Good morning gamers,
This post was supposed to kick off our April series, but Centaur got busy, so you get this article either a day late or six days early, depending on your perspective. Today and through April, we're back with Dwarves - but this time, we're plowing through the Iron Hills Dwarf Warriors from the Armies of the Hobbit and the Armies of Middle-Earth! My son has used these guys a ton - they're a bit expensive for 1 Attack infantry, but they're incredibly durable and if you can manage to get good numbers with them, you can find yourself with the numbers advantage pretty quickly and then the battle swings hard in your favor.
The list that I think showcases these guys the best is Erebor Reclaimed. When I first read the updated rules for the Champs (three in particular) and saw the army list special rules, I was absolutely flabbergasted that they weren't the meta. I think there's a lot going for this list - so let's see what we have to work with and how it's changed from previous editions of the game.
- King Thorin is 130pts base (140pts with Orcrist) and lost access to the goat . . . which is not great. That said, the boost to F7, free Heroic Combats if he charges, everyone treating him like a banner (an upgrade from last edition), and Hatred (Gundabad) to pair with two-handing Orcrist makes him a powerhouse into many matchups. With a banner and a spear support, he can clear out a lot of guys while he's charging - and with 3 Might and charge-capable Marching, he can certainly get into the enemy quickly and hit hard! I really like Thorin and think he's pretty much an auto-include in Erebor Reclaimed lists.
- Balin is still a cheap Hero of Valour at 60pts and got better this edition, getting to S4 (finally) and 2 Attacks. His two-handed weapon isn't as punishing as it once was (not only because having 2 Attacks with a two-hander is good, but also because two-handing penalties aren't applied to natural 6s on your dueling roll and because there's a cheap friend in this list who can take those penalties away). For Family Ties, Balin's reduced price offsets the price of Dwalin, so that could also be viewed as a good thing.
- Dwalin also lost his goat option and comes in now at 110pts base with the option to either get 3 Attacks at F6/S5 OR 2 Attacks with +1 To Wound and no penalties. His King's Axeman rule allows him to do the old-school Piercing Strike special strike if he's within 3" of Thorin, which you might want to use if you're against an even-Defense unit and using Grasper & Keeper with your 3 Attacks. Together, Dwalin and Balin have 4M/5W/4F for 170pts.
- Fili is still 70pts and hasn't really changed. Combat Synergy now gives a banner-like reroll if they flip places during a phase and you don't have to be touching each other (just within 1"), so if you like the matchups you're in, you can flip in the Shoot Phase and then Flip in the Fight Phase to get back into their original fights and still get the banner reroll. If you don't like the matchup . . . well, you can flip once and see if that helps. :) With F5 and 3-Might-and-Strike, I'm not sure that Striking is really something you want to count on, but 3 Might and March makes this guy a pretty good option for getting your army places.
- Kili has the exact same profile as Fili, but he trades Heroic Strength for Heroic Challenge. I'm not sure that you want either of them to use those heroics when you could be calling Moves/Marches, but like Fili, he has the ability to get dueling rerolls if he's close to Fili and you're packing a LOT of Might if you run these two guys together (Kili and Fili have 6M/4W/2F for 140pts).
- Dori used to be the cheapest Weapon Master unit in this list and he used to have 3 Attacks base. Now he gets 3 Attacks and rerolling dueling rolls of 1 (sort of like a banner? sort of?) if he's within 3" of either Ori or Nori . . . which is not as good as he used to be. For 75pts, he's got good stats to borrow with 2M/2W/2F and Heroic Resolve/Defense, so he's not a terrible pick, but you definitely want him alongside one of his brothers (and frankly, I think he's the worst of the three - though admittedly, you can assume that while Ori is alive, he's got 3 Attacks/rerolling dueling 1s because you DEFINITELY want Ori within 3" of him).
- Nori is also 75pts and he's finally D9 with F5/3A . . . oh, and he's got throwing weapons and the same stats as Dori. Yeah, there's a reason I don't think you run Dori - Nori is just so much better! Yes, 3 Attacks with +1 To Wound is better than 3 Attacks normal, but 6 dice while shielding with D9 is a great way to stall an enemy unit that doesn't have Rend, so I'd take Nori over Dori every time. But I'd take our next chap over both of these guys every day . . .
- Ori is only 50pts now and he's always been good to have - the opportunity to regain Might/Will/Fate by killing enemy heroes/monsters is a nice skill to have. WIth 2M/2W/2F like his brothers, Ori is a great resource battery that can produce even more resources over time. With F4/S3/2A, he's not much on offense, but with a two-handed weapon and a rule that makes other Erebor heroes ignore their two-handed weapon penalties while within 6" of himself, Ori becomes the only unit in your list who has to worry about getting natural 6s in his duels. This is super slick with Dori, but also good with Thorin and several other guys we'll see below. For a 50-point Hero of Fortitude, I'm not sure you can do better. Together with either Dori or Nori (probably Nori - unless you really want that two-handing bonus), Ori and <your pick> have 4M/4W/4F for 125pts.
- Oin is another cheap hero at 60pts and now has 2 Attacks base with the ability to defend by shielding (with F4/S4, he's fine attacking, but he's also great as a roadblock with Heroic Defense). He has a slightly-worse Master of Battle (5+) rule from his Hearing Trumpet (copies an enemy heroic action on a 5+ for free, has to spend a Will point or can't move if he's out of Will on a 1), but still heals someone in base contact on a 4+ and can give an Erebor friend within 6" a banner-like reroll by spending Will. With 1M/5W/1F, it's pretty clear that he's there for (effectively) Master of Battle and banner duty (that stacks with an actual banner). He's also a great way to make sure you aren't locked down by spell-casters if you also brought . . .
- Gloin is 100pts and he's the big winner in this list. He's got F6/3A with the opportunity to get 4 Attacks if he's outnumbered and while his two-handed weapon might suffer from the dueling penalty, it also might not if you can just roll 6s (natural 6 expected ~40% of the time with 4 Attacks) or if Ori is nearby. With 3M/2W/3F (like his son), Gloin is probably the best deal of a hero you can get besides Thorin and Ori - I'd take him every time (even above a Family Ties option for helping Ori out). Together Oin and Gloin have 4M/7W/4F for 160pts.
- Bifur has gone from being an auto-include to being a maybe-include now that his Embedded Axe isn't an automatic Heroic Move. With Intelligence 7+ and no way to boost it besides using Might (which he's only a 1-Might hero), he's still more likely than not to get a free Heroic Move off after he's gotten the axe head out. While he still needs to successfully wound with a single die and S4, I've never failed to get the wound to work . . . so he might still be worth including. That said, with only 1M/2W/2F, he's not helping you March places effectively, so you're counting on an expected higher Might store by calling free Moves - and if he doesn't do that, he's definitely not worth taking over . . .
- Bofur got a HUGE glow-up from a recent FAQ where his Steadfast rule was basically ruled to cancel out anything your opponent is counting on that is an Active/Passive special rule. If you don't want Harbinger affecting you, get a 3+ on your Steadfast roll. If one of your Erebor models is about to be bowled over by a Monstrous Charge or a Thrown Stones, get a 3+ on your Steadfast roll. Don't want Aunduril carving up your fellow Champs? Turn that off on a 3+ too. Like Bifur, Bofur can only fight two-handed, so you probably want Ori backing them up - but he also has throwing weapons and now sports a 2M/1W/2F profile. He doesn't Strike anymore, but that's fine - F5 and Strike aren't the threat they used to be. For 65pts, I think Bofur is great (and as my favorite Dwarf companion from the films, this makes me very happy). OH, and he can also take the Stumpy Troll Brute war beast for himself if you want to have Bofur glomp his way through the enemy and have an even BIGGER radius for turning things off . . . I don't know how good this actually is, but it seems fun!
- Bombur might still be the best hero of the three cousins, however. He's only 60pts, can fight with a hand-and-a-half weapon instead of having to fight two-handed, he's got Dominant (2), and with 3 Wounds/2 Fate and Heroic Defense, he's a great speed-bump hero into someone big. Lumbering prohibits Heroic Moves, but it doesn't prohibit Heroic Marches - and while giving Will points back to an Erebor hero within 3" might not be the best heroic resource to restore, you'll be grateful if you're fighting casters and can restore some of that Will. Togethether Bofur and Bombur have 3M/4W/4F for 125pts.
- Dain Ironfoot is probably not going to show up in your lists - he's a higher or equal cost as buying any of the two pairs of Champs above except Dwalin and Balin (who cost 10pts more). No one in any of the pairs will fight as well as Dain does on their own (F7/S5/3A with no two-handing penalties) and none of them will be as resilient on their own either (D8/3 Wounds/3 Fate) - but cumulatively, any pairing that you see above will give you the same or more Might/Will/Fate than Dain has on his own and usually will do so at a discount. Is Dain going to be better into some matchups than Kili and Fili? Probably. Is getting +3 Might on them better for moving your army than walking with Dain (who can't get his pig in this list)? Probably. Unlike Thorin, Dain doesn't get free Heroic Combats, so if he wants that big combat profile to come to bear, he needs to burn Might - and since he can't borrow Might like the others can, I think he's just patently worse in this list than your other options. Speaking of a worse option . . .
- Iron Hills Captains are still very good (Master of Battle (5+) with F5/S4/D8-9 is still good value for under 100pts), but they're not great in this list. The usual reason to bring these guys is because you want a March Captain that can bring Iron Hills Dwarves to the fight . . . but everyone has March in this list, so he needs to be better than the Champs in order to compete and he simply isn't as good as they are. While I will definitely be recommending these guys in other lists, skip on these guys in this list.
- Iron Hills Dwarves are fabulous for their cost - they're double-digits per guy for F4 units, but with S4/D7-8 if equipped with shields, they're incredibly hard to shift and they do well against most shieldwalls. Being F4 with no way to get F5 help in this list isn't that great, but since their primary job is to buy time for your heroes to do their thing, I think they're more than adequate - paying 60pts for a block of 5 guys to escort a hero means you can get slightly-low numbers with lots of Might and killing power for 110-200pts! I also think the mattock weapon option isn't a trap - while the crossbow, shield/spear, and shield/banner are clearly good options, taking a mattock if it helps you spend a few left-over points and eek an extra guy out of it isn't a bad thing (and since I was a fan of mattocks in the last edition when they didn't retain their 6s to win the duel, it should come as no surprise that I like them this edition too).
- If you want to maximize Might, take Kili/Fili (23.33pts/Might point, runner up was Nori/Ori at 31.25pts/Might point - that's a pretty big gulf!);
- If you want to maximize on Fate, take either Nori/Ori or Bofur/Bombur (31.25pts/Fate point);
- If you want to maximize on all resources, take Nori/Ori (10.42pts/resource, runner up was Oin/Gloin with 10.67pts/resource - very close run, mostly because Oin is cheap and has 5 Will points . . . Oin and Gloin were by far and away the best choice for maximizing Will for cost);
- If you want to maximize on total Attacks, take Nori/Ori (25pts/Attack, runner up was Oin/Gloin with 26.67pts/Attack - another close run, though I will note that I made the assumption that neither Nori nor Oin was shielding because it would have jacked up their numbers even higher, but I did assume that Dwalin was using Grasper & Keeper and that Gloin was engaged with two people); and
- If you want to maximize on total Fight Value, take either Nori/Ori or Bofur/Bombur (13.89pts/Fight Value - Kili/Fili came in third with 14.00pts/Fight Value, so they're roughly the same as what you're getting from these other pairs).







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