Good morning gamers,
We're continuing our "Ringwraith Month" by covering one of the more popular Mordor lists (in light of a popular Angmar list last week): Minas Morgul. This is "the other conventional army where you have to take the Witch-King" (we're tackling the third and last Witch-King-required list next week) and it's quite the popular choice for new and veteran players alike. At the time of this writing, there are 1333 games played with this list since the start of the new edition (according to TTA) and it has a 47% win-rate . . . but as I mentioned in my sign-off last week, I think this has to do with a mixed bag of experienced and inexperienced players using it.
The podium results stats in TTA tell a very interesting tale: since the start of the current edition, there have been 25 podium finishes at 106 events, giving it a 22.6% podium finish rate with Gold finishes at the 2026 Australian Masters, Silver and Bronze finishes at the 2026 Hamburger Meisterschaft tournament (53 players), and a Bronze finish at the 2026 The Ring Goes South tournament (48 players). That's . . . a good list by anyone's standard. By comparison, there are 18 army lists with a better event podium percentage (one of which is a "free build", so that one doesn't really count?) and only five lists with a greater number of podium finishes (Men of the West, Depths of Moria, Lurtz's Scouts, Kingdom of Khazad-Dum, and the Last Alliance - yes, it pipped out the Army of the White Hand by 1 podium slot). In both categories, it's the highest-rated pure Mordor list (Fell Beings and Assault on Lothlorien supersede it in the event percentage stat, but those have non-Mordor things that grab your attention). Let's see what's so hot about this list!
Minas Morgul: Changes for 2025
- The Witch-King of Angmar is in his top-level form and has the choice of taking either version of a Fell Beast or a normal horse, which means you can kit him out as a cavalry hero or as a flying monster hero (for 170-200pts, both are good options). I don't know that you need any of the rest of his gear, but the two-handed weapon is a lot less punishing now that you keep natural 6s on your dueling roll and he has 4 Attacks on the charge. The Morgul Blade is always a good choice. The main difference between him in this list and him in the Host of the Witch-King list is that he will always burn a Will point when he fights, so he'll be casting less or fighting less . . . and that's a bit of a shame.
- This list has mid-tier Ringwraiths with access to standard Fell Beasts and horses in this list - and I think taking one of these guys is probably a good idea! These guys aren't as flashy as the Witch-King, but they're plenty functional, they give you monster rules or cavalry rules on the same profile as a spellcaster, they're very maneuverable when mounted, they generate auto-passing Courage tests to charge Terror models, and they can lock down enemy spellcasters with their own magic or work in tandem with the Witch-King to shut down powerful heroes (which will make up for the Witch-King's reduced casting ability in this list). All in all, I think taking one of these guys is a great option, if you can afford him!
- Kardush the Firecaller is an interesting support piece for Mordor lists - on the one hand, he can use Flameburst at close range (6") to deal damage to an enemy model (S6 hit - why isn't this Set Ablaze?) in support of the neutralizing spells that Ringwraiths have. He can still consume a friendly Orc model within 6" to regain D3 Will Points, so his 3 Will doesn't matter quite as much (especially if he's surrounded by "disposable" Orc Warriors). He can also sacrifice himself to restore D6 Will Points to a Ringwraith within 6", which seems like a really dangerous proposition, but might be necessary if the Witch-King is running low on Will.
- Mordor Orc Captains are probably at their apex in this list - blissfully cheap at 45pts, S4 with Blades of the Dead, access to Heroic Move/March (two excellent heroics), and they lead 12 guys. Honestly, if you're not taking casters, you're probably looking at these guys as your heroes. For completeness, we'll give the most optimistic view of all the other heroes, but seriously, don't consider them too hard.
- For Fortitude heroes, we have Morannon Orc Captains as our generic choice - these guys are good for their cost and have March but aren't very good in this list. I think the only time you'd take one of these guys is with a shield, since they are better tanks into enemy heroes than Mordor Orc Captains (D7 with 4 dueling dice when they defend by shielding and F5 against Men). S5 is good, but not as good as the S4 wounding against Courage that you get from Mordor Orc Captains.
- Orc Taskmasters can be useful in this list. Their stick is that you have the potential to get free Heroic Moves/Marches (never Heroic Shoots - don't do that) - but the improved offense of Mordor Orc Captains really makes you scratch your head and wonder if it would be better to just get "another Captain" if you're taking one of these guys. You also don't need this guy at all if your plan for Marching is to take a War Drum on a Mordor Troll, as those are "free" anyway.
- You can get Shamans in this list, which is great for making sure your Courage 8+ Mordor Orcs (and their Courage 7+ Orc hero handlers) stay in the fight and charge Terror walls - but you can also take Ringwraiths/Spectres to make sure you auto-pass Courage tests to charge Terror walls (and likely will stay in the fight, if you can keep them from being charged).
- Orc Drummers are also in this list - and while free Heroic Marches that affect your Orcs is good, I'd personally jump for a Drummer Troll if you have the points. Taking one of these guys also gives you a cheap hero that you can choose to protect in Fog of War (or that your opponent could choose to kill in Fog of War or Assassination).
- For Warriors, your Mordor heroes have access to only two basic melee profiles: Morannon Orcs and Mordor Orcs. Morannons went up by 1pt to 8-10pts each (33pts with a banner) but are now situationally F4 (vs. men). They still give you S4 with access to spears in an era where being S4 matters more than ever before - and now that they can be F4 against a lot of factions that got access to F4 on their standard troops, I think they're still very reliable troops (though against Dwarves, Uruk-Hai, Gundabad Orcs, and Elves, you're going to feel like you overpaid on these guys . . . because you did). Still, they're efficient fighting machines and they're still some of the cheapest S4/D6 units in the game. However, their killing power is a bit overshadowed by . . .
- Mordor Orcs in this list are insane value - not only are they only 6pts/model (30pts with a banner), but they are S3 and wound against Courage with Blades of the Dead. Against Courage 6+ or 7+ models, they'll wound on 4s, which not only covers a wide breadth of potential opponents, but is also a pip better than the wounding difficulty of Morannon Orcs. If you hit Courage 8+ foes (like other Mordor Orcs, most Goblins, and occasionally a hero), you'll wound them on 3s and if you face more courageous grunts who are Courage 5+ or 4+ (Elves and most "good" heroes), you wound them on 5s which is INSANE for a 6pt unit! Stack a two-handed weapon in a few fights and this gets even better!
- Orc Trackers are good archers - for 6pts/model, they get -1 Defense and +1 Shoot Value over Orc Warriors with Orc bows. If you're allowed to bring them, they're better value than Orcs - but if you believe that archers are swordsmen, these guys will be wounding normally, while the Orc Warriors with Orc bows will wound against Courage . . . there may be an argument for the normal guys instead?
- Morgul Stalkers have always been a niche unit in Mordor lists - they have S4 and 2 Attacks each with Courage 7+, which makes them more courageous, more expensive versions of Hunter Orcs. Improved Courage means less if they're near a Ringwraith or Spectre, but Stalk Unseen can be a useful way to escape getting shot . . . assuming your board helps you out. Still, in a list like this, having S4 just matters less - and the cost of one Morgul Stalker is nearly the same as buying two Orc Warriors with shield/spear/two-handed weapon/Orc bow, which feels like the better deal.
- Mordor Trolls went DOWN in cost by 10pts to 90pts and picked up Dominant (3), an extra wound, and retained F7 in an age where beating F7 with Heroic Strike is not a sure-fire thing - golly, I love these guys! The drum got cheaper and different-maybe-better and I would always consider fielding one in this list (it allows you to have two March bubbles if you start split up OR allows your Orc Captains to save their Might for Heroic Moves/winning fights so they can use their Blades of the Dead rule). Whether you field any Trolls other than a Drummer Troll is very much determined, I think, by whether you have a supporting Ringwraith or not - personally, I'd just stick to having one of them.
- 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. Also, they provide the auto-pass Courage tests for charging Terror, so I'd try to fit in a single Spectre into any all-Orc warband so you don't have to worry about Terror foes.
- Mordor Orc Captain (45pts)
- 4 Mordor Orc Warriors with shields (24pts)
- 5 Mordor Orc Warriors with spears (30pts)
- 1 Spectre (15pts)
- The Witch-King (3 Might, 18 Will): 1 Will to stay alive, 5 Will to fight, 8 Will to cast spells, 4 Will to resist spells
- Ringwraith (1 Might, 10 Will): 1 Will to stay alive, 3 Will to fight, 4 Will to cast spells, 2 Will to resist spells



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