Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1, Part 2, Part 3, and Part 4.
If you're just joining us, this is an ongoing series about how to build forces that would feel reasonably comfortable countering Angmar. While there are definitely certain lists that have advantages against Angmar (more to come on that score in parts 5-8), my goal with this particular series is to help identify the tools that every faction (or at least almost every faction) has to deal with Angmar. Some have more tools than others, certainly; but when you dig in and drill down, it's surprising how many factions actually have multiple tools they can draw upon.
In Part 1, we talked about how to get around the Terror that Angmar generally brings to the table (as it turns out, there are a lot of strategies we could try). This time, we're turning to what may be the most oppressive aspect of an Angmar list: it's ability to shut down or take out your army's key pieces. We're focusing primarily on the non-magic ways Angmar does this, but don't worry: we still have plenty to talk about (plus, countering the magic is coming next time, so I've got you).
If you have a model that's essential to your army, Angmar can probably affect it, shut it down, or take it out before it does what you need it to do.
One of the many practical problems that players face when facing Angmar (especially if it's your first time playing against Angmar) is that if you have something essential to your army, Angmar can probably take it out (and usually quickly). Exactly how it does this takes many different forms (depending on what exactly is in Angmar's list, and how many of a given profile are in it), but here's some of the many ways Angmar can mitigate / take out / depower your key models:
- Terror front line / Harbinger of Evil / Drain Courage against low-courage heroes (so they cannot charge without burning Might or Will);
- Magical spells like Transfix / Paralyze to incapacitate a hero;
- Compel / Spectres to pull targets out of position / into dangerous positions;
- Monsters (often flying monsters) to challenge enemy heroes, deal huge damage, and / or disrupt the opponent's battle lines; and
- Heroes who either neuter your heroic actions (the Tainted) or drain your resources (the Dwimmerlaik, Shades, and Barrow Wights)
- Minas Tirith with its army bonus active has all these stats on Fountain Court Guard (F4/S3/D7/C4 + Bodyguard), and can also get the functional equivalent of all these stats on Warriors of Minas Tirith / Osgiliath Veterans (S3/D6/C4-5) as long as you back them with spears on Rangers (F4/S3/C4) or Faramir/Boromir are nearby (F4-5 OsVets, depending on whether Boromir also has his banner). A WOMT+Ranger file isn't exactly cheap compared to their orc shield/spear compatriots (17 points vs. 12-13 points for the pair), but the jump to D6/D7 makes them considerably tougher to wound, and that's where you hope to make back your points in the long run.
- Fiefdoms has a slightly more expensive version of the same set-up (F4/S3/D6/C4 Knights, backed by F4/S3/C3 Men-at-Arms or F3/S3/C2 Blackroot Archers for 20 points a pair). I'm not sure this is better than what Minas Tirith has to offer, but it's available (and if it's too rich for your blood, Green Alliance Baby!).
- Arnor actually has a cheaper version of this (two F4/S3/D6 Warriors of Arnor stacked on top of each other, for 16 points), and as long as Arvedui is around to make them Fearless they'll do the job admirably (especially if Malbeth is giving them 5+ saves). If Arvedui dies, however... well, if he dies you've probably lost, so whatever. :-P
- Armored Elves are great troops for doing this, too, though you're paying extra for stats you don't really need against Angmar's troops (the F5 is definitely overkill, but the C5 is nice). That said, most of Angmar's non-monster heroes also top out at F5 or below (all the wraiths, the Wild Warg Chieftain, and Golfimbul), so being able to match that Fight Value with your normal troops (who have elven-made weapons to boot) can be very handy. Plus, the access to S3 bows en masse offers another way to whittle down your opponent's Terror orcs. Keep in mind that if you retain your army bonus, Lorien models (heroes and warriors) pick up Resistant to Magic across your army, which is also a nice perk when facing Angmar.
- Dwarves also pay extra for some extra stats (D7 doesn't really come into play against Angmar, unless you're fighting heroes), and even the S4 buff on some dwarves doesn't really help you wound D5 orcs (although if your opponent hasn't bothered to put shields on his orc spearmen, it's nice). But Dwarves also tend to have troops with S3 throwing weapons at decent shoot values (which we'll talk about in the next Counter), and that something extra is very nice.
- New to the list is Dale, which now has one of these units thanks to the addition of the Knights of Dale (F4/S3/D6/C4). The added +1 to-wound bonus if they're charged (Wall of Spears) also means you can wound charging orcs on 4s, which is no joke. And of course, Dale can get S3 bows, too (which will force most Angmar armies to charge you), so this is a fantastic development all around.
- For evil LOTR-era armies, you have to be more creative. As a general taxonomy, Isengard's Uruk-Hai are good (F4/S4/D6/C3 for 10 points), Black Numenoreans from Barad-Dur/Mordor/Umbar are better (F4/S3/D6/C4-5 + Terror for 9 points is more than a bargain--it's a steal), Mordor's Black Guard of Barad-Dur are probably overkill (F4/S5/D6/C3-4 for 12 points), and Easterling Black Dragons are overpriced outside of the Dragon Emperor legion (F4/S3/D6/C4 for 1 point less than a Black Guard and 2 points more than a Black Num, without the Terror), but any of them will work. I'm partial to the Black Nums myself because the stat profile is so lean (again, Terror is the bane of Angmar's existence) and you can get them in two pretty flexible lists (Mordor and Umbar), but any of these are a solid core for an anti-Angmar force.
- A few other LOTR-era armies have some hit-and-miss profiles that get most of the way there. Moria can get there occasionally, but only if conditions are right (Blackshields can get to F4/S3/D6/C4... if you have a war drum, they're fighting a trapped model within range of Groblog, and his ability actually fires). But of course, Moria can ally with basically any evil army, so if you want a rock-solid battle-line Moria has an embarrassment of options (personally, I'd opt for an alliance with Mordor/Umbar to ally in some Black Nums). The Dead of Dunharrow have a terrifying front line for Angmar to face (literally), although their cap at F3 means they'll lose a decent number of drawn combats. At large points levels, you can fix some of these issues with a Minas Tirith alliance centered around Aragorn (the Dead bring high-Courage models with Blades of the Dead, Aragorn brings F4 Rangers with spears and ranged attacks), but at other points levels, you rely on your D8 resilience and Terror to hold the orcs at bay (and pray that the Angmar player doesn't have a couple of heroes who can wound D8 easily). Finally, Far Harad has half-trolls, which are lacking in the Courage department (C2, unless your army bonus is active and you have a Mahud Hero in combat within 6" of them, in which case they become Fearless), but every other combat metric is exceptional for killing and outlasting Angmar orcs (F5/S5 with 2 attacks means you have a 75% chance of killing one orc, and a 25% chance of killing two, while D6 with 2 wounds makes it unlikely that you'll lose a half-troll in combat even against a shield and spear tag-team). Slap a spearman and a banner behind them (I prefer Haradrim Warriors with Suladan for the cheap spears, 6" banner range, and the option for Heroic Resolve to shield them from enemy magics), and they'll do real work.
- For Hobbit-era evil armies, there's not really any spammable troop options that fit the bill. Gundabad Orcs are probably the closest: their S4 / D6 get you on the right track, and their base C3 means that you can get them to C4 with a War Horn. But none of the evil armies in the Hobbit can take F4 / D6 warriors, or even F4 spears, so your options will be limited. In the end, Gundabad Orcs are probably still your best bet for most Hobbit-era armies given how the alliance matrix works, except for Dark Denizens, who can pair up with Mordor in a Yellow alliance (so you can run Black Nums alongside your spiders, as Shelob and the Spider-Queen tag-team, at which point all you need is Durburz and Druzhag from Moria for an unholy troika).
- I'm probably in the minority here, but I'm a huge fan of dismounted Rohan Royal Guards. At F4, S3, and D6, they have three of the core stats you want for fighting orcs. Throw in Erkenbrand's horn, and suddenly they're C5 base after Bodyguard wears off (assuming you can keep Erkenbrand alive, of course--but again, target oversaturation: Angmar now has to kill both your army leader and Erkenbrand to reduce the Royal Guards to their standard Courage of 3, which is definitely harder than only needing to kill one... as long as both can't be ganked by a Heroic Combat from Gulavhar). At 12 points with throwing spears, they're expensive to be sure: but they present a dual-threat to Angmar's front-line (throwing spear on the way in / while skirmishing, then better stats in combat, needing 5s to wound both ways) and have the toughness to walk away (D6). If you can field them in a list where Rohan's throwing spears can also be used as real spears (Theodred's Guard, Helm's Guard), so much the better. Otherwise, take the throwing spears on these guys, whether they're on foot or on horse.
- Like Rohan, Khazad-Dum / Kingdom of Moria basically don't have access to spears (yes, I know Mardin and half a Vault Warden team exist), but you can soften the blow with a healthy contingent of Dwarf Rangers (3+ shoot, S3 throwing axes at D5) or better yet, Iron Guard (F4/S4/D6 with 2 attacks and throwing axes with a 4+ shoot). And the Army of Thror takes that up a notch, with Grim Hammers (F4/S3-4/D7/C4 with a 4+ shoot and S3 throwing axe) backed by Warriors of Erebor (F4/S3/D7/C4 with spears) for a devastating battle-line whether on the charge, receiving a charge, or skirmishing.
- Evil doesn't really have S3 throwing weapons en masse on hardy troops (Corsairs are only D3, Dragon Cult Acolytes cap out at D4), so there's no obvious contenders here. But I will say that if you can put a throwing weapon behind another D6 warrior (say, Corsairs with spears backing up Black Nums), you may be able to approximate at least some of this strategy with evil. But this is one of the rare strategies where Good has an actual list-building advantage over evil (as opposed to the many perceived advantages we debunked last time).
Counter 3: Siege Weapons (especially cheap ones) are a great way to distract Angmar's assassins.
Counter 4: Include at least a handful of "specialty" models who pose a special threat to Angmar's Spirit Heroes.
- Minas Tirith has several warrior options that are intriguing. The obvious one are the Knights of Minas Tirith: their courage isn't great (C3 base, C4 with the army bonus), and their Fight value (F3) is meh, but if you can get them in on the charge, S3 with a lance will wound a Barrow Wight on 5s (with 4 dice to wound). Or, you could opt for the less glamorous option, and shoot at them with the Bolt Thrower ("risk" the in-the-ways on the orcs in front--you'll wound them on 3s, so there's literally nothing risked).
- Fiefdoms. At first glance, Knights of Dol Amroth don't look like they'd be good at mauling spirits, but at F4 they have a better Fight Value than Barrow Wights, Shades, and Spectres, and their S3 with a lance is enough to wound Spectres on 4s, Wights on 5s, and the Shade on a 5+/3+ (four dice to wound each, too, with the cavalry charge bonuses). Sticking with Fiefdoms, Clansmen of Lamedon are also brutal against Wights (S3 with a 2-handed weapon, plus they're Fearless within 6" of Angbor, plus they're base C5 if he's defeated).
- For Dwarves, Khazad-Guard are a threat to kill anything, and a two-handed Piercing Strike from S4 (effective S7) can wound a Barrow Wight on a 4+ (and Shades on 5s). Iron Hills Goat Riders (Fearless within 12" of Dain) have a 1-in-3 chance of knocking a Wight prone before combat even begins, then wound it on 5s (on four dice). And Grim Hammers with the Guardian of the King upgrade can wound on 5s if they wish (either using piercing strike or buffed by Thorin's To Arms! special rule), which then becomes 4s if they two-hand (plus their S3 throwing axes will wound wights on 6s, which is pretty good).
- For Dale, if you can force a Wight to charge your Knights of Dale, they'll also wound them on 5s (+1 to-wound from Wall of Spears). Coupled with their other positive stats (F4, D6, C4), you have a pretty solid core profile to build the rest of your force around (either filling in with the windlance and S3 bows, or allying in dwarves from Erebor).
- And finally (of course), every Arnor profile has Hatred (Angmar), which is good for a free +1 to-wound all around, or 5s to wound a Barrow Wight. Hey, Angmar's not a particularly fleshed-out faction, and this rule almost never comes into play, so it deserves this (albeit brief, fleeting) moment in the sun!
- Moving over to evil, Black Guard of Barad-Dur (F4/S5/D6/C4 with the army bonus) will do a number on orcs, and then on the Barrow-Wights standing behind them (5s to wound). Giant Spiders and Mirkwood Spiders will, too (2 Attacks at S5, rerolling 1s to-wound, or all fails if the giant spiders have the Venomback upgrade), as long as you can get them into combat (Angmar's one of the few match-ups where a force with Druzhag and Ashrak would think about double-casting Fury to get some redundancy).
- Over in Moria, Goblin Prowlers are also dangerous if you can get them in on the charge (S3, +1 to-wound from a 2H weapon, and then another +1 to-wound from Backstabbers if the enemy is trapped, will wound Barrow-Wights on 4s and Gulavhar on 3s). Dwellers in the Dark are very expensive, and are usually left in the bin in favor of their Burly Cave Troll companions; but against Angmar, you actually want the Dwellers because their F7 gives you an answer to Gulavhar and Buhrdur, their S5 will rip through Barrow Wights, their Courage 7 is extremely reliable, they cause Terror (to keep the orc horde off of them), and they're Resistant to Magic (really???). Plus (and yes, there's a plus), because they're Monsters, you can actually charge them into Angmar's front lines, barge them 3" out of the way, and then potentially charge into a Barrow-Wight on the first turn you charge Angmar's front rank (wait, wut?).
- Uruk-Hai Berserkers and Gundabad Berserkers aren't exactly Dwellers, but their Courage (C7 and C6, respectively) is as-good or close, and both have the options for a two-handed weapon (a sword in the Uruk's case, and a two-handed pick in Gundabad's case, which can wound a Wight on 4s with a two-handed piercing strike).
- Then you have the tricky models who can deal wounds without engaging. Gundabad War Bats can wound Wights on 6s without engaging them (Pluck), or 5s if they can get the engage (they're weirdly C3 base, and their S4 wounds Wights on 5s thanks to their Piercing Talons special rule, which reduces the Wight's defense by 2). Meanwhile, Khand's Chariots can mow down enemy orcs and Wights without needing to Terror test (although the C5 Khandish Kings can charge them pretty reliably, too).
- But my favorite two models for hunting enemy Wights are Watchers of Karna from the Serpent Horde (F4, 2 Attacks, effective C5 when charging Terror, Resistant to Magic, and they wound Wights on 5s thanks to Hatred (Spirit)) and Castellans of Dol Guldur (who are F5/S5 with 2 Attacks, D6, Courage 6, can each take a Morgul Blade, and have 12 Will they can use to resist spells or as Fate points). Apart from not being heroes with Might (which means they have to cut their way to a wight more slowly than a hero could), either is a real threat if you can get a couple of turns of priorities (although there's clearly a major difference in staying power between a D3/1 Wound Watcher of Karna and a D6/12 Will-Fate Castellan).
- Part 1: Dealing with Terror (July 2023)
- Part 2: Repelling the Shut-Down (July 2023)
- Part 3: Weathering Overwhelming Magic (July 2023)
- Part 4: Avoiding (Avoidable) Mistakes (March 2024)
Royal Guards on foot with throwing spears can support normally in the Defenders of Helm's Deep Legion as well - and they can even get to F5 in that Legion while Haleth is alive and fighting . . . who becomes one more threat to deal with. :-)
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