Good morning gamers,
This is our last post of all-Dwarves in "Dwarf month" and we're looking at what is mostly an all-hero list: Thorin's Company. I played this list some last edition (never in a tournament) and I've got to say, it's got a lot of rules to keep track of (even more now), but it's FUN to play! The models work together better now and I kinda feel like our recommendation to fix Thorin's Company was heard by GW - but let's see what this list has to offer and what you have to think about when bringing it to the table.
- Thorin has always been good value - and this version of Thorin is still 100pts base and hasn't changed in his profile much. He's still got all the solid stats of a big hero that you'd want (F6/3A with 3 Might/Will/Fate). His "Loyalty, Honour . . ." special rule gives the old army bonus (Thorin's Company models reroll 1s To Wound within 6" of him), which is good because in any all-Hero army, you want to turn anything that has no chance of becoming a wound into something that could become a wound. This rule won't turn a game necessarily, but it might help you here and there. Thorin's Stand Fast also affects the other Thorin's Company models, which is good, but if you ever get to the point where you need to use Thorin's Stand Fast, things have probably gone horribly wrong and you may not be able to keep everyone within 6" of Thorin in every game, so . . . nice to have as a rule, but not game-altering. He still has access to both Orcrist and the Oakenshield, both of which I would take every time. The final big thing about Thorin's new profile is that he has Heroic March innately - this is HUGE for making sure your army gets where it wants to go if you also brought Gwaihir.
- Balin has seen a few changes - he's S4 now (hooray!), but still only has 1 Attack. He's got "armor" instead of "light armor", so his D5 will stay D5 against enemy shooting, which is only relevant because most of the Dwarves in this list have light armor, and so will be D4 in melee and D5 against bows. He's still got 3 Will/Longbeard, so he can reroll your priority roll - handy to have, but also not something that I think you NEED to have in every list.
- Dwalin is still 95pts and boy has he lost some things. This is a recurring thing for this month's armies - Dwalin is a 2A hero now who can have 3 Attacks without +1 To Wound . . . as opposed to having 3 Attacks with his two-handed weapon OR his multiple hand weapons last edition. While I think his current version is the way it always should have been (he works just like Gimli), I think his changes should have come with an appropriate reduction in cost - on its face, he's pretty similar to Gimli (+1 Strength, -2 Defense, -1 Might/Fate, gains Fearless), but I think he's probably 5-10pts too high. This might be the best list for taking any version of Dwalin just because you're eventually going to be taking a bunch of F4/2A heroes who are very much on the squishy side, but you won't see Dwalin in any lists today because on the whole, I think those F4/2A heroes are only slightly less durable than Dwalin is (who, like Balin, has full armor instead of light armor, so he's D6 all the time) and are probably worth more as a pair than Dwalin does for a similar cost. Still, if you take him instead of two others, I don't think you're losing much . . . so take him if you want to. Dwalin and Balin have 3M/5W/4F for 135pts.
- Kili is still 50pts and has D5/light armor (so D6 against shooting attacks) and 2 Fate now. Besides that . . . he's basically what he used to be. Combat Synergy is better now, as any flip-flopping of position between Fili and Kili gives them a banner-like reroll AND they can be within 1" of each other instead of in base contact. All in all, a great profile (and one of your limited shooting options).
- Fili is similarly still 50pts and still has a nearly identical profile to Kili (Heroic Strength over Heroic Accuracy, throwing weapons instead of a Dwarf bow). He still has "hand weapons" of an unspecified number, so functionally he also has weapon master - which has been and still is cool but mostly irrelevant. If you're interested in taking one of these guys, you should probably take them both - and for 100pts, they're a good bargain. Kili and Fili have 4M/2W/4F for 100pts.
- Dori in this form, like his Champ form, suffers a bit from last edition in that he's only situationally F5/3A - though since you probably don't have competition from taking either Nori, Ori, or both, he'll probably still be a F5/3A hero (and doubly so because you'll want your heroes near each other to borrow resources). His A Good Sort no only allows him to become a 3A hero again, but it also gives him a banner-like reroll of 1s - something that could be taken away from him by the Mouth of Sauron, who we viewed a few months ago, but that will be very useful in other contexts since a dueling die result of 1 isn't going to win much. He swapped Heroic Strength for Heroic Resolve . . . which might be a net positive, but I think is mostly a net neutral. He's D5 with light armor like Kili and Fili, which makes him reasonably resilient to enemy archery - and with 2 Will/2 Fate this edition, he can tank enemy magic and chip-damage, especially if he's near . . .
- Nori is still 55pts and still has the choice between a hand weapon and a two-handed weapon. This option is a real decision-maker this edition, since Weapon Master now only makes Nori never count as being unarmed - but won't remove the dueling penalty for fighting two-handed. With D5/light armor, he's also decently resilient to enemy archery and he picked up a neat special rule that allows him to reroll all failed To Wound rolls if he's carrying an objective marker (though he can't play "hot potato" with it and hand it off to anyone). Nori's an interesting take and you might take him with Dori or Ori. I think of the three brothers, you're likely to take one of these two and . . .
- Ori has long been my favorite of the three "ri" guys - he's got a good shooting option (augmented this edition with Sharpshooter), helps you regain Might points if you happen to go gronking enemy heroes/monsters (great for Thorin, Dwalin, and Gloin), and he's cheap at 40pts (95 with one of his brothers). With 1 Might/2 Will/2 Fate, he's a decent resource battery to someone who's fighting, but with D4 and no armor at all, he's pretty squishy if he's left out in the open. Still, with 2 Fate base and the ability to borrow 2 Fate from either of his brothers, I think he's worth taking in a list (and I think he and your choice of Nori or Dori might be worth a trade over taking just Dwalin for the exact same cost). Oh, and Chronicler allows you to pick a hero who wasn't involved in slaying the target hero/monster if the guy who slew the brute is at full . . . which is kinda nice, though not often relevant. Dori, Nori, and Ori have 5M/5W/6F for 150pts.
- Oin is 50pts now (up 5 from last edition) and gained a Will point and a special rule. His Healing Herbs rule still requires you to be in base contact (though it's at any point in your move) - healing is rare in SBG, so while there were no changes to how this rule works, it's still a good rule to have. Additionally, Reading the Portents hasn't really changed much - Oin can spend his 5 Will points to provide a banner-like reroll and can do so as many times as he wants during a round, so long as he has the Will to spend. He also got a new rule (Hearing Trumpet), which gives him a pseudo-Master-of-Battle-(5+), but if he gets a natural 1, he has to spend a Will point or can't move for the turn . . . which is fine, I think. The biggest reason to take Oin, I think, is not so much for his rules (though the banner rule is nice), but the fact that he can lend 1 Might/5 Will/1 Fate points to . . .
- Gloin is, and has always been, my second pick in ANY pure Thorin's Company list since the last edition. Gloin is only 85pts (10pts less than Dwalin) and has a nearly identical profile to Dwalin wielding Grasper & Keeper (-1 Strength, +1 Defense), but he trades rules like Fearless and Weapon Master (and the situational bonuses you might get from Grasper & Keeper) for throwing weapons and the Axe Mastery special rule, which gives him 4 Attacks if he's outnumbered . . . so if he charges two models, he'll be F6/4A. This is SO GOOD and if you keep him near Thorin, you'll also reroll 1s To Wound. Take this guy all the time - he's good in his champ form and in this one. Oin and Gloin have 3M/7W/3F for 135pts.
- Bifur has changed a lot since the last edition - something we've talked about a lot this month. Bifur only has 1 Might base, but still gives you a free Heroic Move if you pass an Intelligence check AND get the Embedded Axe out of his head. I think he's definitely worth taking in this list - free Might in a usually-all-hero-list is definitely worth taking. He's D5/light armor with 2 Fate on defense, which is about what you expect in this group. He still has Throw STones, but it has Strength 2 now instead of S1 . . . yaye for skirmish builds? The Boar Spear can still be used as a spear or a two-handed weapon, which can give him some extra punch, but at F4, I think he's mostly fighting one-handed unless he's fighting a 1A model on the other side.
- Bofur got some sweet stock-increase when the ruling on how Steadfast "works" came out a few FAQs ago. For 45pts, he has a pretty average profile for this lot (2 Might/1 Will/2 Fate that can be borrowed by Bifur/Bombur is pretty nice for making sure they do what they want to do), and with D5/light armor, he's reaonably defensible for costing what he does. He's got a mattock (two-handed weapon with the old Bash special strike), but mostly you're bringing him so that you can turn off those nasty special rules and magical powers that target your Thorin's Company Rules . . . let me highlight that if he stays within 3" of Gandalf and/or Radagast, you can turn off magical powers that target them on a non-Mightable 3+ roll . . . yes, if you use this, you won't be able to take a Resist test, but stopping any spell on a 3+ seems like a reasonable thing to do? I'd always take this guy if you have a wizard in your list, but I'd also take this guy if you have more than five heroes in your list - turning off rules like Monstrous Charge, Terror, or Harbinger of Evil (to say nothing of any number of magical powers) is HUGE.
- Bombur is finally Dominant (2) this edition (throughout the book, he's described as "counting as two") and with the ability to restore Will points on your Thorin's Company models, he's a great way to make sure that Balin can still reroll priority rolls, Oin helps friends reroll dueling rolls, and Gandalf/Radagast still cast spells. Oh, and basically anyone can replenish lost stores from resisting spells. Bombur is D4 with no armor, but with 3 Wounds/2 Fate (and the ability to borrow 4 Fate from his cousins) and Heroic Defense with 1 Might (but the ability to borrow 3 Might from his cousins) he's incredibly durable and tanky. I like the guy - he can't declare a Heroic Move, but he can still use his 3 Will points for Heroic March if you skip on Gwaihir, which is pretty slick. I love this guy and have always taken him second (to back up Thorin or Balin) since the last edition. He's great, 'nuff said. Bifur, Bofur, and Bombur have 4M/5W/6F for 135pts.
- Bilbo is in an interesting place this edition. On the one hand, he still has It Has Not Yet Awoken, so he is the only Ringbearer who will be fully under his owner's control, so that makes him a really useful tactical piece. At the same time, he can't hop into a fight with Thorin/Gloin/notionally-Dwalin and automatically give his side the higher Fight Value (not only because halving Fight Values doesn't happen with most Ringbearers when there's a friend in their fight, but also because Heroic Strike happens after Fight Value modifications). Bilbo is only 55pts now (with Sting being probably optional - only necessary if you think the Elven-made keyword is important), but he can't borrow Dori's resources like he could last edition, so with 2 Might/3 Will/3 Fate and no Mithril, he's probably running around with the Ring on and finding one-off warriors he can pester. That said, if you don't have a compelling reason to take another Dwarf, I'd probably look into Bilbo.
- Gandalf is a pretty different beast this edition. With F5/2A, he's far more likely to get work out of his melee profile - but he'd be much better if he had his horse. Besides having 2 Attacks, his profile is remarkably unchanged from the way it was when I started playing the game back in 2010. When it comes to his spell suite, he's pretty different than he was last edition (more on that in the strategy section below), but suffice it to say that you should focus on a) channelling Sorcerous Blast for damage most of the time, and b) casting Transfix with your free Will point + one from your store. There may be situations where you cast other spells (again, more on that below), but keep these two in mind as your go-tos most of the time.
- Radagast counts as a member of Thorin's Company for the purposes of a bunch of special rules (more on that below too) and got an effective 10pt reduction in cost becuase he has Sebastian baked into his profile. This, paired with the increase to 2 Attacks base, means that he will roll 3 dice when dueling (one of which is not modifiable). His Master of Birds special rule is still as broken as ever (has light of sight to anywhere, grants Resistant to Magic to Gwaihir/Great Eagles) and has Stalk Unseen, Woodland Creature, and Mountain Dwellers for good manipulation of terrain. His spells also require some explanation (more on that below), but understand that unlike Gandalf, you probably do want to cast everything he has at some point in the game.
- Gwaihir is only available in the list if you've already bought Thorin (we'll say 115pts) and Gandalf (170pts). For 150pts, you get a F8/no-Strike model who is S6 (no S7 in this list) with 3 Attacks/Monstrous Charge, D8 with 3 Wounds/3 Fate, and Dominant (4) without being your General . . . I mean, I think there's a very strong case that you take him over 3 Dwarves if you're hitting points levels at 700+ (and maybe even at lower ones). The thing about this list is that if you take Gwaihir, your speed is gone . . . so Gwaihir has to do the get-there-first thing by himself (maybe escorted by Radagast). He's a strong piece that comes with a crippling penalty on the rest of your list (since now Thorin is your only March hero - and he'll have to use Might). Still, I think Gwaihir is probably worth it . . . probably . . .
- Great Eagles are not worth it - they're fast, true, and you can certainly make a speed-list that has Thorin, Gandalf, Gwaihir, and a few Eagles in it if you really, REALLY want to. But I wouldn't - I think any two of the Dwarves (or one of the beater heroes) is better than what these guys are offering.
- If you want to maximize Might, you still want to take Kili/Fili (25pts/Might point, runner up was Dori/Nori/Ori at 30pts/Might point);
- If you want to maximize on Fate, take Bifur/Bofur/Bombur (31.25pts/Fate point, runner up was Dori/Nori/Ori and Kili/Fili with 25pts/Fate point);
- If you want to maximize on all resources, take Bifur/Bofur/Bombur (9pts/resource, narrowly edging out Dori/Nori/Ori with 9.38pts/resource - but the lowest score as 11.25pts/resource, so this one is mostly in the noise) ;
- If you want to maximize on total Attacks, take Bifur/Bofur/Bombur (22.5pts/Attack, runners up were Dori/Nori/Ori and Kili/Fili with 25pts/Attack - like I did with Erebor Reclaimed, 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 Kili/Fili (10pts/Fight Value - these guys narrowly edged out Bifur/Bofur/Bombur with 11.25pts/Fight Value and Dori/Nori/Ori with 11.54pts/Fight Value).
- Thorin's Loyalty, Honor . . . special rule - the Stand Fast is probably unnecessary with Courage 3+ and a free Will point, but hey, a roll you don't have to make is better still! The rerolling 1s might matter - it's the only way to modify Sebastian's roll and it's always nice when a hero doesn't roll a 1 To Wound.
- Ori's Chronicler special rule - regaining resources on Radagast because he kills a hero/monster OR is near someone who's full-stat and near a hero/monster is definitely valuable.
- Oin's Healing Herbs/Reading the Portents - Healing Herbs is probably unnecessary when you also have Renew, but if Radagast casts Renew on himself and fails the cast, having Oin around gives you a "that's okay - we'll still be fine" moment, which can be incredibly good for your psyche. A banner-like reroll from Reading the Portents is fabulous - if you take this guy, you definitely want him contributing to the damage output of the team, and that starts with winning duels.
- Bofur's Steadfast special rule - immunity to retributive magical powers and special rules? Yes, please.
- Panic Steed might be channelled and is best used to forcibly dismount those big smashy heroes who will absolutely obliterate your Dwarves. It can also be used to knock a mounted model who is racing away to score VPs off his horse (consider channelling it in this instance to make sure it works, even if your target can't resist it).
- Writhing Vines will probably be channelled due to its high casting difficulty, but is a great way to slow down an enemy who is trying to wrap around a flank or race to an objective. It does not work on spiders/flyers, but it will work against a lot of other things.
- Transfix/Nature's Wrath are your go-to spells and should be cast with your free Will point + 1 Will from your store. Use these to lock down a big enemy hero or knock a bunch of models prone so that they can be diced up more easily or so they can't reach an objective/scoring location that they want to be in.
- Finally, Terrifying Aura/Renew/Aura of Dismay are spells that are great to cast when you have absolutely nothing else to do on your free Will point on a turn. Do you need Terror? Sometimes, maybe. Does someone need a Wound restored? They might. Do you need to reduce enemy Courage near you by 1? Possibly - more so if Radagast/Gandalf have Terrifying Aura up than if it's "just because." These spells aren't worth spending resources besides your free Will point on, so don't bother fussing over a failed cast - that's fine, you need your resources for other things.
- Like Radagast, cast Terrifying Aura if you have nothing else to do, but only on your free Will point and don't sweat failing to cast it.
- Blinding Light/Protection of the Valar are worth casting with your free Will Point only - Blinding Light is best used against armies with a lot of shooting (if you have to be in the open, consider throwing 1 Will alongside the free one), while Protection of the Valar is best used for keeping someone important alive (Thorin by default, but this could also be a model that you are trying to keep alive in Fog of War/your opponent is trying to kill in Assassination). These spells may or may not be useful - but thankfully, you should know whether they are or not before the game begins.
- Strengthen Will is a nice way to restore previously-spent Will points, which is not as good as last edition, but still useful. This is best used on Balin, Oin, Gandalf, Radagast, and whoever-is-calling-March - but again, this should only be used with your free Will point (otherwise, the best you're doing is transferring Will from Gandalf to someone else . . . instead of creating a permanet Will point from an ephemeral free one).
- Transfix is the best non-channelled spell - use two dice to cast it and target someone that needs to stay where they are.
- Sorcerous Blast is best channelled with 1 Might/free Will to deal a S5 hit and force the model Prone/Knocked-Flying. This doesn't shove the model anymore, but it's still plenty useful (and will still knock everyone else Engaged in the same fight Prone, so don't underestimate using this to knock a BUNCH of people over who have charged one of your guys.
- Collapse Rocks is a S7 version of Blast if partially within a ruin/stone building/cave/rock pile/rocky terrain - if you happen to trigger these conditions, channel it instead of Blast.
- Foil Magic is HEAVILY situational since there aren't that many Exhaustion spells (Aura of Command, Aura of Dismay, Fog of Disarray, Fortify Spirit, Fury, Paralyse, Terrifying Aura). Besides Paralyze and Fortify Spirit, I'm not sure that any of these spells are necessarily worth channelling it, which makes the 5+ casting difficulty a huge limiting factor. I don't know that I'd plan to cast this, but know that you have it in your back pocket, should your opponent walk up with 3-4 Barrow-Wights . . . as this author has certainly never done in a tournament before. :P




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