"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
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So It Begins, Part 8: Ride Out
Good morning gamers, For the astute observer, we jumped from Scenario 6 to Scenario 8 - this isn't a typo. Centaur's 3D printer wa...
Thursday, July 2, 2026
Stupidly Fun Lists, Part I
Monday, November 10, 2025
The New Age Is Begun: the Barad-Dur army list
Monday, July 29, 2024
Nemesis: How to Fight Against Mordor Troll Chieftains
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| Photo Credit: Warhammer Community (and a really great article, despite its age) |
While Mordor Troll Chieftains receive some censure from competitive players, a LOT of Dwarf heroes are touted as being excellent profile-for-cost units and while you may not see these guys crushing all of the top tables, a solid Dwarf list is a good gatekeeper list that will separate the "bad" lists from the "good" lists. A lot of that is tied to how points efficient their heroes (and most of their warriors) are - and if we understand what makes Dwarf heroes so good (and what they lack), we'll learn a lot about what makes Mordor Troll Chieftains good as well.
Monday, April 22, 2024
Nemesis: How to Fight Against the Dark Lord Sauron
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| Photo Credit: Warhammer Community |
If you'd like to see a rather hilarious science experiment about how hard it is to kill Sauron, you should check out the Conquest Creations video that Jacob Lucas did earlier in the year - if you don't mind spoilers, Sauron managed to kill 532 Hobbit Militia over 157 turns and died after making 17 One Ring saves . . . no game is going to last that long, of course - and it's very rare that you'll see over 500 Hobbits on the board . . . or that all you'll be facing are Hobbit Militia with axes. :)
Monday, January 1, 2024
In Defense Of: Mordor Trolls (and sort of Isengard Trolls)
| Golly, I love math . . . I know, I have a problem . . . |
We're back in our In Defense Of series for the next few weeks and I wanted to start off with what has become one of my favorite Mordor units: the Mordor Troll. If you ask basically any competitive player, they will tell you that these models are just not worth taking - which is a real shame, because they have been available in both of the starter sets since the MESBG revamp and are highly customizable models (not to mention that Mordor/Isengard Trolls can be fielded in three army lists, as well as three Legendary Legions - yes, there are three of them, check my work if you like).
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| Photo Credit: Warhammer Community Also, don't miss the weapon swaps on all the Orcs . . . |
There are a wealth of reasons why these models are discouraged from competitive play and today, we begin the year with the impossible task of trying to provide a counter-perspective to . . . basically everyone in the community, including me from a year ago (though I don't know that this will be as hard of a sell as defending Osgiliath Veterans) . . . so in typical Tiberius style, let's get into it!
Thursday, December 22, 2022
A Season of Giving: The Power of the Ring Fan-Made Legendary Legion!
Why Make This Legion?
Besides having Season 1 of The Rings Of Power in the bucket and riding on the interest of players across the world, the current Barad-Dur list is really cool and has garnered interest among players since the rules revamp - but it has a few critical design flaws. First and foremost, while Sauron is integral to the list, getting him to actually compete with other big heroes is quite difficult since a) he's slow, b) he can only cast one spell each turn, and c) he has no synergies with his army (besides keeping them from counting as being broken - which is better than nothing, but not really a synergy).
DOWNLOAD THE RULES HERE!
The Barad-Dur list also includes a lot of different things in it - all "old world" stuff, but it gives an eclectic mix of models for us to use. Besides "the Orcs", we have evil Men (Black Numenorean Marshals, Black Numenoreans, and Morgul Knights), Trolls (Mordor Troll Chieftains and Mordor Trolls), siege weapons (Siege Bows and Mordor War Catapults), Nazgul (the Witch-King and generic Ringwraiths), and Shelob. To be honest, if we're looking for a prologue-style list, we really want the Orcs and Numenoreans instead of "all the other stuff". So, we're going to want to chop all that out - but because it reduces our options, we want there to be some kind of benefit to taking this reduced set of profiles (something some Legions forget to do - #MenOfTheWest #IBelieveInYou #NoOneElseDoes).
Since our Last Alliance list doesn't have any cavalry, it seems appropriate to keep the evil force in the all-infantry category too - which means we'll have to do without Morgul Knights, Warg Riders, and mounts for our Black Numenorean Marshals and Orc Captains. Yes, this will mean we'll need to be mindful of getting places with an all-infantry force, but it's alright. In trade for not having fast troops, it would be good if we could get some kind of tactical boost for our troops (or make the infantry we have more appealing).
Finally, the scene in the prologue has a TON of Orcs in it - and while Sauron's 24-model warband in the Barad-Dur list helps with this some, it would be good if he wasn't the only one who could truly horde out. This is probably the easiest fix for us to do - and we have some guidance for it elsewhere. Okay, let's talk about the Legion rules!
Monday, November 2, 2020
Mastering Magic: Fury
We come to it at last - the final spell in all of MESBG. We've talked about damage spells (Sorcerous Blast, Area-of-Effect damage spells, and precision spells). We've talked about augments (auric bonuses, stat/resource restoration, magical protection, and damage enhancers). We've talked about debuffs (stat/resource reduction, neutralizing with Immobilize et al, and breaking gear). We've talked about spells that scatter enemy models.
Monday, October 19, 2020
Mastering Magic: Call Winds and Instill Fear
Well, we've been plowing through magical spells for a while now, but we come today to the last spell in the arsenal of MANY evil spell-casters (causing us to wrap up a LOT of models today). While Ringwraiths (and other evil casters) have neutralizing spells in the form of Transfix/Compel, a precision damage spell in Black Dart, and the ability to reduce enemy resources/stats via Sap Will and Drain Courage (the Witch-King also has access to Your Staff is Broken), Ringwaiths have a very iconic spell in the game that can scatter enemy models: Instill Fear.
| Nazgul: "I'm casting Instill Fear - SCREEEEEEEEECH (or is that Transfix now? oh well, whatever!)!" |
Monday, October 12, 2020
Mastering Magic: Debuff Spells
Today we're covering four spells that will knock down your opponent's stats or heroic resources. Like our post on Restoration spells, the value of these spells is based on denying your opponent the ability to use heroic resources effectively (or reduce important stats - like Strength or Courage). Most of the characters we'll be viewing today are spooky and wraith-like, but you get some weird other characters showing up too. Today's post features such nasty spells as Curse (blows away Fate), Sap Will (blows away Will), Wither (reduces Strength), and one of my favorite spells in the game (and an often underrated spell), Drain Courage (reduces Courage).
Wednesday, October 7, 2020
TMAT Talks: Episode 7 - The Hunters Red October (THRO) 2020
If your tournament scene is quiet (or you're looking for batreps involving Barad-Dur, Hunter Orcs, Angmar, all-mounted Rohan, or Easterlings (with Shagrat)), Tiberius, Centaur, and Rythbryt are back to give you some before-action predictions and post-action breakdowns from our recent 700 point tournament. It's a time-travel miracle! **
Now available wherever you find your podcasts (mostly):
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* Okay, fine... generously, that's a very rough paraphrase.
** Patent pending.
Monday, October 5, 2020
Mastering Magic: Shatter and Your Staff is Broken
So we come to it at last - the last post that will involved Gandalf the White (eight posts required to cover all his spells - clearly, he is a beast)! Gandalf does a lot - he can cast Sorcerous Blast if he wants to do damage to one or more models, he can cast Immobilize/Command if he needs to neutralize one particular model, he can cast Terrifying Aura and Blinding Light as augments to himself and those nearby him, he can give Will points to friendly models (including himself) with Strengthen Will, he can protect models with Fortify Spirit, and he can do precision damage against Spirit models with Banishment.
| No fair - I was totally going to ruin your day with that! |
Monday, September 28, 2020
Mastering Magic: Precision Damage
Today is our seventh post in our series on magic and we turn our attention to spells that do precision damage (that is, damage to a single target). While we've already covered Sorcerous Blast and area-of-effect spells, these spells require a lot of thought to use well - just plucking off a Wound here and there or sniping a random warrior could leave you drained by the end of the game without doing enough for the cost you pay. The spells we'll be covering today are the feared Chill Soul, the deceptively alluring Black Dart, the cool (mostly for Kardush) Flameburst, the very-much-hated Paralyze, and . . .
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| BANISHMENT!!!! Credit: Quora.com |
Monday, August 24, 2020
Mastering Magic: Immobilize (and its various kin)
Immobilize/Transfix: What Does It Do?
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| Pro tip: if you wait to start casting Immobilize until your opponent is this close, you're in for some trouble . . . |
- You pick an enemy model to target;
- You roll to cast the spell and the target can attempt to resist the spell;
- If cast successfully...
- The target is unable to call Heroic Actions or use active abilities.
- In the Move phase, the target cannot move, call a Stand Fast, or cast spells.
- In the Shoot phase, the target may not shoot.
- In the Fight phase, the target may not makes Strikes if they win a Duel.
- If the spell was channelled, the Fight Value and Attacks of the target model are halved, rounding up.
- Prevent casters who haven't acted yet from casting spells;
- Prevent fast models from charging you;
- Prevent supporting models who haven't moved yet (such as banner-bearers, shades, Cirdan, Gamling) from moving with their battle line and providing their auric boosts;
- Prevent archer models from being able to shoot for the turn;
- Prevents a powerful model from getting the benefits of their Heroic Actions (like Heroic Strike) or Active Abilities (such as Lord of the West).
- Prevent combat models from killing things.
Monday, June 15, 2020
The Bare Necessities, Part XXIV: Barad-Dur
- You must be able to neutralize a big enemy hero. We’ve got this one. Sauron is one of the few models with the stats to neutralize any hero (yes, even Smaug who’s only F8, and the Balrog, who can only wound Sauron on natural 5s or 6s - Ed. actually, he can Rend Sauron on 4s...because he's the Balrog and he's awesome that way. ~Tiberius). Add his superior magic (Transfix (2+), Compel (3+), and Chill Soul (4+) as staples, plus Sap Will (4+) and Resistant to Magic against casters), innate Terror / Ancient Evil to keep low-courage swarms off of him, and of course The One Ring, and they don’t get tougher than Sauron. We can neutralize anyone, and obliterate almost anyone… as long as no one shatters his mace.
- There must be at least 1 actual banner (for those banner VP scenarios). Another easy (if painful) ask. There’s no way we’re taking a F9, 4 Attack Sauron and not giving him a banner. It does eat into our remaining 300 points, though (hence why a Barad-Dur list at 700 points is a tough ask).
- There need to be at least 30 models. This may sound counter-intuitive, but I would actually try to reach this number (if not higher) even if Tiberius hadn’t required it. Yes, Barad-Dur’s army bonus makes it less important for you to horde out, provided you can keep Sauron at 3+ wounds. But the best way to keep Sauron at 3+ wounds is to surround him with as many models as you can. More models means more in-the-ways for shooting attacks, more scatter targets for siege weapons, more control zones enemy models have to cut through to engage Sauron, more disposable models you have to pull a big hero out of combat with Sauron, and (most importantly) more threats that enemy heroes have to deal with while they’re trying to deal with Sauron. You can’t “horde out” with Barad-Dur at 700 points, but with some planning and economy you can get to 35+ (thanks to Sauron’s ability to lead 24 models in his warband, and the points-efficiency of the humble orc and Orc Captain). 35 models isn't huge, but it's at least an average size force at 700 points (going off of the Green Dragon Podcast's suggestion of 1 model per 20 points as an average-size force), with a hero who is well-above-average.
- The list has to include at least 4 models who can move more than 6” (for objective grabbing). For Barad-Dur this probably means cavalry models. Again, this is something that I would want to include anyway, mostly because it’s always a good idea to have at least a few cavalry models in your army who can counter-charge enemy cavalry to negate their charge bonuses (plus having some fast objective grabbers is a must-have for several scenarios). Fortunately we have a few cavalry profiles to choose from, and even some mounted hero options.
- You need at least a few ways to augment your models (war gear options, auric boosts, army special rules, or some sort of special character synergy). We could cheat here and argue Sauron’s army bonus fits this bill; otherwise, this one is going to be the hardest, mostly because with just 275 points left (after we take Sauron and his banner) for at least 29 more models, four of which need to move fast, we just don’t have that many points left for extras. But we’ll see what we can do.
- More Might. Yes, Sauron is tough. But you really want to bank his Might for his ring saves later on, because if he goes, your army goes. Many scenarios strongly incentivize us to use Might in some fashion (moving first, heroic combats, etc.), so if we’re going to be conservative with Sauron’s, we need someone else’s to burn when we need it.
Monday, January 20, 2020
The Bare Necessities, Part III: Numbers (or not-being-Broken)
- Fast troops who can claim objectives or exit the opposing board edge;
- At least one banner;
- Ways of delaying/avoiding being broken (often in the form of large numbers);
- Means of killing/inhibiting enemy heroes; and
- Means of keeping your own heroes alive/augmenting their damage.
Monday, October 21, 2019
Throwing Weapon Theory: How to Make Them Work, Revisited
Monday, August 26, 2019
Using/Fighting Spellcasters: Unlimited Casters, Revisited
- Multi-Purpose Will Mages: Anyone with the Will of Evil rule (or a similar rule) and has spells (who uses Will to cast magic AND stay alive…and possibly other things);
- Unlimited Mages: Anyone who gets “free Will,” has spells that can be cast, and does not fall in the previous category;
- Combat Mages: Anyone with 2+ Attacks, has spells that can be cast, and does not fall in either of the previous two categories;
- Auxiliary Mages: Catch-all for everyone else, usually limited casting with some kind of immediate/lasting benefit to the army.
Thursday, August 1, 2019
Armies of Middle Earth SBG: Barad-Dur in the Middle Earth Strategy Battle Game

Someone has to wear the black hat. In the Middle Earth Strategy Battle Game, the blackest of hats (or helms) is worn by Sauron and his fell forces. If you like Sauron's baddies, you have two options. Mordor recreates Sauron's forces during the War of the Ring, but doesn't feature the big bad himself. If you prefer Sauron in bodily form, you're looking at Barad-Dur, which features Sauron and his hordes at the time of the Last Alliance. If you love slaughter and fire, detest all things green and beautiful (at least some of the time), and want Evil to have a face, you’ve come to the right place.
Tuesday, October 23, 2018
New Rules - Part II: Mordor
In our last post, we discussed some of the rules changes that I thought were good/not-so-good with the new rules set. Today we're transitioning from a rules-based discussion to army-based discussions. I'm not going to try to share my all-powerful wisdom on each army - if you want experts discussing the lists, check out Mik's Veni Vidi Vici blog, since he's doing a series with the champions of each army list to talk about the changes and propose lists. It's good stuff (and I'm learning a lot).
What I AM going to talk about is instead how the lists have changed and provide some sample lists (600pts) that either use or don't use the army bonus provided by the new rules. As I've poured over the various army bonuses, I've often asked myself, "So do I really need this?" The answer to some armies (creating some surprise on my part occasionally) is "Sometimes...but not always." With that, the structure of this series is going to be going through the Warbands Supplements by book and highlighting how the armies have changed from there (with references to Legions of Middle-Earth as that's where it all began).
1) The New Lists: Barad-Dur and Mordor
The new army lists reflect the two different eras of Mordor armies - the Second Age army (Barad-Dur) led by the Dark Lord Sauron (*insert reverent awe here*) and the Third Age armies (Mordor) led by various captains of the Dark Lord, not least of which is the Witch-King of Angmar. Splitting the list into different ages solves all kinds of alliance problems that existed in the Warbands books - The Dark Lord Sauron didn't exist at the same time as Shagrat, so there should be a disincentive to bring them both in the same army. The unit choices don't differ greatly in your warrior choices (though you can only get Morannon Orcs and Mordor Uruk-Hai in the Mordor list), but the big difference is the named hero options.
Barad-Dur can only take a handful of named heroes (The Dark Lord Sauron, The Witch-King of Angmar, and Shelob), while there are a TON of named heroes for Mordor (named Nazgul, named Orc/Uruk heroes, ). While there's nothing wrong with generic hero options, Barad-Dur will be limited in the heroic actions it can call if it only has generic heroes. Thanks to Heroic March being primarily limited to generic hero choices, you're not without options, but Heroic Strikes will be hard to come by with the Barad-Dur list. Mordor has far more versatility for heroic actions, profile choices, and special rules, making them (in my mind) the go-to for Mordor armies (unless you REALLY want to play with Sauron - more on that in a bit).








