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Showing posts with label Dol-Guldur. Show all posts
Showing posts with label Dol-Guldur. Show all posts

Monday, June 29, 2026

The New Age Is Begun: The Rise of the Necromancer Army List

Good morning gamers,

Last time, we looked at the Pits of Dol Guldur army list, which has a pretty limited number of profiles. Today, we're tackling the Rise of the Necromancer army list, which basically took over the Dark Powers of Dol Guldur army roster and added some of the special rules/list building options from the Rise of the Necromancer Legendary Legion. As a fan of the Legion last edition, I viewed this as a direct upgrade - we can take normal troops if we want and we get almost all of the buffs to the Necromancer/others that we had before. Great move, GW, great move.

With a decent glow-up this edition, this list doesn't seem to be catching the eye of too many people, but it's certainly seeing play (at the time of writing this, TTA tells me that there are 288 recorded games with the Rise of the Necromancer army list and it sits at 141 wins, 137 losses, and 10 draws for a 49.0% win-rate - and there were 4 players at the 2026 Adepticon tournament that took it, which puts it at the higher end of the army-lists-used spectrum . . . though it's not as popular as Men of the West, Battle of Fornost, Reclamation of Osgiliath, or Grand Army of the South and as-popular as the Beornings, the Shadows of Angmar, and the Defenders of the Pelennor - good company those lists are). Let's see what all the fuss is on the other side of Dol Guldur, shall we?

Monday, June 22, 2026

The New Age Is Begun: The Pits of Dol Guldur Army List

Good morning gamers,

Ages ago, Centaur, Rythbyrt, and I did a podcast episode where we talked about the Fall of the Necromancer Legendary Legions and that built into a bigger discussion about all-hero lists (and hero-heavy lists) and what makes them good. The episode has aged a bit, but the general consensus we had at the time was that of the four Legendary Legions released in that supplement, the least interesting was the Pits of Dol Guldur.

After the toning down of the Vanquishers of the Necromancer Legendary Legion, the premiere Legion from that book became the Pits of Dol Guldur Legion. Championed by excellent players like Evan Iverson, a free-Heroic-Combat-each-turn from Azog, paired with a you-win-priority-and-no-enemies-can-call-Heroic-Moves rule that superceded rules like the Palantir of Saruman, made the list an incredibly hard-hitting, glass-cannon style list that some players who enjoyed their big smashy heroes paired with small-but-smashy infantry really liked. Today, we're looking at the heir of this Legendary Legion - the Pits of Dol Guldur army list - and seeing how the new version of the list compares to the old . . . and yes, it's both gained some things and lost some things. Let's see how it shapes up in the new edition, shall we?

The Pits of Dol Guldur: Changes for 2025

Profile Selection

This list has all of the previous profiles and added a few more (really one more). Like last edition, you have Azog, the Keeper of the Dungeons, and Thrain the Broken as your named heroes and you have Gundabad Orc Captains and Hunter Orc Captains as your generic heroes. While you still have the three previous warrior profiles (Hunter Orcs, Gundabad Orcs, and Fell Wargs), you also have access to both Mirkwood Giant Spiders (good ones) and Mirkwood Hunting Spiders (bad ones), which gives you more strategic options for dealing with enemy heroes. 

The list has a mix of cavalry models (Hunter Orcs on Fell Wargs got broken out into their own profile now), fast infantry beasts, light infantry (who can be archers, but probably shouldn't be in this list), and heavy infantry. The list doesn't look like it has much in it, but you're covering a lot of bases with a limited number of profiles. Let's see what we've been given as army list special rules in order to incentivize taking this list over other Hobbit-era lists . . .

Monday, May 19, 2025

First Impressions: Gundabad and Dol Goldur, Part II

Good morning gamers,

A while back, Centaur walked through the Azog's Hunters/Azog's Legion elements of Gundabad and Dol Guldur and today, I'm wrapping up the discussion on these new profiles with those that appear exclusively in the Rise of the Necromancer army list. Back in the old edition, this was an all-hero list that sported the Necromancer, the nine Nazgul of Dol Guldur, the Keeper of the Dungeons, and an unlimited number of Castellans of Dol Guldur. The list has lost access to Castellans (at least until the Legacies document tells us otherwise), but has gained some very interesting things in trade. Let's dig in and see how this spooky list looks in the new edition!

Sauron, the Necromancer: How Have He "Changed?"

The most profound change to this profile has got to be the no-spoiler-alert-given nature of outright naming "The Necromancer of Dol Guldur" "Sauron, the Necromancer." I mean, if I've only read the Hobbit and I read a casual reference or two to some necromancer who has set up shop in some castle called Dol Guldur in the south of Mirkwood that Gandalf apparently sends packing while the Dwarves are blundering in the Lonely Mountain without him and haven't read the second chapter of The Fellowship of the Ring since its release seventy-one years ago . . . okay, I hope everyone catches the sarcasm here because I can't flag it any better - the name change is good, moving on. :)

Besides the name change, the Necromancer went down 50pts to a jaw-droppingly-low 200pts and can lead Fell Wargs, Hunter Orcs (on or off Fell Wargs), and Spiders just like he used to be able to do in the Dark Powers of Dol Guldur faction during the last edition. Being able to set up a cheap wall of guys to screen him from danger, protect the flanks of his minions (who can also lead these troops), buff out your numbers, and give you access to things like raw speed and bows (but not banners) is super, SUPER helpful.

He also picked up the base 2 Attacks, free casting die when he spends at least one casting die, the ability to cast two different spells against two different targets each round, and Resistant to Magic rules that he had in the Rise of the Necromancer Legendary Legion, which makes him both a reliable caster, but also fairly resilient to enemy magic and can stand his own in combat (especially since he retained Drain Soul and Curse . . . and can be fielded with Mirkwood Spiders who can Paralyze enemies or sap them of their Fate points - more on these guys later).

Monday, April 29, 2024

Nemesis: How to Fight Against Castellans of Dol Guldur

Good morning gamers,

This is our last post in this series (for now) and while we've focused on the main players in the Last Alliance over the past six weeks (and the world's scariest Ruffian hero), we're turning our attention to units I have come to HATE fighting: Castellans of Dol Guldur. My use of these units is limited to the Rise of the Necromancer LL, but Rythbyrt really likes to use these guys in Dark Powers of Dol Guldur lists - and my oh my are these guys a pain to deal with! Many people don't like these guys, but they're a hidden gem and if you see them on the other side of the table, you'll want to know how to deal with them. So let's take a look and see what these guys bring to the table and then how we can beat them . . .

What Makes Castellans of Dol Guldur So Hated?

Castellans are one of the most underrated heroes in MESBG (hence why they showed up in our In Defense Of series). To start with, they've got all the stats you want in a generic hero, including F5, S5, and 2 Attacks. This is better than most generic heroes, but certainly LOOKS sub-par when compared to your average beater hero (though S5 is hard to top without a +1 To Wound). As Rythbyrt pointed out in his article defending Castellans, these guys are basically higher-Courage Half-Trolls, who really need to be fielded in large numbers in order to be effective - and they're most effective when they all have Morgul Blades, since any 1 Fate hero is going to be leery of engaging if he's not confident he can win the fight.

Photo Credit: Warhammer Community

They're also cheap - at 40-45pts (depending on whether they have the Morgul Blade or not), they're about the same cost as your average unnamed Orc hero but punch a LOT harder than Orc heroes do (very few can get to S5 and none get to F5). They're Minor heroes instead of Fortitude heroes, so they can't lead as many troops as other units can, but they rarely need to lead anyone (and a small hit-squad of guys is perfectly fine escorts for them).

Monday, June 5, 2023

Defence of the North Inspired Lists: The Dark Powers of Dol Guldur Revisited

Good morning gamers,

We come to it at last - the final post in what-you-can-do-with-the-scenario-forces-from-Defence-of-the-North. This has been quite the journey for me, discovering what kinds of armies you can build if you constrain yourself to just what's provided to you in scenario play, but today, we break all bonds and look at an army that Rythbyrt has been making popular here at TMAT: the Dark Powers of Dol Guldur.

Photo Credit: Warhammer Community
Fair warning, most of this post is about Castellans . . .

While we looked at the Rise of the Necromancer LL when we walked through the Fall of the Necromancer sourcebook, we don't have the Necromancer in Defence of the North. In fact, we don't even have any Nazgul in Defence of the North (what with this being Lord of the Rings era and both Sauron and the Ringwraiths being in different guises). Instead, we're left with a pretty hum-drum list of generic models:
  • 5 Gundabad Orc Captains
  • 6 Castellans of Dol Guldur with Morgul Blades
  • 30 Gundabad Orcs with shields
  • 30 Gundabad Orcs with spears
  • 4 Hunter Orcs with Orc bows
  • 2 Hunter Orcs with two-handed picks
  • 6 Hunter Orcs
  • 12 Hunter Orcs with whatever-you-want (because you're going to have them, but not need them for any scenarios)
  • 12 Fell Wargs
  • 8 Mirkwood Spiders
Now these are just the models available to you if you run the Dark Powers of Dol Guldur PURE. If you use their historical allies (Azog's Hunters and Azog's Legion), you actually open up a lot of other options (including 50% bow limit Hunter Orcs led by Bolg in Azog's Hunters and access to Goblin Mercenaries from Azog's Legion - along with a lot of other things). While this may not look like an inspired group of models, I can tell you that our good mate Rythbyrt has been taking these kinds of models and doing CRAZY things with them here at TMAT. While the original list looks pretty limited, we actually have a TON of options for this list and so naturally, I've included several lists for you. :-)

Monday, April 24, 2023

Fall of the Necromancer Inspired Lists: The Rise of the Necromancer Revisited

Good morning gamers,

We've come to the last post in this series (mostly because I didn't want to tackle the Vanquishers of the Necromancer) and we're ending with one of my favorite Legions ever: the Rise of the Necromancer LL. Often hailed as a horrible all-hero army because it's slow and has far too few numbers, this Legion his a PAIN for many armies to deal with because everything in it can just refuse to die. Yes, you might be able to outmaneuver them, but don't underestimate them. Thanks to getting several missions in the Fall of the Necromancer sourcebook with Castellans in them, we actually have a very healthy list of models to use:
  • The Necromancer of Dol Guldur
  • The Keeper of the Dungeons
  • 9 Nazgul of Dol Guldur
  • 6 Castellans of Dol Guldur with Morgul Blades
Photo Credit: Warhammer Community

Today's discussion will not only be on the list itself, but also a short treatise on the points levels that it plays well at - let's dig in!

Thursday, March 23, 2023

Thoughts on 3D Printing Your Models

Good morning gamers,

Warning: There will be references to Spiders in this post (and a picture below). Mythopoeia, stop reading now - you've been warned!

3D printing has been around for a while now and we here at TMAT have been introduced to 3D printing primarily through Centaur and Red Jacket. Centaur has worked on a variety of printing projects, ranging from D&D miniatures and substitute sculpts for the Middle-Earth range to terrain features of various kinds (both in resin and FDM). 3D printing is not a straightforward art form, though, and in today's post we're going to look at the things 3D printing is good for - and when you should just buy the real thing.

Disclaimer: I'm going to reference a lot of people that are creating/selling things that you can use - and none of them are sponsors of this post. In fact, the links I've provided give me no kick-backs, there's no affiliation/advertising going on - everything you see below are things I've admired, used, or seek to use in the future. Support them if you want - I just wholeheartedly believe in what they're doing!

Why Do We 3D Print Stuff?

3D printing has advanced a lot over the last few years and with STL creators like Loot Studios and Medbury Miniatures (along with a host of other creators on My Mini Factory) creating incredible sculpts to print, printing hobbyists are able to print models now that fit the aesthetic they like. The usual appeal for 3D printing begins with the expense: assuming everything prints right (and you invest the capital in a printer), you usually pay pennies per model for the materials used (resin/filament) instead of dollars per model.

You also gain the control to print as much as you want of the models you want instead of being dependent on model availability. While price can affect how much of something you get, there are rampant cries of models being unavailable in the GW webstore (usually right when you need them for an event). Printing what you want does assume that you or someone else has made the sculpt you want and that you have the right equipment/the material needed/the know-how to actually do it, but on the whole, you have the power to choose. Oh, and you probably need to plan ahead and give yourself enough time to make them all too.

Finally, 3D printing sometimes gives you more dynamic poses for really, really old sculpts (some of which have very flat designs because of how they were cast decades ago). Having an army that pops off the board more is great for the players of the game and if it encourages you to paint/play with the army, so much the better.

Monday, September 12, 2022

Armies of Middle-Earth SBG: The Dark Powers of Dol-Guldur in the Middle-Earth Strategy Battle Game

Photo Credit: The New York Times

So, funny story: I started writing this post almost two years ago. Actually, it was (briefly) published two years ago (as basically a list of bullet points--very embarrassing). So this probably has the record for longest-post-never-to-be-posted (although my "Ode to Kardush the Firecaller" is getting close). Anyway, good things come to those who wait. Or in this case, very spooky things...

So yeah. Dol Guldur. Spooky stuff. Lots of Strength 4. Historical Allies with Azog, Bolg, and da boys. Spoiler alert: they're good, and surprisingly versatile.

Also, be sure you check out the Green Dragon Podcast's recent episode on Dol Guldur at some point--it's phenomenal (except for the discussion of my favorite profile in the list). Definitely worth your time, especially if you have pressing painting projects.

Onward!

Monday, September 5, 2022

The Stuff of Legends: The Pits of Dol Guldur

Good morning gamers,

We're tackling the third of the four Legendary Legions that were released in the Fall of the Necromancer sourcebook, the Pits of Dol Guldur. Universally held by us here at TMAT as the least interesting of the Legendary Legions from that book (and often hailed as the "odd child" by the global competitive community too), this Legion is "just a bunch of Orcs" (and Thrain the Broken). Though its composition isn't anything remarkable and its special rules are sparse, the list is surprisingly versatile, and I've been really impressed with it in recent games (it gains the "Most Improved Opinion After Actually Using It" award for the year - though I'm currently playing the Fell Beings of Mirkwood LL and the Army of Gothmog, so we'll see if the list retains the mantle). So let's dig in and see what there is to know about this list!

Part 1: What Do You Need?

Legion Tax: 165-215pts

The only model you need to include in your list is Azog - and while you don't HAVE to take him on the White Warg, you probably always will. The White Warg comes with 3M/1W/1F that Azog can use while he's mounted on the warg and only costs 50pts (which means you get a F5/S5/2A mount with D5/2 Wounds, Terror, and Fell Sight for ~25pts - quite the steal and perhaps the best mount-for-value in the game). Should you be separated, the White Warg will automatically pass its separation Courage test AND any other Courage tests he needs to make. This pairing is bonkers - together they're very tough to beat, and separated they can be a tactical nightmare for your opponent.

Monday, August 15, 2022

The Stuff of Legends: the Rise of the Necromancer

Good morning gamers,

Two weeks ago, Centaur brought us back to our Stuff of Legends series with a look at the Army of Dale. Today we'll be reviewing one of the Legions that I haven't had a chance to test out until recently: the Rise of the Necromancer. I was a big fan of the Necromancer in our Evil Spellcaster pod and you can get detailed reviews of this Legion from Asgarod's blog and a hot-take from Sharbie on his blog - check out their stuff if you haven't already, they're really good! This Legion, like few others, is all about one model: the Necromancer. Amazingly though, it hasn't gone overboard on what he can do and even gives some nice bonuses to the other models in the list so that they can do what they already did even better. I kind of hope this Legion forms a template for whatever Sauron-based second-age army gets released in the ever-hoped-for-but-not-announced-yet Last Alliance supplement that is made. Let's get right into it!

Part 1: What Do You Need?

Photo Credit: TheForce.Net
Legion Tax: 250pts

The Legion requires you to take the Necromancer of Dol Guldur - which, let's face it, we all saw coming. The Necromancer is an older model (some complain that he should have gotten a new model with the book release) but has solid rules for a caster. With 25 Will points to cast/resist spells, participate in combats, use as Fate points, and stay alive, he's got a LOT of time to cast spells (and can even fight for a while if he's not facing anything that will wound him easily).

Monday, May 30, 2022

In Defense of: Castellans of Dol Guldur

This is a sweet paint job (not mine...)
Photo Credit: Azazel's Bitz Box

Tiberius: Today Rythbyrt is back with a defense of one of his favorite units: Castellans of Dol Guldur. I know what you're thinking: Castellans are horrible heroes who can't be defended - not even by the TMAT team. While I could attempt a defense of the units, my experience has been tied to fighting them, not running them. So, I leave you to Rythbyrt to learn how these guys work.

Rythbryt: I'll be honest: when Tiberius asked me to do this write-up, I had two instant thoughts:

1. Absolutely, 1000% YES!

2. Wait, people don't like Castellans?

Apparently, people don't like Castellans. And I'm not sure why. They're one of the most unique profiles in the game. They're incredibly flexible. They pack a surprising whallop. They're spooky. I think the models are dope (although I admit the one with two blades is a tad flat). And they even have their own fight song!* So why all the hate?

No idea. But if your local meta isn't a fan of Castellans, yet loves all sorts of stupid, popular list ideas (like pretty elves, slogged dwarves, a mounted horse king, massed rangers, or five magical wizards storming a spooky castle), have I got some a LOT of thoughts for you!

(Gosh, I've missed this...)

Monday, October 18, 2021

The Bare Necessities, Part XLIV: The Trolls

Good morning gamers,

I have fought the Three Trolls a LOT over the past few years. If you've never faced two or three of them, you will not understand at all. Sure, maybe you've faced a lot of monsters in the past, but these guys are different. VERY different. While you might be able to call a Heroic Defense against most monsters to keep their high-Strength benefits from coming into play, these guys have tricks up their sleeves that will leave your best heroes crying. Today, we're looking at how to use these amazing and iconic heroes in evil armies - let's dig in!


The Trolls: Who Needs Some Muscle?
I've written about the Three Trolls before and I've talked about them in the Monster podcast we did a long time ago. I happen to think that Bill the Troll and Tom the Troll are some of the best monsters in the game and they are incredibly dangerous to forces that need to rely on big heroes smashing things (instead of shooting or magic). Tom has a great mix of options for dealing with warrior spams (with his Stomp 'Em Into Jelly Brutal Power Attack) and heroes (with his Lingering Cold ability and the rest of his hero arsenal) - and if a spell-caster happens to show up to the fight, he can forego turns of using his Lingering Cold rule in order to resist magic (3 Will for the win). Tom is pretty great.

Bill is a REALLY good hero when it comes to dealing with big heroes, as he can Strike from F7 and can use his Mince 'Em Fine Brutal Power Attack to deal wounds (not hits - WOUNDS) to his opponent based on the Strength of the target (Bill's S7 + D6 vs. the target's Strength + a D6 from them). Most of the time, you'll be up by 3 Strength (S7 vs. S4), which means if you can just match the enemy D6 roll, you can outright kill most heroes in the game (and woe betides bigger heroes if they get a bad D6 roll). Bill is pretty great.

Bert is the "other one" - slightly more expensive than Tom and gifted with a highly situational Brutal Power Attack (Roast 'Em Slowly - sets someone ablaze if you can chuck them into a fire nearby). With the profile of a Mordor Troll and 2M/1W/1F and access to Heroic Defense, Bert has less tactical options but has a solid profile and is very difficult to take down. While his Brutal Power Attack options aren't as neat as his comrades, all three have access to the Save 'Em For Later Brutal Power Attack, which allows you to Paralyze one model you're fighting - great for dealing with that pesky hero who called Heroic Defense and is going to be hard to clear (though not as good as Mince 'Em Fine, which is probably the best Heroic Defense bypass in the game). In his own way, Bert is pretty good too.

All three Trolls come in at 400 points (plus 15 points for the Campfire if you don't run a pure Trolls list) - which is a lot to spend on three models that can't lead troops, but is on-par with what other factions pay for 3 monsters (and most of those factions are buying warrior monsters who don't have Might/Will/Fate). If you pair these guys with some moderately-costed heroes (50-75pts - though one will have to be a Hero of Valor), you can get 2-3 heroes and a slew of warriors to join them in most games that are 600+ points. Not bad, really. Some armies can do this easily, but we'll be looking at a list that is inspired by something Rythbyrt ran against Centaur recently (not that he needs any more ideas).

Thursday, September 9, 2021

Fall of the Necromancer: What I Want To See In The Legendary Legions

Good morning gamers,

Less than a month ago, we got a preview from Games Workshop about the next supplement coming to the Middle-Earth Strategy Battle Game: the Fall of the Necromancer. Unlike other supplements, there are no new models being released with this supplement - instead, the game designers have developed a scenery kit for Dol Guldur and are bringing back older sculpts back to the range (including the much-sought-after White Council blister which has the very-rare Galadriel, Lady of Light sculpt - why did I buy the old Lady of Light sculpt when it was MTO?!?!?!?!). 

Photo Credit: Warhammer Community
Another supplement I didn't know I wanted . . .

They also announced that alongside the 13 narrative scenarios (an upgrade over the 7 scenarios from the original Fall of the Necromancer sourcebook released in the early 2000s) there would be four Legendary Legions in this book with a bit of a spoiler about what they are. Like I did with Quest of the Ringbearer, let's dig in today and make our predictions for the next supplement!

Monday, October 19, 2020

Mastering Magic: Call Winds and Instill Fear

Good morning gamers,

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.

While Instill Fear is a good scattering spell, we'll be talking about a more precise scatter spell as well: Call Winds (which is only available to Galadhrim and High Elf Stormcallers).

Nazgul: "I'm casting Instill Fear - SCREEEEEEEEECH (or is that Transfix now? oh well, whatever!)!"

What Do These Spells Do?

Instill Fear is an area-of-effect scatter spell that affects all models within 3" of the caster (not because the spell says it's 3", it's just always 3" for all the models that have it). All enemy models within 3" of the caster have to pass a Courage test or make a full move directly away from the caster (or until they run into something/someone) and are afterwards unable to move (basically, they run in fear). If channelled, the models that test for Courage have to roll three dice and use the lowest two dice (which, if you haven't seen the math for it, is pretty brutal for anything that is below Courage 5 - and even C5 models are only 60% likely of passing). Add to this that most models with Instill Fear have some kind of Harbinger of Evil/Ancient Evil special rule attached to them, models really have to be Courage 6 to have a better-than-not chance of passing this channelled spell . . . ouch.

The models test in the order the caster wants, so it's pretty common to test with the models furthest from the caster first, then working your way inward. You can cast this spell a few milimeters from a model (aka within an enemy model's control zone), but after the scattering, you will need to complete the charge against whatever model you entered the control zone of first.

Call Winds is a precise scatter spell, targeting a single model and pushing that model back D6" (2D6" if channelled). The model stops if it hits an obstacle (but not models) and is Knocked Prone. Unlike previous versions of the game, models aren't forced to stay on the ground for the rest of the turn (which is sad). Like Sorcerous Blast, the Strength of your target doesn't dictate whether the model can be knocked Prone - anyone is fair game. This spell is different from Sorcerous Blast in two ways, though: first, this spell doesn't knock any other models Prone if they're in the path of the scattered model. Second, no damage is done to the target (or anyone else the model would pass through - even when channelled). While not a damage spell, it certainly changes the way an enemy model can behave for the round (and usually the next round as well).

Monday, October 12, 2020

Mastering Magic: Debuff Spells

Good morning gamers,

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).


What Do These Spells Do?

Two of the spells we're covering today (Sap Will and Drain Courage) are present on every single Ringwraith, as well as Sauron, the Necromancer of Dol Guldur and (for Drain Courage, at least) the Mouth of Sauron. Since these are spell-casters available to most of the armies of evil, chances are you'll have one of these spells available to you (if not both).

Drain Courage is a straight-forward spell: if not resisted, the target's Courage value is reduced by 1 (to a minimum of 0). Since most of the models with this spell also have Harbinger of Evil/Ancient Evil, you probably don't need to ACTUALLY reduce your target's Courage to 0, but still. . . . When channelled, this reduction is changed to D3 Courage (which, as I've said in a previous post on magic, means you're not guaranteed to actually get anything from the channel).

Sap Will is similar, but targets your opponent's Will store. When cast normally, the target's Will is reduced by D3 and when channelled, the target's Will is reduced by D6. While this sounds great, most models in the game (unless they're spell-casters or a select few other models) have 1-3 Will points and they'll probably use at least 1 Will point to resist this spell. This means this spell is likely to be cast against models with lots of Will only (which will make you have to decide whether channelling is worth it against your target).

The other two spells are MUCH more niche, belonging to only one model in the range each. Curse is a nasty piece of work, removing 1 Fate when cast normally or ALL Fate when channelled. Most heroes have 1-2 Fate points, so channelling this spell is really only necessary against the select few models that have 3 Fate (especially if they're rerollable). Since this spell is only found on the Necromancer of Dol Guldur (who has Drain Soul to insta-kill any model that is out of Fate AND who can be accompanied by Mirkwood Spiders who can Paralyze people if they don't spend a Fate point to protect themselves), it's quite likely that this spell will prompt a resistance attempt from your opponent.

Wither is only available to the Angmar Orc Shaman and reduces the target's Strength by 1 if cast normally (and reduces the target's Strength by D3 if channelled). A Strength penalty of 1 doesn't seem like much, but when cast against a S4 hero, suddenly D6 troops are MUCH harder for the hero to crack through. In an Angmar list where most of your units are D5, that may not seem like much - but your Cave Trolls, Ringwraiths, and Gulavhar suddenly become much harder to deal with, since your opponent can't rely on a big hero to take them out. When channelled, this could do nothing extra than a normal cast, but it will (again) probably prompt a resist roll (because you do NOT want to lose 2-3 pips of Strength).

Monday, October 5, 2020

Mastering Magic: Shatter and Your Staff is Broken

Good morning gamers,

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.

So today, we cover the most niche thing he (and others) can do in MESBG: break a weapon that is wielded by an enemy wizard (which, if paired with Fortify Spirit, gives him a distinct advantage over enemy wizards). The other characters besides Gandalf who have item-breaking power (Moria Blackshield Shamans, the Witch-King of Angmar, and the Necromancer of Dol Guldur) are also very good at fighting wizards or combat heroes (in the case of the Shaman). Let's take a look at these game-altering, hero-negating, niche-ability casters!

For the third week in a row, no pictures - just got back from vacation, don't own all the models, you've seen plenty from Gandalf, yada-yada . . .

No fair - I was totally going to ruin your day with that!

What Do These Spells Do?

These spells are, as has already been mentioned, incredibly niche. Your Staff is Broken is only possessed by three models in the range and at first glance the spell can only be used against three models in the range (five profiles): Gandalf the Grey/White, Radagast the Brown, and Saruman (or Saruman the White). While these five profiles might not seem like much, they show up in nine different army lists (eight Forces of Good, one Forces of Evil) and these casters can be VERY dominant on the table.

All three of these wizards are expensive (Radagast is the cheapest when run without extra gear at 150 points, though he can be up to 200 points with the Sleigh and Sebastian) and their free Will point each turn from their Staffs of Power is very much why they are "good" to include in any army (I've talked about Gandalf the Grey, Gandalf the White, and Saruman at length in a previous series on magic, showing how they provide good benefits to their team that simply cannot be provided by other unit choices). Taking away this free Will point not only limits the wizard's casting potential (as they move from an Unlimited Spellcasters to an Auxiliary Spellcaster), but also makes them far less cost-effective than other unit options (Gandalf the White without his Staff of Power is a vastly inferior choice compared to Boromir or Aragorn).

When channeled, this spell also does a S7 hit to the caster, which is a cheap shot to be sure (wounds most of these profiles on 3s - Gandalf the White would be wounded on 4s). 

It's important to note before we move on to Shatter that Radagast can choose to NOT take his Staff of Power by taking a Great Eagle mount. I don't generally think this is a good idea - while he becomes a great combat mage while mounted, you might want to support your Eagles with the ability to heal wounds (with Renew), Immobilize enemy heroes who want to Strike against your Great Eagle warriors, and knock models down that are trying to swarm your troops (Nature's Wrath) - and with only 6 Will points, you're just not going to get enough out of him to make him worth it, I think. Still, 6 Will can do some of this work and you're getting a Great Eagle for 50 points, so . . .

As I alluded to above, there are sneaky targets you can hit with Your Staff is Broken besides the wizards listed above, since the spell can break a "staff," which means it can disarm models like the Undying or Sharkey as well. The benefits of this will be a lot less dramatic, but will still be present.

Our other spell we're covering today is Shatter, which can destroy any item that is NOT a Staff of Power, the One Ring, or a piece of organic gear (like mounts, creatures, claws, teeth, wings, or tails). Similar to Your Staff is Broken, when channelled, this spell does a S6 hit - not as strong as Your Staff is Broken, but still quite strong.

Monday, September 28, 2020

Mastering Magic: Precision Damage

Good morning gamers,

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 . . .

BANISHMENT!!!! Credit: Quora.com

As I was preparing this post, I didn't see a lot of places that needed pictures, so I've passed on them again. Call me lazy, I guess.

What Do These Spells Do?

Two of these spells do Wounds: Chill Soul does 1 Wound against whoever the target is (need to specify if the mount or rider is the target if the model is a cavalry model), while Banishment does 1 Wound against a target Spirit model. If Chill Soul is channelled, you add 6" of range to the spell, which means you'd only want to do this if you need that range (more on this later). Banishment moves from doing 1 Wound to doing D3 Wounds against your target. This could mean one-turn-killing many Spirit models in the game (even if they pass all their Fate). As has been discussed in previous posts, sometimes that D3 roll will still result in a single Wound - whatever.

Two of these spells do Strength-something hits: Flameburst does a Strength 6 hit (which is a pretty decent hit - any model in the game will be wounded on a single die, most warriors will be wounded on a 3+ or a 4+, heavily-armored troops and most combat-oriented heroes will be wounded on a 5+), while Black Dart deals a Strength 9 hit (which will wound most things on a 3+, really tough things on a 4+, and Sauron on a 5+). While you have to specify the mount or rider for Black DartFlameburst damages both mount and rider.

When channelled, the Black Dart deals D3 hits instead of one hit, which (again) means that sometimes your channel will do absolutely nothing because you will roll a 1 or 2 and end up doing 1 S9 hit. Flameburst, when channelled, adds Set Ablaze to the target (mount and rider), which deals an extra S9 hit and a S5 hit at the end of each turn until the model a) lies down and crawls (aka, chooses to be prone for a turn), b) walks through water (aka, risks drowning or is entering difficult terrain), or c) dies. This can be REALLY useful at forcing an enemy hero to step away from the fighting for a turn or two, but more importantly, this will make whoever you're facing think twice about whether their hero can just press through and kill stuff. 

Finally, Paralyze on its own doesn't do any damage, but functionally, models that are Paralyzed will take damage from whoever charges them. As we discussed in our podcast on evil spell-casters, when you choose to cast Paralyze, you need to make it count - charge that model with strong stuff, beat the model into a bloody pulp, and move on. Paralyze, at the moment, cannot be channeled - it's channelled version is cool, but not game-altering (each turn the model is Paralyzed, they take a S5 hit - this would be really good in some cases, but since most of the targets for Paralyze tend to be big models that you don't want to deal with, you probably aren't wounding on better than a 5+ each time).

Monday, August 24, 2020

Mastering Magic: Immobilize (and its various kin)

Good morning gamers,

In our last post, we looked at how you can get the most effective use out of Sorcerous Blast. Today, we turn to the most ubiquitous spells in the Middle-Earth Strategy Battle Game: Immobilize (or Transfix). While your damage potential can be quite large with Sorcerous Blast (even given the newest changes that limit how far a model can be thrown), Immobilize focuses instead on one particular model and takes away a lot of that model's capabilities. While not as good at one-turn-killing a hero as it used to be, it is able to take a hero out of the action for an important round (or out of the game if cast on successive turns). 

Immobilize/Transfix: What Does It Do?


If you've used a spell-caster in MESBG, chances are you've used Immobilize or Transfix before. Whether you're using a wizard (Gandalf, Saruman, Radagast), a Ringwraith (named or unnamed), an Elven mage (Galadriel, Celeborn, Gildor - but not Elrond, Arwen, Cirdan, the-other-Galadriel, storm callers, or Thranduil), or some big magic-powered monster model (Smaug, Dragon with Wyrmtongue, Sauron, and the Necromancer - who isn't technically a monster), you've probably had Immobilize or Transfix in your arsenal (which one is often determined by whether they are a Forces of Good model or a Forces of Evil model).
Pro tip: if you wait to start casting Immobilize until your opponent is this close, you're in for some trouble . . .
When I first got started in MESBG, Immobilize/Transfix was frowned upon in our group because if it was successfully cast, your Fight Value was reduced to 1, your Attacks were reduced to 1, and you couldn't make Strikes (in addition to other things, which we'll cover in a minute). That was  . . . too powerful (especially when cast on a 3+ or a 2+ by most models that had it). In the current edition, Transfix doesn't affect your stats unless you channel it.

To understand what Immobilize does now, let's take a quick look at the rules (factoring in the Designer's Commentaries for the main rulebook):
  • 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.
So what does this mean practically? It means that Transfix can be used to do the following kinds of things:
  • 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.
This post will be focusing primarily on Immobilize/Transfix, but keep in mind that everything we cover here also applies to Command/Compel (with the exception that this spell is usually +1 pip harder to cast and adds a half-move to the target before it's not allowed to move again). There are tactics that you can use with Command/Compel that you don't get with Immobilize/Transfix, so we'll cover those that at the very end (but by and large, they will do the same thing and can be used in similar strategies).

Monday, May 11, 2020

The Bare Necessities, Part XIX: The Dark Powers of Dol Guldur

Good morning gamers,

Last time, we looked at my plans for developing a Halls of Thranduil force in the coming months. Today, we turn our attention to a force of Evil that I've been scheming about for a while. Most of this year/next year's hobby funds will be devoted to the Halls of Thranduil, but hot on its heels is Dol Guldur, which I consider to be the second most versatile Evil faction in the game (behind Mordor - they are certainly the most versatile force in the Armies of the Hobbit book). Not too long ago, the Green Dragon team posted an amazing podcast on the Dark Powers army - listen to that for some really good insights from veterans of the Dol Guldur faction. My theories happened to coincide with some of theirs, so I feel like I have some good direction for what to collect.


Dark Powers of Dol Guldur: Pure Force or Historical Allies?
It took me a long time to "like" the Orc-based armies from the Hobbit book. I love the Trolls and I gained a lot of respect for Goblin-town the first time my son used it against me. I've fought Centaur's Hunter Orcs for a while now (Azog's Hunters, not Dark Powers) and gained a huge respect for them in his "Halloween Army" that he brought to a TMAT GT back in 2014 (which never lost to my beloved Isengard force).

The Dark Powers of Dol Guldur list, in my opinion, is the most balanced of the Evil forces from the Armies of the Hobbit. As I explained in our podcast/video on Evil Spell-casters, the Dark Powers of Dol Guldur list has all of the warrior profiles available in the Azog's Hunters list (albeit with a lower Shoot value and a lower bow limit) and has Gundabad Orcs which are available in the Azog's Legion list (though none of the other specialized troops) AND have a unique warrior choice in Mirkwood Spiders.

The question is this: should you make a pure Dark Powers of Dol Guldur army? Or should you ally with one of these other forces? If you plan to bring the Necromancer of Dol Guldur, bringing a Historical ally is far better than bringing a Convenient ally (as the Necromancer benefits greatly from the army bonus). Bringing him and a bunch of Nazgul of Dol Guldur appears to be a popular approach, though the warriors in this list beg to be brought along too. Bringing just the Necromancer from the Dark Powers list (with a warband of troops) and bringing in an allied contingent from either (or both) of the Azog lists can give you access to better archers (with Azog's Hunters) and more elite warriors/monsters (with Azog's Legion). Currently, I don't have any models from this army, so everything is from scratch.

Friday, March 1, 2019

The Armies of the Hobbit, Part I: Orcs!

Good morning gamers,

This post begins our discussion of the Armies of the Hobbit and like we did with the Armies of the Lord of the Rings, we'll be covering the Forces of Evil first (in two parts) and the Forces of Good after that. Unlike the Armies of the Lord of the Rings, we don't have previous sourcebooks to group things (and we don't have the old Legions of Middle-Earth book to guide us either). Ergo, we'll be grouping things by common types (Orcs, other Bad Guys, Dwarves, Men, other Good Guys). It should be fun.

1) The New Lists: Azog's Hunters, Azog's Legion, Dark Powers of Dol Guldur

These three lists are, in many ways, one list broken out in to three parts (if you ignore their army bonuses): many of the warrior choices provided in these lists are shared across the others: 
both of the Warrior options for the Azog's Hunters list are available in the Dark Powers of Dol Guldur list (hereafter Dark Powers), and the Dark Powers list also has access to the Gundabad Orc Warriors available in the Azog's Legion list. While there are some unique warrior choices across the Azog's Legion and Dark Powers lists, by and large you get the same feel from a warrior-perspective no matter which of these lists you choose.

Where these lists differ is in their heroes - Azog's Hunters have average-defense heroes, all of which can be mounted (and with Expert Rider on many of them, there's good reason to do so). Azog's Legion has barely any hero optons, but most of them are/can be heavily armored. The Dark Powers list provides you with the Necromancer and the Nazgul, along with several other generic hero options and the Keeper of the Dungeons (powerhouse options abound). When looking at the lists, the heroes are what make the greatest difference between them (and should come to the forefront of your decisions about what kind of army to get).