Good morning gamers,
We recently had our annual THRO tournament here at TMAT and we had three guys who participated in five game days for Star Wars Legion (a four-part tournament and a single-day three-game Recon event) and one intro-to-Bolt-Action game day who joined us for their first Middle-Earth event. One of them expressed an interest in running Sauron . . . and I was like, "Well, we know the three scenarios you're going to play and he's not a bad take." So that got me thinking faster than normal about how the Barad-Dur list has changed in this edition - and as a result of much thinking, here's an article. :) Also, there's only one Legacy profiles to examine, so any discussion of that profile is marked in red, per the usual for this series.
Barad-Dur: Changes for 2025
Profile Selection
The profile selection is more or less what it was before - we still get access to Sauron, the Witch-King, and generic Ringwraiths for our spirit contingent, we still get access to Troll Chieftains and Mordor Trolls (both of which saw glow-ups to help them out this edition) for our supporting monsters, we still have access to siege weapons (both kinds) to provide long-range support, and we still have access to basic Orcs and Black Numenorean heroes/warriors, like we did in the last edition.
What we've lost in this edition is Shelob and Orc Taskmasters - and honestly, if that's all you're losing, you're in a pretty good place. Shelob is a very maneuverable piece and she added a bunch of the special rules she used to get only in the Cirith Ungol list into her base profile, so it's a bit sad that she's not available here. Not being able to whip Sauron into getting a free Might point when he declares Heroic Moves may not have been much of a thing in the last edition, but it could have been a thing . . . and now it's not.
All told, the world is still a pretty good place for this list and if you were used to running it previously, not much has changed (though some of the profiles and options have changed, so pay close attention when list building and invoke that arcane art of "reading").
The army list bonuses are more or less the same as they were before - like last edition, you have to deal at least 3 Wounds to Sauron before you can break the army normally and if you kill Sauron, the army is broken automatically. Additionally, Sauron can still lead 24 models instead of the usual 18, so that's great (especially if you try to skew your list building to have 1-25 models so Sauron is your only hero - more on that throughout this post).
The new rule that is quite helpful is "Victory is at hand", which makes it so that while Sauron is alive and on the battlefield, friendly Orc models (heroes and warriors) get +1 to their Courage Tests. Orcs are slightly cheaper than average because their Courage is slightly lower than average, but with this rule, they make up for this discount, which means they're slightly cheaper than their average Fight, average Strength, average Defense, average Attacks, average Wounds should cost. When you're locked into buying a 400-point Übermensch of a hero, every little bit helps.
Profile Adjustments
There have been some adjustments to the profiles we have in the list - most of which have been positive. Let's look at how each profile has changed:
- Sauron's very similar to how he was in the last edition - he's still got a very strong casting array (he STILL casts Chill Soul on a 4+ and Compel/Transfix on a 3+!), he's still got Unstoppable for anti-spam stuff, a free Will point each turn, a 2+ Ring save that will keep him from dying (but not from being wounded), and he picked up Dominant (10), which is fantastic. He's F9 with Strike, so if you do face something big, you know that you can reach F10 if you really need to - but his Might is still best used for boosting Ring saves or Combatting to where he needs to be (and fighting what he needs to fight). While the boosts from the army list bonuses remained about the same as they were last edition, the rest of the list has become a bit better, enabling you to run Sauron as your only hero at a lot of points levels - this will cause you to be Might constrained, but can also give you a HUGE advantage in certain scenarios over your opponents.
- The Witch-King of Angmar is in his mid-level form (aka, the weakest he can be in Matched Play with 2 Attacks and 2 Might/14 Will/2 Fate - but not as weak as he can be in Scenario Play) and comes in at 150pts max with a horse and a Morgul Blade (neither of which are required, 120pts base). While points are a premium any time you field Sauron, the Witch-King remains a pretty good hitting piece if he's got a mount to help him.
- Black Numenorean Marshals are 70pts base and can be 100pts if they take the armored horse and lance - that's a 15pt price hike over where they were last edition! As your only mounted hero option that isn't a Ringwraith, these guys are probably still worth looking into, but honestly I'm eyeing those Ringwraiths far more than these guys. They do give you Heroic March (or Might for Heroic Moves), which their mounted competitors do not.
- Mordor Orc Captains are cheap and decent with F4/D6/2 Attacks and at 25-55pts less than a Black Numenorean Marshal, these guys are still a great choice for Heroic March caddies in your list (though you don't necessarily need Heroic March heroes in this list anymore)! The ability to defend by shielding with 4 dice and rely on D6/2 Wounds/1 Fate to shrug off well-managed warrior fights makes them pretty reliable in shieldwalls so long as you have nixed the enemy heroes from the equation. These guys are usually my second hero choice in Barad-Dur lists unless I have the points for a generic Ringwraith. Speaking of which . . .
- Ringwraiths are also available in their mid-level form (aka, the weakest they can be in Matched Play with 2 Attacks and 1 Might/10 Will/1 Fate - but not as weak as they can be in Scenario Play) and without Heroic March and the ability to boost up their Might stores, these guys aren't as great as they were last edition. They do hit harder in melee than they used to with the base 2 Attacks and option for a mount - and while they probably don't do as much sustained damage as Black Numenorean Marshals with all their kit, the Harbinger bubble and supporting casting abilities do make them shine above their alternatives. These guys make decent combat-caster heroes if you don't pay the extra 30-40pts for the Witch-King.
- Mordor Troll Chieftains are more expensive than they were last edition (150pts now), but with the boost to F8, the retention of Heroic Strike, and Heroic Strike getting weaker in the game as a whole, these guys can be pretty terrifying. An Intelligence stat of 6+ also makes this guy pretty reliable at charging Ringbearers that are within a few inches and Hurling enemy models into target heroes (yet another means of neutering enemy heroes). Dominant (4) is a nice add, but the price tag and mobility limitations are still going to be a hindrance to including these guys in lists, in my opinion.
- Mordor Orc Shamans have changed only slightly in this edition: they gained Curse (12" range, 4+ casting difficulty). Curse is pretty great in a list that you know will have Sauron - and the boost to your Courage that your Orcs get from having Sauron on the board from the army list bonus is a nice offset for having to cast Fury. If you want one of these guys to get 2 Curses off (one channeled, one with two dice) so that you can use Chill Soul without the risk of it being blocked, that's not a bad shout - but for 40-60pts more, you could instead get a Ringwraith who will get out more than 2 casts in a game (probably more than four casts in a game for the price of two Shamans) and also have the potential to do something in combat.
- Mordor Siege Bows are still very cheap siege weapons and now that the siege veteran has a 4+ shoot value (previously it was the Orc-stock-standard 5+), they're pretty reliable means of doing S8 auto-kill hits. If you like them, take them. Otherwise, you might consider . . .
- Mordor War Catapults still come with a 90pt Mordor Troll attached to them, which means that the actual siege weapon is more like 60pts. For the increase in cost, you get the Siege Target keyword, greater flexibility in picking your targets, avoidance of in-the-ways from things that aren't "over" the final target, and the ability to deal damage/knock Prone units near the final target if it is a battlefield target or double your odds of wounding a siege target and dealing D3 wounds instead of one - perfect for crunching big siege weapons or dealing mass damage to Mumaks. All in all, I'm a big fan of these things.
- Mordor Orc Drummers are . . . honestly, quite a bit unnecessary in this list. For 5pts less, you can get a War Drum on a Mordor Troll that affects all models in your army instead of just the Orcs. The Drummer himself needs to pass his own Stand Fasts,
- Mordor Orc Warriors are completely unchanged from last edition - except that they can't take certain weapon combos that I liked. In this list, they're definitely going to be taken as spearmen and banner-carriers (and Warg Rider dismounts), but might also be front-line troops if you don't take Black Numenorean Warriors. With the army list bonus, these guys are Courage 7+ while Sauron is alive, which makes them pretty efficient for their points and they help to grow your numbers . . . something you're going to need if you've invested 400pts in Sauron, 30pts in an Orc with banner, and probably 115pts in . . .
- Mordor Trolls got a sweet glow-up with the increase to 4 Wounds and Dominant (3) and a reduction of 10pts! With a War Drum that only costs 25pts (115pts total), I'd almost always take one of these guys to make sure that you're moving where you need to go (and so Sauron has a reliable buddy to leave behind somewhere that can cause trouble for heroes with F7/S7/3 Attacks on offense and D7/4 Wounds on defense.
- Mordor Warg Riders are also unchanged from the last edition, except for what happens when they dismount (your throwing spears become standard spears and you will lose your shield if you took a shield AND a throwing spear). They're fast models that really benefit from the Courage buff that Sauron provides and while they're fast, they can't stoop to get objectives that are lying around or dig up objectives that have yet to be found. They are 7-8pts cheaper than . . .
- Black Numenorean Knights went up to 20pts each (+2pts) and picked up a niche special rule that can lock down models that fail to charge them, preventing them from shooting or moving as part of a Heroic Combat. While the rule is cool, the main reason you want them is because they wound odd-Defense models more reliably than Warg Riders do (S3 with +1 To Wound), they're F4/D6, and they cause Terror. If that's worth the price hike, take them. If it's not worth the price hike, leave them at home.
- Black Numenorean Warriors have gone up by 1pt each and picked the same rule that Black Numenorean Knights did. This is nice - but the main reason you want them is because they're F4/D6 instead of F3/D4-5, they're Courage 6+ instead of Courage 7+, and they cause Terror that Sauron/the Ringwraiths can augment with Harbinger of Evil to make enemy numbers not bear down quite so well against you.
- Orc Trackers are the only Legacy profile available in this list and they now cost 6pts each, on-par with Mordor Orc Warriors with Orc bows. They are D3 instead of D4 and have a 4+ Shoot Value instead of a 5+ Shoot Value. If you want archers in your list, take these guys - notably, however, you can't get them on Wargs anymore, so if you want mounted archers, you'll need to spring for the Warg Riders instead and the weaker Shoot Value.
That's the list - and besides the Black Numenorean stuff, the Shaman, and the Siege Bows (and the Orc Trackers), all of this is available in the Armies of the Lord of the Rings supplement. Let's look now at what the list can do (and where it struggles).
Barad-Dur: Strengths and Weaknesses
The first strength of this list is that you can easily run it with a single hero. While this seems like a disadvantage (and it certainly has its disadvantages), having a single warband led by a single hero who is himself very hard to wound or kill gives you a HUGE leg-up in the Maelstrom scenarios and the kill-the-heroes scenarios. No matter what you roll in Maelstrom (except a 1, which you can Might-up to a 2 - and I would do that), your whole army is arriving together. If you have a War Drum in Sauron's warband, you'll also have speed on that warband to get where you want to go - and if that's on a Troll (which it should be), you'll also have the advantage of having two Monsters in your army that will be moving together and can threaten enemy heroes with ease.
In the killing-enemy-heroes scenarios, you have some key advantages by having Sauron not only as your only hero option, but also by having your break condition tied to his health. If you're playing Fog of War, keeping Sauron alive (almost guaranteed against any list) gives you 1 VP. If your opponent doesn't have anything that can crack through Sauron, then that's probably a full 5 VPs. Until you are wounded three times, you can lose all of the Orcs or Black Numenoreans in your army and STILL won't cough up victory points for being broken. Chill Soul works well at plucking heroes that you see only a part of and can score you 5 VPs pretty easily if you pick a hero that has to get into combat to be any good. When it all comes down to it, if Sauron (with Dominant (10)) can sit on your objective point, kill the target hero, and stay alive with 3 Wounds, you're probably winning the game because your opponent will at best have his objective point and will have picked another hero to stay alive and unwounded (since he can't get points for breaking you and killing his target hero - though if you just pluck a wound or a Fate point off of each non-General hero, then he can't even score 5 VPs that way!). Similar math can be done for scenarios like Assassination (where Sauron is your assassin and has to be the target!) or any other scenario where killing more heroes is beneficial for scoring.
In other scenarios, you still have an army General that's hard to wound/kill and an army that can't be broken until that General is wounded three times - that's going to deny points in a good number of scenarios, though how many points are up for grabs in those categories depends on the scenario (and often whether or not you can break the other person before you're quartered and the game ends). Your force will deploy together no matter what and while this will telegraph a lot of information to your opponent, you will in many ways ignore the deployment advantages that a list that brought 3-4 independent heroes planned on having.
But this does lead to the first disadvantage of this list: to skew hard into the scenario scoring conditions, you have to seriously constrain your model count and Might point count. 3 Might points on Sauron is pretty average, but if that's all you have in your list, you need to plan on going second a lot. My previous assessment that counter-calling Heroic Moves is a waste of Might Points is particularly true here - yes, you might be able to move first if you spend one of your Might points to call a Heroic Move after your opponent calls one, but if you don't go first, you're going to be kicking yourself for a LONG time. With at least 1 Might point held in reserve to keep Sauron on the board (Ring saves occasionally roll 1s), you're really a 2-Might hero - and that means that while you have specialized heroic actions that are good (like Channel and Strike), you've got to have a REALLY good reason to use Might for one of those, since the two best heroic actions are available to all heroes: Move and Combat. Sauron can easily get access to another heroic action without adding another hero (more on that in a moment), but by and large, you're locked in with 3 Might points and only two heroic actions each game. Plan ahead and you might be fine, but planning ahead will mean assuming that you're going second a lot of the time.
Your model count might be affected by only having Sauron, but a 24-model warband limit is actually quite large if you start with a 400pt hero. As we'll see in the lists below, I've found army lists that look pretty hard to tackle up to 700pts with just Sauron in them. Yes, you can run a supporting hero at points levels lower than that, but you're going to be sacrificing on your model count and your ability to skew scenarios - I wouldn't risk it.
The second big advantage is that you have good warriors in this list. Orcs aren't flashy, but they've got the stats that count and they can be fielded in fairly large quantities on a budget. With the Courage boost from Sauron, they're basically discounted Warriors of Rohan and they make excellent second-rank units and decent front-rank units. If you have Legacies at your command, Orc Trackers make decent archers - they're discount Haradrim Warriors with 1pip less of Defense. Black Numenoreans on foot or mounted are F4/D6 with Terror still and while their overall price went up this edition (same as the Trackers), they're very reliable troops and incredibly durable. Most of all, you have discounted Mordor Trolls now that have discounted drums - and those drums give Heroic Marches, which means that you can get all of your people moving very quickly, including Sauron. Additionally, the Mordor Troll has better combat stats than most of the other units in this list, he sits in Sauron's warband instead of potentially being elsewhere, AND he's harder to kill now than he was before. I've defended these guys before and I think they're super slick now.
On the flip side, however, your hero selection is quite limited compared to the other Mordor list options. This has always been the case, but the loss of Shelob this edition is a painful one if you want mobile hitters (as is the loss of Fell Beasts, though to be fair, I never fielded a Fell Beast in a Sauron list last edition). The Ringwraiths and Black Numenorean Marshals hit pretty hard, but the others are going to plod along with the infantry. Mordor Troll Chieftains are an interesting second-hitter option (very hard to kill in Fog of War/Assassination), though their mobility is such a limiting factor, that I'd probably go for a Ringwraith instead (or a Mordor Orc Captain if I wanted higher numbers).
The final strength of this army is that it's very, VERY easy to collect. If you buy Sauron, a Troll, a command blister if you don't want to do some conversions, and a Mordor Battle Host box, you're all set. The battle host gives you 24 Orcs (perfection), 6 Warg Riders if you want them (four of which are probably useful, the other two are only useful if you think bow-armed Warg Riders are worth taking), a foot-and-mounted Witch-King (interesting second-hitter option - take him or leave him), and if you have Sauron and a drummer Troll, you can field all of this at a lot of points levels. All in all, the army is easy to collect and the rules are super simple to learn!
Barad-Dur: Strategies for the Tabletop
Just like any discussion of the Depths of Moria list starts by talking about the Balrog (even if you choose not to take him, the discussion of the list ALWAYS begins there), any discussion of the Barad-Dur army list has to start by talking about Sauron. For starters, the most important thing that Sauron can do in a given turn is move. Any army that has a big hero wins or loses based on whether that big hero is doing what he wants to do and is where he needs to be to win a game. That hero could Aragorn, Azog, the Balrog, Smaug, Gwaihir - it doesn't matter: if they aren't where they need to be, you're doing something wrong and you're probably losing. Sauron has an issue that the previous list of models don't really struggle with that much: he's not very mobile. Not only is he locked into 6" movement, but he's got 6" movement on a large base, which means his ability to wrap around flanks is very difficult and the amount of space that he takes up can limit your auric buffs (like banner bubbles). Your focus on any given turn is not just to figure out where Sauron needs to be this turn, but thinking two or three turns ahead to where Sauron needs to be at the end of the game. If you're playing a scenario with multiple objective points, Sauron wants to spend as little time as possible in "no man's land" between objectives - he wants to find a critical objective, camp out there, and ward everyone else away. If he can support his friends with his magical powers from where he camps out, that's a good thing - so just because you've camped on an objective quickly doesn't mean you're in the right place. Feel the game out and see where you're supposed to be.
This is why the most important heroic actions that Sauron has are the default heroic actions for every hero: Heroic Move and Heroic Combat. Both of these allow Sauron to get where he wants to go and to do the things he wants to do (kill more things or cast spells before he gets charged). Yes, he can declare a Heroic Strike and always get to F10, but it's important to note that even the strongest heroes in the game are only likely to wound Sauron on 4s - he can afford to lose a fight here and there, but he can't afford to get bogged down by someone and lose his ability to be where he wants to be. Barges can help to mitigate the need for Heroic Combats, but Heroic Moves are SUPER important and you really need to save two of your Might points for these (or a critical Heroic Combat if it allows you to get into an important hero or you need to kill the thing you're fighting) and the last Might point for boosting the inevitable failed Ring save (or a really late-game Heroic Move if it looks like you're not going to be wounded).
Next, Sauron has three spells - don't get trapped by the other ones. Compel is super useful for getting your opponent off of where he needs to be - this could be a lone model trying to hold an objective, a banner that's being moved out of position, a hero that's being yanked away from the front lines (and then locked in place), or a poor unfortunate soul who's going to be dragged closer to Sauron so Sauron can slam into him and catapult himself to where he wants to go with a Heroic Combat or Barge. However you use it, Compel has always been a useful spell and particularly so for someone like Sauron who casts it on the standard 3+ and has 18" range. Transfix is a more niche use spell - it's also cast on a 3+ with 18" range, but can be a nice way to root a powerful hero in place (if moving him doesn't matter OR if he's already charged and you can't drag him out of a fight with Compel) or weaken a hero who you're about to ram into (maybe your target in Fog of War or Assassination?). In the previous edition, it was useful to throw Transfixes on a 2+ as your opponent was walking across the board because it was easier to cast than Compel, but now that they're cast the same, the primary determinant is whether your opponent is able to fight or not this round - if he is, use Transfix; otherwise, use Compel.
Finally, we have Chill Soul - and I'm on record for saying that if this was the only spell Sauron had in his spell suite, he'd still be the best caster in the game. I think I still stand by that - there's nothing quite like being able to cast a spell that does a wound (not a Strength X hit) against someone and it working. Against most warriors, it's a death sentence, so if your opponent's banner warrior has been Compelled away from his friends by a friendly Ringwraith, then Sauron can line up a "shot", roll two dice (one free plus one Will point from your store), get the required 3+ most of the time, and boom, the banner is gone. If your opponent's army leader is playing cagey and trying to stay away from Sauron, you can still get General wounded/killed points if he fails to resist your spells. If there's a single model defending an objective and Compelling him isn't doing it for you, nuke him instead. Killing off heroes with Chill Soul won't always score you maximum points, but your opponent will have to deal with Sauron in some way or his important heroes will die (and he won't be able to get VPs from breaking you until Sauron has been dealt three wounds, so it's doubly-important to deal with Sauron).
Speaking of not breaking, keep in mind that Sauron being alive and untouched will keep you from passing up VPs for breaking or triggering end conditions when one force is broken, even if you've lost half of your models - but it will not keep you from being quartered. Quartering often heralds the end of a scenario, but not always - and Sauron is super strong in a scenario that ends on the roll of a 1-2 after one side breaks, but the rest of your army could fall apart in a scenario where the game ends when one side is quartered and if you haven't scored enough VPs, you could have a stalwart, untouched army leader and cough up no VPs for breaking . . . and still lose the game. As a result, you need to keep the VP conditions in mind at every point of the game and be very careful engaging with your force in a way that could see a lot of people go down at once (mass Heroic Combats are the bane of Orcs everywhere).
Keeping the VP scoring in mind, Sauron needs to be ultra-focused on getting VPs on the board quickly, not just denying VPs. Camping on an objective in a lot of scenarios, killing the enemy General (and in some scenarios, another hero), killing off banners, and working the enemy to their breaking point are all things he's going to need to do - and prioritizing those needs is going to decide a lot of how you play the game. Go first when you can, move up as quickly as you can so you can get where you want to be, and throw casting dice to make sure things work - you really can't afford to fail a cast with someone like Sauron!
If possible, get Sauron a banner and Troll-carried war drum. You want Sauron to win his fights - so take a banner. You want Sauron to have as much movement as possible to get where he wants to go, so take a Drummer Troll. Sauron also wouldn't mind having a buddy to bash people, so the Troll is doubly useful. Taking all three of these (as we'll see below) probably isn't possible until you've hit 650pts, but they're both super useful and can help you get the VP scoring you want.
You also need a mess of guys. I mean a royal of guys - a TON of guys. Bodies, bodies, everywhere! Up to 700pts, you can probably get away with just having Sauron's warband of 25 models tops, mostly because you're still going to skew well into a lot of scenarios (and with free Heroic Marches from the Drummer Troll, you functionally have more than 3 Might points in your list). Even if you have just 24 warriors in your list, you need models to screen Sauron, keep him from being trapped/bogged down, and make sure he gets to move where he wants to go. I also recommend that his Troll Buddy stays pretty close - check out an article from 2022 that has aged pretty well for how to manage your fights with multiple monsters in the same area.
Finally, be patient but play fast. I know, that sounds a bit like a contradictory statement, but if you're going to rely on Sauron winning the game for you, you need to have as many rounds as possible - you can't Chill Soul and smash your way through half of the enemy army in six turns (well, not usually)! In your haste to get through as many rounds as possible, you also don't want to shove up your more vulnerable troops and see them get cut to ribbons and the game ends early. There's a delicate balance between the reckless charging of Sauron to where he wants to be and the patient management of your Orc battle lines that any good Barad-Dur player needs to learn - and this still applies if you lean into Black Numenoreans for your front-line units (or Black Numenorean Knights for your flankers).
Okay, let's wrap this up with some lists!
Sample Lists
All of the army lists we'll be viewing today include Orc Trackers because having some archery is usually a good thing. If you don't like archery or if you don't have access to Legacy models at the event you're going to, swap these out one-for-one for Orcs with shields or spears - it's fine. At 500pts, we don't have a lot to work with, but we can add a very health 16 Orcs to join Sauron and let him do the stuff he's doing:
This list struggles a bit because it has no speed (no drummer Troll) and it has no banner (potentially giving up VPs). When we scale up to 650pts, you can add both of these things, along with an extra dude to fill out your numbers:
650 is a points level that I think makes this list shine - we're a little low on models, but Sauron can even the disparity pretty quickly if he's using Chill Soul to nuke guys who can't resist. Killing off banners and getting wounds on enemy Generals is pretty easy and you haven't left an "easy pickings" hero for your opponent to go after in certain scenarios. You still have a decent shieldwall to protect Sauron's flanks and you also have a second hitter to make life interesting.
As we scale up to 700pts, we don't really have space for too many more models, so we can upgrade our frontline troops to Black Numenoreans and extend our shieldwall a bit - the list is only 24 models, but golly are you presenting a difficult set of units to fight!
750pts is the first points level that feels like it has enough guys in it, but it also reaches a point where you probably aren't skewing quite as hard as you could be because you're introducing another hero. Yes, you could lean into Mordor Trolls as the points get higher, but you can't live with 25 models forever and still have the presence that you need in the various places of the board. This list springs for a cheap Mordor Orc Captain, who provides a healthy number of warrior slots for 6-point Orcs and allows you to reach my comfortable minimum of 30 models:
This list is actually a lot less threatening to me than the 700pt Sauron-only army list, but it also has more options with the added Might points and extra bodies. Time will tell if it's better to just run Sauron between 550-700pts, but you could theoretically boost out your army to higher levels by spamming units - but I don't think this is the best Mordor-style list for that kind of strategy.
I will note that I stayed away from cavalry in all of these lists - if you don't mind having a lower model count, having a few cavalry is generally a good idea. Personally, I'd lean into the Black Numenorean Cavalry since you're unlikely to be able to have a mounted hero traveling with them to get your cavalry the charge when they want it, so having Terror (and an augmenting rule that punishes models for failing Courage tests to charge them) is a huge help. Paying 20pts/model is pretty steep, but if you want speed, it's worth it in my opinion.
Conclusion
Hopefully you enjoyed this post - and if you've used Sauron in this edition, let us know if I've missed something! The big man is definitely a pain to deal with, but he's not broken by any means. Next time, we're returning to Isengard to look at the Assault Upon Helm's Deep army list. This army list was a dominant force for much of the previous edition and has been trimmed down in some rather harsh (my opinion) ways. Is there still something worth taking in the rubble of its previous greatness? Find out next time - and until then, happy hobbying!
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