- You still have access to Gil-Galad and Elrond as your "big heroes", but you've lost access to Glorfindel (a crowd-favorite as a second anti-magic hero alongside Elendil) and if you left Gil-Galad at home, you COULD ally Elendil with Elladan and Elrohir and still have a historical alliance (because loopholes in the rules).
- You still have access to Rivendell Captains, but you lost access to the other mid-tier Rivendell heroes - Erestor (cheap combat hero/throwing weapons), Gildor Inglorion (March/caster), Cirdan (auric caster), Lindir (Elrond-augment/anti-magic auric boost), Arwen (caster), Stormcallers (very, VERY situational magic support), and Bilbo Baggins (ringbearer alongside Elendil) - all but Cirdan, Erestor, and the Stormcallers that nobody took would mess with your historical alliance status if you had Gil-Galad in the list (but leave him at home and you're fine - again, loopholes).
- You still have access to Rivendell Warriors (nee High Elf Warriors), but lost access to Rivendell Knights, which means you're legging it this edition - and only if you can afford a third hero with Heroic March.
- If you're playing with the Legacies document, you also add Erestor to the list - which is great, because having a cheap Unique Rivendell hero is NECESSARY to get this list to play at lower points levels. I wrote this article before the Legacies documents dropped, so I'll be adding text in red that clarifies how the list changes if Erestor is allowed in the list.
"...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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Featured Post
The New Age Is Begun: the Defenders of the Pelennor Army List
Good morning gamers, This month is "Pelennor month" and we've covered the Fiefdoms (lots of Gondor units with special take-thi...
Monday, July 14, 2025
The New Age Is Begun: The Last Alliance Army List
Monday, April 28, 2025
First Impressions: The Elven Kingdoms, Part II
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| Photo Credit: Pinterest |
- Heroic Challenge
- Heroic Resolve
- Heroic Strength
Monday, April 8, 2024
Nemesis: How to Fight Against Elrond
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| Photo Credit: Warhammer Community |
I actually didn't mention Elrond in my discussion on how to counter the Balrog (though if you go ALL the way to the bottom of the comments, you'll see a discussion of it in brief), so I'll just go over the highlights now: Elrond (base S4) begins by wounding the Balrog on a 6/4+, which is pretty good all things considered (lots of heroes start - and stop - here). This means Elrond is expected to deal maybe one wound/turn if he can manage to trap the Balrog. Thanks to the Balrog being a Spirit model, this gets improved to a 5/3+, which puts him quite close to 1 wound/turn without a trap (and close to 2 wounds/turn with a trap). If he two-hands as well, he can improve his wounding difficulty to a 4/2+, which is going to put him on 2-3 wounds against an untrapped Balrog and 3-5 wounds against a trapped Balrog - which is INSANE.
Monday, March 4, 2024
Nemesis: How to Fight Against Gil-Galad
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| Photo Credit: Warhammer Community |
The pairing of Fight 9 and the Blood and Glory special rule make him particularly dangerous against heroes, most of whom will have to declare a Heroic Strike (if they even have that option) to tie or beat his Fight Value and if he manages to kill the hero (not hard if he can knock the model prone while on the charge or if he's got some help in trapping the target), he gets a Might point back. Striking from F9 can be unnecessary, but if you're going to get the Might point back, it's probably worth doing anyway.
Monday, November 22, 2021
Quest of the Ringbearer Inspired Lists: Rivendell Revisited
Good morning gamers,
We're back in Quest of the Ringbearer and discussing lists we can make for Matched Play based on models we've collected from the sourcebook. Last time we looked at Angmar and today we're digging into their ancient foe, Rivendell.
- Gildor Inglorion is used in one mission (Shortcuts Make Long Delays);
- Arwen Evenstar is used in one mission (Flight to the Ford);
- You have the option to use Glorfindel in Flight to the Ford instead of Arwen; and
- You have 6 Wood Elf Warriors in the Lothlorien scenarios (and probably have 18 other Wood Elf Warriors if you bought the plastic box) who could be used as Noldorin Exiles.
- An armored-version of Haldir (and Celeborn, actually); and
- 12 Galadhrim Warriors (though you probably have 24 if you picked up the plastic box).
- Gildor Inglorion
- 1 Noldorin Exile with throwing daggers
- 5 Noldorin Exiles with Wood Elf spears and throwing daggers
- 4 Noldorin Exiles with Elf bows
- HISTORICAL ALLY: Haldir with heavy armor and Elf bow
- 5 Galadhrim Warriors with shields
- 5 Galadhrim Warriors with shields and spears
- 5 Galadhrim Warriors with Elf bows
- HISTORICAL ALLY: Aragorn - Strider with armor and bow [ARMY LEADER]
- Boromir of Gondor with shield
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.
Thursday, December 24, 2020
Overly Pedantic Stats: Best Elven Faction?
Hey Reader!
We're back with another episode of Overly Pedantic Stats, and this post was prompted by the fact that I'm revisiting Rohan, and as I started thinking through the Helm's Deep legendary legion, it got me to wondering whether it was worth it to purchase Lothlorien models, as I've never run Lorien before.
Now, in the last iteration of the game (and I've mentioned this in the past on this blog), I thought that the Galadhrim were a terrible model, failing to be as cheap as wood elves, as resilient as high elves, or as deadly as mirkwood elves. But with the newest iteration of the game where 1) the Galadhrim now have heavy armor instead of just armor, and 2) you can only get wood elves in a Lorien list or a Gildor Inglorien warband for Rivendell, I was curious to see how good Lorien is now.
And that meant it was time for overly pedantic stats analysis. We'll be looking at five elements of the army: killing power (both in melee and at range), duel winning ability, resilience to damage, mobility, and overall cost. Inasmuch as magic factors into these rankings (Blinding Light helping with resilience, Nature's Wrath helping with killing power as it deals wounds and traps targets that are on the ground, etc.) we have also considered magic, but do not have a dedicated "Magic" category, and that will highly favor the fleshed out army lists over the less fleshed out lists.
We will discuss each of them in order from weakest to strongest, looking at the following factions: Rivendell, Lothlorien, Halls of Thranduil, and the Helm's Deep Legendary Legion contingent of Galadhrim.
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, 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, 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, September 7, 2020
Mastering Magic: Restoration Spells
We're continuing our "masterclass" series on magic today by looking at spells that regrow heroic stats (Might, Will, Fate, and Wounds - which is technically not a heroic resource, except that heroes tend to be the only ones with more than one of them . . . though not always . . . if you ignore monsters . . . and Half-trolls . . . you get the idea though).
What Do These Spells Do?
Monday, March 23, 2020
The Bare Necessities, Part XII: Numenor
In this post, we begin Volume III of our discussion on list building and look at factions that don't automatically pass all five of the criteria we set forth in our original posts. We’ll be looking at the faction of Numenor today to see how you can work around their very limited list of profiles (hopefully to be solved in a supplement someday) and come up with a competitive list that gives you more options.
The good thing about Numenor (if you're running it pure) is that while there aren’t a lot of Numenor profiles, the equipment options given to the generic profiles in this army (Warriors and Captains of Numenor) is quite diverse, so you can build an army off of it (plus there are weapon swaps - see my previous post on weapon swaps for more on that). Still, there are some glaring holes in your army - the two largest of which are that your only cavalry options are heroes and no warriors can be higher than Defense 5. That being said, as a Numenor player, I’m very happy that they got some love in the new release (having S4 on your Warriors is nice, though it would have been awesome to see those Captains of Numenor get the boost to S5 - just sayin').
Whether you choose Elendil or Isildur (you could do both, though Isildur won’t have the Ring and so is about twice as expensive as a Captain with some-but-not-many benefits), you’ll get a great S5 combat hero to supplement your Elven force (with the ability to two-hand or be D8 - which is amazing). Numenoreans are marginally cheaper than Elves while Elves are marginally better in combat (higher Fight, higher Defense, better bows, lower Strength), so they complement each other well. By choosing to ally them together, however, you get less of both – it’s rare that you’ll run three of the four epic heroes from the Last Alliance in any game below 1000 points. In all likelihood, you’ll only get two out of the four, which means you need to make some hard choices about whether to include Elendil OR Gil-Galad OR Elrond (and you’re probably picking only one or two of these).
Monday, February 24, 2020
The Bare Necessities, Part VIII: Rivendell
- The three Lords of the West (Gil-Galad, Elrond, and Glorfindel) are very tough heroes to take down - I played all three recently against my good mate Red Jacket - only managed to gronk Gil-Galad with the Balrog while Elrond and Glorfindel wrecked havoc on me everywhere else;
- The Twins and Erestor are great combat heroes for their cost and easily afforded in small point games if you need lots of power;
- Arwen, Gildor, Cirdan, and High Elf Stormcallers are good casters for being under 100 points;
- Lindir can provide additional auric buffs and make Elrond more effective as a caster; and
- High Elf Captains are the only heroes who can call Heroic March twice (Gildor can call it once).
Wednesday, February 5, 2020
Armies of Middle-Earth SBG: Rivendell in the Middle-Earth Strategy Battle Game
If Rivendell is your jam, I'd highly recommend you listen to the Green Dragon Podcast's Ep. 55: Rivendell, which discusses the ins and outs of the factions in the Armies of the Lord of the Rings rule book, in two hours of glorious goodness. Then, if you still have a fix, you can see what we have to say...
Saturday, January 11, 2020
Tiberius Battle Company Log, Entry #2
In our first post, I talked about the strategy for my Last Alliance battle company, as well as how my first two games went (close games - one victory, one loss). Today, we see what two adventures befell my battle company last weekend.
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| Battle Company after Game 2: 8 models, Rating of 145 |
Monday, December 30, 2019
Magic: Top Five Anti-Casters
- Spend Will (one die for each point of Will you spend – any that get a “natural 6” are returned to your Will store);
- Resistant to Magic (free die anytime you’re targeted by a spell – available whether you spend Will or not);
- Heroic Resolve (free die anytime you’re targeted by a spell, but requires the hero who calls it to stay stationary); and
- Fortify Spirit/Protection of the Valar (two free dice anytime you’re targeted by a spell OR immunity from hostile spells, but requires the hero who casts the magical powers to retain Will OR cast the magical power that turn).
Saturday, December 21, 2019
Tiberius Battle Company Log, Entry #1
Yep I know what you're thinking - Tiberius, what are you doing posting today? It's not Monday!?!?!?! I know, I know. That's because today's post begins an irregular series that I'm starting on Battle Companies.
This year's TMAT GT is going to be Battle Companies themed, where we all pick one (or more) Battle Companies, play against each other "regularly," and include one Battle Company that we developed this season to use in a larger army (points limit still TBD because people are lobbying for a higher points level, whether the alliance matrix is allowed is also being debated). All in all, it should be fun.
For my first battle company, I've decided to do the Last Alliance. Those of you who have followed the blog for a while know that I got started with Rivendell thanks to the White Council units (Elrond, Arwen, old Glorfindel model, Erestor proxy, thought about getting Cirdan for a while). I originally got a few High Elf Warriors just so I could run a handful of bodyguards around my Elf/wizard heroes because they were getting overwhelmed. That then led to a larger contingent that is now a full-fledged army.
Numenor took off at about the same time: I picked up a boatload of Numenor warriors from eBay (and traded/bought a bunch from some friends who were eager to get rid of the Numenoreans that came with their High Elves) and acquired Elendil and Isildur in a large hero lot on eBay. With a recently converted Captain of Numenor on horse and a lot of conversions to turn the all-sword-and-board army into a more diversified force, Numenor has been chomping at the bit to be used.I
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.
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.
Monday, July 29, 2019
Using/Fighting Spellcasters: Combat 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.







