Good morning gamers,
It's October, and as we lead up to Halloween, we'll be covering some of the spookier lists involving Nazgul that we haven't covered to date. Our first list appears to be one of the front-runners for most competitive lists featuring the Witch-King: the Host of the Witch King army list. This list has a strong array of both hero and warrior options and gives you basically everything you could want in an Angmar list (except monsters). Let's see what you can do with this list! As we've been doing, anything tied to the Legacies will be highlighted in red.
The Host of the Witch-King: Changes for 2025
- The Witch-King of Angmar is in his top-level form and as has already been discussed, he comes in at 180pts max with a horse and a Morgul Blade (neither of which are required, 150pts base). This list is both full of cheap units AND supplemental heroes to make sure that your Witch-King isn't pounded into the ground by whatever big piece your opponent decided to bring. Between Barrow-wights and Shades who can take wounds to give the Witch-King boosts to his casting attempts, the Witch-King has got it made in this list - and he's by no means the only big hitter in the group.
- Aldrac, Warlord of Carn Dum has always been a cool hero to bring to a fight - F6/S5/3A on offense with Mighty Blow and free Heroic Combats if he killed someone in the previous round (yeah, the record keeping on this is a tax, let me tell ya) makes him a very smashy hero, though D6/3 Wounds/1 Fate lets him down a bit on defense. Still, he's in a list where you should be able to manage your match-ups in a variety of ways, so he's definitely a good second-hitter hero choice, if you feel like you need one.
- The Shadow of Rhudaur would have more of a place in this list, I think, if he had Heroic Channelling. He's got some stat buffs over a Barrow-wight (+2 Fight, +1 Attack, +1 Intelligence, +2 Might, +2 Fate), but his spells are a lot less glamorous. Curse and Wither are useful tools, but with Curse cast on a 4+ (two dice to have a better than 70% reliability score) and Wither cast on a 5+ (three dice to get a 70% reliability score), you're not going to cast very much because those two Might points can't be used to cast two spells on 6s. He probably lacks Heroic Channelling because of his Power of Angmar rule (which prevents your opponent from spending Will Points to resist his spell when he gets a natural 6), but this incidentally means that he's probably only casting twice or MAYBE three times if you're willing to put Might into the cast. I could hear an argument for a Wither-spam list, but I don't think it's reliable enough or fast enough to actually do what you want it to do.
- The Dwimmerlaik and the Tainted are both interesting Ringwraith models - and always have been. The Dwimmerlaik still has 0 Might/16 Will/2 Fate, which means that he has Heroic Channelling, but he has no way to use it (at least not innately). The ability to burn Will points to make enemy Heroes within 6" of him pass an Intelligence Test or cancel a Heroic Action that was called (with resources spent lost) sounds better than it actually is - getting this guy within 6" of the enemy hero you want to is going to be pretty difficult without Fell Beasts and while the two-handed weapon he wields isn't as punishing this edition as it was last edition, it's still not great that these guys kept their 1 Attack base from the previous edition (when the generic Ringwraith profile got boosted to 2 Attacks). The Tainted is arguably more useful because his 6" radius rule prevents enemy and friendly Warriors from benefitting from Heroic Actions or Stand Fasts - both of which might be absolutely game-changing penalties at certain times in the game. Seeping Decay is a weird rule - dealing a wound to any non-Spirit mdoels that are in base contact with the Tainted at the start of the Fight Phase on a natural 6 can be really good, but as someone who has played some Last Alliance games (with and against) this edition, it's nice when it happens, but you don't find out whether or not it worked until after the Move Phase is over, so there's no counterplay based on whether guys died or not. Also, this rule will target any spearmen you brought into his fight, so you may kill someone . . . and it might accidentally be the guy who was trying to help you! Personally, I think these guys at 130pts base are cost-prohibitive in this list - there's just better stuff you can get!
- Angmar Orc Captains and Captains of Carn Dum have always been useful in Angmar lists: Heroic March is super useful when you have lots of D4-5 infantry and they are moving 6" a turn. Angmar Orcs will always form the muscle of this army and bringing at least one March Captain along to make sure they arrive in position when you need them to is a good thing. The Captain of Carn Dum has better Courage/Intelligence ratings and a bonus of +1 To Wound against heroes, which I think is mostly a trap. If you like the idea of a Captain of Carn Dum, you can get one - but I would always save 10pts and just get an Angmar Orc Captain.
- Fraecht and Nazthak have crazy interesting rules, but I think you can largely ignore them in list building. Fraecht's benefits will be felt less in this list because they only affect Carn Dum models and you're capped at 50% in this list. Getting 6" bubbles that provide a 5+ save, rerolling 1s To Wound in melee, and ignoring difficult terrain can be good in their own ways, but besides getting a 5+ save on your D5-6 Carn Dum models, I don't know that Fraecht is bringing much to the fight - and for 20pts less, you can get an Angmar Orc Captain with a better melee profile and Heroic March instead of Heroic Resolve. Nazthak has dreams of grandeur, stealing gear from defeated enemy models that give him - oh, I don't know - free Heroic Combats with Narsil, the ability to wound on a 3+ while two-handing with Anduril, or something more mundane like Elven-made from an Elven hand-and-a-half sword, +1 Defense from heavy armor or a shield (or +2 defense for both), or a banner (switching a 1-1 banner count to a 2-0 banner count). While there are certainly good pieces of war gear to get (we'll talk about that at the end), I think this is mostly a side-quest that might be rewarding for you as a player, but certainly isn't essential tohow your overall game plan will shape up. I will say that if you already have a March Captain, you might consider getting Nazthak before getting a second one - he's 5pts more expensive than an Angmar Orc Captain (5pts cheaper than a Captain of Carn Dum), has -1 Defense and +1 Fate, and Heroic Defense/Scavenge instead of Heroic March. I think he's a perfectly fine pick, though I think March will generally be more useful than whatever Nazthak steals.
- Shades got a major profile adjustment late in the last edition and they've remained largely unchanged. They're "fine" as combatants (mostly because their S1 wounds against enemy Courage instead of Defense) and with Dominant (3), +1 Courage to friendly Angmar Orcs within 12" of them, the ability to spend Will to reduce shooting effectiveness against friendly models within 6" of the Shade (and a greater penalty if the shooter is within 12"), the ability to suffer wounds to help Nazgul boost their casting attempts, and the ability to lend line of sight for a Nazgul casting attempt, these guys augment the army as a whole really, really well. They're pretty durable with D8/3 Wounds/1 Fate and it's probably worth it to bring one if you can find the points.
- Angmar Orc Shamans still don't have Fury - but at least they have Wither now? I mentioned above with the Shadow of Rhudaur that you can do a "Wither spam" where you have lots of models that can cast Wither on a single target to bring them to Strength 0 (where the target will then count as a casualty), but the primary problem with this is that the Shadow of Rhudaur has a 6" range on his Wither (and he's probably only casting it twice) and the Shamans cast it on a 4+ with 3 Will (plus 1 Might/Channelling, so they're only casting it twice as well). If you have the Shadow plus two Shamans, you're only casting the spell six times reliably - and of those six attempts, a few might fail to cast OR might be blocked by Will points. So if you only get 2-3 casts off . . . you won't kill your target if it's a man-sized model (and don't even begin to think how lucky you'd have to be to kill a monster that way). I feel like these guys have a niche list build that they can be in, but I don't think it's in this list.
- Barrow-wights have always been favorites for me - mostly because Centaur introduced our gaming group to them and golly did I hate fighting them. :) These guys are only Minor Heroes in this list, but bringing 6 guys probably costs you less than 40pts, which means you're paying less than 100pts for 7 models, one of which will definitely change the way your opponent plays (especially now that Paralyze is cast on a 3+). I'd bring two of these guys (with full warbands) in basically any list - they're great third and fourth heroes behind the obligatory Witch-King and a March Captain.
- Angmar Orc Warriors and Angmar Warg Riders haven't changed this edition - except for the equipment pairings that we've talked about with Orc Warriors before. For 6pts each with a shield, spear, Orc bow, or two-handed weapon (all good options - but most of them are probably carrying shields or spears) or 30pts for a banner (definitely want one or two of those), Angmar Orc Warriors are phenomenal value, though their weight of numbers is really what they're counting on (especially if you went light on the killing heroes). Angmar Warg Riders are very efficient fast troops for 12-13pts each - they can get to objectives quickly, hit harder than normal with S4 mounts, and can turn off enemy charge bonuses if you need them to not kill things. I'd get a pile of Orc Warriors and a few Warg Riders in any list.
- Spectres are still D6 and with S3/Blades of the Dead and a good spearmen to boost their Fight Value (and ideally a banner for a reroll), these guys can pack a punch against moderate-to-low Courage foes (Courage 6+ to 8+). Their Fell Light Is in Them rule has always been situationally useful, though having to move directly towards the spectre makes them less useful at moving banners out of the way (unless they're flanking). This probably means you use them to pull unfortunate grunts out of their shieldwall so you can jump on them in pieces (or yank a model off an objective), but it's still good. They've remained 15pts each, which makes them a little expensive, but they're in an army that can field 30 Orc Warriors for about 200pts (with a banner factored in), so you should be able to fit a few into your list at basically any points level.
- Warriors of Carn Dum are S4 and Courage/Intelligence 7+ instead of the standard S3/Courage 8+ that you get on Orcs . . . but for these boosts (and a special rule that incentivizes them to try to beat a hero in combat?) they cost 4pts more per model . . . if you like these guys, take them - but I would just stick to Orcs in this list, since you have a cap on your Carn Dum contingent anyway.
- Werewolves are your heavy-hitting units (if you left Aldrac at home) - they're great near the Witch-King, since they're fast enough to keep up with him and his Harbinger of Evil bubble will augment their Terror rule. They knock enemy infantry over like Cavalry do, so with base 2 Attacks, they're kind of like F5/S5 cavalry . . . which is pretty much what you expect for 25pts each. They are also D5 (though with 2 Wounds) . . . so make sure they get good screens while running up the field!



No comments:
Post a Comment