Good morning gamers,
Saruman the White
We come to the last post in this series – we’ve revisited a
four-part discussion we did years ago on Combat Mages, Auxiliary Mages,
Multi-Purpose Will Mages, and now we finally address Unlimited Mages. The
original post is here.
Of all the mages in the game, these types of casters have the potential for the
most Will in the game (in aggregate) and are virtually the only casters who can
be active at casting magic each turn for the entirety of the game. For our
purposes, 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 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.
When we first talked about Unlimited
Casters in MESBG, we quickly covered Gandalf the Grey, Saruman, and Galadriel.
Since then, we’ve revisited Gandalf
the Grey, Gandalf
the White (twice
actually), Saruman,
and Galadriel.
Today, we expand this list to 11 and cover casters we’ve only lightly covered
recently (or haven’t covered at all):
- Cirdan (available to Rivendell)
- Galadriel (available to Lothlorien)
- Galadriel, Lady of Light (available to the White Council)
- Gandalf the Grey (available to the Fellowship/the Shire/Thorin’s Company/the Survivors of Lake-town/the White Council)
- Gandalf the White (available to Minas Tirith)
- Radagast the Brown (available to Radagast’s Alliance/the White Council)
- Saruman the White (available to the White Council)
- The Dark Lord Sauron (available to Barad-Dur)
- Dragons with Wyrmtongue (available to Moria)
- Saruman (available to Isengard)
- Kardush the Firecaller (available to Mordor)
- Smaug (he IS the Desolator of the North)
- A Staff of Power (Wizards only)
- A special rule that allows them to turn your “unwanted models” into unlimited Will points
- A special rule that “just gives them a free Will point”
Wizards: Gandalf the
Grey, Gandalf the White, Radagast the Brown, Saruman the White, and Saruman
As noted above, we’ve actually covered three of these guys
in recent posts (Gandalf
the Grey/White
and Saruman
the Evil). I’ll leave the discussions I’ve already done speak to the uses
of these guys, though I will highlight a recent post by Rythbryt on Gandalf
the Grey in the context of the Fellowship of the Ring. As such, we really
only have two wizards to cover here: Saruman the White and Radagast the Brown.
Saruman the White
Saruman the White behaves very similarly to Saruman: he’s
got a 12” Stand Fast that affects both heroes and warriors (great for keeping
generic captains on the board). He’s also got 18” range on Immobilize/Command
which can be reliably cast on your free die (2+/3+ difficulty with a reroll if
required). This not only allows him to target enemy captains/monsters (or power
heroes if you target them over multiple turns) to keep them out of the action.
Saruman the White (like Gandalf the White/Saruman) casts Sorcerous Blast on a
4+ and this too can be reliably cast on a single die thanks to that reroll.
Personally, I recommend using 2 dice to cast this spell (assuming you’re not
facing an enemy caster and need to save Will to resist spells) because it’s the
hardest spell you have in your arsenal and you want it to go off whenever you
cast it (or at least, the first five times you cast it). Finally, you want to
channel Terrifying Aura if you use him – getting that third die thrown into an
enemy model’s courage check pool (and removing the highest die) is a great way
to make sure Saruman can stay safe while near the front lines.
Besides these four spells, Saruman the White also has Aura
of Command (cast on a 2+ with the reroll, easily on your free die) and grants
auto-passing Courage tests to nearby models (I don’t think you need to channel
this). Most models don’t have this and it’s a really niche spell to need. Since
Saruman can cast it for free, you might as well do it (though you want to
channel Terrifying Aura first). While many armies have ways of getting high
Courage, some armies (like Lake-town, Dale, or Shire – Arnor is an Impossible
Ally) can really use a boost to Courage – and you can get that pretty easily by
casting this spell early in the game. Whether it’s keeping your army together
after your force breaks or fighting enemy Terror models (like enemy wizards
with channeled Terrifying Aura), this spell can save you.
Saruman does come with two drawbacks (both minor): first,
while Gandalf the Grey/White can cast Strengthen Will on himself to get Will
points back, Saruman can’t benefit from this ability (not only because he
doesn’t have it, but because he has a rule that doesn’t allow Gandalf to help
him out). Saruman will also not be able to participate in any Heroic Actions
Gandalf calls (Heroic Move is the big one, though Heroic Resolve is also quite
useful).
Radagast the Brown
Back in 2012, I covered Radagast (here)
and at the time, he wasn’t known to our gaming group. A few games with him
making my beloved Dwarves terrifying and everyone knew his name. At the time,
there wasn’t anything that said he couldn’t cast Panic Steed on a Mumak either,
so let’s just say for a while I said I wouldn't bring him to a tournament just in case someone wanted to run one . . . now that's been addressed in the rules, so Radagast is fair game!
Radagast plays very differently than all of the other
wizards (and in truth, he hasn't changed much from edition to edition): not only does he have a very different spell selection from the other wizards, but he’s
perhaps the only one that doesn’t need
to be mounted (though his mount options are quite good). Besides a Staff of
Power, Radagast shares with the other wizards the Immobilize (12”, 3+) and
Terrifying Aura (2+) spells.
Beyond that, very different hero. While Radagast doesn’t
have Sorcerous Blast, he does have Nature’s Wrath (one of the most powerful
spells in the game right now, cast on a 4+) and Panic Steed (the absolute most
lethal spell against cavalry – especially if channeled – and cast on a 2+).
While these spells alone are very good, he also provides Aura of Dismay to
basically any faction in the game (not Arnor or Numenor) as
Historical/Convenient allies. Want to make those Elves/Dwarves/Men more
powerful? How about giving them Terror…
Finally, Radagast has Renew – a neat little spell (cast on a
3+) that grants wounds back to models that have lost them. While boosting
heroes who have taken some Wounds in combat is nice, Radagast can be easily run
alongside Giant Eagles – and giving these guys back their Wounds is incredibly
powerful. At the 800 point level, you could run Radagast (on foot), Gwaihir,
and 5 Giant Eagles – and Radagast should be able to pop between combat groups
to keep their wounds up…absolutely nasty.
All this then brings out two important rules that Radagast
has: first and foremost, he treats all ground as open ground via the One with
Nature rule so long as he's on foot. He also gains the Stalk Unseen rule from this, which is great for
making sure that he’s not targeted by enemy archery, spells, or cavalry
charges. In normal circumstances, models with this rule prefer to find a low
wall, a hedge, or some other horizontal piece of terrain that will cover them
for quite some distance to the left or right (and up or down) while still
providing plenty of visibility to the battlefield. For Radagast, you can go one
step further…
Radagast also has the Master of Birds special rule, which
not only gives your Eagles Resistant to Magic (great when paired with Fortify
Spirit from Galadriel, Lady of Light and Heroic Resolve from Gandalf the Grey –
but more on that in a later post), but also allows Radagast to have “line of
sight” to any point on the battlefield. While this is certainly less powerful
now that you can’t have volley teams of archers chucking fletched shafts across
the field at whoever they like, it still means that Radagast can be standing
behind a stone wall – completely enclosed in a building with no visibility to
his targets at all – and STILL be able to cast Panic Steed, Renew, or Nature’s
Wrath. AMAZING!
So far we've only looked at Radagast on foot, but he's got three different mount options (all of which allow him to get slightly more range from Aura of Dismay, negate his One with Nature boosts, and give him greater mobility to get the angles you need for your spells. His sled and his horse give him good benefits depending on how much you want to pay, but you get a very different playing style from Radagast if you mount him on a Giant Eagle. To take the Eagle only ups his cost by 50 points and you get all the fighting stats of a Giant Eagle. In trade, you give up your Staff of Power, which means you'll be able to do limited casting to augment your Eagles or allies. Worth it? Maybe...but he becomes a Combat mage, with all the limitations we discussed in our previous post on those types of casters.
As you can tell from all five wizards (both those covered in
this post and in my previous posts), the great thing about running these guys
is that their spells (for the most part) are easily cast on your free die. This
frees you up to use your actual Will points to resist enemy spells or make sure
your spells go off when you need them to. This grants wizards incredible flexibility,
though it comes with one serious drawback: these guys are expensive and this is often exacerbated by their army list options. Saruman the White can’t lead troops (so he’ll be points reduced without giving you
Warrior slots to pad your numbers). Radagast is in very much the same boat, but
he can field Eagles if run in the Radagast’s Alliance list (which are expensive). Gandalf the Grey
can be run with Lake-town Militia if taken as part of a Survivors of Lake-town
list or with Hobbits in a Shire list (if you can bear to leave Merry and Pippin at home), but otherwise will only be able to lead heroes (from the Fellowship or
Thorin’s Company – both of which are amazing and fun to play). Both Gandalf the
White and Saruman the Evil can run a vast assortment of troops, though Warriors
of Minas Tirith/Uruk-Hai of some kind tend to be the go-to choices for these
two heroes.
Wizards: How Do You Fight Them?
So how do you fight these guys? While each of the wizards
provides a lethal arsenal of spells to fight their opponents, they’re pretty
weak in combat. With the exception of Gandalf the White, all of the others have
1 Attack – and while they can all be mounted, it’ll be hard for them to get a
high roll against a press of foes. While their Terrifying Aura spells can make
charging them difficult (and Blinding Light on Gandalf can make shooting them
difficult), if you can get a single model into base contact with them, a
supporting model could walk up without taking a Courage test and suddenly the
wizard has a lower chance of winning.
The other way of dealing with a wizard is the spell Your
Staff is Broken! Not many people have this spell (Sauron the Necromancer, the
Witch-King, and Gandalf the White), but those that do have it pose a real
threat to enemy wizards. Besides this spell, these wizards are also dangerous
because they have a lot of Will innately and can use that to ignore the spells
of the enemy wizards. Gandalf the White in particular is great at fighting
enemy wizards, since he can give himself 2 free dice with Fortify Spirit and
then break the staff of the person he’s fighting.
Regardless of whether you can field cheap troops or not,
these wizards can go the distance and provide you with magical support (or
damage) all game long (so long as you protect them). In a very different way,
you can do that as well with an unconventional fellow: Kardush the Firecaller.
It’s For A Good
Cause: Kardush
Kardush has gotten some time in the sun thanks to Rythbryt
in his post
on Mordor. Rythbryt brought Kardush to his inaugural TMAT THRO tournament
(and won with him…and Gorbag…and a Troll Chieftain…my Dwarf King is still
grumpy about that). ;) Unlike the wizards we talked about above, Kardush
doesn’t have a Staff of Power in order to get free Will points. Instead, he
starts with 3 Will points (tied for lowest starting Will that we’ll be covering
today) but can get extra Will by killing off a friendly Orc model within 6” and
getting D3 Will points from him (but it doesn’t allow you to go above your
starting store). Since Kardush’s combat stats are little better than your
average Orc Warrior, keep him near a good anvil unit with a small pack of
archers guarding the flank within 6” of him that you can slowly drain away and
use for casting magic.
Kardush, like most Shamans, has access to two spells: Fury
(which is good for your Orcs – especially any archers you have around him) and
Flameburst (which he casts on a 3+, despite Saruman the Evil casting it on a 5+
. . . not that I’m bitter or anything). While Fury is quite useful on certain
occasions (and channeling it if you’re supporting a front-rank anvil is good),
you’re really getting Kardush for the Flameburst spell – a S6 hit at 6” range
is pretty useful. Since most enemy shieldwalls will likely be D5/D6, you can
take out a spear-support in an important fight (or take out a front-line
warrior that’s causing you trouble) before the fighting really begins nearly
every turn. While Terror-causing models are normally a pain to have to deal
with, Kardush’s Fury spell can keep that from being too difficult for you to
handle.
Where Kardush really shines relative to the wizards we
covered previously is that he’s so inexpensive – 60 points is not a lot for a
caster who can last the entire game. What he trades for his low price is a) a
low Will starting store (and max store), b) a terrible statline that can make
him very vulnerable if an enemy hero cuts through your lines and charges into
him, and c) his retinue of potential Will points/bodyguards are required to
make him worth taking. If you just take him for Fury (or a one-turn Flameburst),
he’s not worth it – you’re better off going with an Orc Shaman on Warg if you
want Fury OR a Ringwraith if you want damage (hit on 5+, wound on 3+ several
times vs. hit on 3+, wound on 4+ once or twice). It’s when you add Orcs to your
point total that Kardush really rises above the other choices – and if you’re
looking for a random Fortitude hero to run, he’s a good option.
Any discussion of Kardush wouldn’t be complete without
mentioning that if Kardush is being run down by someone, you can sacrifice him
to give a Ringwraith some Will points (in the same way that Kardush kills off
friendly Orcs). This can be really helpful since Ringwraiths are (at least
slightly) better at fighting than Kardush is and their spells are more varied
(no Fury/Flameburst, but lots of Drain Courage/Transfix if not other things).
While generally I’d keep Kardush around, if the Priority phase brings a sense
of foreboding that someone big and nasty is going to go crashing through
Kardush (and you have a worn-out Ringrwaith within 6”), you can choose to say
“it’s been fun, but I gotta go” and get at least a few more turns out of your
Ringwraith. This is also not a bad option if your lines are collapsing and you
don’t think you can lose too many more Orcs to Kardush’s greedy machinations.
Kardush: How Do You Fight Him?
Fighting Kardush is quite easy – as mentioned before, his
stats aren’t very good. In the recent THRO tournament where my Dwarves fought
Rythbryt’s Mordor force with Kardush (where he turned my Dwarf King into a
roasted marshmellow), I shot Kardush to death with Dwarf Warriors/Dwarf
Rangers. Whether you shoot him or fight him (or heck, cast magic at him), he’ll
fall quickly if you don’t keep his guards nearby.
We’ve covered units that gain Will thanks to having the
right stick and one particular unit who gains Will thanks to the expendability
of his friends. Our last category of models are the happy few who “just get
free Will.”
We Don’t Need A Stick,
Part 1: Cirdan and Galadriel (2 versions)
We’ll begin with the three Forces of Good profiles.
Galadriel from Lothlorien has
already been covered – you should read the post for why she’s amazing and
how to use her. Both Cirdan and Galadriel, Lady of Light, showed up in the #1
ally recommendation I did in my revisiting of the “Pocket
Full of Power” post I did recently. These two heroes are great – and can be
allied together historically as well. I won’t talk too much about them here,
but you should know that Cirdan is one of the best auric heroes in the game right
now not only because he gives the trifecta of aura spells (Aura of Command for
auto-passing Courage, Aura of Dismay for causing Terror, and Blinding Light for
archery protection), but because he can also cast Enchanted
Blades on friendly heroes – ideally models that don’t already have Lord of the
West, though they benefit as well.
Galadriel, Lady of Light – as we discussed before – is
unlike any of the previous heroes we covered in that she’s designed for combat.
She has several great spells, but they’re easily cast (Fortify Spirit on a 2+
to grant 2 free dice to resist magical spells, Banishment on a 3+ to deal
damage to enemy Spirit models, and Instill Fear on a 4+ to make enemy models
test for Courage or flee from her). While Instill Fear is the only “difficult”
spell that might require actually spending Will, Galadriel provides two other
auric buffs to her nearby allies that aren’t tied to Will (which is awesome): a
Blinding-Light-esque ability to protect against archery and a mini-Harbinger of
Evil that can make it harder to charge friendly Terror models (like her – or
anyone benefiting from Aura of Dismay). With 3 Attacks at Fight 6 and 3
rerollable Fate points, she’s quite good.
Cirdan and Galadriel: How Do You Fight Them?
Fighting these heroes is more difficult than you think:
while Cirdan and Lothlorien-Galadriel aren’t very good in combat (Unarmed with
1 Attack), they’re both Fight 6, so just having them in a fight with other
friendly models can keep them alive for a while. Since all three of these
heroes have anti-archery protection, it’s pretty difficult to shoot them to
death (despite their low Defense). Casting magic against them is pretty
difficult too thanks to either Resistant to Magic (automatically present on
Lothlorien-Galadriel so long as you keep her army bonus, available to Cirdan if
Lindir is nearby) or Fortify Spirit (automatically the first spell to cast with
Galadriel, Lady of Light – historical ally of Cirdan). Dealing with these
heroes is pretty tricky, but once you do beat them in a fight, they’re pretty
easy to wound.
We Don’t Need A Stick,
Part 2: Dragons (with Wyrmtongue)
As we move to the Evil forces, we’ll start with the Dragon
with Wyrmtongue upgrade. I did a five-part
series on Dragons in 2014-2015 and I took one to one of our THRO
tournaments – that was fun but we died a lot. The only part of the profile
that’s changed is the Wyrmtongue upgrade (what spells are available and what
they do), so I encourage you to read those posts if you’re not familiar with
how Dragons work. In short, we have 4 upgrades to choose from, but we can only
take two, which means there are four relevant Dragon builds with Wyrmtongue –
we’ll discuss each of them:
- Utility Build (Rain): the Dragon costs 300 points and only has Wyrmtongue as an upgrade;
- Sniper Team: the Dragon costs 350 points and has Wyrmtongue and Breathe Fire;
- Strike Drone: the Dragon costs 350 points and has Wyrmtongue and Wings;
- Quagmire: the Dragon costs 350 points and has Wyrmtongue and Tough Hide;
But Wyrmtongue on a 6” move big base model isn’t as good as
taking another upgrade too. The Sniper Team build is perhaps the worst build of
the paired ability not because Breathe Fire is bad, but because Breathe Fire
costs Will – losing Will by shooting (though it will do damage) makes
Wyrmtongue as an ability much worse. If you want to Breathe Fire, you’re better
off taking Wings so you can get more movement (since you can only move half
movement and Breathe Fire) and get better firing angles.
The final two builds are much better for Wyrmtongue: for 50
points more, you gain increased mobility for your casting/charges with the Strike Drone or greater
protection for your Dragon with the Quagmire. If running a dragon at 350 points (and you didn’t
take Breathe Fire), you’re probably not running the Balrog, which makes the
Dragon an interesting choice as a potential army leader. True, he could flee
the field, but without a big-bad hero to take him down (which the free Transfix
will make difficult), he’s remarkably hard to beat. Whether the wings keep him
away from nasty heroes or the Tough Hide gives him extra Defense/Wounds, your
Dragon is far more resilient and able to last longer by making him a bit more
expensive. I will say that in my opinion, wings are a non-negotiable for Dragons - you need the movement in order to get where you want to go and to threaten enough of the board to have a chance at getting your points back (so if you really want a spell-casting Dragon, the Strike Drone is the only real build to run).
Dragons: How Do You Fight Them?
Fighting Dragons is pretty difficult – though high-strength
archery does a pretty good job of plucking wounds off of them. Dragons have a
tendency to burn through Might quickly – especially if they Breathe Fire
(either to make sure they hit their targets OR to make sure they wound
important targets). While Fight 7 is good, against models who can call Heroic
Strike, they’re likely to lose some fights (and if they do, they’re likely to
suffer at least one Wound). Once Dragons suffer wounds, they’re in trouble
(especially if they Breathe Fire), since each wound requires them to pass a
Courage Test or flee the field. A Dragon’s Courage 4 is not bad, but does result
in failing tests a fair bit of the time.
One of the biggest threats, then, to a Dragon is a Ringwraith:
while all Dragons are Resistant to Magic, Drain Courage is likely to go off
anytime the spell is cast and most of the time, it’ll likely require two dice
to resist the spell (not just the free die that comes from Resistant to Magic).
Drain Courage makes it likely that the Dragon will run whenever it takes
damage. While you can also just Transfix Dragons after their Courage is low,
you can also use Black Dart (one of the rare instances I recommend it) once the
Dragon is low on Will (since he’ll need 2 dice to resist it with any reasonable
likelihood) and low on Fate (so he doesn't save the wound you work hard for). One good wound once the Dragon is low on Courage
and – BOOM – he’s gone. I recommend plucking Fate points off with lots and lots
and LOTS of archery.
We Don’t Need A Stick,
Part 3: Smaug
While I don’t own Smaug (and never plan to) and have never
faced Smaug (and hope I never have to), I did do a run-down of (theoretically) how
you might fight Smaug in a previous post. I highly recommend reading those
thoughts before continuing.
Smaug is . . . a lot. A lot of points? Yes. A lot of rules?
Yes. A lot of money? Oh yes. A lot of . . . space? Just yes. A lot of – YES!
Casting is one of the many elements of his arsenal, though
I’m going to submit it’s a minor one. Like the Sniper Team build for the
generic Dragon profile, you need to spend Will for both spells and Breathing
Fire, but Smaug gets a “spend 1 Will for free” rule that can be used for
either. Given the nature of Breathe Fire, I expect that to take the
pre-eminence (since it doesn’t do a one-time S10 hit, but rather Sets Ablaze
with a S10 hit, followed by S5 hits at the end of each turn).
Smaug’s spells are normal – nothing to write home about, so
casting spells with him is likely to be “just because you can,” not a normal
strategy for him. The most important spell he can cast is Transfix, since he’ll
eat up most/all of your army points and you only have 3 Might points for
getting charges via Heroic Move and countering enemy Heroic Strikes. 3 Might
runs out pretty quickly, so Transfixing someone so they can’t Strike is kind of
what you want. Might be a small part of Smaug’s arsenal, but it’s got its
place.
Smaug: How Do You Fight Him?
I kind of already addressed this in the post above, but it
all boils down to two things: protection against Smaug’s Fire and high-Damage
output. Here are a few combos you can use:
- Galadriel, Lady of Light protecting Glorfindel, Elrond, and Gil-Galad (>650pts)
- Cirdan protecting Glorfindel, Elrond, and Gil-Galad (>600pts)
- Gandalf the Grey protecting Thorin, Dwalin, Gloin, Dori, Nori, and Ori (>600)
- Gandalf the Grey protecting Aragorn with Anduril, Legolas, and Gimli (>570)
- Gandalf the White protecting 2 Avenger Bolt Throwers with Rapid Reload (~400pts)
- Gandalf the Grey protecting Bard with Windlance and a TON of Lake-town Militia bowmen (>385)
- The Shadow Lord on Fell Beast protecting the Witch-King on Fell Beast with the Crown of Morgul, 3 Might, Lots of Will, and a Morgul Blade (>375pts)
- Galadriel (Lothlorien version) protecting Celeborn and Rumil or Haldir and a LOT of bowmen (>360)
We close out our discussion with a brief talk about the Dark
Lord Sauron, who Rythbryt has already covered in-detail here
and who I discussed in short-hand here.
Of all the wizards we’ve covered across all four categories, there’s not a
wizard in the game that can compete with the Dark Lord Sauron (possible exception: Gandalf the White). Like Saruman, he
can cast Transfix/Compel on a 2+/3+ with 18” range. Unlike any of the
Ringwraiths (or even his Necromancer version), he’s got 18” range on Drain
Courage (2+), Chill Soul (4+), and Sap Will (4+). With Chill Soul, you’re able
to pluck Wounds off people from a very far distance, while Sap Will is great
for fighting enemy casters (or anyone with 3+ Will left over). Sauron also has
Instill Fear, which is great for scattering models you don’t want to have to deal
with in order to get to better, stronger models to crunch.
While Sauron’s combat stats are some of the best in the game
(F9 S8 D10 A4 W5 3M/6W, paired with the Ring), he’s ALSO got a free Will point
each turn. Since most of his spells are cast on a 2+/3+ (four of six) and the
other two are cast on a 4+ (so, maybe 1 die in addition to the free one),
Sauron can start by casting a spell and then slamming into someone to get the
most out of his amazing combat stats. With Resistant to Magic, he can also stop
enemy spells pretty easily (even choosing to forego casting if required to use his free Will point to resist a spell - like Banishment, Chill Soul, or a channelled Flameburst).
Sauron: How Do You Fight Him?
Like fighting the Balrog, sometimes the best way to “defeat”
Sauron is to just not fight him. With only 6” move (and Chill Soul only able to
pluck one Wound each turn), the best way to “beat” him is to just avoid him (or ignore him if avoidance is not possible in the scenario).
However, if you NEED to fight him, your primary objective is to do a few Wounds
to him as quickly as possible – I’d recommend using a siege engine if you have
it. The key when fighting Sauron is similar to fighting Smaug/Dragons: with
only 3 Might points, you want to force Sauron to spend his Might early on – a
Heroic Strike on one of your heroes paired with a Heroic Strength on another is a pretty
good start.
Casting magic against him will be difficult, but will also
wear out his Will store (and possibly his Might store), which will make Chill
Soul harder to cast late in the game. Once Sauron is out of Will, casting
Transfix/Immobilize is a great way to keep him from doing anything (either to
root him in place so you can ignore him OR to keep him from killing anything in
melee if he's already engaged someone). It’s tricky, but possible to do. Sauron also lacks Your Staff is
Broken, so wizards who can cast magic each turn without reducing their Will
store are particularly effective.
Shooting Sauron is basically impossible (S3 archery wound
him on 6/6+) UNLESS you have siege engines. These, however, can scatter off
him, so they’re unreliable. If you want to use siege engines in your overall
strategy, it’s certainly worth targeting Sauron if you face him (at least to
pluck off a Wound or three). This is by far and away the least effective way of
dealing with Sauron, but might be a good way of clearing out his supporting
models so that after you deal a few Wounds to him, you’d be able to break
Sauron’s army once they’re able to be broken.
A Magic Caster for
Everyone
So, that finishes our four-part discussion on Combat Mages,
Auxiliary Mages, Multi-Purpose Will Mages, and Unlimited Mages. Each has its
advantages and disadvantages (for example, Auxiliary Mages tend to be cheap but
only provide magic for a short period of time, while Unlimited Mages tend to be
expensive but have the potential to provide magic for the entire game). Most
armies have access to some kind of mage (Numenor and Arnor have access to Elven
mages through Rivendell/Lothorien – all other Good factions can ally with
Rivendell, Lothlorien, and the White Council; Barad-Dur and Sharkey’s Rogues
are the only factions that can’t Historically/Conveniently ally with Moria –
though both of these armies have mages of their own).
While I think magic is a part of an army and rarely the
centerpiece (Wrath of Bruinen/Nature’s Wrath armies or having Galadriel as the
centerpiece of a Lothlorien army are notable exceptions), it began as an integral
part of most of my armies and has remained an important part of my strategies
over the past nine years. Even if you don’t like magic, understanding how magic
plays into the game is useful if your opponents like to use mages of their own.
With this series done, we’ll be going back to a three-part
series I did on the Fellowship back in 2012 (one on the Hobbits,
one on the Combat
Heroes, and one on the Auric
Heroes). At the start of the year, I covered the Fellowship in a series on
the new army lists (you can find it here)
and Rythbryt recently covered them in a post last month here
– this would be good reading before reading what I put up. Since Rythbryt did a
great job covering the overall rules of the team, we’ll be focusing on tactics
for each of the models and how they can integrate into the team as a whole.
We’ll also be providing some sample lists in each post that are themed and that
show you things you can do at various point levels. Until then, happy hobbying!
Very nice. I was slightly disappointed, though, that your photo of Sauron didn't come through. :(
ReplyDeleteAlso, is Gandalf the Grey not able to lead Hobbits in a Shire list? (I thought he was for some reason, but haven't got my book on me to check, so I could be wrong :) ).
Pic added. :)
DeleteGandalf is able to lead Hobbits if you leave the "big 4" at home. I like Shire better that way, actually. Added that too - thanks for the catch!