"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
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The New Age Is Begun: the 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, May 26, 2025
First Impressions: The Free Peoples, Part III
Thursday, December 8, 2022
A Season of Giving: The Light of Caras Galadhon Fan-Made Legendary Legion
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| DOWNLOAD THE RULES HERE! |
Let's face it: we have three mini-campaigns in Defence of the North (Dale/Erebor, Mirkwood, and Lothlorien) and of those three campaigns, we got 2 Legions for the first, one Legion for part of the second (Beornings), and NO Legion for the third - #Travesty! You can't start talking about why this Legion is needed without acknowledging that, if the movie timeline is to be taken as canon, we need a Legendary Legion that keeps us from running Haldir in a Lothlorien list.
Monday, August 22, 2022
The Stuff of Legends: The Vanquishers of the Necromancer
| Photo Credit: Tumblr Legion Tax: 470pts |
Monday, November 1, 2021
The Bare Necessities, Part XLVI: The White Council
Good morning gamers,
- Unlike the Breaking of the Fellowship Legendary Legion, you have options for mounts on five of your heroes (not Celeborn or Galadriel) - though I will say that the Breaking of the Fellowship LL can move plenty fast with the free Heroic Marches from Aragorn. Still, with Hobbits moving 7" max, you don't get the freedom that comes from riding in on a horse, sleigh, or Eagle - and you don't get the increased damage when you charge (which is something none of the Good all-hero armies have);
- Like Thorin's Company, you have a mix of high Defense (Celeborn, Glorfindel, and Elrond), average Defense (Gandalf, Radagast, and Saruman), and low Defense, but while Thorin's Company has mostly 2 Wound/1 Fate heroes in its army, all of the models in this army have 3 Wounds and 3 Fate (and almost half of them have rerollable Fate points - and TWO of the guys in this list can give you Wounds back); and
- Like Erebor Reclaimed (which isn't exclusively all-hero - but can certainly be run that way), you have a mixture of high-powered combat heroes (Celeborn, Glorfindel, Elrond, Radagast on the Great Eagle, and arguably Galadriel) and less-powerful units (Gandalf and Saruman), but unlike this army, you have access to not one, not two, not three, but FOUR heroes who have Immobilize (Saruman on a 2+ and Gandalf/Radagast/Celeborn on a 3+), which can keep enemy heroes or monsters from smashing through your ranks (and greatly reduces your risk if you are already fighting them).
- Galadriel, Lady of Light (130pts)
- Celeborn (130-150pts)
- Glorfindel (145-170pts)
- Radagast the Brown (150-205pts)
- Gandalf the Grey (170-180pts)
- Saruman the White (170-180pts)
- Elrond (170-190pts)
Monday, September 20, 2021
The Bare Necessities, Part XL: The Army of Lake-town
Thursday, September 9, 2021
Fall of the Necromancer: What I Want To See In The Legendary Legions
Good morning gamers,
Less than a month ago, we got a preview from Games Workshop about the next supplement coming to the Middle-Earth Strategy Battle Game: the Fall of the Necromancer. Unlike other supplements, there are no new models being released with this supplement - instead, the game designers have developed a scenery kit for Dol Guldur and are bringing back older sculpts back to the range (including the much-sought-after White Council blister which has the very-rare Galadriel, Lady of Light sculpt - why did I buy the old Lady of Light sculpt when it was MTO?!?!?!?!).

Photo Credit: Warhammer Community
Another supplement I didn't know I wanted . . .
They also announced that alongside the 13 narrative scenarios (an upgrade over the 7 scenarios from the original Fall of the Necromancer sourcebook released in the early 2000s) there would be four Legendary Legions in this book with a bit of a spoiler about what they are. Like I did with Quest of the Ringbearer, let's dig in today and make our predictions for the next supplement!
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 28, 2020
Mastering Magic: Precision Damage
Today is our seventh post in our series on magic and we turn our attention to spells that do precision damage (that is, damage to a single target). While we've already covered Sorcerous Blast and area-of-effect spells, these spells require a lot of thought to use well - just plucking off a Wound here and there or sniping a random warrior could leave you drained by the end of the game without doing enough for the cost you pay. The spells we'll be covering today are the feared Chill Soul, the deceptively alluring Black Dart, the cool (mostly for Kardush) Flameburst, the very-much-hated Paralyze, and . . .
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| BANISHMENT!!!! Credit: Quora.com |
Monday, September 21, 2020
Mastering Magic: Magical Protection
Today we start our sixth post in our "masterclass" series on Magic in MESBG. We've looked at Sorcerous Blast, Immobilize (et al), auric spells, restoration spells, and area-of-effect spells. Today we turn our attention to some of the most useful spells a caster can have when facing an army with a spell-caster of its own (or multiple spell-casters - THE HORROR): Fortify Spirit, Protection of the Valar, and Shroud of Shadows. While we'll only be looking at five models today (three Forces of Good, two Forces of Evil), several of these heroes (Galadriel, Lady of Light from the White Council, Gandalf the Grey from several lists including the White Council, and Ashrak from Moria) can ally with all but four factions in the game either Conveniently or Historically (woe to Arnor, Numenor, Barad-Dur, and Sharkey's Rogues). This means that understanding what these heroes do - and why they might be slapped into a list - is good for any player to know.
What Do These Spells Do?
Monday, September 14, 2020
Mastering Magic: Area of Effect Spells
Today we start our fifth post in our "masterclass" series on Magic in MESBG. We've looked at Sorcerous Blast, Immobilize (et al), auric spells, and restoration spells. Today we look at some of the most fun spells in the game: area-of-effect offensive spells! As fun as rooting a model in place can be, as great as regaining heroic resources is, and as awesome as augmenting models around you is, we REALLY want to do massive damage. While you can do that with Sorcerous Blast under certain conditions, it's easier with some other spells - or is it? The spells we'll be covering today are: Collapse Rocks, Wrath of Bruinen, Nature's Wrath, Panic Steed, and Tremor.
What Do These Spells Do?
- Panic Steed removes the mount of the target (becomes an area-of-effect when channelled);
- Nature's Wrath knocks enemy models Prone near the caster (and deals S2 hits when channelled);
- Wrath of Bruinen also knocks enemy models Prone near the caster, but also inflicts a S2 hit (channel for higher Strength on the hits);
- Collapse Rocks deals a S5 hit to a target model that is near a rocky piece of terrain (becomes an area-of-effect when channelled); and
- Tremor deals a S6 hit and knocks models Prone who are on a D6" line away from the target model.
| Collapse Rocks | Nature's Wrath | Panic Steed | Tremor | Wrath of Bruinen | |
| Area of Effect? | * | X | * | X | X |
| Knock Targets Prone? | X | ** | X | X | |
| Damage Spell? | X | * | ** | X | X |
| Affect Only Enemy Models? | X | X | X |
Monday, 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, August 31, 2020
Mastering Magic: Auric Spells
Monday, August 24, 2020
Mastering Magic: Immobilize (and its various kin)
Immobilize/Transfix: What Does It Do?
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| Pro tip: if you wait to start casting Immobilize until your opponent is this close, you're in for some trouble . . . |
- You pick an enemy model to target;
- You roll to cast the spell and the target can attempt to resist the spell;
- If cast successfully...
- The target is unable to call Heroic Actions or use active abilities.
- In the Move phase, the target cannot move, call a Stand Fast, or cast spells.
- In the Shoot phase, the target may not shoot.
- In the Fight phase, the target may not makes Strikes if they win a Duel.
- If the spell was channelled, the Fight Value and Attacks of the target model are halved, rounding up.
- Prevent casters who haven't acted yet from casting spells;
- Prevent fast models from charging you;
- Prevent supporting models who haven't moved yet (such as banner-bearers, shades, Cirdan, Gamling) from moving with their battle line and providing their auric boosts;
- Prevent archer models from being able to shoot for the turn;
- Prevents a powerful model from getting the benefits of their Heroic Actions (like Heroic Strike) or Active Abilities (such as Lord of the West).
- Prevent combat models from killing things.
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).
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.
Wednesday, July 3, 2019
Workbench Update: Rivendell
Wednesday, June 26, 2019
A Pocket Full Of Power, Revisited
Thursday, March 21, 2019
Armies of the Hobbit, Part V: The "Other" Armies of Good
In our last post, we looked at the armies of the Dwarves from the Hobbit. Today, we turn our attention to the armies of men. While I don't think any of these lists are as impressive (or competitive) as the Dwarf armies we looked at, they do spam more, so if you can advantage of those numbers, you have the opportunity to best lists that are composed of "better" units.
1) The New Lists: Radagast's Alliance, The White Council, and Thranduil's Halls (and a hat-tip To Rivendell and the Misty Mountains)
There are technically five lists in the Armies of the Hobbit dedicated to non-Dwarf/non-Men lists, but two of them are re-prints from the Armies of the Lord of the Rings. This write-up will focus on the three we haven't covered yet - please view our other pages for write-ups on Rivendell and the Misty Mountains.
I will say this, though, about the Misty Mountains list: if you own the Armies of the Hobbit book, unless you're looking to ally your eagles with Thorin's Company (or the Fellowship if you have the Armies of the Lord of the Rings book), it's better to run Radagast's Alliance - you get the same units (though Gwaihir does drop a heroic tier) with additional hero options and the exact same army bonus. If you're not running allies, there's no real reason to run the Misty Mountains list. As such, we're going to focus on the Radagast's Alliance list (but know that most of what we say about it also applies to the Misty Mountains list).
Friday, March 15, 2019
The Armies of the Hobbit, Part IV: Men
In our last post, we looked at the armies of the Dwarves from the Hobbit. Today, we turn our attention to the armies of men. While I don't think any of these lists are as impressive (or competitive) as the Dwarf armies we looked at, they do spam more, so if you can advantage of those numbers, you have the opportunity to best lists that are composed of "better" units.
1) The New Lists: Garrison of Dale, Army of Lake-town, and Survivors of Lake-town
All three of the lists provided here revolve around spam units - the warrior options are incredibly limited (both in the number of warrior choices available, as well as the equipment provided. Like Numenor, this means that weapon swaps can be useful to provide some flavor to your army (and supplement weaknesses). It also helps to have some kind of power hero in your list to do extra damage (whether that's a hero from the list itself or an allied hero). All told, the relative inexpensiveness of the warriors in these lists allows for many weapon swaps and bringing expensive heroes. Since all of these lists can also get spears/bows, you can get a pretty "normal" army to support said heroes.







