Good morning gamers,
I had been playing SBG for about a year before my wife got me an eBay lot of Galadriel, Celeborn, and unarmored Haldir with no bow (that sculpt did not age well). I had been playing with Wood Elf Warriors (not called Lothlorien Warriors) in the Thranduil's Halls list (before the Hobbit films changed that list A LOT) and had Legolas leading a bunch of Elves, all of whom couldn't be shot. I used to ally in Gandalf into the list to keep them alive while crossing the inevitable no-man's-land, until our good mate Zorro told me, "You know you can ally Legolas with Galadriel and run all those Elves for like 40pts less, right?" And I basically never looked back. :)
Today, we're tackling Lothlorien - a list that I think has been good throughout the ages, but has gotten particularly good with the return of its cavalry and super-elite infantry with the release of the Armies of Middle-Earth book. I'm also not the only person who thinks this - Lothlorien doesn't have more profiles than a lot of other lists (and it certainly doesn't have a lot of army list bonuses), but the units it has are good, they're very well costed, and the whole list can play incredibly asymmetrically into big-nasty lists or horde lists. Let's see what's baking in the Golden Wood, shall we?
- Galadriel is mostly unchanged from the last edition. She went down by 5pts, retained her previous profile, and gained a lot of spells. She still has Transfix (formerly Immobilize) on a 3+, Compel on a 3+ (reduced difficulty with reduced capability), Blessing of the Valar to restore lost Fate points on a 4+, and her Blinding Light went up (like everyone's did) to a 4+ and can't "stay on" when you channel it. She also picked up Fog of Disarray to make intelligence tests harder to pass around her (good against Hurl monsters and supporting Wood Elf Sentinels) and Foil Magic to turn off things like Fury (anything else really?). All in all, she's still going to be restoring Fate when that's applicable, maybe reducing the impact of enemy archery (if that's applicable), and making big heroes/monsters with limited Will stores walk backwards (or not make Strikes) with Compel/Transfix. She's great - and her mirror still costs 25pts, so for an even 150, she's a great Hero of Legend.
- Celeborn also went down by 5pts to 125 but is locked into his pajama form . . . definitely thought we'd get an alternate profile/option for combat gear with the Armies of Middle-Earth supplement, but alas. He's definitely not a combatant with 1A and unarmed (like his wife), but getting a free Will point each turn and giving friendly Lothlorien Warrior models (not to be confused with "Lothlorien Warriors", who we'll look at in a moment) +1 To Wound while within 3" of him makes him a pretty good support hero. He's a bit expensive, but two casters with Transfix on a 3+ (and the potential for Writhing Vines/Enchanted Blades on a 4+) makes him a pretty useful piece in your army. If you can spare 250pts for both him and Galadriel (maybe 275 with the mirror - we'll talk about that later), I think you could certainly get away with it. If you only have the points for one, pick whichever one you like better and then pick one of the following guys . . .
- Haldir is the OG named Captain hero and he's basically unchanged from last edition. He's got Expert Shot with Sharpshooter, so he's good at plucking mounts out from under heroes and with heavy armor and Elf bow, he's still only 85pts. I know a lot of people don't like this guy - and he certainly lives in a more niche spot than his brothers, but I think he's still good to take, if you plan to lean into shooting (which this list certainly can).
- Orophin is the melee brawler of the three brothers, with F6/3A and will double those attack dice if he gets a natural 6 on the dueling roll (so like last edition, make sure this guy has a banner near him!). There is a note that if you fight a trapped model, you don't get 12 dice - I believe you still get 6, as "these Strikes will not also gain the benefit for Striking a Trapped model" . . . though it's debatable whether you get 6 or 9, because the "these Strikes" could be referring to all six dice that you roll (in which case, you'd get 6) OR it could be referring to the three extra dice that you roll . . . personally, I think it's the former, but this is a point of vaguery that should be sorted out in an FAQ. This guy doesn't have Strike, but he really doesn't need it - with 2 Might, he's great at calling Heroic Combats or Heroic Moves, which is good for a Captain who isn't Marching your army.
- Rumil is still one of the best blunting pieces in the game - with D7/2 Wounds/2 Fate and the ability to defend by shielding for 4 Attack dice (and forcing opponents to reroll one D6 in the fight - a die that doesn't have to be a natural 6 anymore!), you can make sure that a just-barely-good-enough-to-
beat-you roll might lead to you winning/forcing Might out of your opponent. He's also got 2 Might/Heroic Defense, which means declaring a Heroic Strike or Heroic Combat against him has a real risk of doing nothing. This guy is probably your safe option, but I will say that a 6" move and very limited killing power does mean that this guy could be your absolute savior in some games, but only if he can get into the target he wants to (and assuming your opponent didn't leave all of the big toys at home and take a horde of little things). As great as Rumil and his brothers are, I think they're all the third or fourth hero you take after Galadriel and/or Celeborn and . . . - Galadhrim Captains are still the go-to option for March Captains. These guys picked up Sharpshooter, have 2-Might-and-March, and while they lost the option for the horse, they didn't lose the option for the Elf bow - and so for 75pts, you can get a VERY competitively priced March Captain. While I think this solidly makes them worse than Rivendell Captains, I think they're still incredibly useful for getting your army where you want to go. The only argument for not taking this guy (especially in this list) is if you wanted to save 10pts by taking . . .
- Lothlorien Captains have often struggled with finding a place in the same list as Galadhrim Captains - being D4, even with Stalk Unseen, just doesn't feel good. With an Elf-bow automatically included in the 65pt profile and a good 10pts cheaper than a Galadhrim Captain with Elf bow, these guys might see the light of day now (though oddly enough, these guys do not have Sharpshooter). The shooting-related army bonus will help them with their shooting a bit, which is nice but also very situationally useful - take this guy if you intend to sit back and shoot, but I think you should choose either this guy or a Galadhrim Captain to bring up your troops, treating the shooting as a nice add-on option if you don't have to get anywhere.
- Lothlorien Stormcallers have only ever been good when Call Winds has been good. Last edition, it got nerfed to the point that no one wanted it and this edition, it's not much better. This edition, you can use it to get someone out of combat and knock them Prone - and there's no Strength limit on the model you can choose. WIth a 3+ casting difficulty, these guys might be okay? Writhing Vines is an interesting addition for these guys, but only if you channel it (cast on a 4+, it's quite likely that one unchannelled cast is all you'll be able to do).
- Galadhrim Warriors are perhaps the most customizable warrior choice in the game - besides the "vanilla" option for 9pts/model (which I still hold are good), you can take a shield for +1pt, a spear for +1pt, a shield and spear for +2pts, an Elf bow for +2pts, a banner (without spear or shield, sadly) for +25pts, a war horn with Elf bow for +27pts (don't think you'd want to do that - that's an expensive way to get Dominant (2) and more Courage on your already high Courage rating). AND, new to this edition, their Lorien Guard upgrade for +1pt/model allows them to reroll 1s To Wound in melee. I know, there are lots of people who will tell you that rerolling 1s To Wound isn't that great of a rule, but as a person who ran Lothlorien a LOT in the last edition and used the Feint special strike a lot, a) rerolling 1s turns a definitely-didn't-wound into a this-might-actually wound, b) rerolling 1s gets better as your probability of wounding increases, and c) when paired selectively with Celeborn, you can boost your reliability of killing things by two-handing and being near Celeborn (which will see these Elves wound D6-7 enemies on not-2s-or-3s, which is incredibly solid). Consider getting a few models upgraded to Lorien Guard, probably run vanilla to save points (spearmen can get +1 To Wound with the reroll, while swordsmen can get +2 To Wound).
- Lothlorien Warriors are still 1pt/model cheaper than Galadhrim Warriors and trade heavy armor for an Elven Cloak (which now gives a -1 penalty to shooting attacks, as well as the Stalk Unseen rule that it gave last edition). Their throwing weapons are still 1pt too expensive (these are the only models in the game that pay 2pts/model for 6" throwing weapons - and they are not the only 3+ Shoot Value models with access to throwing weapons and the benefits of those throwing weapons being "Elven" is really only applicable to shooting the Goblin King, but backstop me if I'm missing something). Like Galadhrim Warriors, their wargear is technically optional, but Wood Elf Spears are still a steal (they allow you to support friendly models OR defend by shielding, now with the Elven keyword), Elf bows are great on models that can avoid being shot back at, and having a banner that can't be targeted is good too. Having a few of these guys (or a lot of them, maybe?) can be good.
- Guards of the Galadhrim Court were models that I was absolutely certain would be given the Elite keyword and only takable by certain heroes - alas, they're "regular guys" like everyone else! They retain the F6/pike combo that made them formidable in the last edition, but are probably less good this edition since they can only be used to support S3 Elf models (though being near Celeborn can up their damage, and supporting Orophin can up his reliability). Still, if your opponent has F5-6 heroes that are charging your Elves, these guys can really change their plans, so having a few of them isn't bad (and they only cost 2pts/model more than a Galadhrim Warrior. Do not give these guys a banner.
- Wood Elf Sentinels got some changes, but they remain mostly the same. They're still 25pts each, they still have 2 Attacks base (to support their Elf bow/Elven Cloak), and they still sing songs. The Hymn of Elbereth still makes a friendly model within 12" (including the Sentinel himself/herself) pass any Courage Tests they need to take, the Lay of Gondolin now gives not only the Sentinel but also friendly models within 3" the Terror special rule (which can have HUGE implications for your battle line), and the Eldamar Madrigal forces an Intelligence test on an enemy model within 12" and does the same move-them-and-they-don't-
Activate that it did last edition. The pairing of the Intelligence test with Fog of Disarray could be very good at driving off enemy banners, though the traditional tactics for blocking in priority pieces still works against Sentinels. They're good - take a few to support your battle line and maybe shoot someone, but don't spam them. - Galadhrim Knights are still 18pts/model base (without the need for extra gear), they lost Expert Rider (but both the rider and mount have Woodland Creature, so they effectively kept Fleetfoot), and they can't take Elf bows and shields anymore (which is fine, since losing Expert Rider means they wouldn't benefit from the shield most of the time). I still think these guys are fabulous cavalry archers/harassers and I think taking a few of them is a fabulous choice, but not having a mounted hero to ride with them (Galadhrim Captains/allied heroes in the last edition, but also we bemoan the fact that armored Celeborn/warlady Galadriel never got mounts in the official game) does make using them a little harder than most cavalry hit-squads. They're still worth taking, so take a few of them.



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