Today
we have fellow Noob Dave taking a break from stomping his Balrog all over us to
look at everyone’s favourite hairy-footed creatures!
Who
doesn't love Hobbits?! Peaceful, food loving people who mostly just want to be
left alone... But enough about me, lets have a look at a Noob’s Perspective of
the Defenders of The Shire legendary legion.
So to
preface this, I've never written a list for The Shire, or this legendary legion
before, and to be honest, I haven't given Hobbits much of a look at all since
our friend Colm had a Hobbit do pretty much nothing for the whole of our Battle
Companies campaign. What can I say, I see F1, I’m instantly dubious. That being
said, with my absolute grand total of 0 minutes into looking at what makes them
good, lets have a look at what I've thrown together.
For
the Shire! - 500 points
(Leader)
Meriadoc, Captain of the Shire with Shield, Elven Cloak and Pony: 60
10
Hobbit Militia, Battlin' Brandybucks: 50
2
Hobbit Shirrifs: 10
Peregrin,
Captain of The Shire with Shield, Elven Cloak and Pony: 60
5
Hobbit Militia: 20
1
Hobbit Shirrif: 5
Frodo
of the Nine Fingers with Elven Cloak and Pony: 70
3
Hobbit Militia: 12
1
Hobbit Shirrif: 5
Samwise
the Brave with Elven Cloak and Pony: 55
6
Hobbit Archers: 30
5
Hobbit Militia: 20
1
Hobbit Shirrif: 5
Fredegar
Bolger: 10
6
Hobbit Archers: 30
Farmer
Maggot: 45
Grip,
Wolf and Fang: -
2
Hobbit Militia: 8
1
Hobbit Shirrif: 5
So,
let’s try and begin to deconstruct the mess I've made!
Basic
pros of what I've got here:
I've
got 49 models total, so in theory, should be annoying at the very least to
whittle down and hard to break.
A 6”
banner for the Hobbits coming from Frodo.
Hobbit
Archers have a 3+ shoot value. I've not maxed out on my bow limit, that is
potentially a thing I will change if I ever get this list on a table.
6
Warbands, so I should be able to get decent positioning on the table in
scenarios where we alternate our deployment, one warband at a time.
Either
the warband led by Freddy or Farmer Maggot will be able to “leap out of” a
terrain piece on turn 3 instead of setting up.
Technically,
I have shooting across the board, due to Throw Stones.
However,
some drawbacks instantly off the bat are:
They're
Hobbits, my Militia is F1, and other than Merry's warband, they're also only
S2.
I've
probably not got enough Shirrifs in there. Shirrifs are F3.
Stubby
legs! 4” Move for anyone on foot.
Ponies
need a courage test to charge, so might just flake when they need to get into
combat.
I
don't know anything about playing Hobbits.
Lets
take a look at what I've taken, and I'll try and explain the thought process
behind it all.
My
choice of heroes is pretty basic, I've got the FabFour mounted with Elven
Cloaks, to hopefully lessen the chance of getting shredded by bows at range.
Frodo
is there to be a banner, and he's another Might on the table for the inevitable
need to Heroic Move when the fight ends up in the Hobbits face.
Sam
gets to strike at S3 thanks to Sting, and he's also rocking 2 Might, so seems
like a decent pick. Sadly he loses “Let him go...” from his Fellowship profile,
so no Heroic Combats for free if Frodo is in danger.
Merry
and Pip have to be taken due to the legions rules. 2 Might each, access to
Heroic March, and a bunch of other things going for them, I couldn't see me not
taking them anyway.
My
more interesting (I think...) hero choices come in the form of Fredegar (herein
referred to as “Fatty”) and Farmer Maggot.
I like
Fatty, cause he's just 10 points. Sure, he's shit, but since the legendary
legion lets one of my warbands jump out of a terrain feature on turn 3, his
warband is just 6 Archers. Depending on the match up, I can choose to have him
start on the table and begin having his warband fire as soon as possible, or I
can have them appear turn 3, and be ready to provide some shooting at any
models who have been kiting or hanging out at the back of their line.
Farmer
Maggot gets to bring his 3 dogs, which all get a fairly respectable F,D and S
of 3. Same deal as with Fatty, his small warband of a couple of Militia and a
Shirrif can elect to jump out of terrain if Fatty's warband does not, and
provide a little bit of support where they need to.
Now
lets have a look at my warrior choices.
Like I
said before, I haven't maxed out my bow limit, which already feels like a
mistake, but we'll see how it goes.
Pip
has to upgrade any Archers in his warband to Tookish Hunters, at the cost of
1pt extra per model. Since this only grants extra Fight Value, I've (probably
foolishly) chosen to not take any, instead, just loading up Pip with a bunch of
Militia and a Shirrif.
Merry
has a similar rule, but upgrading Militia to “Battlin' Brandybucks” instead.
Giving them an extra strength, it seems like a good investment to me.
I only
have 6 Shirrifs in my list, so I know they're just going to get picked off
where they can, since they provide my highest Fight value in my Warriors.
I
didn't want to focus too much on Shirrifs over numbers, since I'm used to being
lower Fight value than my opponent in my “main” army, Moria.
As per the Legendary Legion, I get to take 8 Trap Markers
as well, not only do they look like a great modelling opportunity, they look
pretty decent, and I'm sure the more I'll play the list, the more I'll figure
out the optimal position and placement for each one.
For those who don't know, Trap Markers are 25mm bases,
one side completely plain, just a bit of grass, so they all look mostly the
same, but the underside of each trap has something to show that it's a certain
type of trap. The 4 traps are: Pitfall, Tripwire, Snare and Dummy, you get 2 of
each in this Legendary Legion, and the Scouring of The Shire book is pretty
handy, as it gives you an idea how to make each one.
So what do they do, and how do they help?
Well, each trap has a different effect, from simply
knocking you prone, to stopping you from being able to move until you pass a
test. The Pitfall even creates a permanent hole on the board that you have to
jump over or go around, at risk of falling in!
I don't think I can say too much about where to put
traps, one) because I'm yet to play them, so have no idea myself, and, two) because I think the prime places to drop them will change every game, depending
on scenarios and match up.
I think some basic placements you can't go wrong would
be; Using them to block door ways, or tight lanes created by terrain.
Creating areas around objectives (they have to be a few
inches away from any objective markers) that make it threatening for you
opponent.
Making your planned “Freddy Flank”* even juicer, by hopefully
catching your opponent with his pants down as he frivolously tries to trod on
your small bases of flowers that you spent all night making, cause damn this
game is a labour of love sometimes.
I'm looking forward to messing around with Traps, they
seem to add a lot of flavour and some potential to swing an encounter, if only
slightly, in your favour.
So what do I think of the list?
I
think it looks like a blast to play, and I've been after an excuse to pick some
Hobbits for a long time, so if I see any going on a trade group, I might take
the plunge.
Do I
think this list will win?
Maybe,
if you play it well I'm sure 40 odd models that can all throw stones will
eventually pick up kills with them, and their Archers are no slouch thanks to
their brilliant Shoot value.
I
can't really say for certain if I think its good in the slightest, as, like I
opened with saying, I haven't really got an idea where the strengths lie in
this army list, since I've done no research in it whatsoever. However the sheer
number of bodies has got to count for something!
*I'm coining the term Freddy Flank and I don't care what anyone says.
*I'm coining the term Freddy Flank and I don't care what anyone says.
Thanks
Dave! Nearly 50 models at 500 points seems terrifying even if they are mostly
F1! If you can’t have quality then just throw bucketfuls of dice at your
opponent! What do you think of Dave’s list? Leave us a comment and let us
know!
Quantity is a quality all of its own!
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