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First Impressions: Mordor, Part II

Good morning gamers, We're continuing our deep-dive through Mordor today and we're looking in particular to the non-Orc, non-Uruk el...

Monday, April 14, 2025

First Impressions: Mordor, Part II

Good morning gamers,

We're continuing our deep-dive through Mordor today and we're looking in particular to the non-Orc, non-Uruk elements of the Mordor list. We lost a lot of the former profiles to the still-forthcoming Legacies document and the probably-more-quickly-forthcoming Armies of Middle-Earth supplement, but we've still got eleven profiles (really twelve) to view today. We're going to begin with one of the more gutted elements of the roster - one that dominated the previous meta . . .

Man Profiles: How Have They "Changed?"

Photo Credit: Imgur.com

If you came here for the run-down of the Black Numenoreans and Morgul Knights (redubbed for this new edition as Black Numenorean Knights or some such nonesense), you're out of luck - we'll get to them in Part 3 when the Armies of Middle-Earth book drops. In the meantime, the only "man" profile from the previous edition to survive the cut for the Armies of the Lord of the Rings is the Mouth of Sauron. This guy saw a small points increase (5pts base, 10pts more for his horse) and basically kept the same profile. While his stats didn't change, he picked up a 6" Harbinger of Evil rule (which is nice if he doesn't have a Ringwraith on a Fell Beast in his list) and he picked up a new special rule (Sense of Impending Doom) that prevents his opponents from rerolling 1s on their Dueling Rolls while within 6" of him . . . yaye? I feel like this rule puts the "h" in "nice".

Like many casters, he had some minor changes made to his spell array (he picked up Curse and lost Instill Fear) and his spells are generally average to cast/resist (Drain Courage on a 3+, Transfix/Curse on a 4+). While I think there will be situations where Curse will be good to cast, I think his bread and butter is still likely to be Transfix. The changes to Heroic Channelling will make him more likely to get 3 casts of Transfix of (two on 6s if he channels twice instead of calling Heroic March) and most of THOSE will stick - perfect for a support caster in a list with big, BIG monsters (of the Troll Chieftain and Fell Beast variety). While he can't play third-fiddle to Suladan and the Witch-King anymore, he can play third-fiddle to the Uber-Troll-Chieftain and a Ringwraith on Fell Beast, which is more expensive than the Witch-King/Suladan lists of yore, but will still be quite threatening, I think.

While we won't be covering "Black Nums" today, we will be looking at some surprise additions to the Mordor faction: the Easterlings. Yes, these guys are also going to get fleshed out in the Armies of Middle-Earth supplement, but for now, they're reduced to their two original profiles: Easterling Captains and Easterling Warriors.

Saturday, April 12, 2025

Announcing the TMAT GT 2025 Tournament!

TMAT’s GT 2025 Official Tournament Rules


Welcome to the TMAT GT 2025. After a brief hiatus from hosting our local tournaments, we are returning with a final farewell tournament to the RAW 6th edition (Yes we are a little late on the final farewell tournaments. Yes, it’s because many of us are waiting on the Armies of Middle Earth book). Below you will find all the information you need to participate in this year’s TMAT GT. To ensure you are kept up to date as we draw closer, make sure you reach out and express your interest in the event to the tournament director: r3d.jack3t.1853@gmail.comWithout further ado, the tournament rules are as follows:

1: Gameplay Rules, Profiles, and Scenarios
Unless otherwise explicitly noted in this document, the following are the rules for this tournament: The 6th edition (2018), along with all relevant erratas and FAQs will be the rules for this tournament. The individual supplying the terrain for various battlefields determines the kinds of terrain represented, as well as the level of in the way test required for shooting attacks if necessary.

2: Conflicts and Resolutions
All players are expected to play with honesty, sportsmanship, fair play, and generosity. In the event of a question regarding the rules, the game clock will be paused, all games will stop. The rules manual will be consulted. In the event that interpretation is required, all players in the tournament will be able to give a brief argument for the interpretation they believe to be correct. Once all players have had the opportunity to give input, the tournament director will make a determination on how the rule will be interpreted. For the remainder of the tournament, this interpretation will be in effect for all games. The game clock will be started, and play will resume.

In the event of a disagreement regarding a specific model/battlefield situation, the game clock will not be paused, and play will continue except for the games affected by the question (or the game potentially involving the tournament director). The players involved in the disagreement will, if possible, recreate or describe the situation to the tournament director without indicating the players relative correlation to the description. If this is not possible, the tournament director will examine the actual situation on the game board. Both players involved will be allowed to make a brief argument for their position, and the tournament director will make final determination.

Thursday, April 10, 2025

Top 10 Items to Steal with Nazthak!


Hey Reader!

New day, new Top 10 post for you! Today we're going super niche, looking at the orc thief we know as Nazthak for Angmar, and what the best options are for items for him to loot. While finding points for this guy in your list can be a bit tricky (between the required Witch-King or Gulhavar, then probably 45pts for a March Captain, then probably 50pts for a Barrow Wight, and possibly 75pts for a Shade at the bare minimum), 

As a quick reminder before we begin, I'll post his rule so that you can see what the parameters are for things he can take:


So off the bat we notice a few things: 1) he can't take The One Ring (which is sad, because that was a prime contender for #1 on the list), 2) he can't take anything monster sized (so no mace from Sauron, either), 3) he can't take any armor (so no Dwarf Heavy Armor, which is also sad), and 4) he can't take a mount or living creature (so Sebastian and a Mumak are out). I'm also assuming that slaying someone "in combat" also requires you to be in base contact with them, so spear supporting doesn't count (and thus some excellent spear options have not been included). But beyond that, pretty much anything goes!

Also keep in mind that he needs to be able to slay the model, so...just keep in mind that an item might place high on this list, but getting Nazthak to actually get it might be a bit tricky (without a lot of Paralyze well-placed in the list). So with that, let's take a look at some equipment!


Honorable Mention: Any Old 3" Banner (Held By: Lots of Warriors)

On the one hand, a 3" banner that you otherwise didn't have is really nice, so it ran the chance of making this list. The biggest issue is that 1) you don't have issues getting banners of your own, and 2) and more than that, once you pick up this banner you're inflicting a -1 to your own duel rolls, making it harder for you to win more fights, get in more wounds, and take more stuff. So while yes, you can technically take one of these, I don't think it helps you get other scavenged equipment, and if that's all you do for the game, I don't think he's worth the investment. So an honorable mention - it does help you, and I like banners - but I'm not sure it's a good option to take.

Honorable Mention: Any Old Shield (Held By: Even More People)

Technically I don't think a shield counts as "armor" for the purposes of wargear, so I think he can take this: literally any shield will bring his Defence up to 6 (which is useful), and it gives him access to the Shielding special rule, which might just save his life. It doesn't do much to help him get new scavenged equipment, but it does help him survive a bit longer, which I think is worth it. Not as great as things that made the list, but hey, in case you're having issues tearing through a line, just grab a shield!


#10: Ring of Barahir (Held By: Aragorn)

On the plus side, this is free Resistant to Magic on Nazthak, which will keep him doing what you need him to do, which is good! It's pretty niche, especially since most casters don't actually have spells that he hates all that much, but hey: an extra dice to resist magic isn't nothing.

Personally I don't think it's worth the risk of trying to use Nazthak to kill Aragorn to get this, but if you're looking for useful equipment, there aren't many ways to get access to magic defense, and if you are fighting Aragorn there's a non-zero chance you're also fighting Gandalf, so it could be useful. If you fancy a slightly easier opponent, perhaps the Dragon Emperor's crown might be a better target (depending on what changes we see in the new edition to the crown).


#9: Palantir (Held By: Saruman)

Now this one ranks a bit lower for two reasons: 1) it's a one-time use item, so you can't maximize it as much as other options, but also 2) I'm not sure whether you can use it after Saruman has used it, since Nazthak counts as the model that bore it for the purposes of special rules, so you might just be stealing a rock. I don't know how that works; I look forward to seeing the FAQ on this, :P

But if it does work (either because Saruman hadn't used it yet, or because you do get to use it once per game as well), this is super useful: just seize priority on a turn of your choice. It's a simple bonus, it's easy to remember, and it's really good. The only thing that keeps it from going up is that it's once per game, and you might not even get the benefit of it.


#8: An Elven Ring (Held By: Gandalf, Galadriel, Elrond)

Elven rings all do the same thing: you can reroll failed Fate Point saves. Now while Nazthak doesn't have a lot of Fate, he does have two, and having those be rerollable makes him far more survivable than your average orc captain. Now ideally you get this off of Galadriel (because slaing Gandalf or Elrond is going to be HARD), but technically there are quite a few lists that have access to one of these three heroes, which is nice.


#7: The Horn of Gondor (Held By: Boromir)

This is situationally useful, but you can 1) do it every turn, and 2) it could be a great way to get an item that you need. When a combat involving the bearer starts, you can blow on the horn: the enemy in the fight with the highest Courage performs a Courage Test, and if they fail, the fight is automatically won by Nazthak, and he can perform strikes.

Now there are two issues: first, you have to be fighting 2+ models, which means if you fail to win the fight you...could be gone, :P It also means there are ways to evade your use of the horn by simply being charged by one guy instead of two. But on the whole this is pretty reliable, and when combined with guaranteed access to Harbinger of Evil, you can make this even more reliable than Boromir can.


#6: Sting (or Glamdring - same benefit) (Held By: Frodo Baggins, Bilbo Baggins, or Gandalf)

Sting (or Glamdring; they both have the same benefit, but it's way easier to slay Frodo, so we're going with Sting for this one) has a simple rule: it is an elven-made weapon that adds +1 to your Strength when wielding it. So in this case, if Nazthak scavenges it, he's sitting on Strength 5, which is pretty good!

Now, in practical terms, there's a lot of cases where this doesn't actually change anything, which is why it rates in the bottom half. If you're fighting an odd-numbered Defence target then it helps, but if you're fighting an even-numbered Defence target (of which there are a lot of D4 and D6 models that you'd feel comfortable fighting, mind you), then this doesn't change anything beyond giving you an elven-made weapon (which is nothing to sneeze at).


#5: The Crown of Morgul (Held By: The Witch-King of Angmar) - EDITED

That's right: if you're fighting an enemy Witch-King of Angmar, and you're willing to throw Nazthak against him, and you sneak in a single wound, you could take the Crown of Morgul from his head! With the changes to the Crown, taking the Crown of Morgul from the Witch-King would force enemy models within 6" of Nazthack to pass Courage tests for sticking around after being broken or to charge Nazthack/other Terror models without the use of special rules (assuming Nazthack has Terror by being near a friendly Spirit model). 

Assuming the Witch-King hasn't used the Crown's one-time ability before you off him, Nazthack would be able to Set Ablaze any model he wounds on a single turn. This might make getting another piece of war gear possible - or it could just clear a stubborn piece off the board.


#4: Narsil (Held By: Elendil, High King of Numenor)

Now of course, this target assumes that you can remove Elendil, and that's going to be a hard ask any which way you cut it. But assuming you can get Narsil, you get access to a master-crafted two-handed weapon, so that's effectively a free +1 to wound on your damage rolls without suffering a penalty to the dueling roll. That's really good!

More than that, you gain the ability to declare Heroic Combats for free each turn; how useful this will be is up for debate, but if you're just cleaving through grunts to get in position for a future attack, being able to Heroic Combat against F3 or lower troops, and then wound them with effective S6, that's not horrible. At the least, he's likely to provide good value for you that game, which is not bad.

#3: The Oakenshield (Held By: Thorin Oakenshield)

The Oakenshield is a shield (so once again: does it count as armor? I don't think it does, and I want to include more unique equipment from The Hobbit side of the house, so I'm including it here, but it's a question), and when you use the Shielding special rule, you get to perform a single S4 hit against an enemy. So now, effectively, you can turn Nazthak into a 4-Attack model (by shielding), and if you win you still get a chance to remove a model, thus giving you a chance to scavenge after defending yourself! Really cool idea, really useful not being as easy to defeat, all of this is good. You have to slay Thorin, but there it is.


#2: Anduril, Flame of the West (Held By: Aragorn/Strider, King Elessar)

Let's be real: defeating Aragorn with Nazthak is not easy to do, but if you do...there's a gem come the end! Anduril, Flame of the West, would allow Nazthak to wound anything in the game on a 4+, and could be used two-handed, so you could wound anything in the game on a 3+. This makes it much easier to wound things, and since it counts as an elven-made weapon, he can win ties more easily (assuming you're fighting a F4 model).

This would effectively guarantee him a free wound each turn he wins (assuming he's still at 2 Attacks), which is really good. But believe it or not, I contend that this is not the best bonus for our thief...


#1: The Banner of Arwen Evenstar

This covers oh so many bases for Angmar: it's a 6" banner, which is very useful for a predominately F3 army (and a F4 thief), helps things like werewolves who are already sitting on F5 and you don't want them rolling low, but also it grants Fearless to models within its radius, which is HUGE for Angmar. Courage is one of the big banes of this army, and being able to turn the orcs around him into steadfast chargers and non-runners when you're camping objectives is really, really useful.

And what is more, since the banner is held by someone who is only 2 Attacks, D5, with 2 Wounds and 1 Fate (Halbarad), this kind of target is actually someone that Nazthak can reliably slay. So not only is it a good piece of equipment for him, it's possible to actually attain it, which is awesome!


Conclusion

Even after looking at all the juicy things you can steal with Nazthak, I'm not sure about his place in the list. On the one hand, he's a way to add some much-needed utility to your list, and could provide great value over a game. But when you think about it, it's not like he's stealing the item from the enemy camp before the fight (aka, you start with the item): you have to 1) slay the model, 2) you have to use Nazthak (so he has to get to the right place on the battlefield in time to slay the model, and 3) then you have however much of the game left to try to maximize the benefit of the item you take. So realistically how much of the game will you get to play with the Crown of Morgul, the Banner of the Evenstar, etc.?

I'm probably still in the camp of, "Take another barrow wight, if you're going to take another hero," as they are generally easier to use, Paralyze is now off on a 3+, and they're providing that Terror bonus to orcs in the same list, all of which is useful.

Is there something that I missed? Any items that you think should be looted? I did consider the Rohan weapons like Guthwine and Herugrim (just didn't seem as reliable/useful as some of the others), and if the effects of the Ring of Barahir did more I would have included that as well, but it was an interesting thought exercise, and a good way for me to visualize what you could actually get from the hero. If you have thoughts, let us know down below!

Watching the stars,

Centaur

"Centaurs are concerned with what has been foretold!  It is not our business to run around like donkeys after stray humans in our forest!" ~ Bane, Harry Potter and the Philosopher's Stone

Monday, April 7, 2025

First Impressions: Angmar

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 Angmar in the Get You By PDF. These feature some old favorites (like Gulhavar), some newer profiles (like Hill Trolls), and some revamped profiles in the recent past (like Shades), so fun all around!


Leader Overview: How Have Gulhavar, Buhrdur, and Aldrac Changed?

So with the knowledge that the Witch-King of Angmar is in the new Armies of the Lord of the Rings book (so we won't be reviewing him here), we lead off with Gulhavar: a true monster in his own right. He is virtually unchanged in the new edition: Move 6" when not flying (so not bad), (which is pretty bad, but also at least he gets to use his wings #BalrogMove8NoFly), still F7 with no Heroic Strike (though with Strike now being a D3 roll, it's arguably less of an issue now to not have it when you're F7 base unless you're going against one of those heroes that got a Fight Value bump), and still S8 with up to 4 Attacks base (5 with Monstrous Charge). And with an Intelligence of 4+ (which is really high generally for a monster), he's likely to get full control over his Brutal Power Attacks.

He is still 4 Wounds with Attacks equal to his remaining wounds, and he's still D5, so he can lose wounds pretty quickly (though in his legion he gets Stalk Unseen, which should help him stick around a bit longer against archery if you can keep him at least partially obscured by terrain). And while he has Heroic Defence to help him shed would-be wounds in close combat, that doesn't protect him from archery or magic, so be mindful of those. He does have Resistant to Magic, so that helps a bit, but in an edition where channelling a spell means the defender is headhunting a 6, one free dice is, well, dicey.

Monday, March 31, 2025

First Impressions: Mordor, Part I

Good morning gamers,

Back in 2014, the "warband supplements" were released that broke up the armies that were in the "Legions of Middle-Earth" supplement into five different sets of units: the Kingdoms of Men (Minas Tirith, Rohan, Arnor, and Numenor), the Free Peoples (Elves, Dwarves, Ents, Eagles, Woses, and Hobbits), The Fallen Realms (Isengard, Rhun, Harad, Umbar, and Khand), Moria and Angmar (surprisingly this had Moria and Angmar in it . . . who woulda thunk it), and Mordor (which was really Mordor and Barad-Dur).

With these supplements, you could run lists from various army lists and it introduced the idea that a "warband" was composed of one or more heroes and up to twelve warriors (fewer if the hero leading the warband had a brother or a friend with him). Some heroes were independent heroes and couldn't lead anyone - but this was a major departure from the Legions of Middle-Earth supplement, where each allied contingent just needed one hero for any number of warriors (there were maximum model counts based on your points level, but a LOT of lists were just "one hero plus a boat load of guys").

These supplements didn't change a lot of the actual profiles (and integrated profiles that could be found in random supplements instead of the Legions book or the One Rulebook), but they did change the way you built armies . . . and it was the first time that it was made patently clear that "Mordor" had so many profiles in it, that it got its own book. Yes, the primary factions of Minas Tirith, Rohan, and Isengard have always had a lot of profiles to choose from (and this has only become more true as time has passed), but Mordor has always been the big dog when it comes to choice - and for that reason, getting started with Mordor has always been a bit of a tough thing because you're bombarded with options.

In the current version of MESBG, there are currently eight army lists from Mordor (which accounts for nearly 40% of the Evil army lists in the Armies of the Lord of the Rings supplement) - and one of those army lists features Easterlings and Haradrim to make things interesting. Within these army lists are a host of profiles, some of which get the rinse-and-repeat across multiple lists, but many of the hero options are unique to one or two lists. Instead of trying to slap our way through a BUNCH of profiles, I thought it prudent to split up what was once a massive tome and focus today on just the Orc and Uruk-Hai profiles. In our next post, we'll go through the scary stuff (mostly monsters and spirit models . . . oh, and Easterlings). Let's begin with the "lowly Orcs" who show up in basically every Mordor list . . .

Orc Profiles: How Have They "Changed?"

We begin with the newly-imagined Gothmog profile, which benefits from having an absolutely GORGEOUS new model and was a unit I was toying around with a lot in the previous edition. In this edition, he's available as a Hero of Legend in the Army of Gothmog (where he is required and will be your General) and a Hero of Valour in the Legions of Mordor (where he isn't required and might not be your General, if you've taken the Witch-King, at least one Ringwraith, or the Mumak War Leader). Gothmog got a 10pt reduction, but with his Warg getting a 10pt increase, he comes in with Warg and shield at the same cost he used to be: 145 points. Honestly . . . I don't think the Warg is worth taking anymore.

Photo Credit: Giphy

In the previous edition, the Warg was a cheap way to make a so-so combat profile on Gothmog (F5/S4/3A with 3-Might-and-Strike), but in the current edition, he's a lot less of a combat entity (F5/S4/2A with 3-Might-no-Strike). While the Warg would get you 1 extra Attack, I think Gothmog is slotting into a position where he wants his fights to be very, VERY well managed - and being able to squirm easily through an infantry block seems to be a great way to go (at least to me).

Gothmog retained Heroic Defense and has Master of Battle (2+) - a reduction from the "full Master of Battle" that he's had since the profile's inception - and retained his two auric profiles that grant Hatred (Men) near him and rerolling all failed to Wounds for Orcs near him (or not near him if you're taking him in the Army of Gothmog). For 125pts, Gothmog with a shield provides you with a decent Might battery (and pretty reliable free heroics from Master of Battle) on a survivable chassis (3 Wounds/1 Fate at Defense 7) - perfect for being a "good" Orc General. There are probably better generals out there, but Gothmog is either on the high-end of fine or the low-end of good in my book (particularly because he isn't competing with much in the lists that he's in . . . hooray for new list building schemas?!?!?!).

Thursday, March 27, 2025

The Stuff of Legends: The Rangers of Mirkwood

Good morning gamers,

Tiberius: Today's article is the long-anticipated review of the Rangers of Mirkwood Legendary Legion from the Fall of the Necromancer sourcebook (previous edition stuff). While I could have taken a swing at this a while back, I thought our resident Mirkwood Ranger expert Red Jacket should have a chance at it - and with life events finally giving him some breathing space, here it is!

~~~~~

Red Jacket: As someone who essentially started playing this army before Fall of the Necromancer ever canonized it as a specific legendary legion, I immediately became a big fan. Seriously… 100% Elf bow army?  What’s not to love? (Quite a bit actually… but I am obsessed with Elves and archery, so my love overcomes. Kind of like Tauriel… the made up character… loving a dwarf…) Fair warning, this list may end up hurting you (But at least what you had was real).

Legion Tax: 90pts
Photo Credit: Giphy

In all seriousness, however, this list is in many ways one-dimensional, but comes with some special rules that really help it be much more than a one trick pony. So let's dive in and take a look. 

Part 1: What Do You Need? 

To start, this legion requires you to bring either Legolas Greenleaf, Prince of Mirkwood starting at 95 points, or Tauriel with Elf bow for 90. It also lifts the bow limit restriction, allowing for 100% bows. 

There are only three possible heroes in this legion: 

  1. Legolas, whom you should never take in this legion without the elven cloak: 100 pts

  2. Tauriel with Elf bow: 90 pts

  3. Mirkwood Ranger captain: 75 pts

Then there are only two unit options: 

  1. Mirkwood Rangers (obviously) for 14 pts, and the option to add a war horn (Don’t).

  2. Wood Elf Sentinels for 25 pts, which are really fun units.

The first special rule is “Knife mastery.” This is really the make or brake rule for this legion and will feature heavily my “Part 2” analysis. It allows re-rolls of 1 to wound when making strikes, and allows models “shield” with their knives as long as they are not also using their “knife fighter” or “blade mistress” special rules. More about those special rules below. 

Monday, March 24, 2025

First Impressions: Moria

Good morning gamers,

I've said this a lot on this blog, but I got my start in the Lord of the Rings Strategy Battle Game back in 2010 with the Mines of Moria starter set. As a result, the first "traditional" army that I collected was Moria. I enjoyed having buckets of Goblins running around the board (for a time, with a 5+ Fury Save thanks to Groblog and two Shamans) and once the Middle-Earth Strategy Battle Game came out, I acquired the long-desired-but-couldn't-justify-it-because-he-was-just-bad flagship piece of Moria, the Balrog. Fast forward six years and my Moria list has grown only slightly, getting some extra grunts, converting a Warg Marauder to complement the one that I own, and the Watcher in the Water. A great list, a fun list . . .

. . . and it's still fun in the new edition. Yes, the list has been GREATLY paired down, but as someone who most enjoyed using the Depths of Moria LL since the release of Quest of the Ringbearer, most of the tools available to that Legion are still available now. In today's post, we're going to walk through the profiles that we still have, look at how they've changed, and then also look at what's been lost (both permanently to the Legacies document and temporarily to the Armies of Middle-Earth supplement). Let's start off with the big guy himself . . .

Moria Profiles: How Have They "Changed?"

Photo Credit: Gifs.alphacoders.com

If you're playing Moria this edition, it's probably for the Balrog. I must say that you don't HAVE to take the Balrog in the Depths of Moria army list, but since your list of units is Goblin Captains, Goblin Warriors, Cave Trolls, and the Watcher, you need to really want to use the Watcher or a horde of Cave Trolls to skip on the Balrog. As has always been the case, the Balrog pays a lot of stats and special rules, but not for the traditional complement of heroic resources that you'd expect on a big hero. Yes, the Balrog has retained nearly unparalleled combat stats (F10, S9, 4 Attacks) and very good defensive stats (D9, 10 Wounds), as well as a suite of good special rules (Fearless, 18" courage debuff radius, Terror, Resistant to Magic), but without Might points or Fate points, there are limitations to taking the big man (though he has special rules still that mitigate these handicaps somewhat).

There were some changes to the Balrog's profile, most of which were positive. Like the Dwellers in the Dark of the previous edition (affectionally called "baby Balrogs" by us and I assume others), the Balrog now has an 8" Move value - which is not the Fly special rule (because . . . you know . . . he has wings), but the extra movement on a big-base model is always nice. Like all monsters, the Balrog picked up Dominant, but Dominant (10) is one of the very, VERY few double-digit Dominant keywords and while he's passing on the Dominant (3) he'd get for being the army leader in a Depths of Moria list, it VERY much offsets his high price tag.

He picked up a new rule (Large Target) that is sort of a nerf, but also probably should have been on his profile anyway - lots of monsters have picked this one up, so it's not a big deal (and frankly, if your opponent wants to target him with most kinds of archery instead of your grunts, you're kind of okay with that. Similarly, his Flame of Udun rule changed slightly, allowing Balrogs to wound immune-to-fire models with their swords, which they were previously unable to do (seeing two Balrogs fight in a Contest of Champions game was hysterical in the last edition, since neither could wound the other). They can't wound immune-to-fire models with anything else (no whip damage, no Flame of Udun damage, etc.), but at least they can do damage with their swords now.

Monday, March 17, 2025

First Impressions: Gundabad and Dol Goldur, Part I


Hey Reader!


Welcome back! We're back reviewing more of the armies from the new edition, and today we're looking at the 19 profiles tied to Azog, whether they be part of his hunters or his legion. This one has seen small tweaks to...actually most of the profiles, and some of them have toned down some of the craziness of the old edition (some of which I'll miss, but some of which honestly makes sense and is fine. I see why they did it, even if it dropped the power curve on my Azog's Hunters lists), but the small changes do change some of the decisions you make, in ways that I think are healthy.


Leader Overview: How Have Azog and Bolg Changed?

Photo GamesWorkshop
So let's start with the big man himself: Gorgowrath's go-to man, the beast for destroying any hero, and a monster without the monster keyword: Azog the Defiler. Azog is largely the same: still F7 (grumble grumble, he's not that great in the movies or the books, but whatever), still S5, and the clarity of his special rule helps to remove some of the potential shenanigans that can come with his wounding heroes on a 3+, so great job rules team! And just in general I appreciate the greater use across the books of the use of "natural" when combined with a number to provide clarity: good choice all around.

He has access to heavy armor to get up to D7, which is good because while he has 3 Wounds he still only has the 1 Fate Point, so he can be fragile. And his White Warg isn't much better: still only D5 with 2 Wounds and 1 Fate, so once again, just watch out for archery and magic as that could be devastating to you. But there are two major changes that should be noted here, both of which are less than optimal.

Thursday, March 13, 2025

An Incomplete History of MESBG Content Creators

Good morning gamers,

TMAT just passed its fourteenth anniversary (our first post went up on February 14, 2011, but our first post with any meaningful content went up on March 8, 2011 - fourteen years ago last Saturday) and to celebrate that, I wanted to tackle what has become an absolutely impossible task: documenting the history of MESBG content creators.

I'll start by saying that I'm not doing this to toot our own horn - I'm doing it because one of the largest drivers for the creation of this blog is that back in 2011, there was basically no one doing what we do - there were very few people doing anything on the Lord of the Rings Strategy Battle Game. Nowadays, you can barely cruise a Facebook group without seeing someone's article or podcast or YouTube video advertised (and if you ever watch something MESBG-related on YouTube, you'll be absolutely BOMBARDED by recommended videos). It's a great time to be an MESBG fan, but it wasn't always this way.

While I'd love to get every content creator into this blogpost . . . there is no living way that I could possibly know of all the content creators for MESBG that are active right now or that have ever posted MESBG content - so if I didn't catch you in this article, please don't be offended. I've captured here the blogs, podcasts, and YouTube channels that I follow regularly, as well as those mentioned by a lot of other content creators (who, once I hear about them a few times, I definitely check out). Feel free to provide contact details in the comments if you want - here or on Facebook - if you have stuff you like (and while I won't talk in detail about everything I follow, you should check out the sidebar on the blog for the full list of things I keep up with)!

Finally, I'm also writing this to pay some homage to the content creators who used to create MESBG content and have probably fallen off the radar (and may never have been on the radars of newer players). Our game has a great and hallowed history and during times when GW wasn't actively giving us things to read, watch, or listen to, there has always been a small corps (now a veritable horde) of amateurs who shared their love for the game in print, in audio, or in video formats. It is primarily to these creators - both those still with us and those who have sunset their platforms - that I dedicate this post. 

It began . . . well, it began as you might expect . . .

Monday, March 10, 2025

First Impressions: The Hill Tribes

Good morning gamers,

We're doing "part three" of the Isengard faction, specifically focusing on the Hill Tribes profiles from the new War of the Rohirrim film. These models "sort of" replace the GW-created Dunland profiles that have existed for a while (Thrydan Wolfsbane, Dunlending Chieftain, and Dunlending Warriors) or that were introduced in the War in Rohan supplement (Gorulf Ironskin, Frida Tallspear, Dunlending Huscarls, Dunlending Horsemen). We'll look today at how these new profiles compare to the old ones (trying to find profiles that "do similar things") and see what the new face of Dunland looks like.

It's gonna take a while to get to this guy, but he's really what it's all about . . .
Photo Credit: Reddit

Dunland Profiles: How Have They "Changed?"

Our first stop is the lead antagonist from the new film, Wulf. This guy has pretty decent stats for being a Dunlending/Rohan guy - though Fight 6, 3 Attacks/Wounds, and 3 Might/3 Will/2 Fate are pretty good no matter who you are. The closest comparison I have for this guy - since he's just designed to be a beater - is Gorulf Ironskin, who sported an excellent profile for his cost - he was only F5, 2 Wounds, and 1 Will/1 Fate, but otherwise matched Wulf in all of his other stats AND bested him in Strength with S5 instead of S4 (and he got free Heroic Defenses against heroes - which was really helpful when you're only Defense 5). 

Speaking of Defense 5, Wulf's just wearing normal armor, so with Defense 5, he's a pretty squishy leader, but he has access to a horse, he has the Hatred (Rohan) special rule (when that applies, it'll be awesome), and he has a cool new special rule that gives him a personal banner reroll and the ability to reroll 1s To Wound against heroes. The banner part of that is always gonna be great and you'd think that getting a bonus when fighting heroes would make him slot into a hero-hunter kind of guy (especially with General Hunter giving him a Might Point back if he kills an enemy general). However, with "only" Fight 6, "only" Strength 4, and "only" 3 Attacks (and no bonuses To Wound except against Rohan and whatever rerolling 1s does for you), he's not going to reliably fight heroes well - especially if they still have stats. Sure, he can have the Fight Value advantage against a lot of generic heroes, but if your opponent reaches D5 or higher, you're not THAT likely to deal damage to them. This is something Gorulf used to struggle with only occasionally, but I'm afraid Wulf is going to blunt off a lot of heroes if they have stats to make things interesting.

Still, Wulf has a mount, is a little expensive with or without it (130pts with/110pts without - so just take the horse), and that will probably make sure he gets the matchups he wants and I think he'll be fine at killing troops (and eventually a beleagured general/enemy hero). With stats roughly similar to Eomer (except in the Defense and Fate departments), I think Wulf is fine (but unspectacular).

Monday, March 3, 2025

First Impressions: Isengard, Part II

Good morning gamers,

We're back in Isengard today and we're going to cover the rest of the faction after covering the Uruk-Hai last time. We've got mostly men (or Istari, who are like men) today, though there are some Orcs, Wolves, and birds in the discussion as well. There's also a smattering of four different army lists today, so lots of context for the units we're viewing.

Isengard Non-Uruk Profiles: How Have They "Changed?"

If you're interested in learning about the changes to the Uruk-Hai profiles for the Isengard faction, you should check out the previous article in this series. Today, we're looking at the other units in the Isengard faction, which will have some overlap with the discussion next time of the Hill Tribe units.

We need to start our discussion of Isengard with the big man himself: Saruman. There are two army lists with access to Saruman: the Army of the White Hand list (where he isn't required, but all of the army list bonuses only work if he's on the board) and the Muster of Isengard (where he is required, but oddly enough has no army special rules tied to him being in the list). From a stat perspective, Saruman is basically unchanged - same numbers, Courage/Intelligence value of 3+, nothing special.

Saruman still has the Palantir, which now forces a roll-off with the likes of the Azog Ambush rule (awesome, since it used to be overridden and wasted) and is still a very valuable reason for taking Saruman. He picked up a new rule, Saruman's Deceit, which allows him to apply a -1 penalty on a single enemy hero's attempts to resist magical powers cast by Saruman against the hero (though a natural 6 remains a 6). If you think two-handing with the penalty is bad (I don't, but many people do), then this is like applying the new rules for two-handing to your resist tests . . . chew on that for a minute.

Thursday, February 27, 2025

FAQ Time: Reviewing the February 2025 FAQ

Good morning gamers,

On Valentine's Day, we got some love from the GW team in the form of an FAQ drop - the first of the new edition (and really the first in a year)! There weren't a lot of changes, but I thought the clarifications were good and nothing really changed. You can view the updated PDFs here (which have been periodically updated since the drop of the new books - and the Armies of the Hobbit/Lord of the Rings actually had their drops the day before, but without the date change). I have included the relevant FAQ text for context (but not the errata text - we'll be summing that up instead).

Photo Credit: Reddit 
I submitted a few things - but I was mostly happy with the changes in the actual books, so . . . yeah, I wasn't digging furiously this time through.

What Didn't Have Changes

There was quite a bit that hasn't changed - most notably that we still don't have a release date for the next supplement (Armies of Middle-Earth) or the Legacies document. Most of the rules sections were unaffected - there were individual profiles that had weapon/stat changes, some profiles/profile options were added to army lists for completeness, and some rules that had sentences that were present in past editions have snuck back in for clarity. Most of the errata were "tidying up" changes, not mega changes.

Most of the rules clarifications fall into one of three categories: to what extent does new text for old rules change the way things have always been, how powerful are cavalry (and what are my options in lists that have new cavalry mechanics), and how do objective markers work? Let's start off with the errata and then we'll dive into the FAQs.

Monday, February 24, 2025

First Impressions: Isengard, Part I

Good morning gamers,

One of the first armies I started collecting back in late 2010 was Isengard - specifically, a bucket of used Uruk-Hai Warriors (Captain, banner, 18 shields, 10 pikes). A few purchases and conversions later, and I had a few Captains, a Saruman, and some Uruk-Hai Scouts/Orc Warriors to go with them. All in all, it was a pretty economical way to get started with an army.

And I hated it. I hated running my Isengard army. I looked for all KINDS of ways to use them well and no matter what I did, the Elves, Dwarves, and sometimes Rohan/Gondor/Moria armies in my meta would just seem to run right over me. And don't get me started on those crazy Angmar Orc/Hunter Orc lists that Centaur used to run during the warband era - I was paying far too much for Uruks and not getting nearly the value I felt I should have for their stats.

And that feeling of frustration and despair set me on one of my most important MESBG journeys: the decision to figure out how to get the most out of expensive spellcasters (Saruman in particular - back BEFORE he was super awesome) and how to get the most out of good-stat, expensive troops(Uruk-Hai of all stripes). Fast forward not one but two editions later, and we're seeing Uruk-Hai profiles that have either changed in very subtle ways or haven't changed at all - and in an edition where lots of characters are seeing a new renaissance, it's very tempting to look at the very familiar profiles in the Isengard section of the book and feel like they've been left behind a bit. 

But it's not true - the Uruks of Isengard are still very strong. Let's take a look today and see what the Isengard garden variety of Uruks look like!

Monday, February 17, 2025

First Impressions: The Kingdoms of Men, Part IV

Good morning gamers,

Tiberius: Red Jacket is back with a review of his beloved Rohan heroes. There will be one point of cross-over with my post on the new War of the Rohirrim heroes, but this should cover all of the previous Rohan heroes who didn't make their way into the undying lands of the Legacies document and the not-so-undying-lands of the greatly-anticipated Armies of Middle-Earth supplement. Forth Eorlingas!

* * *

Red Jacket: Today we are going to examine the profile updates for some of the new edition’s Rohan faction.  Specifically, we are looking at the profiles that carried over from the 2018 Edition Armies book and supplements. This article does not review the new profiles introduced in the 2024 edition… as if there weren’t enough Rohan heroes already. Nor will it comment on the tragi… I mean… “necessary” removal of some of the heroes that weren’t featured in the film. (Even though at least one of them was.) (Yes I know there is another book coming.)

Despite that angsty intro, I like most of the actual changes made to the profiles. I have just a couple more housekeeping things to comment on before diving in.

First, as you are no doubt aware, all profiles had an intelligence stat added in the new edition. I won’t be commenting on it much, since this is a compare and contrast article. Second, all profiles switched to hand weapons, and removed special strikes. I will only be commenting on this in as much as I feel it truly impacts how the model regularly interacts with the game on the tabletop. Finally, in the case of heroes, I will not be commenting on heroic tiers. While in the old edition, they were fixed (more or less) and were a significant aspect of the profile and hero choice in list building, that is not the case in the new edition, with tier being dependent upon the list they are taken in.

So without further ado, let’s take a look at these new profiles.

 

Thursday, February 13, 2025

Battle Report: The Three Trolls v. Muster of Isengard

Hey Reader!

In a stunning turn of events, we are back with ANOTHER BATTLE REPORT! I hope to get a lot more battle report content out on the blog this year, because writing battle reports has been fun, and I've missed it, so hopefully you'll be seeing more coming down the pike soon! :)

We decided to do a 600pt match today; Tiberius will be fielding his Muster of Isengard list (Saruman is BACK baby!), while I will be playing The Three Trolls, because monsters! And also this list is wildly different from the previous edition, so I figured it's worth taking them out for a spin (since I don't think I ever got to use them in the last edition thanks to the whole 400pts thing)!

Army lists are below:

Tiberius's List: Muster of Isengard

Warband 1

Saruman (Army Leader)

7 Uruk-Hai Warriors with pikes 

6 Uruk-Hai Warriors with shields 

2 Uruk-Hai Berserkers 

3 Uruk-Hai Scouts with Uruk-Hai bows


Warband 2

Uruk-Hai Captain

1 Uruk-Hai Warrior with banner 

2 Uruk-Hai Warriors with pikes

3 Uruk-Hai Berserkers 

6 Uruk-Hai Scouts with Uruk-Hai bows


Enemy Warband

Grima Wormtongue


TOTAL: 600pts, 33 models, 5 Might, 1 DOPE CASTER


Centaur's List: The Three Trolls

Warband 1

Bill the Troll (Army Leader)


Warband 2

Bert the Troll


Warband 3

Tom the Troll


Troll Hoard: 

Nothing Like a Warm Fire (Campfire Banner/Resistant to Magic/Courage effects are increased from 6" to 18")

Full Bellies (All trolls start with 3M / 3W / 3F)

Bowl 'Em Over (Trolls may use their throwing stones as throwing weapons, and may reroll their Hurl distance)

Cover of Darkness (the game will be played at night, and the trolls gain Cave Dweller)

TOTAL: 600pts, 3 models, 9 Might


Monday, February 10, 2025

First Impressions: Misty Mountains, Part I (and a Sneaky Top 10 Ranking Post)


Hey Reader!


Welcome back! We're back reviewing more of the armies from the new edition, and today we're looking at the 3 profiles tied to The Three Trolls. This army was hard to use in the last edition, both because of a restrictive alliance matrix (all of which required you to lose your army bonus), but also because they only had like 400pts worth of units total in the list. So if you were playing at higher points levels, you were forced to ally if you didn't want to give your opponent a huge advantage.

But those days are over: now in the new edition this army plays at high points levels as well! So we'll jump into how the units have changed, how the army special rules have changed (as they finally have a legendary legion of sorts), and how their points scale at higher points levels without adding warrior options.


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).