
to do whatever else you want. In my opinion, this is a waste of Will points. A
“good” Sharkey’s Rogues army will have TONS of guys between Sharkey and any
enemy models that they face. This is, in many ways, better protection than
causing Terror – make it literally impossible for your opponent to charge you.
I will cede that there is probably a case for casting Terrifying Aura in
Maelstrom games, where you may deploy very close to an enemy squad while
isolated from friendly troops.
If you choose not to cast Terrifying Aura, you have
Immobilize – and four casts is reasonable for most casters (indeed, it’s more
than most of the other casters we’ve covered in this post or the previous
post)! Still, relative to unlimited Will casters or multi-purpose Will casters,
4 Will just isn’t that much of the game (recall the 10-14 rounds thing
mentioned above). So while you might have a target within range of Sharkey to
cast Immobilize on, be sure that casting such a spell this round actually makes
a difference – the worst thing in the world is getting to the final rounds of
the game and discovering that you can’t slow down a marauding hero because you
blew Will points earlier in the game.
Sharkey: How to Fight Him
The trick is not fighting him – it’s finding him! Since his
Stand Fast affects the entire board, you can keep Sharkey hidden from the
fighting for most of the game, sheltered away somewhere safe. Then, when your
army begins to weaken, you can bring him out somewhere visible to all and yell
at them to fight harder. Once you find him (and cut through the sea of Ruffians
between you and him), he falls very, VERY easily.
Shooting him is also not hard – he has no Blinding Light, he
doesn’t have great Defense, and he doesn’t have a lot of Wounds/Fate. So, if
you can see him, shoot him. As I said with Either/Or casters, casting magic on
him isn’t that worth it (in my opinion), especially since the worst he can do
is root someone in place for a few turns. So while you could cast against him,
I don’t think you need to. He’ll fall to basically anything (since he’s not
Resistant to Magic and doesn’t have a lot of Will to resist spells in the first
place).
Conclusion
In our next post, we go into our discussion of Multi-Purpose
Will mages (aka “Ringwraiths” – though other people show up too) where we’ll be
rolling up 13 different profiles and discussing how best to use/fight someone
who has TONS of Will but need to balance their use of Will between casting,
fighting, and staying alive (and occasionally doing other things). It’ll be a
mostly Forces of Evil-oriented post, but you’d be surprised who else makes an
appearance - until then, happy hobbying!
Very nice write-up. On the Stormcaller, another benefit of knocking a model backwards and prone is that if you target a model carrying a banner (most of whom don't have will), the opponent is essentially deprived of those critical banner rerolls for two turns: the turn it's knocked prone (because banners confer no benefits while their bearer is prone), and then potentially the turn after that as well, depending on how far away the banner-bearer was blown. The recent FAQs also clarify that while you can pass a banner when its original bearer is slain (or flees the board), you can't pass it just because it's been knocked prone.
ReplyDeleteAn excellent point - usually when it's blown over, it's also not touching a friendly model (like you can also do with Command/Eldamar Madrigal/A Fell Light Is In Them), so you can make a banner a juicy target for archery/magic damage spells if you can get sight on them.
DeleteThe biggest downside to Stormcallers is that they're Minor Heroes, so bringing one isn't a big hurt to your team, but bringing more than one (as some people used to do in the previous edition since the Lothlorien ones had Nature's Wrath and could bring 12 models) really cuts into your army size. That said, being able to keep two monsters out of the fighting for most of the game would probably buy their points back...
I hadn't thought of Monsters, but they'd be a great target as well. Is there a strength limit to the Stormcaller's ability? Because monstrous mounts (or any mount) would also be a very good target. Fell Beasts might be a bridge too far, since their riders have a ton of Will, but there are a lot of mounted heroes who have just one Will point. Dismounting them _and_ knocking them prone (which just shooting the mount rarely does) _and_ pushing them back D6" could really get them out of the fight at a key moment.
DeleteAlso, please don't tell me you've forgotten about my main man (er, Orc), Kardush the Fire Caller? ;-)
DeleteUnlike Sorcerous Blast, there isn't a Strength limit, so you can use this to blast back anything that's allowed to be moved against its will (great against Fell Beasts/Great Eagles, ineffective against Mumaks/Smaug/Iron Hills Chariots?). And no, I did not forget about Kardush - he gets his own section with the Unlimited Spellcasters, since he can get "free Will points" by sacrificing unwanted models. Kind of a niche case, but figured he didn't go here since the defining attribute of these casters is their limited time in the sun.
Delete