Featured Post

The New Age Is Begun: the Fords of Isen Army List

Good morning gamers, We're back for another week in Rohan month (Volume III!) with the Fords of Isen army list. A while back, the TMAT t...

Showing posts with label Wargs. Show all posts
Showing posts with label Wargs. Show all posts

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, 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, 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, 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 . . .