Good morning gamers,
In our last five posts, we’ve gone over the five different
elements of an army that can get you victory points in a scenario. We discussed
the importance of fast models/cavalry, having at least one banner, having enough models (where we proposed the Rule of 30), ways of shutting down enemy heroes (especially army leaders), and ways to protect your own heroes
(especially your army leader). Today, we put those principles to the test by
examining a 700-point sample army from one of the most versatile lists in the
entire MESBG range: Minas Tirith. If you're unfamiliar with your options for Minas Tirith, check out Rythbryt's review here.
Minas Tirith: Core Choices
The biggest problem that faces most Minas Tirith players
(especially those just starting out in the hobby) is the sheer number of
choices available in the Minas Tirith list. With three epic heroes (Aragorn,
Gandalf, Boromir), a wide variety of lesser-Captain heroes (Faramir, Madril,
Cirion, Iorlas, Hurin, Ingold, Knights of the White Tower, Captains of Minas
Tirith, Kings of Men if you don’t take any named hereos), and a few
cheap-but-basically-glorified-Warrior heroes (Denethor, Damrod, Beregond,
Pippin), the choices arrayed for you on just the hero front is astounding (and
while you might want to get a good chunk of these heroes for what they provide, getting too many of them will eat through your points limit quite quickly).
Then you get to the warriors: with multiple choices for
heavily-armored infantry (Warriors of Minas Tirith, Citadel Guard, Guards of the Fountain
Court, Osgiliath Veterans), bow-armed models (Warriors of Minas Tirith, Citadel
Guard, Osgiliath Veterans, Rangers of Gondor), cavalry models (Knights of Minas
Tirith, mounted Citadel Guard), and siege engines (Bolt Throwers, Trebuchets), getting
a good mix of models can be really, REALLY hard. Often times, there’s a trade
between a) how high you want a models’ stats to be, b) how many models you want in your army, and c) the money spent acquiring the models that you want. With all of this
frustration in mind, the list I’ve chosen today isn’t that expensive to acquire
and gives you plenty of room to expand and modify. Know that I’ll be talking
about alterations you can make to the list to accommodate different playing
styles at the end of the post, but this is the list that’s not only well-tailored to the guidelines
we’ve identified in the last few posts, but also fits my personal preference
for playing Minas Tirith. With that, let’s look at the list!
- Denethor, Steward of Gondor [Army Leader]
- 5 Warriors of Minas Tirith with shields
- 5 Warriors of Minas Tirith with shields and spears
- 1 Warrior of Minas Tirith with shield, spear, and banner
- Gandalf the White on Shadowfax
- 4 Knights of Minas Tirith with shields
- 6 Rangers of Gondor
- Faramir, Captain of Gondor with bow
- 7 Osgiliath Veterans with shields (convert Warriors of Minas Tirith if you don't want the real ones)
- 6 Rangers of Gondor with spears
While this list is pretty low on Might (and will have even less of it after the 1-2 auric spells Gandalf will likely channel in a game), it
has good resiliency with nearly two-thirds of its models being Defense 6 and a
good third of the army being able to shoot (with anti-archery protection from
Gandalf). We have the requisite speed to be dangerous on scenarios that require
us to get somewhere, as well as a token banner in one of our warbands to give
us points when that’s available. With Gandalf to both neutralize enemy heroes
and augment our own, we’ve covered all the bases.
One other note: if you scale this list up to 800 points, we
haven’t filled these warbands up to their maximum, so if you had 100 more
points to play with, you could add up to 11 more models without having to get
another hero. I would recommend getting a second banner and bulking out your
Shieldwall brick with more Warriors of Minas Tirith (and probably getting more
Rangers as you scale up your army too). My one regret is not having Heroic March in the list - see the end of the post for more info on that. Let’s look at each warband in this
700-point list and see what they do for us.
Warband #1: Denethor’s Guard
By statline, Denethor is one of the worst army leaders in
the game: he’s only got 2 Wounds with Defense 5 and no Fate points, making him
incredibly easy to kill. Add to this that he has no Might and can become an
enemy model for a turn if he fails his Courage Test at the start of each turn, and you’ve
got not only an unreliable model, but a very vulnerable leader. While
substituting Boromir for Gandalf would remove the unreliability of using
Denethor (auto-passing his Courage Tests while Boromir is alive), the
vulnerability of Denethor is not helped in the slightest (still able to be
taken down by a good sniper – be he an archer or damage-mage). By going with
Gandalf the White, Denethor can be protected reliably from both archery
(channeling Blinding Light) and magic (Fortify Spirit), and he can more
reliably pass Courage tests (Strengthen Will).
Denethor's Guard: 154pts, lots of F3/D7 (except for Denethor). |
Surrounding Denethor are 11 Warriors of Minas Tirith,
capable of being his heavily-armored guard. The extra slot can allow you to run
Denethor in the front line of the warriors (where the banner reroll will help
mitigate his lack of Might) and limit the number of models who can get to him
without cutting through D6/7 models nearby. Denethor himself is a decent
fighter (2 Attacks with F5/S4), so having him in a formation like this isn’t a
bad thing (though be careful what the match-ups look like - he has no Might and is the lowest Defense model in the squadron).
One of the advantages of running Denethor as your Army
Leader is that, should your opponent be looking to score victory points by
wounding/killing him, you can rather safely tuck him away somewhere and avoid
using him the entire game without impacting your damage output. While armies like
Barad-Dur and Moria (if it’s not running Durburz as its army leader) often have
their army leaders doing the bulk of the fighting, Minas Tirith using Denethor
as its army leader can afford to leave its Army Leader safely in the back
ranks, letting your other heroes do the fighting. It also doesn't hurt that for 35 points, you have the cheapest Hero of Valor in the game (well, I guess Goblin-town Captains with their army bonus are the same cost but can take 18 models with them - but they're a bit of a special case, now aren't they?).
Warband #2: The White Rider
I got into a discussion a while back on Gandalf the White
and why he’s the best all-around hero for Minas Tirith (Part
I and Part
II) – even over the likes of Aragorn and Boromir. I still hold to that
today, especially when running Denethor (for the reasons laid out above).
Gandalf’s warband is designed for two purposes: first and foremost, the Knights
of Minas Tirith can escort him wherever he needs to go, giving you a company of
heavy-hitting cavalry who can route an enemy flank OR race to an objective.
Gandalf is also useful to have around to keep their horses from being sniped
out from underneath the riders (which is always a good thing). The second part
of the warband is a small squad of rangers, capable of being left behind at the
starting location (holding an objective or securing a firing lane) and not
keeping up with the cavalry. Rangers of Gondor are pretty squishy, but they’re
capable fighters – and when supporting Gandalf, they can be really powerful.
The White Rider: 344pts, a mix of heavy cavalry and light skirmishers. |
Though I’m rehashing a bit of what I covered in the two
posts I listed above, Gandalf provides some niche capabilities to the team that
the other mega heroes (and any combination of supporting heroes) simply don’t
provide:
- While both Aragorn and Boromir can provide 6” banner buffs (increasing your offensive potential), Gandalf can provide a 6” protection from enemy archery, which is huge for an infantry horde and when fighting certain kinds of lists (Mirkwood Rangers, Serpent Horde, Isengard crossbow gunlines). While Aragorn and Boromir are great, some factions can have a hard counter to them with the right kinds of archery (or magic - especially magic).
- Speaking of magic, while both Aragorn and Boromir have 3 Will apiece, they’re very vulnerable to sustained magical attacks that can keep them from killing enemy models for 2-4 turns (which could make the difference between winning a game and losing a game). Gandalf, by contrast, is one of the best anti-magic characters in the game (read my post here on the best anti-casters), thanks to having Fortify Spirit, 2 Will on Shadowfax that can be used to resist spells targeting the model, and a free Will point each turn from his Staff of Power if he really needs a spell to not work. What’s more, having Gandalf the White on your team means that friendly heroes (especially Denethor, but also Faramir) can get Fortify Spirit cast on them too, making them more resilient to enemy magic as well. If you’re concerned about fighting a foe who runs lots of magic, you can also cast this spell on friendly warrior models (your banner-bearer?) to keep them from getting nerfed by enemy mages too.
- Having Aragorn and Boromir in your army will lead to higher kills in melee, but Gandalf has a pretty good melee profile (3 Attacks with F5/S5 while on the charge) which will be dominant against warrior models and the ability to rapidly deal with enemy horsemen (Sorcerous Blast) and Spirit models (Banishment) in a way that would make Boromir and Aragorn envious. While I’m not going to advertise Gandalf as an on-par damage factory, he certainly has a mixed approach to doing damage that makes him more flexible and less predictable.
- Aragorn and Boromir have very direct ways of dealing with enemy heroes (they have to use the Head-On approach that we talked about in Part IV, unless you take an Avoidance approach). Gandalf has a very reliable way of using the Asymmetric approach, thanks to his 2+ Immobilize and 3+ Command spells, which can see enemy models (especially those with 0-1 Will points) melt away against his forces. These spells also help your army play to an Avoidance playing style, as you can ignore the enemy mega-hero if he’s already been Immobilized (or not worry about his damage output if he’s already charged you).
Warband #3: Faramir’s Guard
I’ve liked Osgiliath Veterans for a long time. While
Warriors of Minas Tirith have come closer to eclipsing these models, OsVets are
cheap F4 models with above-average Defense and really good Courage (C5 with the
army bonus), making them about as good as Citadel Guard (who cost the same
points). I’ve gone with these guys because I like Faramir and I knew I wanted
him in my army (his bow, good Shoot value, and flexible heroic actions are also a plus).
Faramir's Guard: 202pts, lots of nasty bows protected by lots of nasty F4/D6 |
Escorting Faramir are not only a strong contingent of
Osgiliath Veterans, but some Rangers of Gondor with spears to back up the OsVets. Not
only does this work well thematically (Faramir arrived in Osgiliath with a
company of Rangers, after all), but the Rangers cost the same as Osgiliath
Veterans with spears, always lend Fight 4 to the front-line (which is good in
case Faramir has to be somewhere else), provide reliable shooting to make an
opponent’s shieldwall come to your troops on your terms, and can easily break-off (or get left
behind) to get to an objective or some other important part of the battlefield (leaving the OsVets to shield when overwhelmed).
Faramir himself would do more damage if he was mounted – and
would definitely be more survivable if I paid for heavy armor. Besides the
aesthetic appeal of running him in his ranger garb, mounting Faramir would also
make him less reliable, since having Denethor in this list requires him to
charge a model if he’s able to (just so he can “prove himself”). This thematic
addition to the game is one of the great boosts the new rules provided to give
a better feel for the army (and the Denethor-Faramir relationship in
particular). Since I don’t want my largest stash of Might points to go running
into a Mordor Troll Chieftain, I’ve decided to keep him dismounted to make it
easier to predict where my opponent’s army will be and how Faramir will need to
behave.
Scenario Overview
Let’s take a look at each of the available scenarios and see
some thoughts/considerations for using this list:
- Domination: with five objectives on the map, this army has many ways of getting to them and defending them. Whether you use the 6 Rangers in Gandalf’s squad, keeping Denethor away from the action on one of them (one you start with, probably), racing some Knights to clear one late in the game, using Gandalf to Command enemy models away from far-flung objectives, or using Faramir and his band to hold an objective while shooting at another, you’ve got options. Since your model count is high, you can also force your opponent to spread himself thin trying to deal with all of your threats (and in certain match-ups, you might have a sizable numerical advantage). Beware Goblin-town armies that summon troops near objectives you don’t have a lot of guys near – your best bet is to place objectives as close to the middle of the map as possible to give any Rangers you have on objectives time to shoot at the Goblin reinforcements coming onto the table. It would also help if Gandalf’s mounted escorts dealt with the Goblin Scribe quickly (he himself will probably be busy dealing with the Goblin King).
- Capture and Control: similar to Domination, your goal is not necessary to stand and hold an objective, but rather to tag it and run. Your Knights are great at this, as their speed (and lances if they need to plow into someone) can give you objectives quickly and then allow you to race behind protective terrain or into an enemy flank somewhere else on the battlefield. As with Domination, however, your army has lots of models that can break free from their formations in order to tag objectives, and if they’re Rangers of Gondor, they can march towards other objectives at half-speed, shooting as they go to cover the objective they’ve left and whittle down defenders of objectives they’re approaching.
- Hold Ground: Shieldwall armies love Hold Ground – and this army is no exception. With an anvil of Warriors of Minas Tirith and an anvil of Osgiliath Veterans backed by Rangers, you can deal some massive damage when you get to the center of the board and hold out against an opponent for a while when the inevitable grind begins. Gandalf and his Knights can be devastating on the charge, while Faramir and his Rangers can provide some early kills with their archery to soften up the enemy. March would be a nice addition to this force (consider dropping Faramir and picking up Madril and a few more troops if you want that).
- Seize the Prize: speed is key in this scenario – and with five mounted troops (and Gandalf to make a mess of enemy riders approaching the center), you’ve got a decent shot at winning this one. Your goal will be to run your infantry hard towards the center, waiting to slow down to shoot until the artifact has been unearthed. Should your opponent get the artifact before you do, Gandalf can use Command to keep the model from running away quickly, which should give your archers enough time to shoot down the model carrying the artifact. If Gandalf or any of the Knights can get it, you should be able to race it away quickly (and with good protection against enemy archery, so they can’t use the same strategy against you).
- To The Death: The key to this scenario is not breaking: while your D6 anvils will be useful to this end, keeping your banner alive and keeping Denethor alive are critical parts too. Should you not feel good about the forces charging your anvil units, consider running your banner and Denethor backwards, keeping them safe from harm to deny points. Gandalf will be critical in this game, as Sorcerous Blast will allow models to be Prone at the start of the Fight phase, giving your basic units a better chance of killing them (and no chance of being wounded). Immobilize will also be your friend, as it can keep an enemy power unit (or three) from being able to wound you while your grunts bring them down with a press of numbers (though you also have Gandalf and Faramir as options to deal the killing blow).
- Lords of Battle: This is a good scenario for you: just kill things. While using Aragorn or Boromir would undoubtedly increase your score, Gandalf’s anti-archery/anti-magic buffs can keep damage that your opponent normally relies on from doing extra damage to you, while your own archery/magic can chalk up points early. Once the grind begins, your opponent will likely be outnumbered, which might force him to shield in certain combats (which means he’s not killing anything). This is good for you – do it. Ideally, you face opponents with Spirit models, since Banishment can deal a LOT of Wounds (and clear Fate points out too).
- Contest of Champions: Denethor isn’t great at killing, but he can do it (and he can do it better than some other army leaders, like Galadriel). To win this scenario, make sure Denethor gets a few kills in and use Gandalf to Command the enemy army leader away early (or Immobilize him if he’s locked in combat). Unless he’s got Resistant to Magic/Fortify Spirit, he’s unlikely to shrug off Gandalf’s assault for long. If you can race out with Gandalf ahead of the rest of your army, then fall back for protection, you should be able to chew through the enemy leader’s Will (and possible some of his Might) before the main battle begins. This will not only reduce the kill count of the enemy army leader, but will also allow Denethor time to catch-up. While you could try to shoot the enemy army leader before he gets any kills, consider shooting enemy warriors to drive your opponent to his break point faster – this might cause desperate actions on his part and increased risks.
- Reconnoitre: We’ve got 4 Knights of Minas Tirith for a reason. As I discussed in the post on fast units/cavalry, 4 fast models are the “magic minimum” you want for Reconnoitre, because if you can get them off the board, your opponent needs to get 2 models off the board to keep you from getting max points for models escaped (which will automatically win you the game) and 3 models off the board to keep you from getting medium points for models escaped (which might win you the game). Unless your opponent can get 12 models off he’s unlikely to get max points himself – and would have a difficult time getting brought down to 25% during the game if he did that. The rest of the army is playing Defense – without the 4 Knights and Gandalf, we’ve got the requisite models to make a “thin red line” all the way across the map to keep models from escaping (and spreading ourselves that thin will help us get quartered quickly). Gandalf can not only keep our mounted models protected from archery/magic, but can alternatively be deployed to unhorse enemy cavalry models or push/Command models attempting to race off the board away from the board edge.
- Storm the Camp: Like Reconnoitre, we need to travel in this one. Our Knights (and Gandalf) are certainly fast enough to get to the enemy camp, but we also have plenty of reliable archers that we can leave behind terrain along the way across the field to defend our own camp (without having to leave them inside the camp itself). Denethor should probably be left behind, if our camp provides any kind of protection, as he won’t be needed elsewhere (but you’ll want to make sure a mega-hero doesn’t go racing across the field to get to the camp).
- Heirlooms of Ages Past: The Knights are good at getting somewhere fast, but where possible, place the markers as close to the board edges as possible. While you can get places quickly (especially with Gandalf), much of your army is going to be moving slowly. Once the heirloom is found, cage that model near Gandalf to keep the model alive (and keep Denethor nearby in case the model dies - then run Denethor off and hide)!
- Fog of War: pick whatever terrain piece you want for your purposes and you can even spread your opponent thin by racing your Knights to various terrain pieces (make him guess which one is important). Choose to protect Gandalf, since losing him would be REALLY bad for your team and try to find a hero that Gandalf can kill easily (Spirit models with low Will/Fate/Health) to be your target. With Denethor as your leader, your opponent has the choice between trying to kill Faramir (with Heroic Defense) or Gandalf the White (with 3 rerollable Fate points). Neither are great prospects, but he’s probably choosing Faramir. In either case, defend both well (and play recklessly with Denethor, since him dying doesn’t do anything to hurt you in this scenario).
- Clash By Moonlight: You’ve got Rangers and Faramir, so go get them! As I mentioned in the first of my posts on Gandalf, be careful when you cast Blinding Light, as it will give your opponent normal range (vs. 12”) to shoot at you (even though he’ll only hit on 6s) and retain the +1 To Wound. Besides that, enjoy it and go get the enemy quickly (though keep your Knights within the Blinding Light range, as their mounts are very vulnerable in this scenario).
Modifications
There are five major modifications that I can see most
generals considering when looking at this list:
- Drop Denethor – if you’re concerned about Contest of Champions, Denethor might be able to eek out a win if Gandalf is neutering the enemy army leader, but it’s going to be an uphill fight. Taking Boromir and a middle-tier hero like Ingold or Hurin instead of Denethor and Gandalf would give you more power in Contest of Champions (and probably Lords of Battle) while still augmenting your troops (in a different way than Gandalf does) and give you more Might on the table.
- Drop Faramir – if you keep Denethor in your list, having Faramir in it is a liability. While not mounting him should keep him from having to charge into a bad situation, you still might lose an important hero (who holds half of your Might points) just because your opponent charged something big towards him. While I love Faramir, Hurin costs about the same amount, doesn’t reduce the Might you bring to the table, is roughly as resilient, and denies your opponent the ability to get Victory Points from killing Denethor unless Hurin is also killed (which means a flash-bang attack against Denethor could be saved by running Hurin away and keeping him alive). As mentioned above, Madril isn’t a bad option either (and you’d be able to get roughly 3 more models into your force OR another banner if you did) - he would give you not only Heroic March on an archer of equal competency, but you'd also get a slight boost to Maelstrom fights (allowing more of your forces to deploy together - which is good when you have Gandalf . . . or Aragorn . . . or Boromir).
- Drop Gandalf – with Gandalf on Shadowfax costing the same amount of points as King Aragorn on an armored horse and a bit more than mega-Boromir on horse with a shield and the Banner of Minas Tirith, it would make sense to drop Gandalf in favor of one of these two heroes if you want more killing power. While Gandalf does an amazing job of shutting down Spirit models, protecting your army from enemy archery/magic, and dealing with enemy heroes asymmetrically, most players (I think) find using the more direct approach of slaying with Boromir or Aragorn the more desirable approach. While I’ve discussed the merits of taking Gandalf over Boromir and Aragorn before (here and here), I can very easily see why these heroes float to the top. Note that with the newly-released errata, taking Aragorn would require you to drop Denethor (though you can just replace him with Beregond or Damrod and swap that Shieldwall from Denethor's warband with the Rangers from Gandalf's warband.
- Get some Fountain Court Guard – you’ll notice that I’ve gone for basic troops almost across the board. Warriors of Minas Tirith are average-cost and high-Defense models, Rangers are average-cost and reliable-Shooting models, Knights of Minas Tirith are average-cost and high-Defense lance-armed cavalry, and Osgiliath Veterans are only slightly more expensive than Warriors of Minas Tirith and boast a very similar profile that gets better when Faramir is nearby (and he leads their warband, so chances are he’s nearby). Fountain Court Guard are good – costing only a little bit more than Warriors of Minas Tirith with shields and spears, but boasting a higher Fight Value, the Bodyguard rule, and they’re always Defense 7 (vs. conditionally D7) if you equip them with shields (which you should). If you chose not to run Faramir (and choose not to run Boromir), dropping a model or two in order to upgrade some of your Warriors of Minas Tirith or Osgiliath Veterans to Fountain Court Guard would be a good bargain.
- Get some mounted Citadel Guard – you might also be looking at swapping Knights of Minas Tirith for Citadel Guard with Longbows on horses. For +3 points/model, you are -1 Defense, but gain +1 Fight Value, Bodyguard, and the ability to shoot at 24” S3 bow from horseback. Not a bad trade, really – but expensive to spam out. So, I’ve chosen to run just Knights, but know that you could drop a 9-pt model to upgrade 3 Knights to Citadel Guard if you wanted to (you'd also need to change out some of those vanilla Rangers for Warriors of Minas Tirith with shields).
I love Gondor. They were never my first love as a faction - that's reserved for Rohan - but Gondor is my favourite. It's like a dirty mistress that will do anything, Vs the vanilla Rohan.
ReplyDeleteI especially like the Citadel Guard, who must eat their porridge as the models tower over the plastic warriors. With str 3 bows they make for a nice surprise. Robust and inexpensive knights; meaty fountain court; loads of hero's; the most ace artillery pieces.....
....and Boromir.
They are my favourite, even when khandish horsemen shot and killed hurin through two ranks of troops. Deep sigh.
For all I come down hard on Boromir, he's very tough to beat in combat (he went 5-6 rounds against my Elendil at Brawler Bash). Didn't have to fight any MT warriors nearby, but I assume it would be tough to shift. :)
DeleteWhile there is a lot of focus on the banner, the horn is incredibly cool too. With a king of the dead closeby, low courage armies are failing their test more than half the time, which against goblins etc is pure comedy.
DeleteI've stopped taking the army of the dead legendary legion , and replaced the three hunters with mounted bozza with no banner. Sure you get fewer warriors of the dead but your whole infantry line are tougher, can actually wound, and cause terror. And if you need poke bring a bolt thrower. It's my foulest, stinkiest cheese.
Bolt Throwers are fantastic - for a guy who likes shooting, having non-bow-armed models that are contributing to shooting (with S7 shots) is fantastic. If you're bringing the King of the Dead, Boromir, and a Bolt Thrower, you've got to be playing a big game though (guess you could bring Denethor if you were points-capped).
DeleteLow points Gondor I'd take the Rangers LL. That's a lot of bows. If S2 doesn't cut it, denethor, beregond, citadel guard with bows, bolt thrower or two. Pad out with warriors.
DeleteThe reason Boromir get so much love is we Brits have a soft spot for Sean Bean from his time playing a character called Sharpe. Hence the cheers when he declares narsil "still sharp(e)". He's a national treasure.
Speaking of national treasure... there's a movie called National Treasure that has - wait for it - Sean Bean in it. I like him as an actor a lot.
DeleteWhat do you think about hurin and ingold? most people i know think that hurin is a must
ReplyDeleteAnd what do you think about taking Boromir on foot with the banner and a rank of veterans??
Both heroes are great - I mention both as good options if you want to drop Gandalf/Denethor for Boromir/mid-tier hero (and either are good if you want to drop Faramir). Ingold would want to run with the shieldwall warband we assigned to Denethor, while Hurin could run with anything and be just fine.
DeleteNot sure what I think of Boromir off his horse - when I've played against this Boromir, I've found his ability to win fights amazing and his ability to kill anything very disappointing. Putting him on a horse not only ups his threat range a lot, but also allows him to deal more damage (which is going to be necessary no matter how you run Minas Tirith). If he's mounted and stays near the Os Vets, you can get very cheap F5 troops (they should be supported by Guards of the Fountain Court/Rangers, as the cost of Os Vets with spears and shields and vanilla Fountain Court Guard is the same).
But would you say that not running Hurin is playing a sub-optimal Minas Tirith Army? I'm starting to think that it should be played always paired with Denethor or Aragorn, to optimize his special rules, but I don't have the budget...
DeleteAnd about the Boromir+Vets plan, yes, the Vets would be supported by rangers
Hurin can keep VPs from being scored, but he's not as survivable as other heroes. If Denethor is killed, then the D6/2H hero needs to play it safe on the periphery (which will keep him from being as effective as he could). Faramir in this build isn't that much more defensible, but he does have Heroic Defense, can be effective at a distance, and isn't encouraged to get locked in combat early. I do think Hurin is a fine substitute though.
DeletePersonally, I think he's best with an army leader who isn't Denethor (Aragorn or Boromir), as he's likely to be near them in combat and it discourages your opponent from focusing on your army leader (who is already tough to crack).
I’m interested in what a Boromir and Prince Imrahil 700-800 point army would look like?
ReplyDeleteWe're actually going to cover this in a few weeks, but I can spoil a list now. :-) Because Imrahil and Boromir are really expensive, you need cost savings for both troops and your third hero - this list lacks March, but otherwise checks all the boxes for this series:
DeletePrince Imrahil of Dol Amroth on armored horse with lance [ARMY LEADER]
6 Men-at-Arms of Dol Amroth
6 Clansmen of Lamedon
3 Blackroot Vale Archers
3 Blackroot Vale Archers with spears
Boromir, Captain of the White Tower on horse with shield and Banner of Minas Tirith
6 Guard of the Fountain Court with shields
2 Knights of Minas Tirith with shields
Anborn, Ranger of Ithilien
2 Rangers of Gondor
3 Rangers of Gondor with spears
What would a 700 point list for Gondor look like with Murin, Drar, and Beregond ?
ReplyDeleteI took my time responding because I had a lot of thoughts - here's a few of them. :) First off, I assume you mean Cirion, who allows them to ally Historically with Minas Tirith. Murin and Drar can't lead any troops when allied in from the Wanderers in the Wild list, but they're both good mid-tier heroes (F5/S4/2A with D7-8/2H/1F). Cirion is one of the cheapest Strike heroes in the game (55pts) and has a decent profile (but not a stellar one). Frankly, I think he's overshadowed by many Minas Tirith heroes since his only claim to fame is "fighting Terror models better".
DeleteAs such, I think there are two approaches to using them - the first of which is to run them with "spam" Minas Tirith, which relies on running more mid-tier heroes and running core troops to bulk out the numbers. You probably want March in your list so since we're running Cirion, I figured we should probably take Madril (since they used to come in the same pack). I've also jumped for Denethor as he's a very cheap Hero of Valor to bump up our numbers and I added a Bolt Thrower with Rapid Reload, since it will provide excellent support for Drar.
On the warrior front, I've taken mostly Warriors of Minas Tirith with shields and Rangers of Gondor with spears so you have a resilient Dwarf-like shieldwall (except you have bowmen with spears to augment your line). Seems like a decent way to run the list (43 models at 700pts, ticks all the boxes for this series):
Denethor [ARMY LEADER]
7 Warriors of Minas Tirith with shields
2 Warriors of Minas Tirith with shields and spears
1 Warrior of Minas Tirith with shield, spear, and banner
4 Rangers of Gondor with spears
1 Knight of Minas Tirith with shield
Madril, Captain of Ithilien
3 Warriors of Minas Tirith
3 Rangers of Gondor with spears
2 Knights of Minas Tirith with shields
Cirion, Lieutenant of Amon Barad
5 Warriors of Minas Tirith with shields
6 Rangers of Gondor with spears
1 Knight of Minas Tirith with shield
Bolt Thrower Siege Veteran
2 Crewmen
Murin and Drar
The other approach is to assume that these guys don't bring enough to the table, so you need to pair them with a big hero. For that, we turn to Boromir (though you could drop a few guys to get Aragorn or Gandalf if you wanted) and grab a hero with March (we've gone for Madril again because I needed the points instead of taking Irolas). Instead of going for core troops, we've gone with fewer numbers and taken the Guard of the Fountain Court. With 27 models (could have gotten more if we downgraded some Guards of the Fountain Court to Warriors of Minas Tirith or if we didn't have Madril), Murin and Drar become the side show to Boromir:
DeleteBoromir, Captain of the White Tower on horse with shield and Banner of Minas Tirith
4 Guards of the Fountain Court with shields
2 Rangers of Gondor with spears
3 Knights of Minas Tirith with shields
Madril, Captain of Ithilien
5 Guards of the Fountain Court with shields
3 Rangers of Gondor with spears
Cirion, Lieutenant of Amon Barad
2 Guards of the Fountain Court with shields
3 Rangers of Gondor with spears
Murin and Drar