Good morning gamers,
We're kicking of a review of several Minas Tirith factions today and we're starting with a faction that I've been playing a bit with mostly in the context of scenario play in our custom Osgiliath campaign. The Garrison of Ithilien army list, which is the rebranded version of the Rangers of Ithilien Legendary Legion (which was first introduced in Gondor at War but was then updated in Quest of the Ringbearer and was adjusted in several FAQ releases), is still a powerful shooting list on the tabletop, though some nice adjustments have been made to the army list in order to reduce opportunities for a negative play experience. This list hasn't lost all of its teeth, though, and I think it's a bit of a sleeper list in the current meta. Let's see what Faramir's shooty boyz have going for them this edition, shall we? As we've done in recent articles, anything related specifically to the Legacy profiles will be highlighted in red.
The Garrison of Ithilien: Changes for 2025
Profile Selection
When we're looking at profiles available to us, we have basically everyone we had last edition: on the Ranger hero side of the house, we still have Faramir, Madril, and Damrod - and if you are able to include Legacy models, you also have Anborn and Mablung. These guys have had some changes to them, but by and large, they are either more-or-less what they always were but 5pts more expensive OR they got some nice buffs for a 15pt cost increase. All in all, not bad. For non-Ranger heroes, we still have Captains of Minas Tirith (who changed a bit) and Frodo/Sam/Smeagol, who can still be their own warband or part of Faramir's warband - which they might have an easier time being in now that the bow limit rules have changed (more on that shortly).
On the warrior side of the house, the list retained Warriors of Minas Tirith (who had one minor change), Rangers of Gondor (who had one minor change), and Osgiliath Veterans (who had three changes - ultimately all ending as a net positive). In addition to these, the list got access to Knights of Minas Tirith, which means you can have fast units without paying for a horse for Faramir or Captains of Minas Tirith (which you had to do last edition). While March is probably embedded in your list, it's always nice to have some fast units that can Charge - or fast units that can run REALLY far to meet an objective condition if they're benefitting from a March/Heroic Combat. All in all, the list is more or less what it was, but the one option they got makes the list as a whole a lot better.
Army List Bonuses
Like in the previous version of the game, you have to take Faramir in this army list - but unlike the errata'd version of this list late in the previous edition, you don't have to take Frodo, Sam, and Smeagol anymore. This requirement was added when Rangers of Ithilien lists at lower points levels were clocking in with 30+ bows and they've made a different list building constraint to make sure that negative play experience is toned down.
Instead of having Rangers of Gondor not count towards your bow limit in warbands led by the five Ranger heroes, the entire list now has a 50% bow limit. This means that for every Ranger with a bow that you want to field, you'll have to field a tin can as well. Functionally, this means that cavalry and shieldwalls of some kind are going to be common, but it also means that Warriors of Minas Tirith and Osgiliath Veterans with bows are not going to show up in this list. There are other lists where they might find a place (though nothing is certain), but it won't be this one - you want Rangers in this list, as many as you can field.
At lower points levels, this change is very healthy - 50% bows are not uncommon (we saw this in the Harad list earlier this year) and assuming you're saving 1-2pts/model to get Rangers of Gondor with no extra gear (8pts/model) for the 3+ Shoot Value and Defense 4 instead of getting Warriors of Minas Tirith with bows (9pts/model, 4+ Shoot and D5) or Osgiliath Veterans with bows (10pts/model, 4+ Shoot and D5), you're taking a lower defense army that probably will be more easily wounded by enemy archery in trade for getting to pump out more archery yourself. If you aren't playing with Legacies, it's unclear to me if this list has an advantage over a list like Harad - and it's very doubtful to me that it has an advantage over a list like the Rangers of Mirkwood (though if you include Legacies, you probably get the dominant position against both - more on that in the next section).
The first special rule that you get is either Woodland Creature or Mountain Dwellers on all of your models. In this edition of the game, all of the Ranger models (heroes and warriors) have Woodland Creature already, so if you opt for Woodland Creature, you're doing it a) because you want it on all of your tin cans (including your Knights, but the horses don't get Woodland Creature because they don't have the Gondor keyword), and b) because you don't have rocky ground to worry about and you don't want the bonus to your jump/leap/climb tests. In my opinion, if there are large woodland areas that you know you'll need to cross, take the Woodland Creature. Otherwise, give everyone Mountain Dwellers - if you find yourself taking a test or having to walk through rubble, you'll be thankful.
Finally, while you aren't required to take Frodo, Sam, or Smeagol in your list, you will score 1 additional VP for any of them that are alive at the end of the game OR who have escaped off a board edge in the handful of scenarios where that's a thing. If you take Frodo (80pts), you can take Sam (45pts) - and if you have both of them in your list already (125pts), you can take Smeagol (30pts). If you don't mind paying 155pts, you can start the game with 3 VPs in your pocket - and if these models are hiding (Smeagol starts with Stalk Unseen and Frodo/Sam have Elven Cloaks included in their cost, so they have it too), your opponent will have to get pretty close to them to deny you these VPs. There's a lot we can do with this, but we'll hold that discussion for the tactics section below.
Profile Adjustments
We've covered many of the changes to the profiles in our First Impressions articles on Minas Tirith and the Fellowship, but here are the highlights as regards this army list:
Faramir has undergone a lot of changes, but his notable boosts are the upgrade to F6/3A, Resistant to Magic/3 Will, built-in-bow with Sharpshooter, rerolling all failed To Wounds/free heroic resolve once your army breaks, and a special rule that gives him and friendly Warrior models within 3" of him Dominant (2) if you give your opponent Priority (which is VERY situationally useful). For all this, he only went up 15pts (after factoring in the built-in bow), which is a pretty good deal. You don't have access to a horse anymore, which is a bit of a downer since his melee profile got better, but on the whole, I think he's still a net-positive;
As mentioned in the First Impressions on Minas Tirith characters, Madril is basically unchanged - he costs a little bit more now and, in this list, he functions slightly differently than before as he's not just bringing 12 more bows to the fight (he was an auto-include before a Captain every time before - and that may be true now, but the decision tree is a lot tighter). He's got 3-Might-and-March in an all-Infantry army and costs the same as a 2-Might-and-March Captain (though the Captain has advantages over Madril as we'll see in a moment);
Damrod wraps up the official list of ranger heroes and he got a ton of changes as mentioned in the First Impressions article. With 2 Attacks/Wounds, he's not just a glorified grunt anymore, though his special rule is pretty meh when you use it (and if you aren't taking in-the-way shots, it'll never come up). Still, he's a 40-point Hero of Fortitude now and that's pretty nice to have. For 200pts, you can field all three of these Ranger heroes and have 39 warrior slots, which means you can field full warbands at 600pts pretty easily - that's a lot of bows (but we're getting ahead of ourselves);
Anborn is only available if Legacies are in use and he's basically the same as he was - he's still a glorified warrior with 1 M/W/F but he went up by 5pts to get the Sharpshooter keyword, which is great since he kept his free Might point to boost a shooting-related roll! If this lad isn't moving and shooting, enemy horses beware;
Mablung is also 5pts more expensive than he was and gained nothing in trade. Frankly, his Birdcalls rule is still bonkers (6" Stalk Unseen for Ranger Heroes/Warriors and 6" ignore Stalk Unseen for Ranger Heroes/Warriors is ridiculously good and totally worth the points you pay for this guy);
Captains of Minas Tirith can no longer be mounted, but they're generic heroes who are F5/D7 with Shieldwall. For 60pts each, these guys aren't impressive, but they're a LOT more survivable than Madril, and while they can't take bows (or horses/lances) anymore, they're reliable in a fight and can stall out a lot of big heroes (which this list might need to do);
Frodo is a tough nut to crack, though he's a bit expensive at 80pts. Like he's always been, Frodo has 2 Wounds/3 Fate and D6 with the Mithril Coat. Add to this 2 Might and Heroic Defense, his Elven Cloak, and the One Ring, he can be very difficult (if not impossible) to catch or shoot. If he has to fight, he can lend the Elven keyword to a fight, though his F3/S3/1A isn't going to impress anyone. Still, he's worth a VP if you keep him alive - and I feel like that shouldn't be too hard to do if you're not outflanked;
Sam is still a little pricey for F3/S2/D3, but with 2 Attacks now and still having access to Strike, he's decent at fighting. He's also surprisingly tough to kill if he's not trapped with 2 Wounds/2 Fate. A spear support from a F4 man will still be welcome - or a charging Knight in the same fight, that works too;
Smeagol didn't change in cost and he got a TON better! He was already a F4/S4/2A hero with D4/2 Wounds/1 Fate for 30pts before, but now he's got Cave Dweller, Mountain Dweller, Stalk Unseen, and the ability to ignore all difficult terrain penalties (and apply this bonus to Frodo and Sam if they start within 6" of him) - IT'S CRAZY! If you need to March these guys across the board (or Heroic Combat them to safety), Smeagol is an excellent take and he's so, SO cheap for what he does;
Warriors of Minas Tirith and Knights of Minas Tirith went up by 1pt each and are now F4. There is a technical difference from the previous edition in that the wargear configuration for Warriors of Minas Tirith is more restrictive than it used to be, but unless you were taking Warriors of Minas Tirith with shields, spears, and bows so you had D6 archers who could support from the second rank (which I did, but not a lot of other people did) or Warriors of Minas Tirith with shields, spears, and banners (which a lot of people did, including myself), you're probably not feeling the change too much. Technically speaking, Knights of Minas Tirith had the option to not take a shield in the previous edition and now they have to take it . . . that's functionally a difference, I guess, but since everyone took the shields before anyway, what it really means in this edition is that paying 25pts for a banner that replaces the shield and the lance is just not a good idea. Give your banner to a Warrior of Minas Tirith who hasn't paid for anything yet;
Rangers of Gondor are unchanged, except that they got Woodland Creature for free - hooray! They're still a great deal as far as archers go, albeit a little bit squishy (as most archers are); and
Osgiliath Veterans had three big changes: their points cost went up by 1pt to accommodate the jump to F4, their +1 Fight Value while within 6" of Boromir or Faramir got changed to rerolling 1s To Wound which is fine but not great, and they picked up Hatred (Mordor) for free, which is likely to see some utility as Mordor got a bunch of its toys back with the drop of the Armies of Middle-Earth supplement. If you find Shieldwall to be a bit clunky, paying +1pt/model to lose Shieldwall and pick up 1-2 wounding rules and +1 Courage isn't bad - especially in a list that isn't getting a boost to its Courage except after the army breaks.
That's our high-level summary of the tools we have in this list. Let's take a look at the strengths and weaknesses of it!
The Garrison of Ithilien: Strengths and Weaknesses
The obvious first strength is that this list can pack in the shooting. Not only does this list get access to a 50% bow limit, but Rangers of Gondor are incredibly cheap models with a 3+ Shoot Value. When compared to other armies with high shoot values, the value-for-cost of Rangers is insanely good:
Harad/The Serpent Horde have a 50% bow limit with 7-13pt/4+ shoot Haradrim Warriors/Raiders;
Azog's Hunters has a 50% bow limit with 9pt/4+ shoot Hunter Orcs;
Erebor & Dale can have a 50% bow limit if you lean REALLY hard into Dale with 9pt/4+ shoot S3 Warriors of dale;
Several Rohan lists can have a 100% bow limit if they only take 14pt/4+ shoot value Riders of Rohan;
If you're playing with Legacy lists, Mahud can techincally have a 100% "bow limit" if they forsake Half Trolls and take 8-17pt/3+ shoot blowpipes on Mahud Warriors/Raiders;
Similarly, the Variags of Khand can have an actual 100% bow limit if they 14-40pt/4+ shoot Khandish Horsemen/Charioteers;
Rivendell can have a 100% bow limit if it includes Elrond and only takes 20-21pt/3+ shoot S3 Rivendell Knights;
Rangers of Mirkwood can take 100% bows with 14pt/3+ shoot S3 Mirkwood Rangers; and
Arathorn's Stand/The Grey Company technically have a 100% bow limit with 25pt/3+ shoot Dunedain, but this opens the door to all-hero lists, which we'll note here but won't dive deeply into.
Some of these lists can also have heroes that come with bows, but not all have that option - and while you COULD take some of these lists with all-bow leaders (most notably the Rangers of Mirkwood, Azog's Hunters, Arathorn's Stand/Grey Company, and a few of the Rohan lists), many are encouraged to have at least one hero who doesn't have a bow. Not so with the Garrison of Ithilien: Faramir starts with a bow, you have access to Madril and Damrod for cheap Fortitude shooting heroes, and if you include Legacy models in the discussion, you can add Anborn and Mablung for 80pts more. This gives you the ability to field (wait for it) 41 warriors before you have to look into heroes that won't be able to further support your archery goals. That's pretty slick.
The shooting strength of this list is, however, also its first weakness. For starters, shooting is a fickle mistress in MESBG - sometimes you'll get games where you shoot everyone in droves and other times, you'll fail to get more than one or two wounds before combat is met. Part of this might be the scenario victory conditions, part of this might be your opponent's list, and part of this might be how the dice choose to be. Whatever the reason, skewing into the shooting side of the game isn't a bad thing, but it's not a certain thing either. This doesn't make the list bad, but it does mean you shouldn't go into auto-pilot when controlling it.
The second strength that this list has is flexible, cheap units. I said in my review of good starter armies for the Armies of the Lord of the Rings supplement that Minas Tirith in some form was a good intro army - and I stand by that wholeheartedly. No matter how you like to play them - Men of the West with Aragorn, Reclamation of Osgiliath with Boromir, Minas Tirith with Denethor and Boromir, Atop the Walls/Defenders of the Pelennor with Gandalf, or Garrison of Ithilien with Faramir - the list is going to give you dependable units that can get the job done. If you need speed, Knights of Minas Tirith have always been good units (and even more so because they're F4 now). If you want shooting, Rangers of Gondor make great second-rank models. If you want dependable front-line troops, Warriors of Minas Tirith and Osgiliath Veterans are both strong choices. Banner option? Check. Whatever your combined arms approach is for units, you have it . . .
. . . except where it comes to power heroes - you don't have any power heroes in this list. Thankfully, Smeagol is now the fourth-best combatant in the list instead of third-best, so that's a relief? Honestly, it's just being D4 instead of D5 (and only having 1 Might compared to Madril's 3 Might) that makes him worse than Madril and Damrod, so he's still a very cheap option for a decent 30-point combat piece, but it's a sad day when he's flirting with second-place in the killing department. Of course, not having a smashy hero when you plan to shoot everything is kind of okay (assuming the shooting thing works)?
One final strength to this list is that you can start the game with up to 3 VPs in your pocket (possibly more depending on whether banners score VPs and whether you can start in control of objectives), which can force your opponent to play the game on your terms. There are a few - but not many - other army lists that can start with VPs or can accrue them as the game progresses beyond the standard VP scoring rules, but this one can start with 3 of them - and if you're playing a scenario like To The Death/Lords of Battle where you don't have to get anywhere and just have to kill things, starting with this kind of advantage gives you some INCREDIBLE control over the board. In fact, this may even seem like a negative play experience to your opponent (part of why I don't like the old Pool 4 scenarios). Still, it's a strength that you have - and while 155pts for Frodo, Sam, and Smeagol is a bit steep, paying 125pts for Frodo and Sam is probably easier to reach at most points levels at/above 600 and paying 80pts for just Frodo gives you at least 1 VP in the bucket, which you can probably do as low as 500pts.
The downside to this is that while you can get free VPs and lots of shooting, it's very easy for the sit-back-and-shoot method of play and the free VPs sitting in your backfield to distract you from the actual scenario scoring conditions. This isn't necessarily a negative - some scenarios don't have scoring conditions besides "keep friends alive, kill enemies dead" - but it certainly can be and it's a very tempting trap for new players, who feel like their archers only provide value from shooting. They do provide value from shooting, but as Centaur coined so long ago, "archers are swordsmen" - if you keep them out of the fighting, they may not contribute enough value with their bows to be worth it (especially if your opponent closes with you and your archers have abandoned your tin cans to fend for themselves).
Okay, let's talk strategies!
The Garrison of Ithilien: Strategies for the Tabletop
Our first strategy is this: Faramir is a swordsman. I know, all archers are swordsmen - but Faramir in particular is a swordsman this edition. Yes, he has a bow - and yes, he picked up Sharpshooter - but without any bonuses to his shooting besides Sharpshooter, a hero who has a S2 bow and a single shot is never going to be an impressive archer. What makes Legolas and to a lesser degree Bard good archers? Multiple shots with S3 will wound anything shy of D6 pretty well. A single S2 shot that hits on a 3+ or 4+ (depending on whether Faramir moves or not not) and then wounds on a 6 (occasionally a 5+) is only going to be effective once or twice a game unless you're throwing Might behind hit. That's . . . not great.
By contrast, Faramir in melee is now at least F6/3A and once you break, he'll add rerolling failed To Wounds to that score. This won't go battering through big nasties, but it will carve through any warriors that are F5 - and even against D5-6 foes (which your bows will struggle to kill quickly), you're still expected to get 1 kill/turn, so a managed Faramir fight has a good chance of killing at least one model each turn (though a supporting spearman might be able to increase the likelihood of killing two of them). My experience with Faramir is that he's great for catapulting your warriors into new fights with Heroic Combats against a single model - and if you can get that Heroic Combat for free with Sam (so Sam can help Frodo), even better - but don't count on it.
Our second strategy involves our archers: use skirmish triangles OR Ranger "shieldwalls". By "shieldwall," we really mean "spearwall" since the Rangers won't have shields, but they will have bow-only armed models in the front and spear-armed models in the rear. When having archers aligned in a spearwall, you're planning to shoot straight forward at whatever your opponent has - and taking up this formation requires you to understand the scenario objectives. If you're playing a rush-to-the-middle scenario, you know your opponent's avenues of approach to the middle . . . so have a gunline looking down those avenues so they can pepper whoever rushes in first. If you're playing a game where the objectives are spread out, centering all of your archers together is actually more restrictive for you, so having three-model triangles where all three models touch (a skirmish triangle) allows all three models to have 360-degree vision to their targets. The only limitations will be how your other models are deployed - so if you make an inverted crescent with your army, leaving a basin for the enemy to move into, you can have line of sight to basically any enemy model that isn't trying to outflank you and can pepper them with arrows to your heart's content.
You also want to have a traditional shieldwall, composed of Faramir and your preferred mix of Warriors of Minas Tirith with shields and/or Osgiliath Veterans with shields in the front rank. Your second rank composition can vary - you should probably have a banner in there somewhere, but you should also have Warriors of Minas Tirith with shields and spears or Rangers of Gondor with spears. Both are good (9-10pt F4 spearmen), but the Warriors of Minas Tirith will help you proc your shieldwall special rule and can artificially extend your battle line if you need to by charging into two models and defending by shielding. The Rangers, of course, will embed archery into your battle line so you can soften up the enemy a bit before they arrive (tearing a few holes can make closing on you in an orderly way a lot trickier.
Guarding the flanks of Faramir's shieldwall should be Knights of Minas Tirith - and as I've recommended for a few years now, it pays to have at least four mounted models in your list if you can manage it. Four models that can escape off an enemy board edge or that can jump on a far-flung objective or two can be invaluable in a game - and even though we're likely to have either Madril or a Captain of Minas Tirith in our list for Heroic March, having something fast that can also charge (with doubled wounding dice and +1 To Wound) is incredibly nice to have. Since there's only a 6pt difference in cost between Warriors of Minas Tirith with shields and Knights of Minas Tirith, I highly recommend getting two in any game below 600pts and four at 600pts and above.
Finally, if you included any of the Travelers in your list, you're going to want to have them placed behind terrain at the start so that Stalk Unseen (innate on Gollum and innate via Elven Cloaks on Frodo and Sam) triggers right away and keeps them safe. There will be games where keeping them well away from your opponent will be the best plan, but don't underestimate the value of +5 Might points in your army, as well as the resiliency on Frodo and Sam (they can lose a managed fight or two and still be alive at the end). These three can also ignore any movement penalties through difficult terrain, which is super slick - and Frodo can pair this with the versatility of movement that can come from having the Ring on! Frodo can't half enemy Fight Values while fighting alongside anyone else, but he can use the Ring to get him into a trapping position - which is doubly powerful now that models can't step on Ringbearers! These are tactical options that you'll need time and discipline to use well, but they can really shift the tide of a game (though it does come at the cost of a good chunk of a warband).
If you're using Legacies, you'll want to consider when to include Mablung and Anborn. Anborn is cool because his archery is more likely to have an effect than anyone else's - a free Might point to turn a completely-missed arrow into a potentially-successful arrow isn't great odds, but a free Might point to boost an almost-wound into an actual wound is pretty sweet. Mablung is by far and away the best tactical piece, as he can make several skirmish triangles immune to enemy archery if there's a small log or fence in front of them AND can see enemy archers who are relying on Stalk Unseen to protect them as well! There will be some scenarios where this doesn't make a shred of difference at all - but if your opponent brought some token archery and you brought these guys, you can make your squishiest units impossible to target and you can riddle the enemy with arrows as they approach . . . sounds like a pretty good day to me . . .
Let's wrap this post up with some lists now!
Sample Lists
Our first stop is a 500pt list that tries to do a little bit of everything - we have two Ranger heroes, a small Shieldwall to protect Faramir, a banner, Frodo for a free VP/extra Might/Ringbearer sneakery, two mounted models, and 15 bows - plus plenty of spears because I couldn't fit in another model:
As we scale up to 600pts, we'll see what we can make mostly with the old Battle for Osgiliath box set, a Minas Tirith Battle Host box, and a box of Rangers of Middle-Earth. This gives us three heroes, 36 Warriors of Minas Tirith/Knight dismounts, 6 Knights, and 36 Rangers. I've opted for 6 Osgiliath Veterans, who we'd need to convert up from Warriors of Minas Tirith to field with this purchase plan (or you could buy six blisters of OsVets and have lots of extra bows/spears . . . personally, I'd convert):

This list has max warbands with 42 models, it has two warbands that have Ranger "shieldwalls" that will embed the heroes within OR that can be run as skirmish triangles and including Faramir, this gives you 23 bows, which is a SICK amount of bows to field at 600pts! Despite leaning hard into bows, it still has 4 Knights for objective play and 8 Shieldwall-active Warriors of Minas Tirith and 6 Osgiliath Veterans (who don't have Shieldwall, but can be used to charge Terror-causing units reliably and gain +1 To Wound against Mordor models - Black Numenoreans, anyone?). The OsVets can float as protectors of your shieldwall flanks OR they can charge in and get supported, whichever you need/want.
We're getting away with this mostly because our heroes are cheap - as we scale up to 700pts, I've opted to drop five models and some of the excess points spending and get a free 3 VPs into the list (I've left space in Faramir's warband for the travelers, so you can put them in there if you want):
This is less of a shieldwall list, but I also feel like having more bodies is better in the long-run than more spears. We have only 20 bows now, but we've got a banner for VPs in some scenarios and Frodo, Sam, and Smeagol for an additional 3 VPs. This does something big for us: it allows us in ANY game to make our opponent play our way. Unless our opponent starts in control of more objectives than we do, we hold the keys to the game - and that means our opponent has to run through our hailstorm of arrows or we win. We also have a very resilient hero in Frodo that we can keep alive, which might give us some additional VPs in other scenarios, so that's pretty sweet.
Of course, if you hate having the travelers in your list, you could opt for a Captain and increase your 600pt list by 8 models with the following 25-bow army:
This list still has four Knights in it (all of them do - it's good for objective play) and has a trimmed down number of bows so we can get an extra model in there. As it stands, you're getting a less impressive amount of Might and no free VPs, but you're getting a real shieldwall to support Faramir's shieldwall (which isn't really using the Shieldwall keyword) and a bunch of pockets of Rangers to cause issues for your opponent. Madril and Damrod can lead 2 Rangers each as skirmish triangles and the remaining Rangers in their warbands can be fielded as 1-spear-2-without skirmish triangles. This gives you incredible archery versatility since you can have seven archery pockets as these two warbands deploy - and you get an eighth pocket of archery in Faramir's warband.
If you're playing with Legacies, Anborn and Mablung cost 20pts more than the Captain - and it is definitely a good idea to drop the Captain, a melee guy, and shuffle some spears around to get them - Anborn is still a good archery hero and Mablung gives you Stalk Unseen for anti-archery protection for your green-clad-lads:
Conclusion
Bows go twang and while that may not always be a winning strategy, this list certainly comes ready to play if your opponent wants to make it a shooting war. If your opponent doesn't want a shooting war . . . well, he's getting one. :) Hopefully you enjoyed the article - and hopefully you've given this list a spin already, but if you haven't, give it a solid try and see if there's anything I missed with it! Next time, we'll be back in the realm of Gondor for one of my favorite lists from the old edition (one that got vastly improved with just a few updates that I asked for). Until next time, happy hobbying!
No comments:
Post a Comment