Good morning gamers,
Last week, we mentioned at the end of the formations article that we here at TMAT are giving you a bunch of early Christmas gifts in the form of revamped factions and completely new Legendary Legions! Today we turn to a new custom Legendary Legion that features Rangers, Elves, Dwarves, non-Ranger-men, Hobbits, and some weird spirit people. That's right, we're bringing the Wanderers in the Wild Battle Company to Matched Play with the Watchers of the Roads Legendary Legion!
Why Make This Legion?
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We went through a season here at TMAT where we played a bunch of Battle Companies games - and let me tell you, my favorite battle company was the Wanderers in the Wild list (I also really liked the Moria Expedition, Isengard, and Last Alliance Battle Companies too - some of which have even been documented here on the blog). A collection of misfit models that most players critique, this company has low Defense but can skirmish for days and potentially deal lethal damage to their foes with shooting (with bows, throwing weapons, or thrown stones). Our list today basically keeps the warrior options from that Battle Company (no Sentinels) and gives us heroes to go with them. All of the models in this list could have been the protectors of the major paths in their regions and were always ready to hedge off the peaceful from the vicious.
We have Rangers in the form of Aragorn, Dunedain, and Rangers of Arnor. The Rangers do count towards your bow limit, but with Hobbit Militia, Bree Villagers, Noldorin Exiles, and Dwarf Rangers in the list, it's not hard to find melee units to take to enable you to take rangers. We have other men from Bree in the form of the Bree Villagers (borrowing the profile from the Scouring of the Shire supplement) united behind Barliman Butterbur.
We also have Elves in the form of Glorfindel, Elladan and Elrohir, Gildor Inglorion, and his loyal band of Noldorin Exiles. The Elves are dwindling from Middle-Earth and so there are few who still live to keep the land safe. Since Glorfindel and the Twins are more loners than captains of soldiers in this role, they can't lead any warriors (though the Twins can take Dunedain). To make up for this limitation, all three have weapon master to up their damage.
The Hobbits were a late addition, but Maggot and his sons and dogs stood up to the Ringwraiths as they entered into the Shire. While not explicitly covered in the books, the "Maggot's Farm" scenario from the Scouring of the Shire supplement certainly indicates that he wouldn't let vagabonds go romping across his land into the Shire either. As such, we can assume that he and his sons would have been willing to challenge anyone else who was out to cause trouble on the East-West road through the Shire.
The Dwarves were an even later decision - Tolkien talks about how Dwarves travelled the roads between Ered Luin (west of the Shire) and the Misty Mountains and so it seemed fitting to have the "traveler" types available in this list (Murin and Drar as heroes, Dwarf Rangers as warriors). Tactically, these give you the "heavy infantry" option that you get in the Wanderers in the Wild Battle Company (D5 warriors, D7-8 heroes) and they're affordably priced skirmish troops (9pts for a Dwarf Ranger with bow or throwing axes, 140pts for both Dwarf heroes).