Good morning gamers,
This July, we'll be digging into the wild men of Dunland - we've already looked at the Army of the White Hand (which is really mercenary Dunland to Isengard), but this month, we'll be pivoting to Dunland as a primary faction and mostly focusing on the armies from the War of the Rohirrim. These guys are really fun to run and the new sculpts that they have are gorgeous! Let's dig in and see the first of these lists (and one that has been very strong in the international meta): the Usurpers of Edoras.
The Usurpers of Edoras: Changes for 2025
- Freca, Lord of the West March is, in my humble opinion, a must-take in this army. He's 80 points (and becomes your General), has 3 Might for Heroic Moves, is sort of resilient with D6/2 Wounds/1 Fate, and isn't terrible on offense with F5/S4/2A and the aforementioned 3 Might. He's got Hatred (Rohan) - like a lot of people in this list - but also gives a +1 bonus to friendly Dunland Warrior Fight Value within 6" of him - and if the enemy General is killed near him, he's treated as a 6" bannerby all friendly Dunland models. With 15 models in his warband, he's pretty efficient and very useful for supporting a Dunland battle line.
- Wulf, High Lord of the Hill Tribes is your assassination piece - and boy are his sculpts intricate! For 130pts mounted, he's got good offensive stats with F6/S4/3A and 3-Might-and-Strike (as well as a banner-like reroll and rerolling 1s To Wound when fighting heroes - which may be a trap, more on that later) and fine-not-great defensive stats with D5/3 Wounds/2 Fate. He definitely doesn't want to be shot at by S3+ ranged weapons and he's TERRIFIED of Legolas, but he hits hard and he's pretty well costed all things considered.
- General Targg is . . . really expensive. For 80pts on foot and 100pts mounted, he's fine on offense with F5/S4/2A with 2 Might and Heroic Defense/March and fine on defense with D5/2 Wounds/2 Fate. With Master of Battle (4+), he might get some extra heroics, but that's purely based on you positioning him well and your opponent being forced to call heroics near him before he has to call. You can also give priority to your opponent to reroll 1s To Wound when making Strikes with Dunland Warriors near him . . . which isn't enough of a reason to hand over priority on its own (but if you wanted to hand it over anyway . . . sure, that's a bonus?). Personally, I'd leave him at home and instead take . . .
- Lord Thorne of the Wold is a lot like Freca - I think you want to take this guy every time. His stats are very similar to Targg's (F5/S4/2A with 2 Might on offense, D6/2 Wounds/1 Fate on defense) and like Targg, he's a Hero of Fortitude. He gives you access to Rohirrim Traitors (and can only take them) and Rohirrim Traitors within 6" of him get +1 Fight Value, which makes them F4 troops. At the moment, these guys are the only source the army has to a banner AND are the only source the army has to a war horn (very useful considering the relatively bad Courage stats of the army). All in all, for 70pts, I think this guy is well worth taking along with a full warband of Rohirrim Traitors (more on their loadout later).
- Hill Tribes Chieftains are your basic generic heroes and are half the cost of General Targg (40pts before gear) and have 2-Might-and-March for getting your infantry up the field. I love these guys and think you probably want at least one of them in your army. While you can certainly take a two-handed weapon on a Chieftain, you don't need the light shields - paying points for the ability to defend by shielding just isn't worth it.
- Hill Tribesmen are basically Wild Men of Dunland and are REALLY different from the way the unit was before - they're still perfectly good without extra gear if you need to save some points, but they can take spears for 1pt, flaming brands for Terror (Cavalry) and effectively Dominant (2) for 1pt, and bows for 1pt (incredibly useful in a horde list like this). I wouldn't bother with taking light shields (on their own or with flaming brands) - as was just said, paying 1pt to defend by shielding isn't worth it. Because Hill Tribesmen with one piece of gear costs 6pts, I would never take more than 5 Hill Tribesmen without extra gear - if you can take 6, you should take 5 guys with a piece of gear each (bows, spears, or flaming brands). Note: at the time of this article, we have seen a preview of some new Hill Tribesman models, including a banner bearer and a horn blower - the stock of these models is will increase when an errata allows them to take those pieces of war gear.
- Crebain are the talk of the town right now - 20pts for a fast mover (who can't snag objectives, but can contest them) with 4 Wounds and can't be trapped is pretty great. In this list, of course, they also help Saruman get angles for casting that he probably doesn't want to expose himself to get, which is wild and crazy. Competitive players will tell you to take at least 6 of these guys - I got a pack from Rythbyrt for Christmas and have converted a that pack of two Crebain into eight, so . . . yeah, I guess that's an endorsement. :)
- Rohirrim Traitors are Warriors of Rohan with Hatred (Rohan). Shields are excellent on these guys, with throwing spears being a good optional choice if you a) plan to have Hill Tribesmen in your front rank, b) you want to lean into shooting, and c) you want your F4 to be protected by a rank of chaff. Generally speaking, however, I opt for the shield and have them as my front-rank units so you have F4/D5 guys at the foreground with slightly cheaper spearmen behind - but go the other way if you want to.
- 2 Hill Tribes Chieftains, who can lead +9 warriors and has more overall Might (unless Targg can get Master of Battle to trigger twice), though each individual hero is worse than Targg;
- 1 Hill Tribes Chieftain and 2 Crebain, which gives you a better way to blunt enemy heroes than counting on Heroic Defense from Targg (though you still have a weaker profile on the Chieftain); or
- Freca, who I think gives a better support capability with F4 Tribesmen than anything Targg is providing.



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