Good morning gamers,
We got a request a few weeks ago (at the time that I'm writing this) to review the Moria army list - and despite how crazy this world is, we listen here at TMAT and I found a slot for the article to fit in. So . . . tell us what you want us to review and we'll see what we can do. :) The Moria army list differs quite a lot from the Depths of Moria list, despite the fact that the core units of both armies are the same. Between rules that are present in each list and each having a different "big monster" (or monsters) in it, you can get a very different experience playing Moria than a "Depths" list. Let's see what causes these differences, shall we?
Moria: Changes for 2025
- Durburz got a minor price hike in the new edition to account for a new rule (Callous Leadership), which is a once-per-game ability that grants friendly Goblin models within 6" of him +1 To Wound (but will also need to roll a D6 if they lose any duels and will suffer a wound on the result of a 1). This feels a bit like Delgamar's rule from the Corsairs and it's unclear to me whether you want to pop this early when you have as many units as possible engaged or whether you wait until you've had time to wrap-and-trap. It's definitely best in augmenting damage from Prowlers, but it has the potential to make Moria Goblins just a little bit punchier for one turn. At lower points levels, you probably want this guy - but I don't think his once-per-game abilities (and his static ability of a 12" Stand Fast) make him an auto-include as the points level rises. You might take him as a supporting hitter, but you might instead want to save the points for . . .
- Dragons have come down 50pts (200pts base, but 250pts with the obligatory Fly upgrade) and went UP in Fight Value (F8) and gained Dominant (5). With the previous keyword synergies of Terror/Harbinger of Evil (12") and Monstrous Charge/Fly (because the Wings upgrade is obligatory - did I say that already?), these guys are super dangerous. Their previous upgrades have either remained the same or changed slightly: Fly still gives you a 12" move and the Fly special rule (you need this one, okay?), Breathe Fire no longer costs Will points so that's a big improvement, Tough Hide still buffs your Defense and Wounds to 9 instead of 7 which is good but probably not as good as Breathe Fire, and Wyrm Magic still gives you access to three magical powers with a free Will Point to cast each turn (Compel/Transfix on a 3+ is great, Foil Magic on a 4+ is highly situational since there aren't very many Exhaust spells anymore). There's a fifth option (Superior Intellect) which allows the Dragon to auto-pass any Intelligence Tests it needs to take (you already have a 5+ Intelligence, though?) and gives you a Might Point back on a 4+ whenever you spend one (so you'll end up with 1-2 Might points extra during the game). Is that worth 50 points? I don't think so . . . if you prioritize Wings and Fire, I think you're in a great spot.
- Ashrak is . . . really not good in this edition of the game, in my humble opinion. He doesn't let you take Spiders anymore, he can't upgrade Druzhag's spiders to have Venom, he can't turn them Invisible so they can walk through things, AND he can only affect Spiders with his Stand Fast/Heroic Actions . . . honestly, I have no idea what he's supposed to do in your list - and for the same cost, you can get a Captain and a Spider for Druzhag's warband (or 4 more Goblins). Leave him at home, but definitely take . . .
- Druzhag the Beastcaller is essential to making this list work - yes, the army rules are all about the Goblins, but the Goblins on their own aren't going to kill enough to make the game work. They're also not fast enough (even with March) to get where you need to go. Enter Druzhag and his host of non-Goblin Gribblies. We'll talk below about which ones you need, but the short answer of it all is that Druzhag allows you to get fast Beast models that augment the speed of your Goblins and can wrap around a battle line easily in order to trigger the Trapped condition that the Goblins need to get a halfway-decent Fight Value. It will also trigger additional wounding dice and might give some of your models bonuses To Wound. No matter how you build this list, I think you want Druzhag in it before anyone else.
- Groblog is a little more expensive than he was last edition and got a boost to F4 and now has 3 Fate points. The Mithril Crown (which has done different things during the course of its existence, ranging from a 5+ Fury Save to +1 Fight Value on a 4+) now gives Moria Goblins within 3" of Groblog Dominant (2), which is very useful if you're parked somewhere important. I think the best role for him is to be a quagmire for enemy heroes - D6/2 Wounds/3 Fate with 2-Might-and-Heroic-Defense is pretty darn difficult to cut through, and he's probably got friends nearby to keep him from becoming trapped. If you have the points for another hero after taking a Dragon/Durburz, Druzhag, and Captain or two, consider taking this guy.
- Moria Blackshield Captains are in a MUCH better place this edition, now that two-handed weapons retain their natural-6s when dueling. For 45pts, these guys are still only slightly more expensive than Moria Goblin Captains - and while they have Heroic March, Blackshield Captains want to keep their Might points for winning fights. These guys are very cheap combat pieces and if you drop one into your army, I don't think that's a bad call.
- Moria Goblin Captains are probably the third most important profile in your list, as you need March to get your Goblins moving up the board. For 40pts each (5pts more than they were last edition), these are still fabulous Heroes of Fortitude with Heroic March - take at least one in your lists.
- Cave Drakes are both in a better place this edition and a worse place this edition. On the one hand, being F7 base (instead of F6) in an era when Heroic Strike only grants +D3 Fight Value is really good - but 150pts in a list that could get a Dragon is going to be hard to come by if the 150pt hero can only lead 6 guys. Some players really like Cave Drakes because you can do a two-for-one of these guys instead of getting a Dragon (or the Balrog in a different list), but I have to say that the mobility from Fly and the ranged lethality of Breathe Fire set the Dragon WAY up in my estimation over these guys. Having the Beast keyword does mean that a Cave Drake can be targeted by Druzhag's Enrage Beast spell, which would make this guy F9/S9/6A/Fearless with Monstrous Charge . . . that's pretty terrifying (especially since Enrage Beast doesn't increase your Strength when making Strikes - it just increases your Strength . . . so you'll knock over anything that's S8 and below). There is a weird special rule that these guys picked up that allows them to deal a S4 hit to everyone within 1" of the Cave Drake after it loses a fight and was Trapped . . . which means you could trap your own model in order to try to spam out hits against enemy models . . . an interesting strategy probably exists here, but I think it's a lot riskier than Breathe Fire?!?!?!
- Moria Blackshield Shamans are pretty different than they were last edition - by stats, they're basically unchanged, but they lost Shatter (what everyone took them for) and picked up Collapse Rocks on a 4+ with a 6" range . . . so if you're playing on a rocky board, you can deal a S7 hit and knock someone prone once or twice a game. I'd . . . avoid these guys, personally.
- Moria Goblin Shamans are much more useful in this list than in the Depths of Moria list - Fury is a useful spell and while I don't think you need to use Instill Fear on a 4+ or Transfix on a 5+ to be worth it, you have the option for Transfix if you need a ditch-attempt of stopping someone in their tracks (don't use Instill Fear - it's not worth it). Take one of these guys if you want Fury - or don't if you don't have the points.
- The Watcher in the Water is basically the same as he always was (he added Dominant (6)), but he too can't lash people into combat with himself and others (but can also choose where they're lashed to instead of "directly towards"). He can't displace models to arrive underneath of a vulnerable one and shove everyone else away from where he arrives, but he can still shoot with his tentacles on the turn he shows up (and can still show up anywhere, just not where people are). He's arguably the best shenanigan hero in this list - and possibly in the game - so underestimate his sudden arrival at your peril. Despite living in a world where Strike got weaker, he's still in a vulnerable spot to Strike heroes who probably don't have an issue wounding D6 reliably and will usually get higher than F6 - but at least in this list, he has access to . . .
- Bat Swarms are only available in Druzhag's warband and you probably want at least two of them in any list that you bring. They don't look like great targets for Enrage Beast (F3/S5/4A/Fearless with Fly), but since they halve enemy Fight Value, being F3 is good enough to tie F6 foes - and that's actually better than any other beasts we have in the list! With 4 Wounds and impressive mobility with Fly, you can get these guys over enemy lines and really tear a new one into enemy spearmen while your Goblins are rushing the enemy from the front. Have two of these so you can stall out enemy heroes, race to objectives, or trap grunts - they're so useful (though a bit expensive).
- Fell Wargs are swift and with the Beast Keyword, these are your "Druzhag bombs" - 8pt models that can be F5/S6/3A/Fearless and will absolutely die this edition after they burn through something. Is that worth it? Maybe - or maybe you lean into . . .
- Mirkwood Hunting Spiders are definitely worse this edition, with a reduction to F3 and only gaining the Stalk Unseen special rule and a unique rule that basically grants Stalk Unseen if you're partially in a piece of woodland terrain (even if there isn't anything blocking line of sight). While I don't think these guys are as good as they used to be, you can include 1-2 of them to be augmented by Druzhag (they can gain Fury from Ashak, but can't be made invisible by him anymore). Bring a few if you want . . . or don't . . . that's fine. If targeted by Enrage Beast, they'll be F5/S7/4A/Fearless and will only die if they've already taken damage - this is, I think, the only list you'd ever want to bring these guys in.
- Moria Goblin Warriors are unchanged from the last edition, are 5pts per model with a shield, spear, or Orc bow, and are real bad but real cheap . . . and that makes them both good and bad at the same time.
- Moria Goblin Prowlers are a great addition into the list - their base F3 still goes up to F4 when you trap someone, they still have Backstabbers (when you trap someone) for +1 To Wound on top of the +1 To Wound they get for fighting two-handed, they still have throwing daggers with a 4+ shoot value (but will, alongside any Cave Trolls you choose to bring, contribute to your 1/3 throwing weapon limit), they picked up Stalk Unseen, and they're STILL 7pts each! They're fantastic units and if you can afford to drop 2-4 Goblins, it's well worth it to upgrade 5-10 of your Goblin Warriors to Prowlers.
- Moria Goblin Drums are back and at 75pts each, they provide everything they did in the last edition EXCEPT that now they count for VPs if they're being played at the end of the game! If you can afford one of these, they're fantastic (especially with 4-6 archers to stand within 1" of the drummers so they can pick up the drum sticks should a sniper be picking at your rock stars).
- I'm gonna say it, I REALLY wanted Moria Blackshield Warriors to go back up to S4 like they were before the last edition. Moria Blackshield Warriors never got an In Defense Of article last edition because . . . I don't know how to defend them. They cost 3pts more than Moria Goblins with shields and they get heavy armor (+1 Defense, D6), +1 Courage (which makes them super reliable at passing courage tests if you have a drum, but anyone within 6" of a Shaman is already auto-passing courage tests and all of your Moria Goblins are already Courage 7+ if there's a drum "nearby"), and Hatred (Dwarf) . . . so unless you really want to stick it to Dwarves, you should just take the points you would have spent on 15 Moria Blackshield Warriors and pick up 15 Moria Goblin Warriors with shields and a drum (your choice of kind).
- Moria Blackshield Drums are very similar to the Moria Goblin Drum, except that the drum doesn't have a D10/3 Wound profile but can be moved around the board by the Drum Bearer and his Drummer. For the same cost as a Moria Goblin Drum, there's a fine argument to be made that a drum that can be used while it's being moved is better than one that has to be played or moved . . . but I like the other one, personally.
- Warg Marauders are fantastic - but unlike last edition, you have to either stay on the Warg or everyone has to dismount. This may not make that much of a difference - in general, you want these guys all on the Warg to become a high-Attack cavalry piece (F2/S4/4A on the charge). If you want to bring one of these guys instead of some spiders, I wouldn't mind.
- Cave Trolls aren't Burly, start with Troll Chains baked into their profile (so they'll contribute to your 1/3 limit on throwing weapons) and have to pay for the spear or hammer. Dominant (3) was a nice add, but the loss of Burly will be felt anytime you're not Rending (also, Intelligence 9+ means stay away from Hurl). All in all . . . I think you're leaving these guys behind in favor of more Goblins (or the non-Goblin friends of Druzhag, who are more maneuverable and might be buffed to be about as good as these guys are). Sad, I know . . .
- Dwellers in the Dark have always had great offensive stats (F7/S5/3A) with pretty mediocre defensive stats (D5/3 Wounds/ability to restore wounds when they kill people). The additon of Dominant (3) is good, but with an Intelligence that's barely higher than a Cave Troll's (8+), they're mostly relying on Rend to do the work against high-Defense models. Like the Cave Trolls, I feel like these guys are going to struggle in this list, what with Druzhag's friends being more maneuverable and much, MUCH cheaper.



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