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The Stuff of Legends: The Wolf Pack of Angmar

Good morning gamers, AAAAAAAAAWWWWWWWWWWHHHHHHHHOOO OOOOOOOOOOOOOOOOO!!!!!!!!! Yep, today we're tackling the Wolf Pack of Angmar Legenda...

Monday, September 5, 2022

The Stuff of Legends: The Pits of Dol Guldur

Good morning gamers,

We're tackling the third of the four Legendary Legions that were released in the Fall of the Necromancer sourcebook, the Pits of Dol Guldur. Universally held by us here at TMAT as the least interesting of the Legendary Legions from that book (and often hailed as the "odd child" by the global competitive community too), this Legion is "just a bunch of Orcs" (and Thrain the Broken). Though its composition isn't anything remarkable and its special rules are sparse, the list is surprisingly versatile, and I've been really impressed with it in recent games (it gains the "Most Improved Opinion After Actually Using It" award for the year - though I'm currently playing the Fell Beings of Mirkwood LL and the Army of Gothmog, so we'll see if the list retains the mantle). So let's dig in and see what there is to know about this list!

Part 1: What Do You Need?

Legion Tax: 165-215pts

The only model you need to include in your list is Azog - and while you don't HAVE to take him on the White Warg, you probably always will. The White Warg comes with 3M/1W/1F that Azog can use while he's mounted on the warg and only costs 50pts (which means you get a F5/S5/2A mount with D5/2 Wounds, Terror, and Fell Sight for ~25pts - quite the steal and perhaps the best mount-for-value in the game). Should you be separated, the White Warg will automatically pass its separation Courage test AND any other Courage tests he needs to make. This pairing is bonkers - together they're very tough to beat, and separated they can be a tactical nightmare for your opponent.

What you ACTUALLY need to take is at least one March hero (for which you have the tough-as-old-boots Gundabad Orc Captains and the quishier-but-killier Hunter Orc Captains). Both of these are great heroes and because they're so cheap, you can probably field at least one of each in your army. While Azog has March, it's better to have a different hero to push your infantry blocks forward - and for that, either of these guys would be excellent choices.

You should also probably include the Keeper of the Dungeons at most points levels. Azog is great, but if he's the only big killer you have, you could be shut down by enemy spell casters (or forced to advance more slowly should you get shot early in the game). The Keeper is a fragile piece, but if he's able to get into combat, he's likely to kill warriors with ease (and that will make killing other things easier after he gets 5+ kills and rerolls all failed To Wound rolls).

Your final hero choice is Thrain the Broken . . . who you can take for 10pts and is basically a Hunter Orc with +1 Fight Value, -2 Strength, no Many Blades rule (so usually -1 Attack), +1 Wound, and +2 Courage for +2pts. Honestly, he's not a bad choice, but if you're worried about playing a game of Assassination/Fog of War, you're going to want to tuck him far, FAR away from the action so he doesn't become easy prey. In any other scenario, this guy isn't going to hurt you in the slightest. Of course, if Thrain passes his Courage test for Shattered Spirit on a double (double 3s, 4s, 5s, and 6s = 11% chance), he becomes F6/S4/3A with C6 - which is awesome and makes him a pretty good combatant. With a spear-support and no extra stats, he's decent - but with his super-charged status, he's really good.

When it comes to warriors, you want them all. Let's start off by talking about Fell Wargs: as one of three warrior choices available in this Legion (Hunter Orcs, Gundabad Orcs, and Fell Wargs), these are your fast infantry options which have INCREDIBLE benefits in scenarios where you need to dig stuff up. With 10" movement (13" when Marching) and the ability to charge models they can't see when they start their movement, these guys can be used to dig up artifacts, charge units that are hiding behind terrain (including those with Stalk Unseen), and can hide behind your ranks while still being able to race around to charge supporting models on your opponent's flanks. Always take a few of these guys (though Rythbyrt has been known to pack these guys into a list in droves).

You also want to have a healthy block of Gundabad Orcs. These guys are Morannon Orcs with +1 Courage for +1 point/model - and Morannon Orcs are really good models. The boosted Courage may not seem like an advantage, but since you can't get a Shaman to help you auto-pass Courage tests, having more Courage is always a good thing (especially since there are a LOT of armies that rely on Terror with a Courage debuff to keep at least one model - if not their whole army - from being pinned in place). Beyond this, any D6 warriors that can be given shields and spears (and banners) are useful against an unknown foe - and if they reroll 1s To Wound against Elves and Dwarves, you can get even more value from these guys in some match-ups.

Finally, let's talk about Hunter Orcs: these guys are your only archery option and I recommend you max that out. Hunter Orcs in this Legion aren't particularly good (18" range with a S2 ranged weapon and a 5+ shoot value), but having some archers (that can hide behind D6 models and eventually change-up to have the archers in the front and the heavily-armored troops backing them up with spears) in your army is helpful - and if you amass a lot of them, even bad shooting can still have an impact. I wouldn't commit to "standing back and shooting" in every game, but it's not expensive (for this army) to give 33% of your warriors Orc bows - and in some games, it'll be quite helpful. Even if you never use the bows, you didn't have to choose between a bow and a shield on these guys, so just take the bows - at the very least, you can have models sitting on objectives doing something.

These guys can also be mounted - you can get mounts for these guys if you want, but know that for the same cost, you can get a Hunter Orc on foot and a Fell Warg . . . so if you're just doing it for the movement, don't do it. If you're getting mounted Hunter Orcs for the cavalry bonuses (or to turn off enemy cavalry bonuses), then mount a few of them (I'd recommend that those Hunter Orcs also have bows so they can skirmish).

Part 2: Why Take This Legion Over "Normal" Allied Forces?

Legion Bonuses

This Legion hasn't gotten a lot of love from the community, though there are some that champion it. Let's look at what this Legion has going for it (and what you're giving up by running it).

Weakness #1: Worse Options Than Allied Forces
This list is loosely based on the Dark Powers of Dol Guldur army list and the Azog's Hunters army list, but loses the Necromancer, the Nazgul of Dol Guldur, Castellans, and Mirkwood Spiders from the Dol Guldur list, picks up Thrain the Broken from the Wanderers in the Wild, and loses Bolg, Fimbul, Yazneg, and Narzug (basically all the named heroes from the list, except Azog, of course) from Azog's Hunters. Since the Dark Powers of Dol Guldur is historical allies with Azog's Hunters (whose army bonus gives its Hunter Orcs an improved shoot value and a 50% bow limit - which pairs well with the Morgul Arrows you can get on everyone if Bolg is in your list) and Azog's Legion (which gives Azog Master of Battle with the army bonus, grants Azog access to heavy armor and the Stone Flail, and allows you to bring things like War Bats, Gundabad Berserkers, various Trolls, and Goblin Mercenaries), taking this Legion means you're foregoing some really solid tactical options (in your hero choices, your warrior choices, and some really sweet army bonuses).

Even if you omitted the Keeper of the Dungeons and Thrain the Broken and just allied Azog's Hunters with Azog's Legion (where you'd be able to field everything else in the Pits of Dol Guldur Legion with extra profiles and two great army bonuses), you could get a super-charged Azog with Fimbul and Narzug for the same cost as Azog, the Keeper of the Dungeons, and your preferred March Captain from this Legion - and you'd have access to Fell Wargs, Hunter Orcs (with 50% bow limit and a 4+ Shoot Value), and Gundabad Orcs (in addition to Trolls, Berserkers, Bats, and Goblin Mercenaries if you swapped Narzug for a Goblin Mercenary Captain). Regardless of how you skin this cat, it looks like this Legion is letting you down.

Strength #1: No Bad Profiles
This list might be missing those cheap 3-Might heroes, but there isn't a bad profile in the lot. Starting with your warrior choices, you have good heavy infantry options in Gundabad Orcs (they're not F4, but that's literally the only critique you can make of them), good light infantry options in Hunter Orcs (on foot, they're the cheapest 2 Attack warriors in the game - and while they don't have access to spears and are only F3, they also don't need spears thanks to the bonus Attack and if you can out-dice the enemy, you don't need to be F4), and Fell Wargs (which can be run as fast infantry or as mounts for your Hunter Orcs). Besides siege weapons (which are controversial among competitive players) and war beasts (who are even more controversial among competitive players), you have access to everything.

For your heroes, you have five options and most of them are offensive-focused heroes, able to do lots of killing for affordable prices. Azog doesn't have access to heavy armor or the Stone Flail, but with free Heroic Combats from the Legion rules, he can wreck most warriors, saving his Might to boost a wounding roll that will get the Combat to trigger properly. The Keeper of the Dungeons is vulnerable to being shot to death, but if he gets into the action, he's a wrecking ball (especially after he gets 5 kills - rerolling all failed To Wounds and Terror is really nice). As we've already mentioned, Thrain the Broken isn't much to look at, but for only 10pts, he's pretty decent.

Your Captains are also solid choices, albeit at F4. Gundabad Orc Captains can be D7 for 55pts if you give them shields and are S5 (awesome for chopping through warriors) or can choose to shield to roll 4 dice and probably be wounded on 5s or 6s (awesome for stalling heroes). Hunter Orc Captains on foot are the cheapest 3A heroes in the game and with two-handed picks, they wound most things on 4s or 3s - brutal! For 50pts on foot with a two-handed pick and 60pts mounted with an Orc bow or two-handed pick, these guys can really throw a wrench in your opponent's day (just focus on fighting warriors if you can - most heroes would love to chop one of these guys up).

Weakness #2: More Vulnerable Azog
As has already been mentioned a few times, Azog loses access to Heavy Armor and the Stone Flail. Being D5 isn't the same as being D7 - until you reach S9+, being D7 will always be more difficult to wound than D5. Always. For only 10pts, changing the wounding difficulty for most elite warriors and a good chunk of heroes from wounding on 5s to wounding on 6s is a big step - and even for heroes like Dain who might be S5 with a free +1 To Wound, being wounded on 4s when you wound Dain on 3s isn't a bad deal at all. If both you and Dain are wounding each other on 3s . . . yeah, that's a bit more dicey.

The lack of the Stone Flail might not seem like a vulnerability issue, but it hits on something that we talked about in July when we reviewed Azog in our In Defense Of series: Azog doesn't want to get stuck fighting against a warrior he can't kill. While being D5 might make Azog a target for archery or a big hero, an equally valid strategy for dealing with him is to find a D8+ warrior (not hero) to run into him. Consider what happens if Azog (F7/S5) gets charged by a Warrior of the Dead with a shield (F3/D8) in a Return of the King LL force: if Azog wins the fight (a distinctly high possibility), he will wound the Warrior of the Dead on a 6. If Azog has been charged, he's got a roughly 40% chance of getting there (so every other round, he won't kill someone). Yes, you could rely on Aragorn (your army leader and probably your banner who will be wounded on 3s) or the King of the Dead (who will also be wounded on 3s but could auto-kill Azog if he can land a Wound past Azog's Fate) to deal with Azog, but throwing one warrior at him (maybe even a Rider of the Dead to avoid any cavalry bonuses coming out) could decide everything - and if two warriors get into base contact, his likelihood of getting out of combat with them is next to none. 215pts of epic hero locked down with 30-45pts . . . I'd take that any day.

All of that changes, though, if Azog has the Stone Flail: suddenly, Azog can choose to use the Stone Flail, become F6 instead of F7 (just fine), and (thanks to being Burly) he'll get +1 To Wound (wounding D8 Warriors of the Dead on 5s). Even if he's not on the charge, Azog has a good chance of wounding 1 Warrior of the Dead who tries to stall him out (70% chance instead of a 40% chance) and if he's willing to spend Might could kill 2 guys. In fact, you can just keep piling guys into that fight if you want, but since Azog can Whirl with the Stone Flail and not reduce his Fight Value below F6, there's no amount of guys you can pile on against this guy that he can't have a chance (however small it is) of killing. Yikes . . .

Strength #2: More Offensive Azog
Assuming you can manage his match-ups, this might be the most killy Azog out there. It's hard to argue with Azog in Azog's Legion (where he picks up Master of Battle if he's your army leader and gains access to heavy armor, the Stone Flail, and the Signal Tower), but if you don't feel like making the Signal Tower, this Azog may kill more than anyone else. Master of Battle is great - but on someone like Azog, more often than not your opponent will just not call heroic actions near him (unless he's desperate). Heroic Moves, Heroic Combats, and Heroic Strikes are some of the most common heroic actions called in the game once you're within 6" of the enemy and Azog's mere presence on the board may shut those down. Occasionally, if your opponent feels he "needs" to call a heroic action to save an important piece/hold an important position, you may get a free Heroic Strike/Combat in there (counter-calling Heroic Moves for free has been more common in my experience).

In this Legion, Azog trades an uncertain-free-Might-point for a more-certain-free-Might-point - if he's up against warriors instead of heroes, he's going to call that Heroic Combat and try to crush things. With F7, he has the advantage against the vast majority of warriors (everything except certain monsters) and if he's charging, he's got a very good chance of getting a 5-high (~80%) and a decent chance of getting a natural 6 (~50%). With the knock-down and S5, he will be wounding most warriors on a 4+ or 5+, and with 8 dice, you can reliably kill 2-3 guys that you charge. If you're fighting warriors who are F3 or below, you can also Feint without risk to reroll 1s, which can be really helpful if you're knocking stuff over and want to avoid getting wounding rolls you can't/don't want to boost. If you're charged, your killing power goes down quite a bit, but if you're willing to burn a Might point, you can probably still kill 2 models and continue with the Heroic Combat (though again, it was free, so if you fail the Combat, it doesn't feel like that much of a waste).

Strength #3: Better Magical Resilience
Resistant to Magic is one of those rules that doesn't look very good and in reality, it isn't very good (or I should say, it isn't very reliable on its own). Getting one free die to resist an enemy spell isn't that likely to stop it unless it's cast on a 2+ or a 3+ and only got a 2-high or a 3-high. If your opponent gets a 4-high, the single die gives you a 50/50 chance of shrugging the spell off, which is better than nothing but not reliable. If your opponent gets a 5-high or the ever-dreaded 6-high, your single die is less likely to succeed than to fail. Yes, you can throw in a few of your 3-4 Will points on Azog (depending on whether you're mounted or not) to help the free die, but you can only do this for a limited period of time.

But if there's something that big heroes hate the most, it's running out of Will when there's a caster on the board that's still got a lot of juice in them. How many times have Ringwraiths or Wizards shut down your big hero (like Elessar or Imrahil), keeping them from killing things and rooting them in place? It hurts - it hurts a lot. Azog's 3-4 Will points will run out eventually - but he's always got a chance to keep those spells off of him (and each resisted spell is resources your opponent could have directed elsewhere).

What's more, this Legion doesn't just give Resistant to Magic on Azog - EVERYONE gets it, which means that sniping 1-wound models isn't a guarantee with spells like Chill Soul or Black Dart (though their casting difficulties are high enough that a single die will struggle to block them). You may still get sniped, but you might not - and if that makes your opponent think twice about those cheeky wound-dealing spells, that has value.

Strength #4: Guaranteed Move-First Once Per Game
Perhaps the greatest boost the Legion gets is a once-per-game ability to claim priority for your side and to prohibit your opponent from calling Heroic Moves during the upcoming Move Phase. This is basically what the Palantir wishes it was - you guarantee that you get Priority on "the important turn" of the game and your opponent can't do anything about it. This ability is amazing and good - and should be used when you can get the most out of it (like, the absolute I-must-have-priority-now kind of round). This should be on a turn when Azog can charge into a clump of warriors or a hero he can kill, the Keeper of the Dungeons can charge into two warriors, or when you need to pick something up with a Fell Warg or get models off a board edge. Knowing you always have the trump card until you play it is good - and with the possible exception of free Heroic Combats from Azog, it's the biggest draw of this Legion.

Part 3: Legendary Legion Improvements

So, the auto-claim-Priority rule is called "Surprise Attack" - and yet, there is no way to ambush a warband in this Legion. One of the biggest draws of Azog's Legion if you're running the three historical allies for Evil in the Armies of the Hobbit book (Azog's Hunters, Azog's Legion, and the Dark Powers of Dol Guldur) is that you can bring in a Goblin Mercenary Captain with 6-12 Goblin Mercenaries to help you claim an objective unexpectedly or surprise a siege weapon (for 80-110pts).

I think the only thing I'd change about this list is if you could choose a warband led by a Hunter Orc Captain and fully composed of Hunter Orcs and Fell Wargs to ambush onto the board at the end of the third Move phase, akin to the rule that was assigned to the Defenders of the Shire LL. This would be cool and give this Legion something it lacks: an element of surprise. Ironic, right?

Part 4: Army Strategies

Let's begin by talking about Azog: Azog as a hero is pretty good at slapping other heroes to the ground, but in this list, the free Heroic Combats give you the option of dealing with either heroes or warriors with equal benefit. Depending on the list that you're facing, Azog's priority will either be slaying small heroes or crashing through warriors. Because he's only D5, you really don't want him hitting heroes like Gil-Galad, Sauron, or the Balrog - or at least, you don't want him hitting them alone and when they're full of stats. If you've already trashed the warriors around these models and burned through their Might by forcing them to call Heroic Combats or just killing one lowly grunt, sailing in with Azog alongside other models can be devastating (but you don't want to risk your big killer getting killed because he charged in too recklessly).

But as I alluded to earlier, Azog is actually only a piece of the killing machine that this list presents - your warriors are built to do most of the killing. For starters, I recommend that you take 1 Gundabad Orc with shield and spear for every Infantry Hunter Orc and Infantry Hero you have. For 10pts per model, these guys can support your Hunter Orcs to get 3 dice/fight (4 dice if there's a banner nearby - more on that in a minute) OR they can extend your battle line and defend by shielding, giving you more 2 dice fights (and potentially taking away supporting attacks from your opponent's lines). Shielding won't help you kill anything, but if the Hunter Orcs can kill most of the guys they're fighting, you should get a numerical advantage quickly.

You also want the first of your Gundabad Orcs with shield and spear to take a banner - and he needs to stay next to the Keeper of the Dungeons (who is probably your second hero after Azog). The Keeper is a really good slaying model for his cost (albeit squishy) - but with only 2 Attacks, he can botch fights pretty easily. To counter this, make sure he's within range of a banner (not supported by the banner guy - you don't want the -1 penalty in his fight). Having him in your front rank allows you to charge two models, artificially extending your battle line slightly AND increase his kill count to get to 5 as quickly as possible. While his boosts for his "mini-game" aren't as good as Bolg's, they're also easily attainable after 2 rounds of combat.

Besides your block of Gundabad Orcs, you also want 33% of your warriors (rounding up) to be Hunter Orcs with Orc bows (which means at least 33% of your warriors should be Gundabad Orcs with shields and spears). Whether it's so you can have models sitting on objectives or to increase a model count disparity, having bows on your Hunter Orcs allows them to do more than "just charge at things." Use terrain as best you can to give them cover (or put their D6 spearmen in front of them) and use your bows to get a few cheeky kills on your opponent - focusing on horses over infantry if you have the choice (most infantry blocks aren't all that dangerous against you).

The non-bow-armed models in your force who aren't Gundabad Orcs should be Fell Wargs, "vanilla" Hunter Orcs, or Hunter Orcs with two-handed picks. Vanilla Hunter Orcs are basically slower Fell Wargs with +1 Attack, which makes them very tempting archery targets and very poor choices for countering enemy archers . . . so I'd encourage the use of a healthy amount of Fell Wargs instead (though a few of these guys wouldn't be bad). :-)

Finally, play at least one game with Thrain the Broken - having a throw-away hero that you can tuck into the corner during Fog of War (or who your opponent might choose as their target in Assassination) is invaluable - especially since your other heroes are needed on the front lines. Yes, he could go berserk if he fails a Courage test, but with C4, that shouldn't happen very often (and if he's off in the middle of nowhere, you're not in much danger). If you're feeling lucky (or if you start right in the face of the enemy), consider putting Thrain in the front rank - yes, he might go berserk on your line, but if he doesn't, he'll be a F4 presence in your battle line (and if you pass on a double, he'll be a phenomenal fighter instead).

Part 5: Army Showcase

Our first list features our two big named heroes from this list, as well as a healthy pack of Gundabad Orcs and Hunter Orcs. The list is 22 models (a bit low for 500pts), but you should be able to shred the enemy quickly (though I did get shredded by a Lurtz's Scouts legion with this list when I play tested it - that hurt a lot, but I did manage to kill a lot of Uruks before I was quartered):
  • Azog on the White Warg [ARMY LEADER]
    • 3 Hunter Orcs with Orc bows
    • 3 Gundabad Orc Warriors with shields and spears
    • 2 Fell Wargs
  • The Keeper of the Dungeons
    • 4 Hunter Orcs with Orc bows
    • 4 Gundabad Orc Warriors with shields and spears
    • 1 Gundabad Orc Warriors with shield, spear, and banner
    • 2 Fell Wargs
With 7 Hunter Orcs and the Keeper of the Dungeons, you have a rather impressive "shieldwall" - and with enough Gundabads to back them up or extend your line, you shouldn't have to be in combat for very long to bring your opponent to breaking. You also have 4 Fell Wargs and Azog for chasing down objectives or wrapping the enemy ranks - both of which should help with actually winning the scenarios you play. Your only March is on Azog, so if you don't like that, drop the Keeper in favor of a Captain (either kind is good) and pick up a few extra guys.

As we scale up to 700 points, we can get 39 models by fielding Azog, the Keeper, Thrain, and a Hunter Orc Captain (three very offensive-heavy heroes):
  • Azog on the White Warg [ARMY LEADER]
    • INDEPENDENT: Thrain the Broken
    • 3 Hunter Orc with two-handed pick
    • 2 Hunter Orcs with Orc bows
    • 5 Gundabad Orc Warriors with shields and spears
    • 2 Fell Wargs
  • The Keeper of the Dungeons
    • 4 Hunter Orcs with Orc bows
    • 4 Gundabad Orc Warriors with shields and spears
    • 1 Gundabad Orc Warriors with shield, spear, and banner
    • 1 Fell Warg
  • Hunter Orc Captain with two-handed pick
    • 4 Hunter Orcs with Orc bows
    • 5 Gundabad Orc Warriors with shields and spears
    • 2 Fell Wargs
This list is pushing the limit of a high model count for 700-point lists (almost 40 models) and has a big hitter in Azog, a mid-range hero with the Keeper, the cheapest 3 Attack hero in the game with the Hunter Orc Captain, and a wildcard with Thrain. This list could drop 1 melee model and still maintain its bow count, so if you wanted to drop 2 Fell Wargs to add 1 vanilla Hunter Orc and give a mount to one of the bow-armed Hunter Orcs, you could do that.

As mentioned earlier, I've opted to give all of the Hunter Orcs bows. If you don't like Fell Wargs, you can take some vanilla Hunter Orcs (who will have more Attacks but are slower). I have 8 Fell Wargs in this list (which seems a bit high to me, but I've been impressed with them recently, okay?), giving us plenty of in-the-ways for Azog and enough speed to manage the scenarios that require moving quickly. Our Hunter Orc Captain has a two-handed pick because I've fought Centaur's Hunter Orc Captain with two-handed pick so many times and lost SO many guys to him, that I've forsaken my usual opting for a bow in favor of his kit-out preference. I've also opted to not take a mount on him - you can if you want, but I like this guy embedded in the battle line and rolling 4 dice (including his spear-support) with a Might point reserved for boosting dueling rolls if he needs it.

Azog and the Keeper's warbands are designed to form up together. These two warbands have a very impressive 9 spears and 9 front-rank bowmen or heroes to form an anvil of power - and, since each base is slightly smaller than 1", if your banner is in the middle of the formation, everyone will be in range of a banner so long as they don't spread out (that's 4 dice being rolled to win every fight except Thrain's, which will roll 3-5 dice dependign on whether he's super-charged or not). Azog and the 6 Fell Wargs are free to leave the formation, finding a good place to strike on the flanks. When possible, get both Azog and the Keeper smashing through warriors - they can both fight heroes if they need to, but you want to focus on beating up warriors instead!

The Hunter Orc's warband, by contrast, is designed to be able to function on its own. While you could use this guy in a Millenium Falcon or Pac-Man formation (or a Bow-Tie formation if that's more up your alley) to March your army up the field, he can also advance at his own pace towards the enemy, relying on a five-file, two-rank anvil and two fast models for handling any objectives they encounter.

This is an army that relies on its warriors to do its killing - and by using Hunter Orcs/efficient heroes backed by S4 spears to do its fighting, they can spread out the damage very effectively against whoever they face. F3 could be an issue, but out-dicing your opponent can even those odds (which will be a topic for an upcoming maths post). Azog might draw the attention of the worst the enemy has to offer, but his Might can very easily be directed towards winning fights, boosting Resist rolls (with your free die to resist each cast), and counter-calling Heroic Strikes. Master of Battle might be missing, but if you can get into the enemy's warriors, you can tear most things up pretty well. If you're stunned hard by magic (or clubs, I guess), you're not the only piece on the board that's designed to kill stuff - you have plenty going on elsewhere in your army.

Army Summary

I have been pleasantly surprised with this list - it's a strong choice for players who like to have their warriors be the primary driver in killing enemy models and stalling enemy heroes (despite Azog getting some good buffs in this list). If you like playing with hordes of Uruks, Morannon Orcs, or Dwarves of various kinds (like I do), you might already like the play style of this army (though you won't get any casters or siege weapons).

Next week Rythbyrt takes us through a faction he loves very much in his faction review series - expect to see more Legendary Legion reviews as we get closer to the end of the month though! Until next time, happy hobbying!

13 comments:

  1. Y'know, some other things about this list is the lack of Azog being able to take the Banner of Battlefield Wide Banner, which I do think should be taken in higher points levels, and R.I.P. Bolg in this list (just my opinion tho)

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    1. Not having the Signal Tower is a big deal - but you have to be playing at a pretty high points level to justify it. Bolg is great too, but fielding both father and son would kill the numbers in this list (and F3 factions need numbers to keep up with more elite armies).

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    2. I guess so, but I'm so used to using Bolg as my leader that it's a bit shocking to not have him in this list, however, I didn't expect anything else to be honest, considering the fact that he is not shown to be in Guldur at the time of the Legion.

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    3. I forgot to say that I usually play at pretty high points levels, (1000 to 5000 range) so for Azog's Legion, The Signal Tower is a pretty natural choice for me.

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    4. I start using the Signal Tower at 700pts - that gives you enough points to get a Merc squad and either a bunch of Berserkers or an even larger chunk of Gundabad Orcs. You can mix them too - but below 700, I haven't really been able to fit it in.

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  2. Having played this legion, it is scary how many options it has, and the fact that everyone gets Resistant to Magic is also really nice. Not the most powerful legendary legion in my mind (or the most powerful evil legion), but very well designed.

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    1. It's fun and it's different - and I think I'd generally prefer to run Azog from Azog's Legion paired with some cheap Hunter Orc heroes (maybe a Goblin Merc Cap too). But the auto-getting priority is sweet and the free Heroic Combats can make Azog an absolute nightmare to deal with. :)

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  3. I just went 4-1 at NOVA with a Hunter Orc Frontline backed by Gundabad spears - as mentioned above, the weight of dice makes up for the fight value, and if you win, you usually kill. I also have experience playing this Legion against Army of the Dead, and even D8 isn't hard to crack when you're rolling 8 dice with might to kill the troops.

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    1. It's true - though without a shaman, charging the Army of the Dead is hard. That's actually why I recommend taking bows on these guys - they can't sit back and shoot at you and you can sit back and shoot at them (targeting those horses if they're available targets).

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    2. Your army was beautiful, by the way! And glad to see a hunter orc army do so well - it's one of my two favorite infantry choices for Forces of Evil, and I always love seeing them do well, :)

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  4. I am running a list of this to a tournament in a couple weeks and wanted some feedback on my current fav list.

    Azog WW
    6 Hunter Orc two handed pick
    6 Gundabad Spear Shield
    1 Gundabad Spear Shield Banner
    2 Fell Wargs
    1 Hunter Orc Bow
    2 Hunter Orcs

    Hunter Captain
    5 Hunter two Handed pick
    5 Gundabad Spear Shield
    1 Hunter Bow
    1 Fell Warg

    Hunter Captain
    6 Hunter Bow
    3 Fell Wargs
    2 Hunter Orcs

    I like the math that the two-handed has been proven to add to the army, especially with banner and spear supports on the 2 attack models then doing the bolging strategy with Azog can drain enemy might in a matter of turns. Not having so many bows is sad but having 8 isnt that bad. i prefer keeping my army pretty compact so leaving the 8 behind and marching with my captains to get to the opponent quickly isn't a problem. Let me know what you think, thank you!

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    Replies
    1. Well, that looks terrifying. :-) If you want bows, I'd drop a Fell Warg (you'll still have 5 Wargs plus Azog) and give your four vanilla guys bows. You have four points left over, but only room for two more bows, so you could convert 2 Wargs (leaving you with 3 for speed plus Azog) into Gundabads with shields and spears to back up the Captains OR into one Gundabad with shield and spear and Thrain the Broken.

      Thrain gives you a F4 model in your battle line or a hero you can hide in the rear in certain scenarios - but you could also skip him and transform two Wargs (leaving you with 2 Wargs plus Azog) into Hunter Orcs with bows. Converting Wargs into Gundabads or Hunter Orcs makes the list even more terrifying to fight - hope it works out for you!

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    2. I like having at least 3 wargs but I really like all of those ideas, so I will def impliment them into the list. when writing it I completely forgot thrain but he is most definitely worth taking

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