Featured Post

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...

Showing posts with label Orcs. Show all posts
Showing posts with label Orcs. Show all posts

Thursday, October 9, 2025

The Citadel of the Stars, Part III: Osgiliath

Good morning gamers,

This scenario is sort of deja vu for us here at TMAT - Centaur and I have played this scenario twice during our Fantasy Fellowship campaign (once with me controlling my Fellowship and once with him using his fellowship). This will be the third time we've played the scenario - and like the last two times, we will not be using the exact units in the scenario. :)

Osgiliath (Quest of the Ringbearer, p. 54)

We've decided to use the following models in today's game - due to Anborn and Mablung moving to Legacies (and the already 200pt advantage for Good), I've removed them from this mission . . . but for a bit of foreshadowing, I think I could have used a few more bodies:

  • Forces of Good: Garrison of Ithilien 
    • Faramir, Captain of Ithilien 
    • Madril, Captain of Ithilien 
    • Damrod, Ranger of Ithilien 
    • Frodo Baggins with Sting, Mithril Coat, and Elven cloak
    • Samwise Gamgee with Elven cloak
    • Smeagol
    • 4 5 Warriors of Minas Tirith with shields
    • 4 5 Warriors of Minas Tirith with shields and spears
    • 4 2 Warriors of Minas Tirith with bows
    • 1 Warrior of Minas Tirith with banner
    • 8 Rangers of Gondor 
    • 4 Rangers of Gondor with spears
    • 2 Osgiliath Veterans with shields 
    • 2 Osgiliath Veterans with spears 
    • 2 Osgiliath Veterans with bows
  • Forces of Evil: The Army of the Great Eye 
    • 1 Ringwraith of Fell Beast with 2 Attacks, 2M/14W/2F
    • 3 Mordor Orc Captains
    • 12 Mordor Orc Warriors with shields 
    • 12 Mordor Orc Warriors with spears
    • 6 Mordor Orc Warriors with two-handed weapons 
    • 6 Mordor Orc Warriors with Orc bows
    • 1 Mordor Orc Warrior with banner 

Evil is unchanged (except that the Ringwraith has 2 Attacks base now - huzzah!) and good has lost the Legacied Ranger heroes and traded only two Warriors of Minas Tirith with bows to get melee guys. Some of the hero profiles have changed a bit, but otherwise we've got more or less what we used to have.

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, August 30, 2021

The Bare Necessities, Part XXXVII: Goblin-town

Good morning gamers,

Well, this is an army I've fought quite a bit and I can't say I've enjoyed any of those games. At all. So when it came to doing this series last year, I passed on reviewing Goblin-town because, frankly, I didn't know how everything worked and what was a good way to tick all the boxes. To be even more frank, I'm not sure you NEED to check all the boxes. 30+ models will basically be a given, but do you need fast troops with this list? What about an actual banner? Ways to buff your models? We'll get into all of that today as we review an army that has its own special place in the hearts of MESBG players.

Two great and annoying models . . .

Goblin-town: The Art of Fast Play
Goblin-town plays a game that several armies do: spam out cheap, horrible models and rely on your outlandishly high numbers to take the day. Unlike armies like the Shire and Sharkey's Rogues, you can support other models - and while your Defense is low (like the Shire and Sharkey's Rogues), the fact that everyone has the equivalent of a spear for basically the same price means you can get LOTS of die into your fights. And I mean LOTS of dice. So why doesn't everyone play this list?

I think the biggest reason is that this army takes FOREVER to take a turn. Moving 30-40 models CAN take a while if you're being super careful, but moving 60+ models takes a long time even if you're trying to move quickly. Movement trays can help, but even with trays it takes a long time. So how can you fix this so you can play within a time constraint?

There are two ways, I think, that this can be done. The first is to embrace the Goblin-town mindset and don't care about where you place things. Veteran gamers may cringe when I say this - but I'm serious: place models so they're backed up by a friendly model, but just move them. No planning, no worries, no strategy - just take up space! If you're moving in the right direction, you might be a bit out of position for one turn, but there will be another turn and you'll be in a spot that's just fine.

The second way (and I think the more competitive way) is to ally with someone else - other armies will be more expensive and will give you other ways of dealing with problems (like big heroes and devastating spell-casters). By bringing in a big hero or two (backed by average-cost to expensive warriors), you drop your model count and can take your turns faster.

So what's the right balance between a high model count and allying in what we need to make a balanced list? Well, we're turning to the Armies of the Hobbit army book and allying with an army that, frankly, would want to keep their army bonus in most cases. But it turns out, you can supplement a lot of Goblin-town weaknesses by just bringing one warband of models from another list.

Monday, May 31, 2021

The Stuff of Legends: The Black Gate Opens

Good morning gamers,

We're returning today to the Gondor at War supplement and covering (what I believe is) the most popular evil Legion from that book: the Black Gate Opens. Chances are that if you own the Battle for Pelennor Fields box set, you can all-but-run this Legion. All you need to get started is a Mordor Troll Chieftain, the Mouth of Sauron (highly recommend), and probably a Morannon Orc/Mordor Orc command blister - boom, you're done (roughly $250 for the core set and all this).

But how do you make this Legion work without the usual named heroes that a Mordor army has access to? And can you function without Fury? Taking us through this Legion is Rythbyrt - take it away man!

Legion Tax: 140pts

Rythbryt: As I may have told you elsewhere (and perhaps a few times already), my first tournament experience featured a Troll Chieftain, Kardush, Gorbag, and a bunch of Morannons and Mordor Orcs (roughly 25 models at 450, which isn't bad all things considered). If you're just starting out (like I was), the Troll Chieftain is a great hero to start with: he's tough as nails, quite scary, very forgiving, and a joy to play. Highly, highly recommended.

As it turns out, the bulk of my list was also (unwittingly) a fore-runner of The Black Gate Opens legendary legion, which consists (primarily) of a Troll Chieftain, supported by Mordor and Morannon Orcs. There are some important differences (no Kardush / Fury for one, and no 3 Might orc heroes for another), but if you love the Troll Chieftain as I do, he really comes into his own in this list. And while the unit choices look limited to start with, underestimate this list at your peril: it may not be broad enough to be "competitive," but properly built and run, it will hit almost everything like a truck.

Monday, May 17, 2021

The Stuff of Legends: The Wolves of Isengard

Good morning gamers,

Today we're continuing our review of evil armies from War in Rohan and covering the Wolves of Isengard. There are five Isengard/Dunland Legendary Legions - Ugluk's Scouts and Lurtz's Scouts have several named heroes who provide good synergies for their armies (though they're all mid-tier heroes at best), paired with 1-2 generic heroes to fill out your list (March is a bit unnecessary in both lists, as the named Uruk-Hai heroes have it if you need it). 

Last time, we covered the Assault Upon Helm's Deep LL, which has no named heroes at all, but its generic heroes provide some added punch to an already nasty list. We'll cover the Army of Dunland in a few weeks, but today we turn our attention to the Wolves of Isengard. In my mind, this is the hardest Isengard LL to use - and yet, there are aspects of it that make dealing with certain armies (terror armies and cavalry armies) easier than any Isengard Legendary Legion we've looked at so far! Centaur takes us through this Legion today (with my usual uninvited commentaries added) - take it away, buddy!

Part 1: What Do You Need?

Legion Tax: 60-65pts
The only required model is Sharku, and even with a shield, he's only 65pts. Effectively, though, you need to take every profile in this list: you need at least one Orc Captain to call March (because we need Sharku to save his Might for fighting), Orc Shamans to deal with Courage issues, Warg Riders for killing power/banner support/ranged options, and Wild Wargs for fleshing out numbers, holding objectives, disabling siege weapons, and digging up heirlooms as appropriate. So while yes, you technically only need Sharku, you effectively need some of everything.

Monday, March 22, 2021

The Stuff of Legends: Ugluk's Scouts

Good morning gamers,

Today we'll be continuing our series on Legendary Legions with Centaur's take on Ugluk's Scouts. Now if you dig DEEP into our archives, you'll know that the first tournament we ever ran here at TMAT (Spring 2012) featured Centaur running Vrasku, an Uruk-Hai Captain (proxied by Ugluk - required by how the Legions of Middle-Earth rules worked back then), and a mixture of Uruk-Hai Scouts and Orc Warriors from the two Isengard lists from the Legions of Middle-Earth book. Centaur has been the longest promoter of Ugluk in our community (he was Centaur's first Isengard hero, if I'm not mistaken) (Centaur: he was!) and has been beloved by him ever since (though perhaps not as high on the totem pole now as the Isengard Siege Veteran with BALLIIISSSTTTAAAA!) (Centaur: he probably still wins by a hair, mostly because he doesn't MISS AS OFTEN, :P). Today, Centaur will be sharing his love for this iconic Uruk-Hai hero and his dysfunctional band of followers. 

Quick interjection before we get started: I intentionally placed this review AFTER the Lurtz's Scouts and Cirith Ungol Legendary Legion reviews, because they both stem from this army (one takes the free 8" movement upgrade for Uruk-Hai Scouts and the accompanying Uruk-Hai heroes, while the other takes the race-based warband restrictions and Animosity special rule). Both of these Legions were released AFTER Ugluk's Scouts, but I felt it would be better to cover Ugluk's Scouts third to show how these neat rules can be melded together. Okay, with the housekeeping notes out of the way, take it away, Centaur!

Part 1: What Do You Need?

Legion Tax: 65 points
Centaur
: You must take Ugluk, but he's the only required hero for this list. That's a nice bonus, as he's only 65pts, and that means you have hundreds of points left to spend on your army. That being said, you are also effectively required to take Mauhur (to get the standard 8" move bonus to all Uruks), and it's wise to take both Grishnakh and Snaga as they are cheap Might Point caddies for you. I also recommend taking an Uruk Scout Captain with a two-handed weapon if you can, as they make for excellent killers (F5/S5 with a two-handed axe? OH YEAH BABY). But beyond that, you can take whatever you want, though I recommend taking a smattering of both Orcs and Uruks to fill out your ranks so that you can take advantage of your special rule.

Monday, March 15, 2021

The Stuff of Legends: Cirith Ungol

Good morning gamers,

Today we're back in the new Quest of the Ringbearer sourcebook to look at another Legendary Legion: Cirith Ungol. We've already looked at Lurtz's Scouts, which is a fast army that has average Defense. In this list, we'll look at an army that is also average Defense, but not as fast (and you must work at making it fast, while Lurtz's Scouts come by it honestly).

Part 1: What Do You Need?

Legion Tax: 155-175pts
You NEED to include both Shagrat and Gorbag in your army (Shagrat is always your Leader). With Shagrat's max cost being 115 points (with heavy armor and his special shield) and Gorbag's max cost being 60 points (with his not-so-special shield), your maximum Legion tax is only 175 points. That's higher than most Legions we've looked at, but not that high for most point levels.

Before we go into what you ACTUALLY need, let's go over something really quickly: you have two warrior profiles (Orc Warriors and Mordor Uruk-Hai) and they both have specialized jobs, as well as common jobs (where you can use either of them more-or-less equally well). Orc Warriors can take spears, while Mordor Uruk-Hai cannot - this means any second rank you have will be Orc Warriors. Mordor Uruk-Hai, by contrast, are more reliable archers than Orc Warriors (both come with Orc bows, but the Mordor Uruk-Hai have a 4+ shoot value). If you need front-line troops, BOTH Orc Warriors and Mordor Uruk-Hai make good choices, as both types of warriors can take shields (going from D4 to D5) and both types of warriors can take two-handed weapons. Both types of units can also take banners - you can give Orc Warriors spears as well (and shields if you like), while the Mordor Uruk-Hai can pair a banner with an Orc bow and be a shooting bannerman instead of a supporting bannerman.

Monday, February 8, 2021

The Stuff of Legends: The Army of Gothmog

Good morning gamers,

So far in this series, we've covered two Legendary Legions from Gondor at War (the Men of the West and the Grey Company) and both Legendary Legions from the Scouring of the Shire (the Defenders of the Shire and the Chief's Ruffians). Today we continue our review of Legions from Gondor at War: the Army of Gothmog. If you bought the Battle for Pelennor Fields box set, you're well on your way to collecting this Legion (just pick up a Gothmog model and two Orc heroes and you're all set)! While this might be an easy acquire for new players, how competitive would a Morannon Orc spam (with Troll support) be? And are there things that would be better if they were changed? Let's delve into that discussion and see, shall we?

Part 1: What Do You Need?
Legion Tax: 130-145pts
The only model you NEED is Gothmog, Lieutenant of Sauron (who, fully kitted-out, is only 145 points - not a high tax by any means). Gothmog's stats are, as I discussed in our recent post on Heroic Strike heroes, not great (good for an Orc hero, but not great by any means): he's "only" F5 (a higher Fight Value would mean that Master of Battle would give you a free Heroic Strike against F5 heroes - with F5, there needs to be a friendly Striking hero or a Troll nearby ready to stomp on a F6-or-below hero in order for Gothmog to get a free Strike), he's "only S4" (despite other Orc heroes in this list being S5), he gets to D7 (which is good, I admit, but kinda expected for most heroes), he's got 3A/3W (which is also good - certainly better than any other heroes we're looking at today), and he's got 3M/3W/1F (the Fate isn't very good but on-par with Evil heroes - the Might/Will are on-par with other top heroes, regardless of Good/Evil affiliation). Against warriors, Gothmog is a pretty solid choice - especially if he's astride his warg and on the charge. Against heroes, however, Gothmog's profile leaves something to be desired (especially since he costs almost 150 points). I mean, compare him to almost any Dwarf hero (80-160 points) and you're looking at "about equal" stats or worse stats for more/about-equal cost. Seriously, he's not that great . . .

Army of Gothmog Bonuses
In this Legion, Gothmog becomes a Hero of Legend, which gives him slightly more models in his warband (and is slightly more vulnerable to Heroic Challenges). While you might scoff at the fear of Heroic Challenges, think again for Gothmog: thanks to having Master of Battle, his ability to call free Heroic Moves is huge late-game - and since he's "only" F5/S4 with 3 Attacks and "only" D7/1F with 3 Wounds, it's not THAT big of a risk to fight him. If the person challenging is at least F6, Gothmog will have to call a Strike (probably using his own Might) to potentially have the higher Fight Value - and that Strike will only be free if your opponent calls a Heroic Strike near Gothmog's fight (which he should try not to do with a nearby hero if he's issuing a Challenge). After 3 rounds of Striking, Gothmog will have the lower Fight Value and you've got him on the ropes for sure. Beware those Heroic Challenges, my friend . . .

Thursday, July 30, 2020

Armies of Middle-Earth SBG: Azog's Legion in the MIddle-Earth Strategy Battle Game

Our subject today was spoiled last week, so no elaborate intro for these guys. But that's oddly appropriate, as this army is all-business (as in the business-end of a cleaver).

Azog has come to blot out the line of Durin. If that makes you happy, read on (and perhaps seek some help?).

Azog Wallpapers - Wallpaper Cave
Praise me, my peoplez!
Photo Credit: 4.bp.blogspot.com on Pinterest


Monday, July 20, 2020

The Bare Necessities, Part XXX: Azog's Hunters

Good morning gamers,

In today's post, we revisit a faction that got a some coverage in our post on the Dark Powers of Dol Guldur (and got a hat-tip in our post on Azog's Legion): Azog's Hunters. Azog's Hunters doesn't have a lot of profiles (six heroes, two warriors) and there aren't a lot of equipment options for most of them (none for Fell Wargs, options for mounts for most of the heroes with an occasional other option). Still, this list has some REALLY good customizability options that can make for a high-damage team that can move at tremendous speed. Also, if you want an in-depth look at the list, please check out Rythbryt's review in the Armies of the Hobbit series that came out last week - it's really good!

If you've never fought this guy, count yourself lucky . . .

While I'm a big fan of Azog's Hunters, I'm more drawn to using them as an allied contingent more than a pure list (Azog is just better in Azog's Legion, thanks to getting access to heavy armor, to say nothing of the Signal Tower and Master of Battle if you keep your army bonus). Still, you have access to two really great power heroes, three pretty good supporting combat heroes, the cheapest three Attack model in the game, and some solid (albeit squishy) warriors. My good mate Centaur has run Azog's Hunters a lot recently and so had some light to shed on a pure Azog's Hunters list:

Army Principles with Centaur

T: In large games (700-points and above), would you ever run both Azog and Bolg (or do they cut into your points too much)? 
C: You can, though I don't. Unless you know that you're facing hero-heavy armies (Fellowship, Thorin's Company, Erebor Reclaimed, Rangers of the North) and you know that you'll want two big men to dismantle enemy heroes you probably don't need both, and you'll want the numbers because the fundamental rule of Azog's Hunters is low defense means casualties. You don't have effective anti-archery protection (you don't even have 24" range on your archers, so you can't even return fire effectively on all boards), you don't have great Fight Value (so you'll lose combats up close), and you don't get access to a shaman for Fury, so you're going to suffer a lot of wounds. This means you need numbers to keep you in the game long enough for your big man to do the job.

T: If you can only take Azog or Bolg, which do you choose (and why)?  
C: I personally run Azog, in part because 1) I got him as a gift, so I'm going to use the models I have, and 2) because while Bolg is awesome he grows more awesome as the game goes on, and some armies are such hard counters to Azog's Hunters (Army of the Dead being the big one) that you may not get a chance to get Bolg to his Uber-Bolg version. Plus the White Warg is really nice for the points, so I tend to lean toward Azog. Bolg is good and I'm looking to purchase him within the next few years (I've got other armies higher on the priority list right now), but for now Azog does the job.

T: How important is the Azog's Hunters Army Bonus? 
C: So, it is and it isn't important. It's important because it turns your archers into 4+ Shoot archers, which is nice for when you need to cover an objective as you can reliably whittle down an incoming force before they reach the objective, and then tear them a new one once they reach it as you have 2 Attacks on each model at S4. But truthfully, part of why I love Azog's Hunters more than Azog's Legion is the ability to team them up with other armies - you don't really miss the army bonus, so there's no real problem with going with an orange or red alliance (which is virtually all of their alliances).

T: Does Azog's Hunters need allies (and if so, who is your go to)? 
C: You don't technically need allies (as you can do almost everything really well), but it doesn't hurt to have them. Azog's Hunters does melee brawling very well, as you can get two-handers at S4 (S5 if you Piercing Strike) with 2 Attacks, tons of 2 Attack S4 guys, mounted versions of both, plus bannermen for very little, but what you lack is effective cover from enemies and high Courage models for charging terror models. So personally I would team them in with Angmar (no surprise to anyone as I really like Angmar) or Mordor, and for different reasons. Angmar is nice because you get the Shade and the Barrow Wight, plus access to trolls if you want something higher than F3. Mordor is really nice because you can take guys like the Shadow Lord to cover you from archery plus the wealth of anti-magic options that Mordor presents, not to mention big war beasts or siege weapons to keep you safe while your forces close.

T: Since Hunter Orcs (and Hunter Orc Captains) have the Many Blades rule (while on foot, they get +1 Attack), is there value in giving Hunter Orcs Fell Warg mounts? 
C: There is - threat radius and charging options. Now granted, this comes from a guy who plays Shire (where you use terrain to the point of almost abuse because otherwise you get shot/ripped to pieces), but a lot of people count on hiding units behind pillars/trees, lying people down, etc. as a way to hold portions of the board/guarantee that they get the charge, and fell wargs get you out of this problem. Add onto this the fact that you have a 10" range for standard movement, and now you can reach out and strike an enemy well before they can strike you.

The complication to this argument, though, is that you can also just take Fell Wargs, and since the cost of a Hunter Orc on Fell Warg is the same as buying a Fell Warg and a Hunter Orc on foot, there's little reason to take them as a single unit except the charge bonus. I run a few, but truthfully you could probably do just fine just taking fell wargs for the threat range and hunter orcs on foot for numbers.

T: Are generic Hunter Orc Captains models you take after you've taken all of the named captains? 
C: Or are they good in their own right? Oh, you should have at least 1 of these guys in your army always, and you should take him with a two-handed weapon. I think you should even take him above a number of the named heroes - my order is: Azog/Bolg -> Narzug -> Hunter Orc Captain -> Whatever else you want. Fimbul is very good, and the 3 Might with Strike means you can use him to take on enemy heroes. You should of course always mount him, and he makes for a nice strike cavalryman through forests and other difficult terrain as he gets all of his bonuses regardless of being in difficult terrain. And while Yazneg comes with an axe and high Strength, I think for the points you get more out of a Hunter Orc Captain, so personally I never take Yazneg. We would have been much better off in the list if we had a shaman rather than Yazneg.

T: What gear do you give Hunter Orc Captains? 
C: I almost always give them two-handed weapons, as I think that 1) having base 3 attacks all getting +1 to wound is just insane for the price, and 2) if you have enough numbers you don't need to worry about winning the fight: other guys can win the fight for you, and these guys are just there to mop up. You can definitely give them fell wargs, but keep in mind that you'll need to charge to make it worth it, as otherwise you'll lose attacks. So it all depends; personally I've found that the high Strength with +1 to wound and a chance to Piercing Strike is typically enough, so I save money and buy an extra warrior instead of mounting them, as I find I like the numbers more (plus it's easier to hide my heroes from archery if they are among the rank-and-file).

I don't generally give them bows; that has mostly to do with the fact that 1) orc bows aren't that good, 2) their Shoot Value isn't that good, and 3) Narzug will do the job for you well enough on his own, so why would I need a clear second fiddle? I'd much rather give the bro a two-hander and just send him wading through the enemy shieldwall.

T: How do you deal with Terror armies? 
C: So, I'll start by saying that, as I alluded to above, this is one of the issues for the army. Since your army is Courage 2 except for your heroes (and beyond Azog and Bolg it's not particularly good even among your heroes), Terror is a huge problem. You can mitigate this in two ways. First, since all of your dismounted orcs have 2 Attacks, you effectively charge two people in with one successful Courage Test, so thankfully it's not as dangerous if you don't succeed in all of your charges. More than that, it's not like charging in a person and then spear supporting them as they can't pull off the spearman into a separate combat: you always get 2 attacks. Second is numbers: if you make 30 charges on a given turn (which, ideally, is how many models you would have charging on a single turn), even at Courage 2 you'll pass with 10+ of them, probably including your heroes. This means that you have 20+ Attacks in combat, which is pretty good among c. 10+ fights. So numbers are important: you have to get a lot of people charging to insure that you can take down enough terror models that turn to whittle the enemy force down.

And on a related note, it's actually not a bad thing per se if you don't get a lot of charges in - remember: at D4 you are going to lose a lot of guys, so if you don't have a lot of fights to resolve you can't lose that many people. So there's a silver lining to failed tests, as long as you have numbers to replace fallen troops that get ganked by being alone following failed Courage tests.

Thanks Centaur - today we'll be looking at Centaur's list for Azog's Hunters - let's see what's cooking!

Thursday, July 16, 2020

Armies of Middle-Earth SBG: Azog's Hunters in the Middle-Earth Strategy Battle Game

As promised, the forces of Evil have arisen to beat back the upstart collection of men, elves, and dwarves who have dared to lay claim to the title of "greatest Hobbit army" (and their oddly-isolated mountain fortress). Today we deal with their light-weight brigade, that soften up the enemy before the weight of the full army crushes them.

That would be Azog's hunters. They're particularly brutal--even to each other.

Boo!
Photo Credit:
 hole-intheground.blogspot.com


Monday, June 15, 2020

The Bare Necessities, Part XXIV: Barad-Dur

Good morning gamers,

In this post, we begin the armies I'm not that interested in collecting and so don't feel qualified to do a list-building discussion on them. The good news is, I play with a few guys who LOVE armies that not only get a lot of attention on this blog, but also are factions I don't see myself owning. Like ever. :-) 

We begin the discussion of these factions by looking at Rythbryt's thoughts on Barad-Dur. I do need to say that as a Mordor/Angmar player who already has some converted-up Black Numenoreans, lots of Orc Warriors/Trackers, Warg Riders planned in the future to support my Angmar force, and plenty of Ringwraiths, that this faction wouldn't be hard for me to start (just need to pick up Sauron, right?). I should also say that given how much I love spell-casters and the fact that Sauron is easily the best evil spell-caster in the game (check out our podcast on Evil spell-casters for more), this should be a shoe-in force for me.

Most of my interest in Barad-Dur, to be honest, is because my son is starting to play MESBG and is playing with Barad-Dur (borrowing my Mordor/Angmar guys to support his Sauron model). It's fun for him to use, but I don't really see the need to collect Sauron (theoretically, I could just borrow my son's model). So in the interest of being a better coach for my son, let's talk to our resident Barad-Dur expert and see what we can do!


Rythbryt: Let me begin by saying I love Barad-Dur… but not really at this points level. The problem is Sauron, who you basically have to take to justify taking this faction over Mordor. At 400 points all by his lonesome, he’s more than half your 700 point list. And while we can squeeze another 29 models into 300 points, it’s going to present some difficult challenges for us. So let’s begin. 

Taking Stock

The goal of this exercise is to build a well-rounded list that can perform across a spectrum of different scenarios, so Tiberius gave me some parameters for the list. Since we already know we’re taking Sauron, let’s see how we’re doing on those parameters with just Sauron, in reverse order of difficulty:

  • 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.
I would add to these one more, just for personal taste:

  • 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.

Alrighty then. Now for the fun part—theory crafting!

Monday, May 25, 2020

The Bare Necessities, Part XXI: Azog's Legion

Good morning gamers,

If you live in the States, happy Memorial Day. In the words of King Theoden, "Tonight we remember those who gave their blood for this country - hail the victorious dead!"

In today's post, we're continuing our discussion on armies I'm still purchasing. We've already covered the Halls of Thranduil, the Dark Powers of Dol Guldur, and the Shire and today we come to one of the newest armies that has crossed my mind with some neat ideas: Azog's Legion. While we mentioned that the Dark Powers of Dol Guldur list is the most flexible evil army from the Armies of the Hobbit book, Azog's Legion has a wide variety of units that all basically do the same thing: kill things in melee and shrug off damage with pretty good Defense (some don't have great Defense, but the majority do). For the opinions of the experts, you want to check out the recent podcast from the Green Dragon Podcast on this army (I differ in opinion from them a little bit in this post).


Azog's Legion: If You Bring Azog, When Do You Bring The Signal Tower?
When I first looked at Azog's Legion, I saw a) no shooting apart from Catapult Trolls, and b) very few hero choices (Azog, Bolg, various generic captains). To me, this made them worse than Azog's Hunters and MUCH worse than the Dark Powers of Dol Guldur. When you factor in that some of the models haven't been made yet, many of the models are available exclusively through Forge World, and the handful from GW are pretty expensive, this army was a no-go for me (possibly as an alliance).

When I looked at the list the first time, I also glossed over the Signal Tower - like the One Ring or War Beasts, when you have a whole page of rules (or two) dedicated to one thing in the game (something you may rarely/never face), new players and experienced players alike probably say "Huh, that's nice" and turn the page before digging too far into it. When I first looked at the list, I had no interest in the Signal Tower because a) there's no model for it yet, and b) it costs 200 points - and why in the heck would you spend 200 points for an upgrade?

Well, I'm glad you asked - because after looking into the Signal Tower, it's actually a really good bargain. Let's break it down:
  • The Signal Tower includes 7 Azog's Lieutenants, who have profiles very similar to Rangers of the North (no bows and lower Courage, but otherwise their gear and stats are exactly the same). Rangers of the North are 30 points each, so let's assume that Azog's Lieutenants would each be worth 20-25 points. With 7 of them included in the price of the tower, you've got 140-175 points of the Signal Tower covered (25-60 points more to make up).
  • The Signal Tower comes with 3 banners (that count as banners in scenarios that give you victory points for having a banner on the board at the end of the game), one of which counts as a battlefield-wide banner for all Gundabad models - that's worth at least 25 points, but probably worth more than that.
  • The Signal Tower also has the Horn of Gorgoroth, which counts as a war horn for you (+1 Courage), but also applies a -1 Courage penalty on enemy models all over the battlefield. This, added to the battlefield-wide banner, is basically what you get from a Moria Goblin Drum (which is worth 75 points to Moria and doesn't actually cover the entire battlefield). At the very least, this horn and the battlefield-wide banner are worth 75 points together (which is more than the rest of the cost we need to make up).
  • One of the other banners on the signal tower allows you to call free Heroic Marches - each time you call a free Heroic March, that's worth 5 points (as a Might point adds roughly 5 points to a normal profile). Since you don't have shooting, getting across the board is important - and if you want to have Might left over for Heroic Moves on your Captains (and Strike on Azog), this tower is your friend.
  • The third banner gives all of the Gundabad models on the battlefield a 6+ save against taking wounds (which turns the 6+ Oblivious To Pain save on your Gundabad Berserkers into a 5+ save) - this is not only a nice surprise for your warriors, but also is great because both Azog and Bolg (all your heroes, actually) have a single Fate point. Having a non-zero probability of stopping every wound is nice to have when you give up points for having wounds on your Army Leader.
  • Finally, the Signal Tower is placed at the beginning of the game anywhere on the battlefield - which means you can place it safely behind your lines in most scenarios OR place it in your opponent's side of the board in scenarios where you need to get somewhere. Even if your opponent tries to take the tower, you'll have 7 mini-heroes to defend the banners and distract while the rest of your army gets in position - PERFECT!
In large games, you're getting well over 200 points worth of value for "only" 200 points. The tax comes in this: you need to take Azog in order to take this - so you're spending at least 365 points on Azog and this upgrade (though I don't think you'd leave the White Warg at home or the heavy armor - so realistically, it's 425 points). At lower point levels, Bolg with a Goblin Mercenary warband is probably the better option, but at games at/above 700 points, I think Azog is well worth bringing with the Signal Tower.

One final note on the Signal Tower: if you don't have enough models to man all of the elements, I'd prioritize the signal tower elements as follows:
  • Battlefield-wide banner (because you're going to want this).
  • Battlefield-wide 6+ save (not a great save, but your army has basically no archery, so every little bit helps as you slog across the map - more important during the middle/end of the game OR from the very beginning if you get to deploy on the center-line).
  • Battlefield-wide free Heroic Marches (not really necessary during the middle of the game, essential early in the game, sometimes necessary late in the game).
  • War Horn with Battlefield-wide Courage debuff (unless you're facing a Terror/Harbinger army, you can often get away with losing this during the early/middle of the game).
Currently, I have the following models:
  • Azog F&M
  • Gundabad Troll with Club
  • The makings of a Signal Tower
Early picture of my Signal Tower in the works - the tower stands roughly 7" high and is roughly 6" in diameter with a circular stairway that goes around the outside of the tower (total travel distance is 19" up the stairs). There is a tunnel on the ground level and an open landing on the second level (which provide some options for fighting if desired and also makes it more usable as a generic ruin piece in a game where I'm not playing with the Signal Tower).

Perhaps I've already shown my hand, but here's our list today:

Monday, March 30, 2020

The Bare Necessities, Part XIII: Moria

Good morning gamers,

We’ve talked about Minas Tirith, Isengard, Rivendell, Mordor, Lothlorien, Angmar, and Numenor already in this series on list building and today we turn to my first army of Evil – the one that took me a LONG TIME (and ultimately a Balrog) to enjoy using: Moria. Moria has a surprising number of warrior and hero profiles and their variance is huge (literally “huge” in size of model, points cost, and $$$ to acquire). That said, Moria’s wide selection of heroes (read monsters) and warriors (read monsters) can be really expensive and leave you wondering what you’re actually getting for the purchase of that model. After nearly 10 years of collecting Moria (and occasionally enjoying in game-play), I’ll share some of my thoughts that made me agonize over this list for so long (and even now, I’m not convinced it’s quite right – I think it’s mostly right, but you’ll see what I mean when we get into it).

Moria: Who’s Your Centerpiece?
While Minas Tirith armies need to decide which of the “big 3” to run (King Aragorn, mega-Boromir, or Gandalf the White), Moria armies have a “Big 5” to deal with: do you run...
  1. A Balrog (who will eat up half of our points today)?
  2. A Cave Drake (or two)?
  3. A Watcher in the Water (maybe with a Cave Drake)?
  4. A Dragon (with wings and one other upgrade)?
  5. 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). 
The beauty about Moria is that while you have lots of options to choose from, you aren’t stove-piped into taking just one of them (a Moria army could easily field Durburz alongside any of the monsters - including the Balrog, Cave Drakes are fairly inexpensive as well). Today, we’ll be looking at my favorite of the Moria monsters (which our dedicated readers already knew was going to happen, right?) and a way you can build your Moria list around this monstrocity. Here’s the list . . .

Monday, March 16, 2020

The Bare Necessities, Part XI: Angmar

Good morning gamers,

So far in our series on balanced lists, we’ve talked about how to maximize your potential for scoring victory points in the context of Minas Tirith, Isengard, Rivendell, Mordor, and Lothlorien. Today, we continue our discussion by viewing the ancient kingdom of Angmar. An Angmar list won the most recent Masters tournament in the UK (Kylie from the Green Dragon podcast at its head) and is a great example of how to make a flexible list (you should look up her list in the final game against Jay Clare on STF Wargaming for more info). Other Angmar lists that are well-balanced appear on Mik’s Veni Vidi Vici blog as well (one of those lists looks very similar to the one I wrote up here - so maybe that's a commendation?).

Angmar: How Much Might Do You Want?
Angmar has a very unique problem: depending on how you want to build your army, your Might point tally might be really low (see what I did there – “might” be low? That joke never gets old – blame my Dad card). While you can take Gulavhar, Buhrdur, or a maxed-Might Witch-King (which I think is the only way to run the Witch-King) who can all take 3 Might OR run Golfimbul, Angmar Orc Captains, the Tainted, or Wild Warg Chieftains who each have 2 Might (though the Wild Warg Chieftain’s Might has limited application for heroic actions), many of the “good” hero options (Shades and Barrow-Wights) and some of the “sorta-good” hero options (don’t underestimate the power of the Dwimmerlaik or an Angmar Orc Shaman) have 0-1 Might.

While you might say “Okay, I’ll just run the heroes with lots of Might and I’ll have 8-9 Might points, just like most other armies at my point level,” think again:  taking a reasonably kitted-out Witch-King will cost you at least 150 points, which will added to the 200-point Gulavhar and 110-point Buhrdur brings you over 450-points on just your three big heroes. That’s too much in a 700-point game, I think (even if your Orcs are cheap as chips). While taking all three of these heroes would be fun, it’s tempting to drop one of them to pick up 2-4 Barrow-Wights OR turn one of them into a Shade (and maybe pick up a Barrow-Wight or two on the side). Doing this, however, reduces your Might from 9 to 6.

In my opinion (and this thought is shared by most of the other lists provided around the community), you want a mixture of two units to flesh out your Might points: Angmar Orc Captains (who aren’t great heroes, but give you 2 Might to spend on Heroic Moves/Marches) and Wild Warg Chieftains (who are similar to Cave Trolls in many respects, but trade a Burly two-hander for Might/Will/Fate and speed). I don’t like the Angmar Orc Captain very much, so we’re going to be turning to the Wild Warg Chieftain instead in our list:

Monday, March 2, 2020

The Bare Necessities, Part IX: Mordor

Good morning gamers,

Today marks the fourth army list that demonstrates how you can build an army with maximum victory points in mind. With Minas Tirith, Isengard, and Rivendell under our belts, we turn our attention to Mordor now and explore the wealth of options you have from the faction with the most profiles in the MESBG game (and many of them are very, VERY good for their cost). There's a lot in the Mordor army list, so make sure you're brushed up on Rythbryt's review of Mordor before continuing.

Mordor: Orcs or Terror?
There are two kinds of Mordor lists that are REALLY scary: the ones that run Gothmog with lots of Orcs (probably with the Army of Gothmog Legendary Legion) and the ones that run Ringwraiths and lots of Terror models (Black Numenoreans in particular, probably backed up by Morannon Orcs since Black Numenoreans can’t get spears). The result is simple: we’ve got two lists that we could be focusing on in order to maximize our points. So how do we choose with one to focus on today?
Well, I don’t own Gothmog and I do own the Nine, so we’ll be looking at the latter. Know that I’ve seen many lists out there that use Gothmog and a host of Morannon Orcs and/or Warg Riders (usually with Mordor Shamans – to include Kardush – Guritz, Gothmog’s Enforcers, Goroth, and Gorbag to lead these groups) in order to get maximum damage from Gothmog’s special rules. What tends to be less straight-forward, however, is how you build an army with Ringwraiths and Terror units at their core.

One final thing I need to add when we talk about the four basic troops options that a Mordor player can take that are “better than Orcs”:

While the price difference between Morannon Orcs (who are not F4), Mordor Uruk-Hai (who are not D6) and Black Numenoreans (who are not S4) is negligible, you could get all three of these great stats (with S5!) on Black Guard of Barad-Dur. For our purposes today, we’re looking for good bodyguards for Ringwaiths – and that means, we’re looking for units that cause Terror. Our list today is based off a list I wrote under the old LOTR SBG rules system that still has some power in it today: