Good morning gamers,
We're kicking off the last month of the year for digging through the army lists in the game and we'll be building up to the Battle of Five Armies by the end of the month! We're starting off with the least exciting of the armies we have yet to cover and that's the Survivors of Lake-town. This list differs greatly from the Army of Lake-town that we covered earlier in the year - and while it used to be a more common choice last edition (not as common as the Army of Lake-town, but some people played it), it's fallen from favor in its current iteration. Let's see why - and what there is to like about it still this edition . . .
Survivors of Lake-town: Changes for 2025
- Bard the Bowman is a hefty 150pts in this list with the armor/horse combo instead of his greatbow. In this list, he's also a 6" banner and 6" Fight Buff to "other friendly Lake-town models that are not Alfrid" (so that's Hilda-Bianca, Captains, Percy, the kids, Captains, and Militia - all of whom are F2-4 with the buff). Bard picks up Mighty Hero and Fearless for free, but does so on a chassis that is a lot worse than the other Mighty Hero characters we have in the game (F5-6/S4/3A/3 Might and no bonuses To Wound with D5/3 Wounds/3 Fate is not great). While Bard picks up all of these rules, he also effectively loses all of the rules from his profile (he doesn't need Sworn Protector (Kids), Sharpshooter, Rapid Fire, Windlance Trained, or the Black Arrow because he gains Fearless and doesn't have any of his shooting weapons). I know this might not be a popular opinion, but I kind of wish that "Bard the Bowman" and "Bard, King of Dale" were two different profiles - one that has shooting options and his bow/windlance gear options and one that's more combat oriented. Both would be better if they got a points drop.
- Bard's Family has been through a lot this edition - they are now purchased for 60pts altogether and you get 3 models from it (taken as Independent Heroes in Bard's warband). Sigrid and Tilda gained the Fearful rule (Courage Test to charge at the start of its move) and still give +1 FV to Bard while he's within 6" of either of them (and a banner-like reroll as well if he's within 6" of both of them). They still give Bard a free Heroic Combat to rescue them if he's within 6", but as in the last edition, Bard has to get into their fight (or get as close as possible to them) with his movement from the Heroic Combat. Bain is locked in a F3 and can't call free Heroic Combats for being near his sisters like he could last edition, but while within 3" of at least one of his sisters, he gets 2 Attacks instead of 1 and gets a +1 to any Courage Test he has to take (and he's base Courage 6+). Altogether, they're pretty cheap heroes who provide a Courage 8+, Courage 7+, or Courage 6+ (5+?) Stand Fast and might give extra stuff to Bard (but since you also have to take Bard in your list, they're going to come in at a whopping 210pts for four models.
- Alfrid is in a really weird spot in this list - as we discussed in the Army of Lake-town review, he used to be able to dump 2-3 Might points into a friendly Lake-town hero at the start of the game (or during the game) by spending Will points to create Might points. His Dubious Counsel rule was really good in the last edition because it was predictable - spend a Will point, get a not-1, and the target Lake-town hero (like Bard or one of his daughters) gets a Might point. If you do get a 1, the target loses a Might point (hence why targeting a daughter who doesn't start with Might was a thing) and Alfrid gets a Might point. With the revamp, Alfrid has a Might point to start with, but his Dubious Counsel bonuses are far more varied (and often less useful than a Might point). Half of the bonuses help combat heroes - on a 3, the target rerolls 1s (which is really for Bard/combat guys who are not near the Master), on a 4 you get Fearless (not needed in this list on Bard), and on a 5 you get +1 Fight Value. The result of a 6 is universally useful (getting a Might point back is always good - assuming you've spent a Might point already) and the result of a 2 is much less useful in this list than it is in the Army of Lake-town (as you don't need to get Will back to trigger any rules on your Lake-town heroes). A 1 still does a Might-point-trade, but I think that's fine. I will note that Alfrid can modify the roll by spending Will . . . and if you're willing to cast Strengthen Will on him with Gandalf the Grey, one could think that he's able to give a Might point back to someone or give +1 Fight Value to someone on a 4+ . . . in this list, I might consider taking him for that alone (and for half the cost of Bard's Family, he might be worth taking in place of them). While you could take Alfrid or leave him at home, at higher points levels, I think you always want to take . . .
- Gandalf the Grey got an extra Attack this edition and a greatly adjusted Spell suite - he lost Command, gained Foil Magic (5+), got a reduced difficulty on Protection of the Valar (3+), got an increased difficulty on basically everything else (Terrifying Aura on a 3+, Blinding Light on a 4+, Transfix on a 4+), got increased range on Collapse Rocks (12" range instead of 6" range), and still casts Strengthen Will on a 4+/Sorcerous Blast on a 5+ (though Strengthen Will has done the pendulum swing again and can't be used to give you more Will than you started with - it changes with each edition, it would seem). Without an increase in cost, the boost to 2 Attacks is a really good change and the adjusted spell suite still looks good - he's still going to be starting with Terrifying Aura, doing Transfix for the most part once battle is joined, occasionally doing Blinding Light now that it isn't permanent, and on very select occasions, he might throw a Sorcerous Blast out there (Heroic Channelling, anyone?). I'm happy with the change and think he's the only thing that will keep Bard alive (both with protective magic and Transfix on whoever Bard is fighting). He's expensive (190pts on a horse), but the two of them together can lead 33 warriors. You probably want to take one other hero besides the two, if you can fit him in . . .
- Lake-town Militia Captains have always been good heroes for one reason: they're cheap March Captains. For 50pts, you could certainly do better than them - but with the F4/banner boost near Bard, these guys are excellent with F3-4/S4/D6 stats and 2-Might-and-March wherever they are. With 10 warriors in the warband, this is a cheap 110pt drop (remember this for later in the month). At lower points levels, one of these guys and Bard gives you a decent starting point for getting your infantry moving early in the game and sustained Heroic Moves/Combats later in the game.
- Hilda-Bianca has always had one claim to fame above generic Captains: she's a cheaper Hero of Fortitude. For only 35pts, she's not going to wow anyone with her combat performance (F3-4/S3/1A/1 Might), but if she charges into Combat, then Lake-town Militia within 3" of her get +1 To Wound when making Strikes, which is a nice bonus to a S3 battle line. While I think Hilda's bonus needs to be much bigger to be truly impactful, she operates in much the same realm that Frida Tallspear does - except she does so for a fraction of the cost and isn't giving boosts to wounding mounts only. If you have the points, take her.
- Percy looks like a good take at first glance - for 50pts, he gives you a 3+ Shoot Value with a standard bow and allows nearby friends who can see him (6" and line of sight) and himself (because he's within 6" and line of sight of himself) the ability to reroll 1s To Hit when shooting . . . which is good, but also doesn't move the needle very far on how many shots you need to make to kill D5-6 models because S2 bows are . . . not great. Still, if your points limit is soaring, there might be an argument for taking him over a generic Captain . . . but I'd be looking into a second (and maybe a third) Captain before I take Percy.
- Bilbo Baggins, Master Burglar has come down some points and is now 75pts base. He's got 2 Attacks base and still has 3M/3W/3F, so he's pretty tanky with a high likelihood of having the One Ring (and he ignores the bit where your opponent can take control of the Ringbearer). He's got Sting and the Mithril Coat baked into his profile (S3/D6, Elven-made and reroll Fate saves of 1), so there's a lot going on in this profile. Unfortunately, he's also an Independent Hero, so he's a 75pt drop that isn't leading anyone . . . and if you're already taking 150pts in Bard and possibly 190pts in Gandalf, I don't know that you can fit Bilbo in.
- Lake-town Militia are . . . not great. They're also the only warrior units you have and unlike Goblins (who are not great - any type), they're not that cheap. With F2-3/S3/1A on offense, D3 with light armor (and option for a light shield? Really?) and 1 Wound on defense, and Courage 7+/Intelligence 8+, you're really looking at taking bows or spears on everyone - and I don't think this is the kind of list that can get away with hero-hammering, so you're taking these guys. You're taking a LOT of these guys. I mean, however many guys you think you're taking, you're probably taking more than that. And no matter how many you take, you're probably going to wish that the light armor was normal armor, that the light shield option was a normal shield option, or both . . . because they were both normal versions of those last edition and they became real bad this edition. Oh well . . .
- On a 1, boost with 2 Will to a 3 (rerolling 1s To Wound)
- On a 2, keep it (if you have spent at least one Will point) or boost with 1 Will to a 3 (rerolling 1s To Wound)
- On a 3, keep it (if you don't need F6) or boost with 2 Will to a 5 (F6)
- On a 4, boost with 1 Will to a 5 (F6) or boost with 2 Will to a 6 (if you don't need F6 and have spent at least one Might point)
- On a 5, keep it (F6) or boost with 1 Will to a 6 (if you don't need F6 and have spent at least one Might point)
- On a 6, consider downgrading with 1 Will to a 5 (F6) or keep it (if you don't need F6 and have at least one Might point)



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