One of the things I love most about war games is list
writing. I love trying to find undiscovered synergies and putting together
killer combos. I find myself writing army lists constantly so I thought since
I’m doing them anyway I might as well blog about it! There are lots of faction
reviews out there so I’m not going to be looking at what individual units are
good or bad at, rather I’m going to write a list or 2 for each faction and
explain why I’ve put it together. Now I have very little experience with the
game, even with Minas Tirith I’ve only really played Boromir, hence the name of
this series. I’m going to end up missing some things due to lack of experience,
but maybe I can bring a fresh perspective to some armies too!
To
kick this series off, I’m going to start with Angmar. This is mostly because
they are completely different from the Minas Tirith lists I’ve been playing.
While MT is fairly grindy with its high Defence but low Strength, Angmar is all
about control. There basic troops are nothing to write home about but they have
a load of tricks to make them better or the enemy worse. I also wanted to think
about Magic and Monsters as I haven’t used either of those yet! So the list
I’ve come up with is:
The
Witch King (3/15/3) Armoured Horse, Crown of Morgul
7
Orcs, shields
7
Orcs, spears
1 Orc,
Banner
4
Orcs, shields
4
Orcs, spears
2 Warg
Riders, shields
Gulavhar
2 Dead
Marsh Spectres
700 Points
Control,
Magic, Monsters. I’ve tried to hit all 3 of these in a big way. Control comes from
having 3 spirit heroes (so I’ll have a tonne of terror causing orcs), 2
Spectres combined with 2 Harbinger of Evil models for those courage tests, and
a Shade to blunt the enemy’s offence. Magic comes from the Witch King. He’s got
loads of spells to chose from (many of which also provide good control) and the
Crown for the casting rerolls. I have him 15 Will too so that he doesn’t have
to be stingy about throwing spells around. The Monster element obviously comes
form Gulavhar! This guy has got to be the ultimate glass cannon. F7 S8 and
(hopefully) 5 attacks on the charge but only D5! He’s got to be used carefully
but if done well he seems like a beast!
The
rest of the list is filled in with standard Orcs with a variety of weapons and
a couple of Warg Riders for objectives. This is not the most interesting set of
troops on the world but after spending 460 points on heroes I just needed some
bodies! Luckily Orcs are delightfully cheap and will hopeful be causing Terror
most of the time.
I
really wanted to include a Barrow Wight for Paralyse as this is even more
Control and Magic, but I just can’t justify a 4th hero when my other 3 are so
expensive and pretty non-negotiable.
Angmar
can go pretty heavy into any one of the 3 themes I’ve aimed for (Triple
Ringwraith, Bhurdur and Trolls, Wight spam) but I wanted to try to keep the
list balanced too so hopefully what I’ve come up with can be semi-competitive!
I’m actually working my way towards completing this very army as my Evil force
so hopefully I will be Abel to let you know how it does some time in the
future! What do you think of my list? Any improvements or comments would be
greatly received! Next time, fellow noob Dave is going to dive into The
Defenders of The Shire! Thanks for reading!
Thanks for posting. I'm working on my Arnor Army right now, but building my Angmar is next. I already have most of the models in range. I'm looking forward to see what the match ups are like. I like that Angmar can go the magic route, but also the sort of the magic with heavy hitters route with either Bhurdur, Tolls, and Gulahar. I wish they had a higher defense elite troop. Also, I'd love a human option which would make a lot of sense historically with the Arnor verses Angmar conflict.
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