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.
Editor's Note: this article has been updated for the 2026 July FAQ. I have not updated the lists at the bottom, but you could easily move the banner and war horn to other models if you want to.
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" banner by all friendly Dunland models. With 15 models in his warband, he's pretty efficient and very useful for supporting a Dunland battle line. There is a universe where you don't take Freca, but you really need to like Mumaks.
- 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). At the time of this article, we got the release of some new Hill Tribesman models, including a banner bearer and a horn blower - and to accompany the release, we got a surprise errata that allows them to take those pieces of war gear.
- Crebain were the talk of the town right before the recent FAQ changes and are likely to be good but less good than they were - 20pts for a fast mover (who can't snag objectives, but can contest them) with 3 Wounds and can't be trapped is pretty great (even at D2). Competitive players will probably still 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.
- I don't have any particular thoughts about the Mumaks and Haradrim at this point in time - this list is a horde list if it doesn't take a Mumaks and taking only one usually doesn't present a dilemma for your opponent.
- 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.



Another year another TMAT article outdated before it was published :(
ReplyDeleteWell . . . surprise FAQs are rude. :-P Got it updated!
DeleteNot only is this article outdated as Crebain have been nerfed (rightly so) and the army now can take Mumaks (if you don't want Freca that is), but it's the wrong article. Last week you promised to look at the Army of Thror, and I was looking forward to that as it's an army I've considered getting
ReplyDeleteI delayed Army of Thror because someone wanted a Moria article - I have Army of Thror queued up and it'll be out in a few weeks!
DeleteI'm assuming the "technically D4" against shooting refers to the light shields that the Tribesmen can carry? If so, then it's important to note that light shields do not grant +1D against shooting. Only light armour does.
ReplyDeleteNo, I mistakenly thought that I saw "light armor" on their profiles. Light shields only let you shield and are definitely not worth paying 1pt/model for. The article has been corrected (again) - thanks for the catch!
DeleteSurprise FAQs aside, I think the choice to include Lord Thorne in every list is a bold and unconventional one. Pre-FAQ, taking Thorne was effectively a choice to field 4-5 less Crebain, once you upgraded a Chieftain to him (+30 points), upgraded ten warriors to be Traitors with throwing spears (+30 points, and realistically a huge part of why you'd take these guys in the first place) and took a banner (+~25 points). You could literally raise your Crebain count by 5 and still be increasing your model count just by leaving him and his boys at home, which (pre-FAQ) was realistically the right play in every meta. At Nation's Cup there were Usurpers lists in a majority of teams, and I don't think any took Thorne because he just wasn't worth it. Yes, a banner is nice, and some throwing spears are cute, and the second F4 bubble is occasionally useful, but 5 Crebain is the difference between 'Aragorn is rampaging through my lines' and 'Aragorn has fought birds all game, and Legolas has been killed by other birds to boot'.
ReplyDeletePost-FAQ, I think the case for him is even worse. You've got a lot of spare points now that Crebain are worse, but by far the biggest thing he was bringing is now duplicated by ordinary Wildmen. That 225-point warband could be two Chieftains with a banner and 20 models, which is giving you double the Might and effectively double the models. No war horn, but an extra 11 models is gonna be better in just about every circumstance you'd want them. Or, even better, dropping the warhorn and downgrading the troops is enough to upgrade Thorne to a mounted Wulf, which is just a wildly better option. A post-FAQ version of that 500-point list that drops those choices and a couple Crebain gets a mounted Wulf and more models, which is just a dramatically better list.
More generally, I think both the bows and Wulf are critical to how this list plays, and probably would benefit from more emphasis. Without massed bows or Wulf, this army loses Pool 2 every time against basically everyone (plus Fog and Retrieval and Clash, and probably a few others). With them, it's a competitive game that can go either way. A shooting edge is pretty doable with this many models, and its power to force people to come out and fight is absolutely gamewinning. Plus, chipping off even a handful of troops then combos with Wulf chewing through troops to actually create gaps, which this list desperately needs. It loses head-to-head grinds against most armies, so it needs to swarm to leverage numbers and win. Wulf and bows (and, pre-nerf, Crebain) are the key tools for doing this, and I think it's pretty hard to leave either at home. I personally prefer Wulf to Freca when I have to cut one or the other (I've podiumed with just Wulf twice in the 500-550 range), but I see the argument for leaving him at home occasionally. The bows are too easy to include through, I'd max bows in every version of this list.
In any case, thanks for the read, it will be interesting to see how the FAQ shifts things for this list!
It's true that your need for Traitors has gone down now that you can get the banner and war horn on the units you were already trying to spam. You should also spam archers (more on that next time). I think the Traitors (and Thorne) are still worth taking for the relatively comparable access to D5 shielding troops to help extend your battle line, they give you the option for a separate F4 bubble if you have to play in two areas, and they're your only F4 options if you field a Mumak. That said, most people will probably opt for more bodies by taking Chieftains and Wild Men - and that's cool. :-)
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