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Thursday, February 10, 2022

FAQ Time: Breaking Down The February 2022 FAQ

Good morning gamers,

Last week we got a new batch of FAQs and with them, we got what we kind of expected was coming: something to tame down the onslaught of the Vanquishers Legendary Legion. We also got some other things (some things that I didn't see coming) - so let's dig into what these changes are and what they mean (and more importantly, what they DON'T mean).

Preliminaries

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Me looking for the questions I submitted . . .

Let's get this out of the way first: this FAQ cycle saw the Designer Commentaries joined up with the Erratas, joining what was two documents per book into one document per book. This was a good change. Instead of having to think of the book that the profile was in or where the rule that is being disputed is found, and THEN figure out if it was a change to the model or a clarification of the rules, now you just think about the book and be done with it. Dropping down the list for 17 to 9 files is much better and more efficient (especially for those of us who run tournaments). Big fan, SBG team, big fan . . .

Another preliminary remark is that most of the FAQs sought to clarify core issues in the game (or fix glaring army-related/scenario-related problems), not legislate new capabilities (mostly - more on that later). Things like Dragon Cult Acolytes (who will one day become full-blown Dragon Knights) not being able to be led by Dragon Knights because they were released afterwards and didn't have a "well-actually" text in their temporary profile got fixed - you can now bring Dragon Cult Acolytes with Dragon Knights (their post-graduate mentors). Hooray!

Other examples of this include questions that had recently popped up with the Vanquishers Legion about whether a healed army leader coughed up VPs for being wounded if he was back to full Wounds at the end of the game. Since only a handful of models can restore Wounds, this hadn't been a poignant question until we had a Legion that healed models en masse. The rules were clarified that, yes, if you wound the army leader, you score the VPs even if the model is later healed. Thanks for clearing that up, rules team - glad to know we were all playing it right. :)

But for the most part, the new FAQs tell us that a) we were right about how certain rules worked, b) the scenarios worked the way we thought, c) magic is still as good as it has been, d) war beasts are still as good as they have been, and e) the Vanquishers Legion and Galadriel, Lady of Light are still worth using (albeit with a few tweaks, in most cases). Let's dig in! 

General Rules Clarifications

There are a bunch of rules that . . . I think we all knew how they worked, but they've been clarified for us clearly in the FAQ/Designer Commentaries because . . . well, people will always look for a loophole to get more VPs. :) So, without much commentary, here they are:
  • An unmodified reroll counts as a natural roll (so if you reroll a 1 To Wound with Feint/Stab and get a 6, you can wound someone with Heroic Defense, for example);
  • Wargear that obscures line of sight for a shooting attack doesn't count as in-the-way (I feel like this is actually in the rulebook . . .);
  • Modifiers to dueling rolls (like a -1 penalty from a two-handed weapon) are applied to a rerolled result as well (simply put, so you can't negate a two-handed weapon penalty with a banner);
  • An army needs to have at least one Hero model to be the Army Leader (again, I feel like this is in the rulebook . . .);
  • Siege engines may never use the shoot value of an untrained crewman, even if it's better than the crew itself (EDITED: this is in-line with the specification that having more untrained crew than trained crew will cause the weapon to hit on a 6+ - but before you could technically have added 1 untrained crew with a better shoot value to 2+ trained crew to boost the Shoot Value);
  • If you have a model who has Swift Movement (spiders only), they need to end their movement so that their base is as close to flat as possible to the play surface (because blue-tacking your models to the walls is risky, awkward, and leaves a nasty residue);
  • If two models use the same special rule (like the Palantir in a Saruman vs. Saruman fight), they both count as using the rule and a roll-off will see who gets to benefit from the rule (more on this later);
  • Declaring heroic actions precedes special rules that happen at the start of a phase unless otherwise stated - which actually doesn't happen very often, since this will only affect Wil Whitfoot when he's deciding whether to become a banner for the Fight phase and the Master of Lake-town when he deciding whether to become a banner for the Fight phase. All other models that have "start of the X Phase" rules explicitly say that it happens before heroic actions are declared - or their rules allow them to declare heroic actions (like Gorulf's free Heroic Defense) or confer static benefits (like Haleth's Fight Value buff);
  • Models that attempt to use Master of Battle (X+) and fail to get the required roll can still spend Might to call the heroic action (which means that Iron Hills Captains, Dain, and apparently a new Easterling hero can do it . . . hooray for them . . .);
  • Even if the Fangorn army bonus is in play, you can knock Ents Prone, just not with Call Winds, Nature's Wrath, Wrath of Bruinen, and Sorcerous Blast (the latter three are specifically highlighted in the army bonus itself, though Tremor and Monstrous Charge/Unstoppable Force on a S9+ model are fair game);
  • Merry and Pippin can be targeted by magical powers or special rules while on Treebeard, but any spells that target the model will allow Treebeard to resist on their behalf (Black Darts, anyone? I can't think of any special rules that would cause them problems while on Treebeard . . . leave thoughts in the comments if you can think of one);
  • If a S6+ model is hit by a hurled model (or is engaged in a fight with a model that is hit by a hurl), he will suffer the S3 collateral hit regardless of whether he's knocked prone
  • The Golden King's bribes only reduce the Courage of the target model for the turn, not for the rest of the game; and
  • Floi Stonehand can temporarily cancel active and passive special rules with his Will, but cannot target army bonuses or rules that aren't listed as active/passive (I assume that, similar to the FAQ on Transfix et al, this would remove the special rules from Anduril without making the model carrying the weapon unarmed).
There were other rules that were news to me, but also didn't surprise me - those are listed below:
  • The Dead of Dunharrow can have heroless warbands that have 8-12 models, not 8 or more models (I guess you could have had a 50-model warband without a hero if you played at a points level high enough to field them?);
  • The Watcher in the Water can move more than half his movement and still use his Tentacles shooting attack (but will suffer the -1 penalty - funny, I just assumed the rules said that it worked like a throwing weapon . . . but it doesn't say that);
  • Elrond needs to be on the table in order to use his Foresight points (which only matters in the three Maelstrom missions, Reconnoitre, and possibly-but-unlikely Storm the Camp); and
  • War Bats from Azog's Legion can roll to knock down a model even if they don't get to wound the model (as-written, the knock-down roll seemed to depend on triggering the S4 hit - now we know they're independent).
Photo Credit: Warhammer Community

There were also three clarifications about Monstrous Charge models: first and foremost, if a model gets to make Strikes in combat against a model with a Monstrous Mount (like a Fell Beast), you don't need to roll an in-the-way for the mount like you do for a chariot. Second, a model that charges a model with Monstrous Charge on a turn when the Monstrous model charges gets knocked prone if their Strength is lower than the Monstrous model (just like infantry that charge cavalry who have charged other infantry that turn get knocked over - I love consistency). 

Finally, non-cavalry Monstrous Charge models get their charge bonuses if they're in difficult terrain (but models that are Cavalry with Monstrous Charge will not get those bonuses). The models that are Infantry with Monstrous Charge are a pretty exclusive club (Shelob, the Spider Queen, Gwaihir/Great Eagles, Gulavhar, Cave Drakes (thanks for catching this omission in the comments!), and Dragons - usually with Wings). Interestingly enough, only the spider models and Cave Drakes (and the occasional Dragon) lack the Fly special rule, which prevents you from ending your movement in a woodland terrain piece if you use your Fly speed . . . which happens to be the most commonly-found type of difficult terrain in the game. So . . . the only models with Monstrous Charge that might keep their charge bonuses is actually just the two Spider heroes and the wingless Dracon things. Hooray for them!

Photo Credit: Warhammer Community

There's one last general rule that got clarified: if a player using the Pits of Dol Guldur LL chooses to use his Surprise Attack special rule on the same turn that an Isengard player with Saruman chooses to use the Palantir, both count as being used, but the Pits of Dol Guldur LL will claim priority (with the Isengard player unable to call Heroic Moves). In effect, if the Surprise Attack special rule from the Pits of Dol Guldur is used on the same turn as the Palantir, the Palantir is wasted.

I think they got this wrong - going to the original text of the rules we find that the Pits of Dol Guldur LL's Surprise Attack rule says, "Once per game, before Priority is determined, so long as he is alive and on the battlefield, Azog can declare that he is using this ability. If he does so, do not roll for Priority. Instead, Azog's controlling player will automatically win the Priority roll. Additionally, enemy models may not declare Heroic Moves in the following Move phase." (emphasis added)

The Palantir text says, "Once per game the controlling player can use the Palantir to automatically win the Priority roll - the use of this special rule must be declared before any dice are rolled for Priority." (emphasis added)

Both rules say that a) you have to use the rule before you roll for priority (so you can't see if you lose and then win it - makes sense) and b) you automatically win the priority roll. But here's the thing: the Pits of Dol Guldur rule says that you don't roll for priority and you win it automatically. The Palantir rule (which predates the Pits of Dol Guldur LL by a long shot) doesn't say that you don't roll - it's just that you win it automatically. Maybe this is nit-picking, but it seems like the more appropriate ruling would be for the Dol Guldur player to choose whether he's using his rule before the Isengard player is able to use the Palantir. One happens before the priority roll and cancels it, the other happens when you would roll for priority.

But functionally, I think the FAQ ruling only changes HOW you play (assuming that you even like Saruman or the Pits of Dol Guldur LL). If you're playing with Saruman against a Pits player, you should ask at the start of each round, "Are you going to use your Surprise Attack special rule?" He can then give one of two answers: "yes" or "no/not yet." 

If he says "yes," then you don't say anything about the Palantir and brace for his charge (no point in wasting it). If he says "no", you just pick up your dice and roll for priority. Once the roll is made (even if it's just by you), the rule can't be used. The Palantir can't be used either, but at least you're not automatically losing the roll (and your Palantir).

If he complains that, "well, I wanna use it" after you roll, you can (very kindly) point out that you literally just asked if he wanted to use it - and now it's too late. He can use it next turn. That's how the rules work. In this way, we are being kind while preserving one very important thing: we want to be able to use the Palantir this game - and our opponent shouldn't be able to cheat us out of a good rule. So . . . we'll let him claim the first really-important priority roll and we'll get the second one. And by doing it this way . . . we basically get the way I wanted the rules to work out anyway. :)

It's important to note that you don't NEED a Palantir or a Surprise Attack rule to win the game - if you're careful with positioning and have reserve troops. There are some games, I'll admit, where having priority on the first or second turn could mean a HUGE difference in how the game goes. But games are usually decided over 2-3 critical rounds (especially if there is a shieldwall grind going on). As such, be thinking about where you need troops for the next turn so that, if your opponent gets priority, you're not left out in the cold.

Scenario-Related Clarifications

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There were quite a few clarifications about how certain scenario-related situations are resolved - several of which deal with models getting off the board. In the few scenarios where these matter (Reconnoitre or Seize the Prize), models cannot be targeted by Compel/Command (and I assume similar rules) or back away (a far more common occurrence) off of the board - moving off the board has to be a voluntary move. Similarly, to "move off the board," only part of the model's base needs to cross - you don't have to be fully across, but you also can't "just touch the edge." Frankly, I've never had a situation where I "exactly touched" the board edge, so . . . I'm just thankful that the entire base doesn't have to cross.

In Maelstrom scenarios (besides Elrond not being able to use Foresight points until he's on the board), you're not allowed to pick an arrival point for an enemy warband where they can't get the warband onto the board. Congrats, guys, we can't be mean and pick ineligible points for people to enter. Interestingly enough, this COULD actually cause more problems than you'd think for the player who has to enter the board, because if he has an all-archer warband but gets assigned a spot where he COULD get everyone onto the board if half of them move full (a space between two buildings, for example), the opponent could be denied the ability to shoot that turn (since the guys in the front may have moved too far and the guys in the back have in-the-ways that they can't/don't-want-to take). Maelstroms . . . they be bummers sometimes . . .

We've already mentioned that army leaders (or non-army-leaders in Assassination and Fog of War) will give up victory points if they're wounded and later healed, but we're also told that if you kill enough models to break the enemy on the last turn of the game, you don't have to start a new round to get points for breaking the enemy (previously a matter of some contention since you don't TEST for breaking until the Move phase of the following turn). Similarly, if a model wounds/kills someone with Set Ablaze, they get credit for wounding/killing them (even though they aren't actually Striking them).

Finally, in Clash by Moonlight, any model with the Cave Dweller rule doesn't confer a +1 To Wound to enemy archery (presumably because they can see the arrows coming?). This suddenly makes Moria Goblin Warriors with Orc bows surprisingly good in that scenario (since they can shoot from 18" away with +1 To Wound while everyone else gets to shoot from 12" away with no bonuses To Wound them in return). Still got the 5+ shoot value, but whatever. It also means that Goblin-town will die in slightly fewer droves to my Wood Elves and their Elf bows/throwing daggers . . . booooooo . . .

Also, Cave Trolls, Cave Drakes, Dwellers in the Dark, and of course, the Balrog, feel very disenfranchised. While Dwellers in the Dark may live under your bed instead of a cave, the others clearly do and yet, they apparently don't live in there enough to qualify as "cave dwellers" . . .

Magic-Related Clarifications

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There were a few magic-related questions as well - and the clarifications were good (and kind of expected). First off, you can't cast magic if you're prone - I don't recall if this was in the main rulebook already, but I KNOW it was clear in past editions. So, at least we're consistent. Second, if you cast Fortify Spirt on a cavalry model, both the mount and rider will benefit from it (you don't have to target the mount specifically to protect it from Black Darts).

Third, if you target a model with Shatter and they have multiple weapons (like Feral Uruk-Hai who have "two swords"), you only shatter one of them. I feel like this was clear in the rules before, but whatever. Curiously, the model would appear to keep its 2 Attacks . . . however fair that may be. Gimli would seem to be prevented from being able to use his Axes of the Dwarves! properly after losing one of his hand axes (Champ Dwalin too, maybe the Twins?), but everyone else in the game seems to be fine.

We got clarifications on some odd rules too - like that the Goblin King doesn't get his 3+ "fat save" against the initial S9 hit from Flameburst, but WILL get the "fat save" against the S5 collateral hits at the end of each turn. Similarly, while a Ringbearer will be thrown off his horse if he becomes invisible by putting on the Ring, a model targeted by Shroud of Shadows will not be thrown from its mount when it becomes invisible (fair enough). Third, if a model that has been targeted by Command/Compel also has a special rule that requires him to charge (Theodred, Dain, Bear-Beorn, sometimes Eomer/Faramir/Beechbone/Bard/the surviving Twin), the Command/Compel move has to force them to charge if they can (but they still can't make Strikes or call heroic actions, of course, so it's not ALL good times).

Finally (gonna quote this one directly because I definitely struggled with this in my article on Sorcerous Blast), "Q: If a model in a combat is affected by the Sorcerous Blast Magical Power, will any models of Strength 6 or higher in the same combat also be knocked Prone and take a Strength 3 hit as well? (p. 100) A: Yes." There you have it - the only way you don't get knocked Prone by Sorcerous Blast is to be S6+ and be the model that's hit by the blasted model.

War Beast-Related Clarifications

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War beasts got some love in last February's FAQ, but there were several FAQs that talked about war beasts this time as well. First and foremost, the only guys who get to walk on the fork of the Howdah are the Mumak War Leader and Mahud Beastmasters (simple enough - and I think we knew that before?). Second, war beasts can trample invisible models (naturally - they're invisible, not invincible). Third, war beasts must move their full movement when they trample unless they want to avoid killing a friendly model (which, I think is in the main rulebook). Nothing weird about these.

There were two other rules that I think were covered in the main rulebook, but probably had some weird implications that needed ironing out. One is that war beasts can only leave the table if they stampede or if the controlling player voluntarily moves them off the table in a scenario that allows it. I assume this is to address Commanding/Compelling the Mumak off the board so "everyone in the howdah counts as a casualty" or something (or maybe quartering yourself?), but it's pretty well established that models can only walk off board edges in certain scenarios. The fact that war beasts can stampede, I guess, makes this a question . . . at least we know now. :)

The other rules clarification is pretty simple: you can't use the Eldamar Madrigal or A Fell Light Is In Them to move a war beast. This ruling was kind of necessary because models in the Howdah automatically pass courage tests for being broken and don't need to test for Terror because they can just walk into things, so I guess this would be a rare way for you to actually make the model test for Courage?

All of these clarifications on the game are, on the whole, pretty straight forward and clear. Now for the part you guys ACTUALLY care about: my take on the Designer Commentary and Erratas related to the Vanquishers of the Necromancer LL and Galadriel, Lady of Light.

The Vanquishers of the Necromancer and Galadriel, Lady of Light

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Since the release of the Fall of the Necromancer sourcebook, the Vanquishers of the Necromancer LL has fascinated players - especially those who like having hero-heavy/all-hero lists. The list includes five of the most powerful magic users for the Forces of Good (Gandalf, Saruman, Radagast, Galadriel, and Elrond) and gives them incredibly synergistic buffs. Add to this a neat little rule that allowed these guys to cast magic even if they've been charged, and BAM you've got a fun little pocket of magic users. For more info, listen to our podcast on the Legion (and other Legions - and other hero-heavy/all-hero armies).

There were two big changes to this Legion: first and foremost, you now need to include Gandalf the Grey (170pts), Saruman the White (170pts), and Galadriel, Lady of Light (130pts) in your army. Clocking in at 470pts, this is THE highest Legion Tax in the game to date - though it previously was tied for third when only Saruman and Galadriel were required with the Paths of the Druadan LL at 300pts and only behind the Depths of Moria LL (350pts) and the Grand Army of the South LL (375-400pts). 

Hold your thoughts on the back burner for a moment on this - we got one other change in this FAQ: while the Vanquishers can still cast magic when they've been engaged, they can't cast the spells that knock everyone over (Sorcerous Blast, Wrath of Bruinen, or Nature's Wrath). This was done because of the problems many players were facing where they couldn't actually fight these heroes with models that could perform Strikes (being Prone and all). Other spells (like Immobilize, Renew, and Banishment) remain untouched, so it's not like the Vanquishers don't have options, but some of their most spectacular spells have been removed once engaged.

Let's start with the second correction first: I think they got this one right. I'm going to go on record and say that I have played a few games with this Legion and it is tricky to use. I have cast Sorcerous Blast when in combat before, but not at someone in my combat or in a friendly combat - and while I can see the utility in knocking everyone over with Nature's Wrath or Wrath of Bruinen once we've been engaged, I don't recall ever doing it. Mostly I cast these spells on the charge - not when I've been charged. And the Legion can still do that - so pay the Might that you need to go first with a Heroic Move (or spend Foresight points) if you want to knock everyone over and have "free fights." Otherwise, be creative with how you use your spells - Immobilize is still great, Banishment is still great, and Elrond doesn't get free Will, so just save his casting for a later round. Simple.

But I think the change that will see the greatest critique is the requirement for Gandalf to be in the list (taking that first point off the back-burner). I'm okay with requiring Gandalf in the list, but I'm not sure it was the right call. Yes, this makes the list only playable at 500-845pts (essentially - this list often gives a points handicap, unless you're playing specifically at 620, 650, 665, 800, or 845, so what's wrong with a handicap at higher points levels, am I right?), but let's be honest: there are few games played below 500pts and at anything below 450pts, you'd only have Saruman and Galadriel anyway before the errata was made (and with no healing, I'm not sure that a D5 hero without Strike and a D3 hero without Defense will win you many games - let me direct you instead to either the normal white Council list or to the Breaking of the Fellowship LL). I don't see the requirement to play at 500+ to be that big of a problem.

What IS a problem is that your 500pt lists probably had Elrond in them before - and now he can't be included until 650pt+ games. Elrond is really good - not only does he Strike for free, but he also counts as a banner. Oh, and he can knock stuff over - that's also really good. Elrond is a big piece of the puzzle and making him impossible to get at points levels below 650 is a bit of a shame. 

What's more, unless you're playing at 620-650, you won't see Radagast until 800pts - unless you think you need him more than you need Elrond . . . not sure about that one. Prior to the release, the hierarchy was pretty clear: you get Elrond, then Radagast, then Gandalf if you have the points. Simple, effective, crazy-good. Now, that paradigm has shifted to Gandalf, then Elrond, then Radagast. It just seems worse . . . but is it? I'm not so sure - here's why . . .

First and foremost, this FAQ will have absolutely no impact on armies that play at 800pts. Unless you planned on leaving Gandalf at home and giving your opponent a 100+ point handicap so you could take the sleigh on Radagast at 800pts, you were running all five heroes. So what if Gandalf was drafted before the other two - you got them all in the end! As was already mentioned, this will affect army construction at the 480-800pt range, but not at/above that.

Second, this FAQ makes you take Gandalf - and Gandalf is one of the best fighters you have in the list. Elrond he is not, but he is a Striking hero (you have to take Galadriel and you want to take Elrond) and the only S5 hero you have (and one of two with an Elven-made weapon). While Elrond can get +1 To Wound from his hand-and-a-half sword (and can get an additional +1 To Wound against Spirit models), Gandalf is S5 with the potential for +1 To Wound if he wants it - pretty good as well. He doesn't Strike for free, but Striking from F5 and F6 isn't that different (it can matter, but often doesn't) and he pairs his option for Strike with Immobilize on a 3+ (which could keep him from being challenged in a Strike-off OR remove the need to Strike at all). Add Fearless to the mix (everyone dumps on that addition because he's C7, but sometimes it matters a lot), and you've got a pretty good hero.

Third, Gandalf changes the way the list works pretty dramatically - and possibly for the better. Not having Radagast until 800pts means you have to play more conservatively because you very well might not have healing options. Healing is pretty rare for most armies - especially Legendary Legions - and this one has healing built into it. But most of the time that's tied to Radagast (and we ain't getting him anymore at certain points levels). However, the heroes we are required to take have long-range damage threats (something Elrond and Radagast actually don't have - though Panic Steed is useful, albeit not a damage spell). With a 12" Banishment that can be cast on anyone from Galadriel and 12" Sorcerous Blasts from Saruman and Gandalf (and that reroll on casting rolls from Saruman is pretty sweet), you can deal damage from afar, dismount foes, and keep yourself from harm in a new way. I think it can work - and yes, I do intend to test it at a points level below 800pts after our spring tournament is over. What's worse than an army that you charge and can't kill because you've been knocked over? An army that constantly runs away while sniping models and knocking others on their bums . . .

But I do think the rules team missed an opportunity here: I don't think Gandalf should have been required - I think his profile should have been changed slightly. In the films, we know that Gandalf loses his staff of power during his duel with the Necromancer. After being liberated by the rest of the White Council, Gandalf receives Radagast's staff of power, while Radagast rallies the Eagles. In the game, this is reflected by Radagast being able to pay 50pts to swap his staff of power for a Great Eagle mount. Since Great Eagles are 100pts normally, this would mean that his staff is roughly worth 50pts. My proposition is this: don't require that Gandalf be required in the list, but instead make him 50pts cheaper and remove his staff of power.

"Now wait," you say, "doesn't Gandalf need his staff?" Not really, actually. Most of his spells are actually redundant with the rest of the team (once you have all of them):
  • Blinding Light (2+): Galadriel has the equivalent of a channelled Blinding Light automatically up (without the illumination thing, too);
  • Terrifying Aura (2+): this one is useful - but if you're within 3" of Saruman, it only costs you 1 Will to cast it and 1 Will to keep it up - don't really need the staff to cast it;
  • Immobilize (3+): both Saruman and Radagast have this spell - and having it on Gandalf can be good for working someone down, but you can cast it reliably with just 1 Will if you're near Saruman - don't need the staff for it;
  • Command (4+): kind of redundant with Saruman in the list, but again, useful in wearing someone down (this would be very difficult to cast if you didn't have a staff of power);
  • Protection of the Valar (4+): the army bonus gives everyone a +1 bonus to resist tests and Galadriel gives everyone Resistant to Magic if they're within 3" of her. If she has 5 turns to work, she can cast Fortify Spirit on everyone, which gives everyone 2-3 dice to resist magical powers with a +1 bonus . . . auto-immunity for one turn just doesn't seem that valuable;
  • Strengthen Will (4+): this is useful to cast on Elrond (though you'd actually want to cast it on Saruman if he wasn't too proud to get help from Gandalf) . . . not great to cast if you don't have a staff of power UNLESS you're trying to get more out of Elrond;
  • Sorcerous Blast (5+): Saruman does it more reliably, but having a second option is good (not sustainable without a staff of power though); and
  • Collapse Rocks (5+): I love this spell and have yet to use it . . . it's short range does impact its usefulness for this list (though it isn't prohibited from use once you've been engaged, so see if you can use it).
If you didn't have a staff of power, you'd probably only be casting Terrifying Aura and Immobilize - but with 6 Will, Gandalf would still be plenty dangerous. For only 120pts, you'd be getting a F5/S5/3A-while-he-has-3-Wounds hero - and most armies would consider that to be a huge bargain. Give him some spells and a good Will store (along with 3-Might-and-Strike with 3 rerollable Fate points) and you've got a great hero for 120pts. This would be more thematically appropriate and I think his greatly reduced cost would give you pause about whether or not he would be worth including in your list over Elrond (60pts more expensive) or Radagast (30-75pts more expensive).

One final thing we need to cover is Galadriel, Lady of Light being downgraded to a Hero of Fortitude. Frankly, I was surprised that she was a Hero of Valor in the new edition (and that she stayed that way after the FAQ that required Convenient/Impossible allies to have a Valor/Legend hero in them). But before everyone says, "This completely hosed my list," let's get a few fears out of the way.

First and foremost, as a Hero of Fortitude, Galadriel, Lady of Light can be allied by herself into Rivendell. Alongside Cirdan and some big hero (probably Elrond, Glorfindel, or the Twins), Galadriel can do some incredible damage (see my post on pockets full of power for more info as to why). Because Historical alliances can be joined with Fortitude heroes only, she fits the bill and can be included here without problems.

Of course, most people allied her conveniently into lists on her own - usually with Boromir, Captain of the White Tower or with Gwaihir and the Master of Lake-town (and maybe Legolas, Prince of Mirkwood). While you can't "just ally her" anymore, you can ally Galadriel into a list with one of the fighter heroes (Glorfindel, Elrond, or Celeborn) and drop one of your big heroes (like Gwaihir). 

None of those Elven Lords of the West are going to do what Gwaihir does, but Glorfindel and Elrond mounted are quite fast and quite good at killing things (none of these guys were worse than 16th in the TMAT Top 50 Slayers rankings). Glorfindel brings F7 (which is not quite F8, but pretty close) and immunity to most brutal power attacks, while Elrond brings Foresight points and Wrath of Bruinen to the party. Both of these mounted heroes are 20-30pts more expensive than Gwaihir, but still in the ballpark. Celeborn fully maxed is the same cost as Gwaihir and is lacking in almost every way, but with all of the spears you can have in the Lake-town contingent, you can get decent damage out of him (just with a smaller threat radius). Near his wife, he can be truly devastating. 

At 700pts, you can get the Master of Lake-town, Braga, and Alfrid, fill out their warbands for about 400pts, and ally with Glorfindel and Galadriel, Lady of Light for +300pts. The army will be mid-40s (big for the points level) and give you three good/decent heroes for fighting.

While this works in a "Lake-town soup list," lists where she was allied in with Erebor Reclaimed or Minas Tirith will require some significant tweaking. However, I think the following 32-model Minas Tirith list would do okay at 800pts (smaller than it was by a bit, but hardy and strong):
  • Boromir, Captain of the White Tower on horse with shield and the Banner of Minas Tirith
    • 7 Warriors of Minas Tirith with shields
    • 2 Warriors of Minas Tirith with shields and spears
    • 5 Rangers of Gondor with spears
    • 1 Knight of Minas Tirith with shield
  • Denethor, Steward of Gondor
    • 5 Warriors of Minas Tirith with shields
    • 3 Warriors of Minas Tirith with shields and spears
    • 4 Rangers of Gondor with spears
    • 1 Knight of Minas Tirith with shield
  • [CONVENIENT ALLY]: Glorfindel, Lord of the West on Asfaloth with the Armor of Gondolin
    • Galadriel, Lady of Light
Armies that have cheaper warriors and heroes (like Lake-town) aren't going to struggle to get their numbers up - and armies like Erebor Reclaimed who can get Thorin/Gloin for around 200pts will find that they have plenty of room for warriors even after they pay 300pts for Glorfindel and Galadriel. Sure, Glorfindel isn't Dain, but he's still quite good.

Conclusion

All told, most of the FAQs aren't a big deal - and some were really good to know. I don't think the Vanquishers took that bad of a hit (or at least not an unreasonable hit - time and practice games will tell). I think Galadriel, Lady of Light not being an auto-include at certain points levels is good for the game - though she can still show up if you've gotten attached to her. If you have thoughts on the FAQ, leave them in the comments below. Until next time, happy hobbying!

9 comments:

  1. I feel the siege engine / untrained crew query was brought about by a post wondering if legolas could crew a windlass and use his 2+ unmodifiable shot!

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    1. That's . . . creative . . . I guess . . . :)

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    2. We also used to add Ranger of Gondor to get the 3+ but that is (rightly) gone now too.

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    3. True, though the original rules for siege crew and untrained crew say that the presence of more untrained crew than trained crew is supposed to make you hit on a 6+. Not really sure that it ever was supposed to work (1 untrained crew with a 3+ shoot assisting 2 trained crew with a 4+ shoot), but glad it's clarified now.

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  2. I think the question about when Heroic Actions are declared came from an issue with sounding the War Drum.

    Another Monsterous Charge model that is also Infantry is a Cave Drake. He has Woodland Creature and Mountain Dweller, but just in case she finds herself in any other terrain, she can still get those juicy 10 dice to wound.

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    1. Yeah, I thought about the Cave Drake but forgot to add them to the list!

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  3. I may be the only one grumbling about the obligatory leader clarification - I liked my to field my Army of the Dead in smaller games without the King, and using their special rule for no heroes.

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    1. Interesting . . . but isn't the King worth 6 guys? He and a Herald are worth ~10 guys, but seems like the ability to March or Strike would be valuable?

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    2. Oh, no competitive reason whatsoever, I just liked this from a fluff perspective - one would probably not find the King leading every small band in minor skirmishes (or whatever passes for them in the Paths of the Dead).

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