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First Impressions: The Elven Kingdoms, Part I

Good morning gamers, I know I've said this a bajillion times before, but when I got started playing MESBG back in 2010 (during the Legio...

Monday, February 3, 2025

First Impressions: The Elven Kingdoms, Part I

Good morning gamers,

I know I've said this a bajillion times before, but when I got started playing MESBG back in 2010 (during the Legions of Middle-Earth era and when it was called LOTR SBG), the first warrior pack I got for the Forces of Good was Wood Elf Warriors. I opened it minutes before opening the Dwarf Warrior pack, which quickly became a favorite of mine and a bane to the other guys starting to play the game with me, but it was my Wood Elf Warriors that eventually defined one of my favorite play styles: everyone shoots and if we get caught, we die. Over the years, I've collected Galadhrim (on foot and mounted) and have amassed most of the heroes, but with a new edition of the game, I can safely say that I both know how Lothlorien should be played . . . and honestly admit that I have no idea what I'm doing with them at the moment. :) They've both changed and not changed - I promise this makes sense, let's make some sense of that, shall we?

Lothlorien: How Have They Changed?

So we need to start out by addressing that there are some profiles that have left the Lothlorien list at this juncture and should arrive in the Armies of Middle-Earth supplement (since they didn't appear in the list of profiles being sent to Legacies):
  • Combat Celeborn (wait, isn't that the only Celeborn? Why no, no it's not - keep reading);
  • Orophin;
  • Rumil;
  • Galadhrim Knights (and mounted Galadhrim Captains);
  • Guards of the Galadhrim Court; and
  • Wood Elf Sentinels
This . . . doesn't leave us with much, but there are some cool new toys in real old packages that we have to play with now. Let's start off with . . .

Photo Credit: Tenor.com

Galadriel 
got 5pts cheaper and . . . pretty much stayed the same - at least as far as her stats and rules are concerned. She's still unarmed with a bad number of Attacks and a low Strength stat, but she's still F6, so with some help, she can win very, very managed fights. She still gets a free Will point each turn and can take her mirror (which is now on a 40mm base - something I need to hobby up so I can play with her soon!).

But there were some big changes to her special rules. First off, the Mirror of Galadriel not only allows a friendly hero during each End Phase within 6" of the Mirror to regain all their previously-lost Fate points, but if either Galadriel or Celeborn is in base contact with the Mirror, you can get a +1 bonus to your Priority roll . . . that's NUTS (and makes the 25pt investment very, VERY much worth it). Second, Galadriel's spell suite changed quite a bit. She has <check the list - it looks wrong>. All in all, very much the same profile - but now with some new tricks.

Thursday, January 30, 2025

The Stuff of Legends: The Host of the Witch-King

Good morning gamers,

We're wrapping up the second-to-last Rise of Angmar Legendary Legion for the Stuff of Legends series (we've got two more Legions to do after this - watch for them later this year). Today we've got the Host of the Witch-King, which is basically "Angmar without Gulavhar and monsters" - and of all the Evil lists in the Rise of Angmar supplement, I gotta say this is the only one that immediately jumped off the page to me as "really good." While I've been pleasantly surprised by some of the features of the other Evil Legions (and VERY surprised with the Battle of Fornost Legion), this one sticks to doing most of what Angmar does normally - and then kicks it up a notch to do it better. Let's see what's new with this Legion . . .

Part 1: What Do You Need?

This is what the Legion is all about . . . but you don't have the buy the Crown
Legion Tax: 70pts
Photo Credit: Giphy

The only unit you need to take is the Witch-King - and while he's base 70pts, you're probably fielding him for at least 100pts because you want a horse, all 3 Might points, and at least 1 Fate point. For reasons we'll see a bit later on, all of these are very useful for getting the most out of this guy - but at 100pts, that's a ridiculously low price to pay for a Hero of Legend who is a good combatant and a good caster.

What you ACTUALLY need is another supporting hero, of which there are a good number to choose from. If you want your probably-infantry-heavy list to move faster, you'll want an Orc Captain (blissfully cheap at 40pts base, can be given a shield and a Warg for 55pts total). If you want some really interesting boosts for your Ringwraiths (the Witch-King and possibly others) and your Orcs (Terror and Courage, anyone?), you want the Shade. If you want some devastating short-range magic, you want a Barrow-Wight or possibly the Shadow of Rhudaur. If you want to take an Orc Shaman or Nazthak . . . I mean, that's your call, I guess - but your guess is as good as mine for why they'd be in your list besides the giggles of thing (oh, and did you see what I did there?). :-)

You will also need a bucket of Orcs - and I mean a full bucket. If you bought the Mordor (read Angmar) Battle Host box, you already have 24 of these guys - that's a good start. Now get another box of Orcs so you have 48 and you're beginning to talk business (and if you want to have more than 6 Warg Riders, you may want to consider just buying a second Battle Host - this will give you a crown-wearing Witch-King and a non-crown-wearing Witch-King, both of which are useful). Orcs are cheap and for this Angmar list to function, you're going to need lots of cheap-but-average bodies to be able to hold ground, screen important heroes, and get traps - and Orcs are some of the best units in town to do that.

Monday, January 27, 2025

First Impressions: The Kingdoms of Men, Part III



Hey Reader!

Welcome back! We're back reviewing more of the armies from the new edition, and today we're looking at the profiles for Arnor (including the new ones that came in the Rise of Angmar) and the 4 profiles for the Army of Dale that are in the Armies of the Hobbit book.

I have reason to believe that there will be more profiles for Dale coming in the Armies of Middle Earth book (Knights of Dale, Windlances, and who knows: maybe something new? We'll see), so this is not a holistic look at Dale (very probably). Arnor is likely present in its totality, so this is likely our full review of your options for Arnor. We'll start with Dale, and then we'll do a deeper study of Arnor.


Dale Overview: How Have They Changed?

There have been several changes to Dale - some of them are pretty small, but some of them are pretty big, completely changing how you use a specific profile.

King Brand and Bard II have to wait for the Armies of Middle-Earth supplement before they can be used again, along with Knights of Dale. So we'll cruise past those.

And Warriors of Dale haven't really changed: still a F4 warrior, still has a great Shoot Value, and still has access to those S3 longbows, so you can get "elven archery for cheaper" because you're not paying for F5 and better Courage. You also get Hatred (Dragon) which...if you find yourself fighting a dragon it's nice to get a bonus to your wounding roll, especially when you're looking at S3 (in close combat or at range with an Esgaroth Bow). But when you're starting at S3, and you're looking to wound something that's like D9, it's not a major boon: you're still headhunting a hard roll.

Now, that being said, if someone were to take a D7 Dragon with Moria, for example (assuming a profile similar to what we saw in the last edition), that would be 5s to wound, which means if you have reason to believe you'll be facing a Dale army (not unreasonable, as Dale has performed pretty well so far in the new edition tournament scene), taking an upgrade to improve the Defense of your dragon may be a really, really good idea. Because wounding it on 5s could be very bad for your health. Just a thing to think about.

Monday, January 20, 2025

First Impressions: The Kingdoms of Men, Part II

Good morning gamers,

NOTE: there has been an update based on a comment made below - the change is in red.

I have not yet seen the War of the Rohirrim film, but I plan to get it on Amazon Video and I am excited to watch it (though I am one of those filthy people who was like, "I'm not enough into Anime that I'm going to go to the theatre and see it by myself, so I'll wait for it to come out on video" . . . sorry, film production team). Anyway, we have a bunch of cool new profiles for Rohan from the film and today, we'll be reviewing them, along with the profiles that they "replaced" in the Rohan list (that got legacy'd or just removed from the Armies of the Lord of the Rings book).

War of the Rohirrim-Rohan Profiles: How Have They "Changed?"

On October 29th, there was an announcement on Warhammer Community of what was going to move from the Rohan army range into the Legacies document - these profiles included:
  • Grimbold and his Helminga command options;
  • Eorl the Young
  • Erkenbrand
  • Rohan Outriders (and their unofficial infantry version, "Rohan Outwalkers")
  • Sons of Eorl
  • King's Huntsmen
These profiles filled some very niche roles in their lists:
  • Grimbold provided a high-Strength, low-wounding-difficulty hero with Mighty Blow who could upgrade your warriors to S4 (something they'll miss in the current edition, I'm sure);
  • Eorl the Young gave you a slightly-cheaper, slightly-softer version of Eomer who could skip spending a Might point each turn;
  • Erkenbrand had a super war horn built into his profile and could upgrade Riders of Rohan to treat him as a banner;
  • Rohan Outriders/Outwalkers were slightly cheaper than Warriors/Riders of Rohan and had a better shoot value with no axe/shield option;
  • Sons of Eorl were decent cavalry options that got much better when near Eorl; and
  • King's Huntsmen were theoretically snipers who had stronger-than-normal bows and a greater likelihood of hitting their intended target (and a gimmick that allowed them to get all of their previously-spent Might points if they killed a Hero or Monster).
It is into this space that the new Rohan profiles from the War of the Rohirrim emerge - and today, we'll go through each of the new profiles and see what niche roles have been filled and what's left behind by legacy'd profiles (and one updated profile).

Thursday, January 16, 2025

Battle Report: Fangorn v. Numenor

Hey Reader!

Who coulda guessed: not only a battle report (which we haven't done in a while), but also a battle report testing out some of the new army lists from the new edition (which I'm going to call 5th Edition, based on The One Rulebook, Warbands, The Hobbit, MESBG, and now the newest 2024-2025 edition, which is what we're playing), showcasing armies that we both think are interesting and are quite different from their previous iterations. So what better way to show you some new content than by crushing our foes on the field of battle!

Tiberius and I had a Saturday morning free (well, watching the children, but they also love the game, so we have fans watching and playing at smaller tables), so we decided to meet up for a 700pt match! Tiberius will be fielding his Numenoreans (with some proxy elves, as he hasn't built enough spearmen yet), while I will be playing Fangorn, because monsters!

Army lists are below:

Tiberius's List: Numenor

Warband 1

Elendil (Army Leader)

7 Warriors of Numenor with shields and spears 

6 Warriors of Numenor with shields 

4 Warriors of Numenor with longbows 


Warband 2

Numenorean Captain #1 (Kaladin)

4 Warriors of Numenor with shields and spears 

3 Warriors of Numenor with shields 

3 Warriors of Numenor with longbows 


Warband 3

Numenorean Captain #2 (Not Kaladin)

4 Warriors of Numenor with shields and spears 

3 Warriors of Numenor with shields 

3 Warriors of Numenor with longbows 

TOTAL: 700pts, 40 models, 7 Might*


Centaur's List: Fangorn

Warband 1

Treebeard with Merry and Pippin (Army Leader)

Beech Ent (Ent Warrior with reroll 1s to wound in close combat)

Oak Ent (Ent Warrior with 4 Wounds instead of 3)


Warband 2

Birchseed (new Ent hero that can call a free Heroic Move each turn if you 1) don't win priority, and 2) your opponent chooses to claim priority. So situational, but very useful for covering bases)

Ash Ent (Ent Warrior with 3+ Shoot Value, and may move up to 3" and still stoop to throw a stone)

TOTAL: 700pts, 7 models, 4 Might*


Scenario: Our scenario for this match is Fog of War, which has changed since the last edition. Not by much, but it has changed. Here are the scoring conditions:

  • You get 5VPs if the friendly non-army leader hero you nominate has suffered no wounds, lost no fate, and is still alive at the end of the game; you gain 3VPs if the hero has lost Fate but hasn't suffered any wounds and is still alive at the end of the game, and you gain 1VP if the hero has been wounded, has lost Fate, but is still alive at the end of the game (which is a nice change from the last edition: there's always a reason to go for wounds against heroes)
  • You get 5VPs if the hostile non-army leader hero you nominate is slain in melee at the end of the game (full honesty: I forgot about this change specifying that it has to be in close combat during the game - I had a lot going on), 3VPs if the hero has suffered at least one wound at the end of the game, and 1VP if the hero has lost at least one Fate Point at the end of the game.
  • You get 5VPs if you have at least 2 models and the enemy has no models within or touching a terrain feature you specify that is fully within the enemy's half of the board (the "fully within" is also new this edition, and does cut down on the number of potential terrain features someone might choose as those straddling the middle line aren't options anymore - not a bad change, either, especially since it solve issues for big bases that wouldn't fit nicely on terrain features by allowing you to be in base contact instead of having to go into it, so yay for mumaks and Ents having more options); you get 3VPs if you have at least 2 models and at least double the number of models within or touching said terrain feature, and you get 1VP if you have more models within or touching said terrain feature.
  • You get 2VPs if you slay the enemy army leader, and you get 1VP if you wound the enemy army leader.
  • And finally, you get 1VP if you break the opponent, and 3VPs if you break the enemy without being broken.

So all told there are now 20VPs (instead of 12) on the table, and it's generally easier to get VPs, especially against those notoriously hard to remove models, which I think is healthy.

We rolled for board edge, and I won the roll; I chose the lower board edge, and after deployment it looked like this:


For this game, I'm choosing to protect Merry, as I don't think Tiberius is going to try to kill Treebeard: I think he's going to speedbump Treebeard as long as possible, and throw Elendil at Birchseed. I am going to slay the Non-Kaladin Captain, in part because he looks like a warrior, so I'm more likely to just rush him, and also because Tiberius likes Kaladin, so he's more likely to keep him safe, lol. And I'm going to attempt to get to the stable (top-right ruin building near the bridge), relying on Birchseed's free heroic moves if I don't get priority to tie down enemies and give me a (hopefully) competitive advantage in getting to and holding the objective.

And with that, to war!!!

Monday, January 13, 2025

First Impressions: The Kingdoms of Men, Part I

Good morning gamers,

Editor's Note: This post has been edited based on a comment that was made below - changes are in red.

Today kicks off a study on the Kingdoms of Men from the Armies of the Lord of the Rings book and we're covering two small factions today: the Dead of Dunharrow (who show up in the Return of the King army list and the Defenders of the Pelennor army list) and Numenor (who show up in the titular Numenor army list, the Last Alliance army list, and potentially in the Realms of Men army list). These two factions, I think, got some of the best changes in the new edition and both appear to be very good for new players of the game to sink their teeth into. Let's take a look at how these guys have changed from the old edition and what's to like about them.

Dunharrow: How Have They Changed?

This faction has had four profiles since the release of Gondor at War: the King of the Dead (unique hero), Heralds of the Dead (generic heroes, sorta like Captain models, but not quite), Warriors of the Dead (infantry dudes), and Riders of the Dead (cavalry dudes). There were some small changes and some large changes to each of these profiles.

Photo Credit: Tenor.com

All of these profiles have access to Terror, Blades of the Dead, and Spectral Walk. Though the text for Blades of the Dead has changed, the effective use of it is still the same: you wound against the opposing unit's Courage (10 - the roll difficulty) instead of their Defense value. In an age where S3 models can't use Piercing Strike to wound a D8 Dead of Dunharrow model on a 6+ instead of a 6/4+, the fact that these guys can still carve through people with relative ease is a good thing (and a huge draw for new players who want their guys to stay on the table and clear out their opponent's models).

Monday, January 6, 2025

First Impressions: The Free Peoples, Part II


Hey Reader!

Tiberius kicked us off at the end of the year with a great start to our review of the members of the Fellowship in the new edition, so today I'm picking up the baton and looking at the next group of Free Peoples profiles: the 5 hobbit profiles tied to The Shire, and the 4 Ent profiles. Longtime viewers will not be surprised about this, as I've been our longstanding Shire player and recently ran a list at a tournament that was centered around throwing stones, so it combined hobbits with ents for great shenanigans (not necessarily a lot of wins, but it was fun). 

So let's take a look at what changes we have to the profiles that are present in the main Armies of the Lord of the Rings book (with the knowledge that there are likely to be more profiles coming in the Armies of Middle-Earth book).


The Hobbits: How Have They Changed?

Tiberius talked in the previous post about how the Four Hobbits have changed as members of the Fellowship; all you need to know about their use outside of that list for Shire purposes is that 1) Frodo can't take the Ring or any of the cool toys, as Bilbo has them at this point in the story, 2) Sam has access to Rosie Cotton, which is incredible, and 3) all of the members of a Shire list pass Fate rolls on a 3+ and can reroll Failed Fate rolls, so they are far more durable (as are the other profiles we're going to look at), even if a lot of the hobbits are D3. So let's look at the other 5 hobbit profiles in the book.

Thursday, January 2, 2025

Top 10 Ranking: Middle Earth SBG Supplements

Hey Reader!

In a continuation of our Top 10 series, we're looking today at...all of the supplements for the recent edition of the Middle Earth Strategy Battle Game! I'd been holding out hope for an actual Top 10 (as we don't have 10 supplements - but more on that below), but since this is the twilight of the old edition, maybe now is a great time to rank them, as we have the complete list now.

Our ranking is going to gauge the quality of the supplements in five categories, designed to reward the various aspects of these disparate books. First, we're looking at the epic factor of the campaign: how cool/vast/epic is the scenario lineup in the book? Unsurprisingly, if your supplement includes an attack on Minas Tirith, Helm's Deep, Balin's Tomb, or assaults on one or more capitol cities, those books will get higher scores in this category than, say, smaller skirmishes in less visible conflicts.

Second, we look at cost: how much money does it cost to buy the book and all the models you need to play through the campaign. So supplements that involve smaller numbers of models, smaller numbers of Forgeworld/metal models, and require less specialized/out of production kits, will score higher than, say, supplements that require you to buy 2-3 Mumakil and/or a dozen Forgeworld resin heroes, for example.

Third, we rate the content in the book for balance: are the scenarios written in such a way that the scenarios are lopsided (either always to one side or the other, or just lopsided back and forth between the Good/Evil forces)? Are the legendary legions imbalanced, and likely to be FAQed? Having powerful legendary legions doesn't necessarily grant a lower score, but a book with legendary legions that are likely to be changed alongside scenarios that may not be fun to play due to too many uphill battles, will rank lower in this category than a book that shows signs of heavy testing and evenness in its design and execution.

Fourth, we rate the scenarios for variety: are most of the scenarios just a mix of "kill things or get units off the board," or do they include interesting/unique scenario objectives? Do they do anything interesting with forces, deployment, and/or scenario special rules? The more variety there is in the campaign, the higher the score.

And finally, we look at new options: how many new profiles, legendary legions, terrain kits, and/or ways to play the game (really only applicable with Fantasy Fellowships in Quest of the Ringbearer, but we did want to reward that supplement for creating a very interesting new way to play the game!) are in the supplement? Some supplements are heavier or lighter on material (guided by the content in the book), so supplements with more "goodies" will rate higher than ones with less.

So with that, let's take a look at the books we've come to love over the past decade!