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