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Thursday, February 4, 2021

Overly Pedantic Stats: Improving Isengard

 Hey Reader!

Welcome back to the blog! In our local tournament meta Isengard has been having a bear of a time with it, struggling to win at tournaments for the past several years. Whether this is because of poor rolling, difficult scenarios, or list building is unknown to me, but I figured there's only one of those that I can fix, and that is the list building element for tournmaent goers.

So I cracked out my overly pedantic stats spreadsheet and gave myself an afternoon to just look at what they had and how the models stacked up to see if people are making suboptimal choices when building out an army, and what I found astounded me.

As a quick reminder, we're looking at models and how they rank in five categories: offensive capability, defensive capability, support options, mobility, and cost (with low scores indicating a high cost, and a high score indicating a low cost).

I.  Best Statistical Heroes for Isengard

Not surprisingly, the best hero in the Isengard list is Saruman (3.4), who sports a horse for good mobility (and actually decent melee prowess on the charge, as you get F5, a two-handed staff, and access to magic before the fight begins) accompanied by a wide range of supporting and debilitating magic. What does surprise me is how many Isengard armies I see that don't use Saruman. Naturally if you are running a legendary legion you will not be taking Saruman, but I've also seen vanilla Isengard armies that run only uruk heroes (mostly to save points and build out numbers, all while taking advantage of that F5 S5 combo), and while they are good, Saruman is far better than all of them.

The next two heroes are also not necessarily surprises: Lurtz and Thrydan Wolfsbane (tied at 3.0). This also explains why these legendary legions perform well: both have good heroes that are very good at killing things for a relatively low cost. Naturally I think these guys bring less to the table than Saruman, but on their own they will make good contenders as your army leader. Naturally Thrydan is best in the legendary legion, though backing him up with F4 uruks is also very competitive, so don't shy away from bringing this guy.

What is interesting about the rankings is who comes next. I expected it to be Mauhur (because 3 Attacks with F5 S5 with an 8" move is just beastly), but it's not: it's actually Vrasku (2.8), who sports a very deadly 2 Attacks at S4 with his crossbow, but gets even more dangerous up close with 2 Attacks at F5 S5 when engaged in combat. So from a killing perspective you actually have a really good killer both at range and in melee; it's a shame though that you can only take this guy in the standard Isengard list. You can't take him in a legendary legion.

Next is a three-way tie between Ugluk, Mauhur, and Sharku (at 2.6), with Sharku getting in mostly off of his mobility, while the others sport that "High Five" of Attacks + Might (2 and 3, and 3 and 2 respectively). These guys are used pretty commonly, though it's worth noting that most people tend to shy away from Sharku if you're not using his legendary legion. I think this is because they want one of the top three, then they add Mauhur or Vrasku, and then are looking around at points and realize that they might want another of the top five heroes or a captain for calling March, so they overlook him. But it might be worth looking into taking him if you're struggling with Isengard and playing a standard Isengard list, because you get 10" of movement with 2-3 Attacks (depending on whether you are charging infantry) with 3 Might, so there's a decent chance that you'll win and slaughter whoever you run into just as easily (if not more easily) than an uruk would.

The rest of the heroes are decent (2.4 or lower scores, bottoming out at a 2 with the Uruk Shaman), but I wanted to highlight something here about the Uruk Captain and the Uruk Scout Captain: they both have the same score (2.4). I mention this here because it will come up again later, but just know for now that this plays into what I think is the reason why some Isengard armies struggle.

II.  Best Statistical Warriors for Isengard

The best three profiles for Isengard are a tie at a 2.8 (which is very high on the scoring metric for warriors) between three very different models, all of which you should consider taking for your force if your list building restrictions allow it: the Uruk-Hai Berserker, the Isengard Troll, and the Demolition Team. The berserker is a mainstay: I think I'm the only guy I know of that never takes these guys (though I own a few), and I'll explain why later. I don't think armies are not performing as competitively as they could because they take these guys: I think it's because they don't take the troll and the demolition team alongside these guys.

The Isengard Troll is not commonly seen in Isengard forces, but he's the optimal character to accompany Saruman or any of your big heroes. He's got the Strength and Defense to hold his own against most heroes, even without access to Might Points and heroic actions. And if Saruman can Immobilise the target he is fighting, he is not afraid of anything. He will tear through enemy lines (even those with Shieldwall), and while yes, he is expensive, he is arguably more effective than his cost in uruk-hai (more on that later).

Demo teams (very briefly) are very effective, and far more effective in the legendary legion. Jasmine Tetley recommends you alternate purchasing ballistas and demo teams, and I think that's probably right (the ballista only comes in at a 2.4, but that's primarily due to cost and mobility: it's very good at killing things, especially in the legendary legion). But it's probably a good idea to consider adding one of these if you find you're having trouble killing things in your games, as automatic wounds will almost always do the trick.

What I had not expected (but it makes sense the more I look at it) is that the next highest ranked profile is the Uruk Scout (2.6), and this brings me to my big hot take for improving Isengard: stop running uruk-hai warriors with shields (if you are not running the Assault on Helm's Deep legendary legion, because obvs you have to take them there to have an army). Pikes are fine if you want them (as you get all the killing power without the danger of losing a warrior) though more on that in a bit, but you should run uruk scouts over and against Uruk Warriors for your frontline fighters.

Uruk Scouts are good: they have the same offensive capability as a standard uruk, and while their Defense is D5 compared to D6, the truth is there are a decent number of matches where that difference will not matter. When fighting against an army with S2 archery (which is a lot of armies), S4 melee attacks (which is a surprisingly high number of opponents), and armies that are below F4 (which is also a surprisingly high number of armies, assuming your local tournament meta isn't dominated by elves and dwarves like ours is), you will find that there is no difference in your survivability by saving 1pt/model and dropping to D5.

This allows you to take more guys, but not much more. So the way we make up for that (because could this take get any hotter?) is to also stop taking uruk pikes. Now this used to be more true under the pre-Hobbit rules where spear supports added +1 Attack to the front model's Attack stat, but it's still true for me today: run orc spearmen instead. There is a difference in scoring between orc spearmen (2) and uruk pikemen (2.4), but you also save 2-3pts/model (depending on whether you give them shields, which I would always do) which means you can take 3 orc spearmen for every 2 uruk pikemen.

Now, I don't know how often you guys actually get to go three ranks deep with pikes, but I never do. Maybe on 1-2 heroes, but that also left whole sections of my battle line exposed at only 1 rank deep, which meant heroic combats broke through and engaged my pikes anyway. But consider an uruk backed up by an orc spearman, one of them being S3 (to work down those odd numbered Defense models) and one being S4 (to work down those even numbered Defense models): you're never "cheating" your opponent out of easier kills, you're saving 3-4pts per pair from what you'd pay for heavy armored uruks, and you're fleshing out your numbers quite nicely. And if you run the Ugluk's Scouts, you can do this pairing effectively as you get access to both in the legendary legion.

So if you find you are struggling to field numbers, or just want to see if more numbers (and thus more attacks) will help you win, consider wholesale switching to scouts and orcs instead of heavily armored troops. I up the anti on this by also running Feral Uruk-Hai instead of berserkers to save me points, and I'll be honest: these guys don't score particularly well. This is just a flavor thing for me that I like, and I find that they kill a lot of guys while still giving me room to purchase banners, ballistas, and other things I like. So I don't necessarily recommend them, though I'll note that a 2 Attack warrior at F4 S4 for only 13pts is hard to match in this game.

III.  Sample Army Lists

So for the army lists this is going to be a bit trickier than it was for Minas Tirith, as we have a lot of legendary legions. I'm going to keep this review to the standard Isengard list (as it gives the most options, thus allows you more opportunity to switch out models for higher scoring models), but I'll try to build them in such a way that you could theoretically run something similar in one of the legendary legions, allowing you to make minimal changes to get it to work with your restrictions.

Our 500pt list sports an army that it built purely to kill:

Lurtz's Boys (498 pts)

Warband 1

Lurtz with Shield (Army Leader): 90pts

3 Uruk Scouts with Shields: 45pts

3 Orc Warriors with Shields and Spears: 35pts

5 Uruk Scouts with Uruk-Hai Bows: 45pts

2 Uruk-Hai Berserkers: 30pts

1 Uruk Scout with Shield and Banner: 34pts


Warband 2

Uruk Scout Captain with Two-Handed Weapon: 60pts

5 Uruk Scouts with Shields: 45pts

5 Orc Warriors with Shields and Spears: 35pts


Warband 3

Uruk Shaman: 55pts

2 Uruk Scouts with Shields: 18pts

2 Orc Warriors with Shields and Spears: 14pts

2 Warg Riders with Shields: 24pts

TOTAL: 498pts, 31 models, 6 Might

This is an odd list, right? It's completely D5 (except for Lurtz and the Captain who are D6), but look at the number of attacks: at 500pts you have over 35 attacks in melee (and almost all fights sporting F4+ and S4+), plenty of spear support for both heroes and warriors, a massive frontline, a few cavalry for quickly getting to objectives, almost 10 archers for providing cover fire, access to Fury to deal with charging models that cause Terror, and a really heavy hitting hero with Lurtz. So while it seems odd, this is actually a crew built to kill with lots of answers to lots of problems. All at 500pts. It's not a D6 army, but if you can hit the boards with enough attacks, you might be okay without it. Defense Values only come up if you lose fights or get shot at, and all of that you can plan around.


At 750pts, we can improve this by adding new heroes, adding new siege weapons, and putting more multi-attack people in the list. I'm going to also switch over from Lurtz to Saruman (which is going to hurt our numbers, but we have to take the big man himself - it wouldn't be an Isengard post if we only ran his minions), and run this as a pure Isengard list:

Centaur's Crazy Isengard List (750pts)

Warband 1

Saruman the Colorful (Army Leader): 180pts

1 Isengard Troll with Shield: 110pts

1 Uruk Scout with Shield and Banner: 34pts

5 Uruk Scouts with Shields: 45pts

5 Orc Warriors with Spears and Shields: 35pts

2 Feral Uruk-Hai: 26pts


Warband 2

Mauhur: 60pts

5 Uruk Scouts with Shields: 45pts

5 Orc Warriors with Spears and Shields: 35pts

2 Feral Uruk-Hai: 26pts


Warband 3

Uruk-Hai Shaman with Armor: 55pts

3 Uruk Scouts with Shields: 27pts

1 Orc Warrior with Spear and Shield: 7pts


Warband 4

Isengard Assault Ballista: 65pts

TOTAL: 750pts, 36 models, 7 Might

Now this is a small army (only a few models more than the last one), but look at the power curve we've added to it. We've got Saruman and the ballista to soften up targets as they approach, so the opponent is thinking twice about forming thick ranks and is being very cautious of how close they bring in cavalry. To protect our vulnerable people we have 17 uruks supported by 12 spears (if you include the shaman), plus a troll on top of that, and crippling magic to keep heroes from getting too comfy as they get in close. More than that, the frontline also includes Mauhur, giving us a second 3 Attack guy in the front, so lots of mauling going on in the front rank (as those 19 models are contributing almost 30 attacks, and reaching 40 attacks when you factor in spear supports). And other than Mauhur and the ferals (who should always have a spearman on their sixes), everyone can shield, so if you need to just hold the line in some places while the troll, Mauhur, the ferals, and Saruman crack their way through the enemy army, you can do that too.

It's not a lot of ranged shooting (as we dropped a bunch of the uruk bowmen for the ballista and Saruman's magic), and we have no cavalry, so mobility may be a bit of an issue, but even then it's not that bad. With Saruman effectively having a 24" threat range, an 8" move on Mauhur, and a ballista headhunting groups of cavalry (with those lusciously large bases), you can effectively force the opponent to attack you. And that's where this list shines.

Oh, and you get Fury. And if you're crazy like me, another option for Transfix. So you have a lot of bases covered, even if you have gaps in your inventory (which is going to happen when over half your points are tied up in a wizard, a siege weapon, and a troll).


Conclusion

As the meta changes and new armies are released, Isengard needs to adapt. When the game was first released Isengard was (at least in our gaming group) the standard: good Fight, good Strength, good Defense, good shooting. But that also meant that a lot of people learned how to fight Isengard, so we saw them deteriorate over time in their performance at the table. But with a few tweaks, taking advantage of lighter units, and having a cohesive strategy of optimizing stats instead of just taking the "safe" unit choices that we've always taken, you might be able to pull out a few more wins. We'll see what the future holds.

Watching the stars,

Centaur

"We watch the skies for the great tides of evil or change that are sometimes marked there." ~ Firenze, Harry Potter and the Order of the Phoenix

12 comments:

  1. Oh this writing needs discussion.
    Here're some questions:
    1. Where are those all important crossbows?
    2. Why you take a shaman instead of Ugluk?
    3. How you generate the points?
    4. The main problem of Isengard is dealing with this really big heroes, so why Gorulf Ironskin isn't in your list?

    I think the best Isengard list on low points is probably this:

    Ugluk (leader)
    - 4 orcs
    - 4 orcs with spear
    - 4 Urul-hai with crossbow

    Vrasku
    - 8 Uruk-hai with crossbow
    - 4 orcs with spear

    Gorulf Ironskin
    - 5 orcs
    - 5 orcs with spear
    - 1 Uruk-hai with pike
    - 1 Uruk-hai with shield and banner

    500 points, 39 models, 9 might (2 heroic strikes), 14 crossbow shots

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    1. Hey man!

      Great questions to kick things off - a few quick notes to keep the discussion going:

      1) The crossbows are tied with the Uruk-Hai Warriors/Scouts at 2.4 (basically their points in Offense increase but their Defense goes down compared to guys with shields); very good models, though the issue with the lower points list is that you cannot move and shoot, and the army is designed to move as a body, so the uruk scout archers work better for that list. For the larger points list the ballista and Saruman took up so many points that, if I started adding the typical 4ish crossbowmen, you wouldn't have enough coverage to protect them.

      2) GREAT question - first off, Ugluk is actually my favorite hero from Isengard (as you'll notice from my battle reports on this blog); I felt like what Ugluk does, though, overlaps with guys like Lurtz and Mauhur, and since you're walking into a 450 or 750 point match with no idea of what you're going to face, it's nice to cover more bases and a Courage 3 army is going to struggle against Army of the Dead, Angmar, and other terror-centric armies without a shaman.

      3) Points are generated based on a 1-5 ranking in five categories: Offense, Defense, Support, Mobility, and Cost. So as a model's cost increases, you can see what you are gaining for the comparative cost. This means that models that are good enough at killing things may perform better on ranking than a model that is really good at slaying stuff but does so while ramping up his cost far more than it's worth. It also means that a model who is not mounted will generally have a lower score, as it loses points in both the Offense and Mobility categories while only adding a marginal cost.

      4) For dealing with big heroes, I'm actually going to slightly push back on this - I think Saruman is an excellent counter to most heavy hitting heroes, as they are typically 3 Will or less with no Resistant to Magic. With an Immobilize hitting a heavy hero that is facing off against an uruk hero who is spear supported, there's a good chance you're not only winning that fight (as the hero cannot call Heroic Strike, Heroic Defense, etc. when they are immobilized), you're also doing wounds, removing mounts if they have any, etc.

      For lower points games, but especially at 450 pts, someone like Lurtz supported by 2 Attack warriors (as this one is) is very likely to handle the heavy hitting hero, as you don't tend to see 200+ pt heroes at that level. And if you do run into one, you have plenty of fodder you can use to tie him up until you break his army and win the scenario.

      I like Gorulf, don't get me wrong, but Gorulf is a great add for 600+ pt armies when you are running into 1-2 heavy hitting heroes and need someone who can call Heroic Defense a lot. But from a stats perspective I don't think he's the include before you grab Lurtz or Thrydan: he's a great second attacker/bunker to hold the line.

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    2. Regarding the 500pt list, it's a good list! It will run into issues against Blinding Light and the Shadow Lord (both of which are regulars in our tournament scene), but I love the hero choices. Ugluk and Vrasku were my first evil heroes when I started the hobby in 2010, and personally I would trade out the pikeman for an uruk scout that you can use for shielding to hold the line (as you aren't getting a lot more value out of one pike than you are from an orc spearman with a shield, but you're paying 2 more points for that +1 Strength from the rear), but in the right scenario you'd be hitting pretty hard against most troops.

      Positioning will be a huge factor, as will maelstrom deployments; I always find that running Lurtz helps a lot because you can place him last after seeing where, say, your crossbows drop, and then place him next to them so that they aren't ganked by the opponent.

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  2. A fun article! I'm not sure I agree with all of the conclusions from this series, but they're always interesting articles.

    In terms of heroes, I totally agree that Saruman gets the top spot, but I was wondering whether you'd considered any of the new Dunland heroes that can be taken with Isengard. In particular, Gorulf is quite a steal, as he's probably the hardest hitting Isengard hero (except maybe Thryadan), is shockingly resilient against heroes and is still very efficient. I can certainly never see myself including Ugluk or Mauhur before him, unless I really wanted those Marauders (which I don't, Warg Riders are literally one of two points more and bring so much more to the list). I don't think any of the other Dunland heroes are necessarily standouts, but he seems exceptional value.

    On the warrior front, I similarly think that the Crebain deserve a high position, they are ridiculously mobile and durable for their price, and even have a decent amount of hitting power through easy Traps.

    Where I definitely do disagree is with the Scouts v Warriors comparison. You're very right that D6 doesn't always come up, and sometimes will be a wasted point. But when it does come up, it's normally doubling your durability for a mere 11% increase in price. If we say that around half of all matchups are S3, which seems fairly reasonable to me, then we're increasing our average defensive efficiency by around 50% for an 11% price increase. I'd probably take that number down a little to reflect the existence of S4 heroes within S3 armies, and S2 shooting is probably more common than S3 shooting, but it still seems like you're getting an excellent increase in efficiency by taking the more expensive model. While Scouts have their place in Legendary Legions, I'm not sure I see the appeal of making your relatively elite warriors more fragile to save a single point. Where I do agree with your efficiency approach, however, is on the spear supports. A pike is clearly paying for F4, C3 and D5 that it's not going to be using much, so an Orc seems a great efficiency option to boost out numbers. In fact, I'd even contemplate going shieldless on the Orcs in order to get Warriors instead of Scouts on the frontline; it weakens your matchup against S4 lists but massively boosts it against S3 lists. These include not just hordes, where I agree your F4 can protect you a bit, but Elves, Gondorians and lots of other elite forces who will win at least as many combats as you. If you take on Elves with Scouts, you'll be rocking similar numbers and Wounding on the same rolls, but winning many less duels. That can become a really hard matchup, while it's a pretty easy one if you've got the Warriors along instead.

    A final note that I just thought was interesting: at 500 points, it's possible to field the Helm's Deep LL as a massive block of Uruk-hai Warriors that seems really intimidating to fight. 2 Captains w/shields, a banner, Berserker and 32 Uruks is a pretty scary looking list for 500, especially when 10 of the Uruks have crossbows. Obviously limited mobility and no Strike or other tricks, but man that's a scary looking frontline. And it even has two F5, S5, D7 heroes to take on enemy leaders, one of which has A3 and W3! There's a lot of lists that would really have a rough time against this I think.

    Great article, I enjoyed it a lot!


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    1. Hey man!

      Great questions as always - Gorulf is actually #5 on the list (behind Saruman, Lurtz, Thrydan, and Vrasku); the category that really holds him back is mobility, as he's stuck at 6" with no added versatility based on terrain (and no bonus to deployment like Lurtz gets in a maelstrom fight). That's really the only thing that holds him back: Offense is good, Defense is pretty good because of his Heroic Defense rule, and his cost is good. The others mostly suffered in the Defense and Mobility side of things (as, for whatever reason, only Thrydan can be mounted among the Dunlending named heroes? Apparently?), so that's what holds them back compared to the uruk heroes.

      And yeah, as I mentioned in the article, I think the "Scouts over Warriors" is a hot take, as I suspect the majority of the community disagrees with me (as do some members of the TMAT Team), but when you think about it, S4 is actually far more common now - both overall and in the current meta - than most people realize. Between Piercing Strike on S3 models (orcs, Rohan, Battlin' Brandybuck hobbits, etc.), +1 Strength on the charge for specific lists, and the dwarves, uruks, orcs, camels, and heroes that already have S4, there's a lot of even numbered Strength numbers running around as it is. Add onto this the more common S2 archery over and against S3 archery, and you actually run into S3 less now than you think (or at least, you see S4 and S2 more often than you expect).

      And in specific lists, naturally, I think you get more out of standard Uruk-Hai Warriors (Assault on Helm's Deep being a good example, as you want an all-around resilient base for protecting your siege weapons and holding up heroes so that your captains can do their thing). But on the whole, the more I play the game, the less I miss D6 on my uruks. I don't see a lot of difference between them, and it frees me up to buy more guys.

      Of course, I'm also the guy who runs ferals over berserkers to save points, and the math tells me that that's an unwise move, so eh, oh well, :P

      Re: the 500pt list, that would be gnarly; I think you'd have trouble catching people that run skirmish cav as you would be relying on moving up crossbows and then shooting from that position (whereas dropping the crossbows and a few uruks could get you two siege ballistas that are always firing and rerolling failed to hit and unfavorable scatter rolls), so personally I'd favor the ballistas, but I think that kind of list at 500 would be hard to deal with. Even more so if one of the captains (personally I'd choose the leader, but I see why others wouldn't) had a two-handed weapon and saved his Might for increasing his duel rolls, as you'd hit like a train against anyone you fight. Really scary stuff there!

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  3. Where are the crossbows? At home in the box where they belong. :P #UrukHaiBows4Life

    Great read - the point on D5 Scouts and D6 Warriors is true, though if you're running pure D5 troops, you are making life easier for S3 armies. Since most armies field a mix of S3 and S4 (S3 warriors and S4 heroes, usually), having Uruk-Hai Warriors with shields mixed in with your Uruk-Hai Berserkers (D6 and D5 respectively) would help a bit with the "I don't really care about what your strength is" plan. Hence why I do that.

    Taking spears on Orcs over pikes is an interesting thought as well - something I did a lot in the last edition. What you tend to run into, however, is a rough second round when your F4/S4 shieldwall has turned into a F3/S3 shieldwall (if you took shields on the Orcs, at least you can shield, I guess?). It's also hard when your opponent knows that if he shoots your Uruks, life gets easier. Maybe by getting +3 points/model (if you took shields, +4 if you didn't), you can get your model count high enough to not NEED the second rank of F4/S4, but I see it as a useful thing to have even if you lose the ability to shield.

    Going back to the crossbows, I'd add that you save +2 points/model by taking Uruk-Hai bows, which have -6" of range and -1 Strength, but against odd-Defense armies (especially highly mobile odd-Defense armies), you'll not feel the loss in Strength at all and the ability to redeploy your archers 3-6" (depending on whether there is a Drum or March present) is huge.

    Gorulf would be a nice inclusion, I agree - though you need him to start in the second or third rank in most scenarios (Heroic Defense is great when you're in combat - it does nothing to help against archery). Like other Isengard heroes, he's got limited Will/Fate, so you're really getting him for the free Heroic Defenses (otherwise, he's just another Uruk Scout hero).

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    1. But the Uruk-hai scouts don't have D5, so they fall quick against S2 bows. With that in mind your opponent can out shoot you very easy.

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    2. Well, against S2 bows, you can move to cover with these guys (something you have to do without shooting with crossbows). If you NEED better cover, than you can put other units in front of your archers if you really need protection. While S2 archery does make a strong case for D5 archers, one could argue that S3 archery (arguably more dangerous since most Isengard models - heroes and warriors alike - are D5) says you are better off with Scouts with Uruk-Hai bows than crossbows. At the end of the day, both are great archers if you have the patience to set up crossbow firing lanes (which I do not). If you believe that your archery is a tool for getting some extra damage while you're charging, then Uruk-Hai bows will be better.

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  4. Hi :D nice article with a quite different take on this army. Isengard is my main force so I always enjoy reading different perspectives.

    I always have doubts with the orcs. I almost never use them because not having the tag isengard always scares me that when my force is broken they are just gonna run away leaving the uruks outnumbered. What do you do to deal with this situation? are just the big numbers that they offer enough to paliate this? with the wargs I also have this fear but thanks to their mobility I think that they get to combat fast enough and usually make their points worth before the force is broken

    Great read

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    1. Isengard heroes don't have to test for courage when you reach 50%, but according to the Designer Commentaries, they can choose to test if they want to. If you have Saruman in your army, he auto-passes his first test (Hero of Legend), and all others can be auto-passed thanks to C7 and a free Will point (if there's no Courage debuffs in play). Or, just bring Ugluk and lop off a head. :-)

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  5. I think my opinion on “average Orcs” is probably higher than most (since large numbers of them are essential to how I play Angmar), but even I’d be hesitant to swap them for Uruks. F4 and S4 means you’re rarely at a disadvantage against other troops, and even heroes don’t like you in large numbers. But it’s probably my past play experiences talking. ;-)

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  6. Very late in the day this one. Agree 100% on Sharku getting a rating purely for his mobility with Warg Riders. He has the gimmicky Riding Dagger which I've found is next to useless unless your are VERY lucky. Biggest problem with it is that it only works if fighting a Hero who fails to wound you (so you have to lose the fight) and unless that hero is pretty much trash-can tier, Sharku is rarely going to cut it on his own so he will need support. If your opponent wins the fight he can merely then elect not to strike Sharku. One of the most garbage pieces of wargear in the game IMO.

    I hardly ever take Crossbows these days, whenever I do I wish I hadn't. A lot of it is down to my dice rolls but only once have a had them score a decent round of hits and they need to be stationary to do that. Sure you can run them up the field with a drum and other Uruks but you maybe will then get 1 or two (if you're lucky rounds of shooting in) so I'd rather pay for the shield and just get regular warriors who aren't dropping one defence to a few random crossbow shots in, most of which need 5s to wound anyway. Vrasku I find is one of my least taken heroes for the same reason, again, two shots (but only if he doesn't move) is just not worth the point sink IMO.

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