"...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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The New Age Is Begun: The Army of Thror Army List
Good morning gamers, We occasionally get requests for army lists to review - and at the start of last month, we got a request for the Army o...
Monday, August 11, 2025
The New Age Is Begun: The Depths of Moria Army List
Monday, August 30, 2021
The Bare Necessities, Part XXXVII: Goblin-town
Good morning gamers,
Monday, June 7, 2021
The Stuff of Legends: the Depths of Moria
Good morning gamers,
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| Legion Tax: 350pts |
Wednesday, April 14, 2021
TMAT GT: Tiberius's Army Thoughts
Good morning gamers,
This coming weekend is TMAT's Grand Tournament and we're doing an escalation tournament with the following point levels and scenarios:
- 450 - Hold Ground
- 600 - To The Death
- 750 - Fog of War
I've been wanting to throw an escalation tournament for ages - I developed armies in an escalation tournament style to teach people the game since I got started playing (100 points of warriors only, 250 points by adding a hero or two and some additional warriors, and slowly adding more points with additional warriors and heroes until you get to 500-700 points). This approach allows people who are new to the game (or haven't played in ages) to understand the core mechanics slowly and ease them into a game that has (if we're honest) a LOT more rules than the game requires.
Developing armies that can do well at three different point levels and are good at missions that do different things is hard to do - and so I had many armies swirling through my brain before I finally quieted the petitions from the boxes and picked one. Extra bonus points are awarded at this tournament if you have a "nesting dolls" style build, where the 450 is a subset of the 600, which is a subset (naturally) of the 750 - as opposed to having the 450 army be a subset of the 750 army and the 600 be a subset of the 750 army (but not having all of the models in the 450pt list in the 600pt list). Here are the armies I considered taking - and why I didn't chose the ones I did.
Monday, October 26, 2020
Mastering Magic: Augmenting Damage Spells
We've only got two more posts left in this series - and today we have some really fun spells: Bladewrath, Enchanted Blades, and Enrage Beast. These three spells are held by only five models - three with Enchanted Blades and two special models who alone have Bladewrath and Enrage Beast. While we've looked at spells that do damage (either as a blast, in an area, or to a single model), restore stats/resources, remove stats/resources, protect friendly models from magic, breaking items, neutralizing enemy combatants, scattering models, and provide auric benefits (either by enhancing nearby models/the caster OR by scattering models), today's spells are the only ones that make you more lethal in combat (though I guess a channelled Shroud of Shadows counts as well).
Monday, September 21, 2020
Mastering Magic: Magical Protection
Today we start our sixth post in our "masterclass" series on Magic in MESBG. We've looked at Sorcerous Blast, Immobilize (et al), auric spells, restoration spells, and area-of-effect spells. Today we turn our attention to some of the most useful spells a caster can have when facing an army with a spell-caster of its own (or multiple spell-casters - THE HORROR): Fortify Spirit, Protection of the Valar, and Shroud of Shadows. While we'll only be looking at five models today (three Forces of Good, two Forces of Evil), several of these heroes (Galadriel, Lady of Light from the White Council, Gandalf the Grey from several lists including the White Council, and Ashrak from Moria) can ally with all but four factions in the game either Conveniently or Historically (woe to Arnor, Numenor, Barad-Dur, and Sharkey's Rogues). This means that understanding what these heroes do - and why they might be slapped into a list - is good for any player to know.
What Do These Spells Do?
Monday, September 14, 2020
Mastering Magic: Area of Effect Spells
Today we start our fifth post in our "masterclass" series on Magic in MESBG. We've looked at Sorcerous Blast, Immobilize (et al), auric spells, and restoration spells. Today we look at some of the most fun spells in the game: area-of-effect offensive spells! As fun as rooting a model in place can be, as great as regaining heroic resources is, and as awesome as augmenting models around you is, we REALLY want to do massive damage. While you can do that with Sorcerous Blast under certain conditions, it's easier with some other spells - or is it? The spells we'll be covering today are: Collapse Rocks, Wrath of Bruinen, Nature's Wrath, Panic Steed, and Tremor.
What Do These Spells Do?
- Panic Steed removes the mount of the target (becomes an area-of-effect when channelled);
- Nature's Wrath knocks enemy models Prone near the caster (and deals S2 hits when channelled);
- Wrath of Bruinen also knocks enemy models Prone near the caster, but also inflicts a S2 hit (channel for higher Strength on the hits);
- Collapse Rocks deals a S5 hit to a target model that is near a rocky piece of terrain (becomes an area-of-effect when channelled); and
- Tremor deals a S6 hit and knocks models Prone who are on a D6" line away from the target model.
| Collapse Rocks | Nature's Wrath | Panic Steed | Tremor | Wrath of Bruinen | |
| Area of Effect? | * | X | * | X | X |
| Knock Targets Prone? | X | ** | X | X | |
| Damage Spell? | X | * | ** | X | X |
| Affect Only Enemy Models? | X | X | X |
Monday, March 30, 2020
The Bare Necessities, Part XIII: Moria
- A Balrog (who will eat up half of our points today)?
- A Cave Drake (or two)?
- A Watcher in the Water (maybe with a Cave Drake)?
- A Dragon (with wings and one other upgrade)?
- Or Durburz (who is not anywhere near as big as the other options, but if you don’t take the Balrog, he makes for a pretty good army leader and can be run with basically any of the other options without much difficulty).
Monday, January 6, 2020
The Bare Necessities, Part I: On Cavalry (or Fast-Moving Infantry)
- Getting units off your opponent’s board edge (Reconnoitre);
- Getting units within a given radius of one or more objectives/points on the map (Domination, Hold Ground, Capture and Control, Heirlooms of Ages Past, Fog of War, Storm the Camp);
- Having 1+ banners alive at the end of the game (To The Death, Heirlooms of Ages Past)
- Wounding/killing the enemy army leader or enemy heroes (every scenario, but most importantly Clash By Moonlight, Contest of Champions, Fog of War); and
- Wounding lots of models, either because you’re counting models or because you’re trying to Break/Quarter the enemy army (every scenario, but most importantly To The Death, Lords of Battle, Contest of Champions)
- Fast troops who can claim objectives or exit the opposing board edge;
- At least one actual banner;
- Ways of delaying/avoiding being broken (often in the form of large numbers);
- Means of killing enemy heroes; and
- Means of keeping your own heroes alive.
Friday, December 20, 2019
Thursday, October 31, 2019
Armies of Middle-Earth SBG: Moria in the Middle-Earth Strategy Battle Game

Few armies in the Middle-Earth Strategy Battle Game have such a diverse list as Moria. From spammable cheap troops to elite, monstrous heroes, there is no such thing as a "standard" Moria force. So grab your torch, brush up on your elvish passcodes, and venture with us into the long dark of Moria.
Monday, October 21, 2019
Throwing Weapon Theory: How to Make Them Work, Revisited
Monday, September 30, 2019
Workbench Update: Moria
- They don’t have good magic casters and I love magic casters;
- They don't have good archery and I love archery;
- They don't have any decently priced powerful heroes and I love decently priced powerful heroes;
- Cave trolls and other monsters don't resist magic well and I love magic casters;
- Their basic troops get crushed by high-strength archery and I love archery;
- They get lots of troops UNLESS they get powerful monsters, which means they don’t spam as well as some other civs that can field powerful heroes (and I love powerful heroes).
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 15, 2019
Armies of Middle Earth SBG: Goblin-Town in the Middle Earth Strategy Battle Game

Monday, August 5, 2019
Using/Fighting Spellcasters: Auxiliary Mages, 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 fight 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.
Wednesday, June 26, 2019
A Pocket Full Of Power, Revisited
Tuesday, April 30, 2019
I Saw Three Trolls (and I'm tired of fighting them)
This post kicks off a three-post series on some random musings I've had on armies of evil - I normally play armies of good (I'm that kind of guy), but despite my pure heart and lawful-good personality, I am the proud father of three stormtroopers. So...I play against a lot of evil armies (and collect a lot of evil armies so my stormtroopers have something fittingly evil to use).
So today's post involves some thoughts I've been mulling around for quite some time. The primary driver for these thoughts is that recently (much to my delight), my son Gorgoroth has started playing the game. After I showed him the new rulebooks, he wanted to read the books - so I said, "Let's start with The Hobbit." So we did - and we're reading it now. Some of the first characters Bilbo meets on his adventures are the three Trolls - Bert, Tom, and William (not Bill - he's called William in the book, so that's what we call him). Shortly after running into these three characters, Bilbo is plunged into the depths of Goblin-town and meets "the Great Goblin" and all his little minions. As we met these characters, my son asked, "What do these guys look like in the game?" So I showed him.
Monday, March 4, 2019
The Armies of the Hobbit, Part II: The Other Evil Armies
This post will wrap up the evil armies from the Hobbit - and the lists we have today don't really synergize at all as far as theme goes. So, we'll be covering spiders and goblins today - things should be interesting
1) The New Lists: Dark Denizens of Mirkwood and Goblin-town (but what about the Trolls and the Dragon man?)
There are four evil lists we haven't covered yet: the Dark Denizens of Mirkwood (predominantly spiders) and Goblin-town (completely filled with goblins). Both of these lists have one thing in common: they're very traditionally hero-and-warrior teams (as opposed to the all-hero lists that are The Trolls and the Desolator of the North). I decided that we're not going to cover army lists for using The Trolls or the Desolator of the North for two reasons: first, because building lists at the 600pt (or higher) level are just not all that interesting, and second, because I've already covered lists that bring The Trolls already both in the last post and in a previous Armies of the Lord of the Rings post. For Smaug, I've chosen not to cover him because not only does he not fit in a 600 point game, but also because you have to be playing a really large game (1000+ points) in order for his exorbitant point cost to not eat all the points you have (very uninteresting).
Instead, we'll be leaving the discussions for the Trolls to the lists that bring them and we'll wrap up today's post by talking about ways to fight against Smaug (should you face him). We'll be assuming a 700-point game and provide two sample lists that showcase the ability to fight Smaug. By brainstorming ways to fight Smaug, we'll get an appreciation for what he can do (which is kind of like evaluating him). With that, let's take a closer look at the two lists we'll actually be reviewing today.
Friday, November 9, 2018
New Rules - Part III: Angmar and Moria
In our first post, we discussed some of the rules changes that I thought were good/not-so-good with the new rules set. We then looked at Mordor to see a few different lists you can run with their army bonuses (and whether keeping the army bonuses are worth it). Today we're going to look at the armies that used to be included in the Moria and Angmar warbands book (which are conveniently still Moria and Angmar), but both of these army lists have been reviewed already on Mik's Veni Vidi Vici blog, so take a look at that for other takes by great players of the hobby.
Unlike Mordor, Moria and Angmar rely heavily on the old army structures that we found in the Legions of Middle-Earth book. As such, there are some big changes for Moria (less so for Angmar) from the Warbands book (one of which I don't like), but ultimately I think it drifted towards where it always should have been.
1) The New Lists: Moria and Angmar
Back in the Legions days, there were two Moria lists - the "Moria" army list and the "Dwellers Below" army list (which was basically generic Goblin heroes, Wild Warg Chieftains, Moria Goblin Warriors, Wild Wargs, Bat Swarms, and Giant Spiders). Between the two lists, you could ally with basically anyone, but if you wanted Durburz in your army (he was the only named hero back then), you needed to run Moria proper (not the other one). In the new version, they've basically eliminated the second list altogether, distributing the wild beasts of Middle-Earth in the Angmar list (for Wargs) and the Dark Denizens of Mirkwood list (for spiders), though thanks to Druzhag the Beastcaller you can include bats, spiders, and wargs in your army (Ashrak also allows you to get spiders), so if you WANT those creatures, you can still get them.
Not much to say about Angmar - they've remained mostly unchanged from release to release. The one major change that I found is this: back in the Legions era, Spectres were D5. In Warbands, they were D6. Now they're D5 again. Coupled with the fact that spears don't augment the front-line guy like they used to in Legions, Spectres have become a lot less powerful than they used to be. Still, they are Terror-causing warriors who can move low-Courage models with ease wherever they want, so having a few in your army isn't bad (though having a lot is probably a waste).



