It has a skirmish-style character reminiscent of 40k , but turns into one hell of a clusterfuck and slowed down in large scale games if you're not careful. Over points the game slows down, remember this is a skirmish game with you making decisions on each individual model at times. It can be played at under points for a quick fun game, but playing at around points will let you bring some of the big toys such as monsters or wizards , without weakening your main battle line. Back in you may feel old now , the famous kiwi director Peter Jackson who you might remember from his cult hit Braindead or Dead Alive, depending on where you live , a flick that greatly pleased Khorne for being one of the bloodiest movies of all time did what was thought for decades to be impossible: to turn J. Tolkien 's The Lord of the Rings books into movies. GW, having a keen nose for when someone makes more money than they do, approached New Line Cinema film studio behind the movies , Italian publisher Deagostini famous for publishing collector's items and DIY kits, subscription-based and once piece at a time over the span of years , and Tolkien's heirs in one of the biggest crack-conspiracies this side of Snowflame : make that shit into a tabletop strategy game.
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As we closed out , we finished a series on shooting and started a new series on heroes, causing us to revisit some of our oldest pos XD But seriously, great post - I'm actually really looking forward to my revamp to the Halloween Army with the new Angmar army bonus. Should be exciting. Unlike that list, you have a Dragon, which can give you a great anti-siege-engine capability - something my Angmar-Moria list doesn't have.
So true - you do get decent courage out of Spectres and Barrow-Wights, not that you want those guys charging alone. Still, if you bring enough of them I've run up to 10 before , you can spear-support with your terrifying Orcs to lend more numbers to the fight.
As for Compel, only your Ringwraith heroes have access to it - and without Fury, the Tainted is a wildcard as an ally. If your remaining choices are the Witch-King or the Dwimmerlaik, only one of those guys has Might so casting Compel is still a risky business. And heaven fore-fend that you should be facing a Terror army with Harbinger. Featured Post Last Month on TMAT December As we closed out , we finished a series on shooting and started a new series on heroes, causing us to revisit some of our oldest pos We then looked at Mordor to see a few different lists you can run with their army bonuses and whether keeping the army bonuses are worth it.
Unlike Mordor, Moria and Angmar rely heavily on the old army structures that we found in the Legions of Middle-Earth book. As such, there are some big changes for Moria less so for Angmar from the Warbands book one of which I don't like , but ultimately I think it drifted towards where it always should have been. Between the two lists, you could ally with basically anyone, but if you wanted Durburz in your army he was the only named hero back then , you needed to run Moria proper not the other one.
In the new version, they've basically eliminated the second list altogether, distributing the wild beasts of Middle-Earth in the Angmar list for Wargs and the Dark Denizens of Mirkwood list for spiders , though thanks to Druzhag the Beastcaller you can include bats, spiders, and wargs in your army Ashrak also allows you to get spiders , so if you WANT those creatures, you can still get them.
Not much to say about Angmar - they've remained mostly unchanged from release to release. The one major change that I found is this: back in the Legions era, Spectres were D5. In Warbands, they were D6. Now they're D5 again. Coupled with the fact that spears don't augment the front-line guy like they used to in Legions, Spectres have become a lot less powerful than they used to be. Still, they are Terror-causing warriors who can move low-Courage models with ease wherever they want, so having a few in your army isn't bad though having a lot is probably a waste.
Trap Them All! Both Angmar and Moria have good army bonuses - not necessary to keep them, but they're very helpful. Angmar's bonus is simple: any Angmar Orcs you have in your army that are near a Spirit hero cause Terror.
Since Arnor has always had terrible Courage, this is a very powerful army bonus thematically. From a competitive standpoint, I can tell you that it's frustrating when your army of Dwarves or even Elves! Since many of the Spirit Heroes for Angmar also have the Harbinger of Evil special rule, even high-Courage models can have problems charging your dirt-cheap grunts. In our tournaments here at TMAT, we have yet to have a tournament where Rohan didn't show up and I don't foresee that happening any time soon.
Since Rohan is primarily Fight 3 though mounted units near Theoden now have an easier time getting a higher Fight value , Moria was always left at a disadvantage having such a low Fight value. With Stab requiring you to take a S2 hit if you lose the fight, having a lower Fight value is still not a great thing, but this new army bonus allows Goblin armies to be able to compete against average models and sometimes above-average models as we'll see later , making them not only competitive but very dangerous to fight.
The trick is actually trapping figures - after the battle lines get messy, this is less of an issue, but when you're first starting out, it can be rough getting units trapped especially if you only have " move.
Back in the day, Wild Wargs were cheap units with a lot of speed, allowing you to trap units with ease. With that, let's get to the lists. Angmar has always been able to spam units effectively Orcs are only points each, after all , but they've always done so with average units on both the Fight value, Strength, and Defense fronts who have below-average Courage. Today, we'll be looking at two lists - one that maximizes on numbers and one that maximizes on monsters though you'll never get away from spamming warriors, I think.
Still, we've tried here to maximize our models and I think we've done it - 55 models is a lot of guys! What this list lacks and what the Spirit Heroes for Angmar as a whole lack is Might points - you've only got the 3 on the Witch-King.
As such, counter-calling Heroic Moves is going to be hard, requiring your team to bear the brunt of whatever your opponent wants to do. Still, with 3 chances to Paralyze in a given turn from the Barrow-Wights and an expected successful Paralyzes in a given game , taking you the enemy power heroes ought not be that difficult.
We've also chosen to bring some archers along - I do this mostly because if you're going to have someone standing still on an objective, he might as well be able to shoot at someone. Still, you could forego this and bring more two-handers instead - wouldn't be a bad choice. Regardless of whether the bows are a good idea or not, your battle line will be causing Terror - with 19 fighting pairs, you can put 5 spears and 5 shields in each Barrow-Wight formation with 2 Bows in support to claim objectives, harass, whatever.
All told, this will be a terrifying army to fight and your opponent will be hard-pressed to break you if he doesn't bring archery as charging all your Orcs is going to be very, VERY difficult. This kind of list, however, doesn't require the army bonus at all - it only has 1 Orc! What you get, however, is a team of 6 deadly monsters with a handful of backup guys to absorb scatter fire from siege engines. All three heroes Buhrdur, Wild Warg Chieftain, and Cave Drake all have a single point of Fate, making siege engine fire very threatening.
If you can get your army into combat, though, you're all but unstoppable - three Cave Trolls supported by three power monster heroes means lots of Barging, Hurling, and Rending not to mention swallowing whole with the Cave Drake depending on the disposition of your opponent. This, however is the key - once again, you're limited in the Might that you have though you have 6 Might in this list, instead of 3 in the previous. Still, this list is far more fun and very resilient they'll have to cut down some of your monsters to break you, after all.
Let's begin with Prowlers. Prowlers in LOME were a nice spice to add to your team - they came with two-handed axes and Backstabbers - great for adding into a fight as the third model that trapped someone.
They were wonderful. In the new rules, they not only lost the ability to get shields, but they also lost their hand weapon - they now have to use their two-handed axe as a two-handed axe. While I still think they're good to use spear-supporting two-handers keeps them viable , most of what I feel is regret for that change.
The other regret is the loss of Wild Wargs - with their army bonus requiring you to trap models, the first time the lines engage when the lines are pretty , it's hard with a slow team to trap people. While you can get Wild Wargs if you take Druzhag the Beastcaller, it's pretty hard to trap people with just Bat Swarms and Warg Marauders both coming in at 35pts each. It's not a big change and is better thematically with Moria proper , but still Life is good.
Groblog's rule has migrated away from augmenting Fury to providing a possible boost each Fight phase to the Fight Value of the Moria Goblins nearby. This is a very different rule - and lends itself to a very different playing style. Groblog will now be near the front whereas before I always kept him near the back , allowing your Goblins a better chance at tying Fight Values with better troops and those Prowlers can get up to F5 if they're fighting someone who's Trapped.
On to some good changes - the Balrog, for example. The Balrog was never worth it - in LOME he was in the Monsters of Middle-Earth team, meaning you needed to ally him in to your army at a whopping points. In Warbands, he got moved to Moria but was an Independent Hero, so you still had to bring along a few more heroes and he was still points.
Now, he not only got a price reduce and more rules, but he can lead 18 Goblins, making his whole warband come in at pts with basic Goblins - not bad all things considered.
Without Might or Fate, he's still vulnerable but definitely worth it especially if you like throwing weapons as much as I do. Other models that saw good changes include Warg Marauders they're more cavalry-like now , but let's get into the lists, shall we? For having more than half your points wrapped up in a single model, this army gets to a good size. Naturally, we could substitute him out for 2 Cave Drakes for less points, but we would quickly run out of warrior space.
If you do run the double-Cave-Drake build, you can run Warg Marauders or Bat Swarms since you have more points to work with and fewer warrior slots. Ultimately, we already used a Cave Drake today, so I didn't feel like adding another one. This is not that different from the Angmar list we viewed earlier - in fact, the key difference is the amount of siege engine scatter shot you have to work with.
We've taken the Shaman Fury being sad, I know because no one has good Courage - no one is going to stay and fight if our Goblins die. Ergo, we need our army to stay together as best it can and this is my proposed way of doing it. I know what you're thinking - where's the Goblin Horde?!?!?!?!
Since I've covered Trolls so much already in this post, I don't feel like I need any more here. Instead, we're glorifying the Goblins - they're all more Courageous given the Drum and we get banner rerolls.
The Prowlers and Warriors with shields are evenly split - we want firepower! The heroes provided much needed resilience Durburz , augmented combat skill Groblog , and Heroic Marches the captains. All told, with 51 total models, this is a fitting horde! There's lots more we could talk about Moria and Angmar, but this shall suffice for now.
Next up are the Fallen Realms, so watch this space and happy hobbying! Centaur November 9, at AM. Tiberius November 9, at PM.
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Unit Profiles - Moria and Angmar
As we closed out , we finished a series on shooting and started a new series on heroes, causing us to revisit some of our oldest pos XD But seriously, great post - I'm actually really looking forward to my revamp to the Halloween Army with the new Angmar army bonus. Should be exciting. Unlike that list, you have a Dragon, which can give you a great anti-siege-engine capability - something my Angmar-Moria list doesn't have. So true - you do get decent courage out of Spectres and Barrow-Wights, not that you want those guys charging alone.
LOTR Armies Moria & Angmar
Heroes of Moria. Moria Shaman. Spear, Armor. Cave Dweller. This unit automatically gets a 6 on all jump and climb tests.
The Lord of the Rings Strategy Battle Game/Tactics/Angmar
The Lord of the Rings Strategy Battle Game