Friday, 21 February 2020

Full on Fluff: Legendary Legions - Part One

This week, Steve takes a flavour-first look at some of the game's Legendary Legions. We all know they can pack punch, but do they stay true to the source material? Let's find out!

As any of the Drawn Combat team would tell you, I love me a bit of theme. I’ll happily take a hero which has a fluffy ability or gimmick if it gives me a laugh in game - it’s why models such as Aldor, Grima and Bill the Pony melt my cold. Dead. Heart. With the latest iteration of MESBG, the devs saw fit to key in on theme in the form of Legendary Legions: historical forces from The Lord of the Rings packed into a cohesive list showcasing those present in certain battles. ‘You can make these already’ I hear and you would be right to say so, only with the Legendary Legions you tend to lose your army bonus and instead pick up a few special rules. In this series, I, your humble fluff-lover Steve will have a look at the Legions currently on offer weighing up the pros and cons based on my limited experience in the game, and also just how damn thematic they are.


Rangers of Ithilien

Basis: Faramir’s rangers, the bunch who’ve been ambushing mumaks, defending Osgiliath and capturing Hobbits. 


Personally I’ve always had a soft spot for the rangers, it was my first D&D class for starters (and heavily followed the colour scheme at that). Whilst not the strongest of forces in Middle-Earth, they do have some of the best shooting and this is put on display by losing the bow limit in warbands with a ranger commander - offsetting your less than average defense by softening up the enemy from afar. A lovely little addition however is taking Faramir’s defense of Osgiliath into account in the form of the Osgiliath Veterans - more expensive than your standard Warrior of Minas Tirith but who cares about that when these are the guys who defended Gondor's capital under Boromir and Faramir? At least this way the force gets a good bit of frontline defense and fighting, although depending on your points limit you may well want to go full bows purely to use the forces’ greatest strength.

The nicest inclusion of this however has got to be taking Frodo, Sam and Gollum into account. Whilst cost heavy for all three, they do add a nice little dynamic to the force - especially by having the One Ring allowing you to pull off some tricksy objective securing and pans to the face. It’s a solid ranged legion to use, although does depend how many opponents you might annoy with a constant peppering of arrows.


Fluff Verdict: 6/10
Whilst it’s a good scene from the films, the legion feels a little one-dimensional and where the large basis of this score comes from - they’re a shooty force, so they’re going to shoot. One addition which could have boosted the fluff score however would maybe be a special rule regarding ‘Faramirs’ quality’ and his treatment of the hobbits besides being just prisoners not able to lead a warband.



The Grey Company

Basis: Get Used to Tracking All Your Wounds, Might, Will and Fate - The Movie

Movie is a little inaccurate, as this legion is based much more off the books showcasing Aragorn's merry band of heroes on their way to Pelennor. What is accurate however, is the micromanaging you’ll be doing with all your spendable points in-game. The legion comprises of nothing but heroes with your cheapest being the Rangers of the North at 30pts basic, so regardless of your points allowance - you’re looking at a small model count. What you’re not lacking in however is sheer combat power. All the rangers are boosted to two attacks, and you have some very respectable fight values across the board. Like any hero-cenctric list however, one bad round of dice rolls can heavily hamstring you and playing objectives can be made that much more difficult.

The crowning parts of the legion on the other hand are undoubtedly the free Anduril for Aragorn making him a machine in combat and Halbarad wielding the Banner of Arwen Evenstar - one of the best banners in the game. With such a hero heavy list that could easily perish at the hands of a bad roll, that boosted re-roll range can be a lifesaver. This does however come with the drawback of keeping your force very tightly knit in order to take advantage, reducing your objective play.

Fluff Rating: 7/10
It’s great to see a company coming predominantly from the books, and inclusion of Elladan and Elrohir is a nice addition given their brotherly rules. Whilst there aren’t many special rules for the list outside of the bonus Stand Fasts and free Anduril it’s still fun as a little ‘what if it happened in the movies’ legion.



The Army of Gothmog

Basis: I don’t like Men, and I have a very convincing way of removing them.

The quintessential Minas Tirith raiding party. Gothmog, a strong hero in his own right gets his very own force featuring the Morannon all stars their lackeys. A little (although quite minor) downside to this legion straight off the bat is that most of the heroes are Forge World only. That being said, they are great units - providing nice buffs to your surrounding troops and helping your maneuverability. Aside from that, it’s an extremely orc-y force with the troops being made up of Orc Warriors and Morannon Orcs and a few heavy hitters in the form of trolls and siege units. The main strength of the legion comes from Gothmog himself in which lies its greatest strength, and weakness. Gothmog’s abilities are on full show as they get a healthy boost, giving most of your army the Hatred (Men) special rule, and for one turn only giving the entire of your force on the battlefield re-rolls to wound. If there was ever a turn-swinging ability, it’s this one. Of course the flip side is that if Gothmog dies (and especially before he triggers Time of the Orc), a lot of the legions potential is squandered.


The skill it seems in this list is using your heroes to correctly navigate and engage your fairly basic troop selection, and choosing the right engagement to trigger Time of the Orc. But if you’re a fan of big beasties, you still have access to the Mordor Troll so it’s not completely without hard hitters.

Fluff Rating: 6/10

Whilst the list is an extremely good representation of the force used within Return of the King, it does lack that certain bit of flavour I look for in the Legendary Legions. It’s special rules are essentially just a magnification of Gothmog’s standard abilities and doesn;t bring a whole lot extra to the table. Certainly a great legion to play with (and against, especially when you’re fielding Eowyn to deny Gothmog!) 





Next time I’ll be looking at three more legendary legions, but what do you think about my (certainly fluff biased) opinions on these ones? Let us know in your comments and discussion!

Until next time flavour-lovers!


Tuesday, 18 February 2020

The Forge Beginners Event

Dan Slob:

On Sunday Dan Stu and I headed to the Forge in Trafford to play in a one day beginners event at 500 points. Though we both write as if we know what we are talking about we are both actually still new with probably fewer than 15 games each! This was a good opportunity to try some stuff out and get a few more games under our belt! Overall it was a smashing day, very chilled out and a lot of fun. Big thanks to Richard Woods for putting it on! Now on to the write up!

I’ve talked previously about how I have thought about building Dwarf lists but in brief; I love Thror but his army feels one dimensional so in come their only green allies, Iron Hills. Dain is a must take, as well as a solid shield wall and some fast (for Dwarves) objective grabbers This gave me a fun looking list to use at 500 points: 

Thror
8 Guardians of the King

Dain on Pig
7 Iron Hills Warriors with Spear and Shield
2 Goat Riders

500 Points, 19 Models, 6 Might



Maybe this much of a hefty battle line isn't needed with the absolute power houses of Thror and Dain but still, looks like fun and let’s me try out a bunch of different things. 

Game 1 v Eoin

Gulavhar 
2 Barrow Wights
Orc Captain
20 Orcs (various equipment)
3 Warg Riders

Mission: Command the Battlefield

Eoin was very unlucky as I got to choose where 3 of his 4 Warbands entered. I chose to put one of his Wights right next to all of my army and kept Gulavhar and the Captain together over in the far corner. His other Wight entered from the East near to his board edge. Killed the near Wight fairly easily (though I had to use all of Dain’s Will and a point of Might to stop him getting Paralysed). After that Eoin was very aggressive with Gulavhar but he couldn’t cope with 2 striking heroes and went down very quickly. After that it wasn’t tricky for the Dwarves to mop up. 

9-1 win




Game 2 v George

Gothmog
Zagdush
Orc Drummer
30 Morannons including a Banner

Mission: Breakthrough

Gothmog’s Legion is scary but as I don’t have any Men it loses one of its key strengths. This basically turned into 2 fights in the centre: Thror, Dain and the Gurdians v Gothmog’s warband and the Iron Hills Warriors and Goats v Zagdush and his pals. Dain beat up Gothmog early and he ran away with 1 wound left. The Guardians and heroes then smashed the remaining Orcs in fairly short order. In the other fight the Goats went down quickly as I lost a couple of priorities but the Warriors managed to grind the Orcs down, especially when Zagdush charged 3 at once and ended up paying for it with his life. 

10-1 win





Game 3 v James

Treebeard
Quickbeam 
Beechbone

Mission: The new corners one

Quickbeam rocketed into the middle with a March but the other two stopped to throw rocks which meant I could trap Quickbeam and take him down. Dain did lose his pig to the rocks though. After that I held up Beechbone while ganging up on Treebeard. James did some really clever stuff with brutal power attacks but once he ran out of Might it was game over pretty quickly as it was too easy to trap the trees. 

12-0 win





Game 4 v Reece

Amdur
Captain on horse
Many Easterlings
3 Kataphrakts 

Mission: Contest of Champions

This was just a massive punch up in the middle. Thror held up Amdur for most of the game as Amdur couldn’t wound him. Dain did pretty much nothing this game as he just didn’t feel like winning fights. It was looking hairy for a while but the Dwarves high defence meant that Reece just couldn’t wound anything. Once he had run out of Might Thror and a few friends killed him in one go and then turned on the rest of the Easterlings. Shoutout to the one Guardian who held up the Captain for about 10 turns and then killed him on the last turn!

12-0 win



With that I was the only person to go 4-0 so I came in 1st place. Eoin who I played in game 1 came 2nd and Reece who I played last came 3rd. It was an excellent day and every game I had was full of laughs. 




I think the list is super solid at 500 points. It does rely on the heroes for burst damage but they are really good at it so that feels fine. 

Thinking about expanding this list, I need to see what a Ballista can do but it has made me think more seriously about adding Thorin as the heroes are really what make the list shine! I’m looking forward to trying both. 



Dan Stu

The idea for this tournament was to be very relaxed, low points level, noob friendly and aiming to get newer players in to the tournament scene - perfect for my second SBG event!

We also got to play 3 of the new scenarios, which was excellent, and put everybody on a more level playing field.

My list was very simple:



Amdur, Armoured Horse
5 Easterling Warriors with Shield
5 Easterling Warriors with Pike
5 Easterling Warriors with Pike & Black Dragon upgrade

Khandish King on Chariot
3 Khandish Charioteers

A very straightforward hammer and anvil. In most scenarios, my aim is to dig in with the pike block, hunt heroes with Amdur (his might regeneration means you can eat mid level captains for breakfast), and flank with the chariots, who will hopefully arrive while I've still got enough pikemen around to claim objectives.

My main aim for the day was to continue learning how to flank with chariots effectively - and this was a great day to practise. The flank went very well in 3 of my games, and did what I wanted it to, so I'm happy that I've got a solid core of a list here.

Game 1: Command the Battlefield vs Ben's Pearson's Gothmog's Legion

Oh no! Game 1 and I'm already up against the one list I hope to never face with Easterlings. Wounding on a 6, but being wounded in return on a 4 does not a happy Easterling make.

This was a fairly scenery heavy board, so I lined up my pike block and Amdur in the centre, happy that I could find a choke point for a favourable fight, but bracing myself for those terrifying Orcish wound rolls. The 4 chariots flanked around a narrow gap on the left, where only 1 could fit through at a time - and Ben broke off around a third of his force to deal with this threat.

But 3 chariots ducked back to join the main fight - one went down to archery - but the other two ploughed in to the side of the orc ranks, killing several, including the banner thanks to some very lucky impact rolls! Meanwhile, the king absolutely decimated the left flank, killing Gothmog's Enforcer in the process. This left the orcs broken, and they started fleeing in droves. I don't think the orcs actually had the opportunity to make a wound roll until they were already almost broken!

Gothmog joined the fight, beelined for Amdur, and won the Heroic Strike off, putting a wound down and scoring a VP in the process. But my opponent was quartered, ending the scenario sooner than expected. I didn't have time to claim the back right corner, and the back left was contested with one model apiece, but I easily took the two on my half of the board with a few pikemen.

6-2 win - purely down to the chariots, and a bit of good luck.

Highlight: Khandish King being an absolute unit, holding the flank and almost single handedly breaking the Orc force.

Game 2: Breakthrough vs John Marshall's Kingdom of Khazad-Dum

Breakthrough is another new scenario, where the highest VPs go for occupying the objective on your opponent's half, while keeping them away from yours. The tough-as-nails Dwarves (featuring tons of D9 vault wardens) deployed aggressively in the centre, so I did the same. I had a nice choke point to prevent any imminent flanks, so the pikemen did what they do best - dig in and wait. Realistically, there is no way S3 pikes are going to get past D9 shields, so I just had to hope they could hold out.

Once again, the chariots flanked on the left. John sent a few Dwarves to block the flanking move, but crucially, did not send a hero with them - not something I think he'll repeat next time he faces chariots! Despite it taking a few turns to break through the vault wardens, I could guarantee getting the impact hits and charges every round thanks to the King's might points. In around 3 turns, the chariots had broken through, and piled in to the back of the main line of Dwarves, smashing in to the back of the Vault Warden teams. Much less tough from the back!

Not a moment too soon, either, as the Dwarves were starting to break through the Easterling pike block, and the unhorsed & trapped Amdur was cut down by a very tasty heroic combat slingshot from the King's Champion. Nasty, and a bit of well overdue good luck on John's part. Unfortunately, the Dwarf line just couldn't handle the 'chariot sandwich' and they were quartered, ending the scenario. I had just had enough warriors left to contest the objective on my side - despite my opponent very skillfully tying up most of my models with his few remaining dwarves. This denied the bulk of VPs to my opponent, while a cheeky chariot split off to take the far objective uncontested.

6-2 win, once again due to a chariot flank. We both agreed that, had the Dwarvish anti-flanking force held out for another turn, it could have gone very differently.

Highlight: Pulling off my most successful chariot flank so far. Need to take notes from this one.

Game 3: Divide & Conquer vs Reece Taylor's Easterlings

An Easterling mirror match! No chariots for Reece though. As you have to deploy your warbands in opposite corners in this scenario, I put my chariots on the left corner, and my Pike block & Amdur on the right. I rushed the pike block in to a beautiful choke point on the far right edge of the board - but this proved to be a decision which lost me the game. I pushed my chariots through the centre, past Reece's scattered archers, and rushed to deliver the 'chariot sandwich' to the enemy pike block, which had moved forward to engage mine. This went very well, and I won the main battle fairly convincingly - but not in time to reclaim board control from Reece's archers, as we'd run out of time. Reece had also wisely left 2 archers on the centre objective, just in case one ran away!

Amdur vs Amdur through the doorway was amazing! My Amdur died first, and Reece's was trapped and killed in retaliation!

In retrospect, looking at it from Reece's point of view, once I'd committed to the right flank with both my pike block and chariots, all he had to do was keep me penned in and fighting until time was called.

9-4 loss, and a lesson learned - Easterlings can grind out a combat and come out on top, but they certainly can't do it quickly.

Reece went on to come 3rd - always nice to see Easterlings on the podium!

Highlight: The Amdur mirror match... In which both Amdurs died.

Game 4: Contest of Champions vs Eoin Fitzpatrick's Angmar

Normally a scenario I'm happy to see - kill tally is something Amdur is OK at - until I find myself deployed opposite Gulavhar! You deploy right opposite each other, so it was immediately time for action. Amdur burned all 3 will to remain un-paralysed by Eoin's twin Barrow Wights, spent a might on a Heroic Move (lost the roll off) and another on a Heroic Strike (rolled a 1). Gulavhar, who had charged straight in, proceeded to deliver 10 strikes at strength 8, biting Amdur's head clean off while the Angmar archers cheered from the rooftops!

Turn 1, and already 7-0 to Angmar, and my quickest defeat to date!

With the scenario lost on the first turn, we just had a good time throwing dice for the rest of the game, seeing what antics Gulavhar could get up to now that nobody could contest him. The highlight of this was knocking the King off his chariot... By throwing another chariot at him. He'll never live it down!

12-0 loss, but a good fun time, and a scary first encounter with Eoin's Angmar, who went on to take a well deserved 2nd place.

Highlight: Gulavhar playing chariot snooker.

"You miss 100% of the shots you don't take". - Gulavhar, the Terror of Arnor

Overview

It was a great day - I'm always happy to go 2-2 with Easterlings (even a very low 2-2!), and feel I really worked for my wins against some strong opponents. I want to carry on working on the tricky chariot flanks, but I'm getting more consistent with delivering their potential - every game I won was because I judged the chariot flank correctly. However, I definitely often prioritise the tactical decisions over the strategic win conditions - something I definitely need to work on!

I'm happy with my list - it's not amazing, but it does exactly what I want it to do, it can win games, and it's SO much fun. I'll continue to run chariots for the forseeable future, and will be including some Khandish Horsemen once I've got them finished.


And I managed to take the Best Army prize, which is always nice!

I believe Richard is planning another 500pt event later this year, and I would fully recommend it to new players looking to get in to the tournament scene, or anybody who wants a relaxed day of gaming against some great people. 



Saturday, 15 February 2020

Drawn Combat - a Cavalry Comparison




Ah, the cavalry charge! It’s one of the most thematic, stylish and skilful parts of SBG, and also one of the hardest to judge analytically. Cavalry charges require significant setup, and can often lead to fulfilling or failing a victory condition. They’re game changers that bring an enormous amount of tactical flexibility So let me start this article by saying that judging cavalry on their raw stats is almost pointless to begin with – a good player can make terrible cavalry great, and vice versa.

But saying “all cavalry is good in the right hands” wouldn’t make for a very interesting article, would it?

And be warned - this is a long one. I thought about splitting this article in two, but as we’re diving in to every cav unit in the game, it felt fair to compare everything in one place. If you don’t feel like hearing the methodology, feel free to skip to the results.




Firstly, thank you to everybody who commented and got involved in the discussion over various SBG groups. This article was inspired by a discussion on Easterling cavalry which got me thinking about how good cavalry really are at doing their jobs. It’s a very tough area to judge, so all the input we got from the community was really helpful.

Introduction

Let me start by saying that this article will be looking at cavalry in a completely abstract, unfair way – because that’s the nature of analysing a very complex game! We’ll be ripping these cavalry warriors straight out of context; ignoring synergies, play styles, and for the most part, special rules. In other words - we’re looking at them in a vacuum. This is the opposite of how you should think about cavalry when it comes to list building! But in order to stop this article becoming an encyclopaedia, we’ll be looking at cavalry on very simple, comparable characteristics, and considering warrior models only – no Heroes. We’ll be removing all the passion and the drama from the cavalry charge and boiling them down to what I consider to be their functional basics:

Mobility. Cavalry move quickly and can get to areas of the battlefield in fewer turns than other units. With a couple of exceptions, cavalry in the game have the same speed, so we don’t need to look at this numerically.

Objective play & board control. Cavalry will, in many scenarios, need to run between objectives, hold them, and use their larger bases to prevent opposing warriors from getting close. We have a mix of base sizes in the list of cavalry, but comparing the impact of base size on the game state is almost impossible to do numerically – so we’ll be ignoring this too.

Killing power. Cavalry hit harder than foot soldiers, and their killing power is a huge part of what makes them able to do their job. We’ll be simplifying this to a cavalry’s ability to charge a model and kill it, and can therefore make direct comparisons. Killing power is determined by a model’s fight value, strength, number of attacks, and any extra effects such as throwing spears, impact hits, poison or any other wound modifiers. These are all factored in to the statistics.

Survivability. Cavalry need to survive long enough to do their jobs, and you want them to be able to survive a bad dice roll or two. We’ll treat this as a cavalry model’s ability to not die when charging – a massive oversimplification, but one that makes for easy comparison. Survivability is determined by a model’s fight value, defense value and other effects such as the Goat Rider’s auto knockdown, and the Chariot’s Defensive Bulwark, all of which are factored in to the statistics.

Method

Based on these criteria, we can come up with one very specific gameplay scenario which a cavalry model should expect to face in any given game, and can use this to see how well each of our cavalry fares. That scenario is as follows:

A cavalry model charges an infantry warrior with spear support. This is our standard scenario.

-          A cavalry model successfully charges an infantry model, and gets the associated attack / knockdown bonuses. This is why we take them, after all!
-          The cavalry model is not subsequently counter-charged or trapped, and keeps its charge bonus.
-          The charged model is a hybrid of a Warrior of Minas Tirith with Shield, and an Uruk-Hai Scout with Shield. This gives us a fairly average representation of the ‘average’ warrior – an average between F3/S3/D6 and F4/S4/D5. The probabilities of winning/losing the fight, and wounding/being wounded are averaged between these two profiles. These profiles land in the middle of the ‘spectrum’ of stats of our cavalry, and ensure that all different F/S/D values are properly differentiated. Their strengths and weaknesses are shown clearly in the statistics.
-          The charged model is supported by a spear of equal fight and strength to the charged model, so the cavalry will be facing 2 dice in the duel roll. This actually gives the cavalry a challenge, and is fairly representative of an opponent who has anticipated being charged and isn’t just trying to give away free kills.
-          Wherever the option is given, the cavalry model will be equipped with a lance, which will be reflected in its ‘to wound roll’ stats. I consider the lance to be so important for a cavalry model to do its job that it’s not really optional at all.
-          Similarly, whenever the option is given, the cavalry model will be equipped with a shield, which will be reflected in its defense stats. This one is a little more subjective, but I think that most of the time when paying 13+pts for a cavalry model, 1pt for an extra point of defense is a no brainer.
-          Whenever the option to purchase a bow is given, it will not be purchased. We will discuss bows in the results.
-          It is assumed that cavalry are taken as part of a pure force and receive their army bonus (which will be reflected in the analysis if relevant).
-          We are using the highest fight and strength values available to the cavalry model (rider and mount), and it is assumed that infantry models will always attack the cavalry rider, not the mount – so the rider’s defense stat will always be used.
-          Any stat buffs in effect will be represented in the models’ profile in the table.

So, in a nutshell, here’s what we’re getting at:

-          Success will be judged by a cavalry’s probability of killing the front warrior.
-          Failure will be judged by a cavalry’s probability of being killed after charging the front warrior.


Kill things, and don't die in the process. Simple, right?

That’s it! So if you feel like your favourite cavalry doesn’t fare as well in the numbers as you thought they would, it’s most likely because they doesn’t excel at doing one of those two things. And, on the subject of caveats:

-          We will not be looking at ‘multi kill’ scenarios for this comparison – in the event of a kill by impact hits / throwing spear, it is assumed that the cavalry model stops and does not continue to charge the spear support. Note that this also helps the model’s survivability - your enemy can’t kill you if they’re dead!
-          We will not be looking at bows for this – and this is a big one. Be forewarned, skirmish cavalry who mix archery with charges will not be fairly represented by the numbers. The choice of when to skirmish and when to engage will change game by game, turn by turn, player by player. Archery in SBG is a complex, fickle beast, and this isn’t an analysis of archery, so as far as the stats are concerned we’ll be looking at melee charges only.
-          We will not be looking at special rules, unless they are always active in this scenario, and directly help the cavalry model in this scenario. For example, we’re looking at charging, so Riders of Rohan will get their +1S bonus, because they always have it when charging. But they will not get the +1F buff from being within 12” of Theoden, which is not always active. We will look at area of effect buffs in a separate table, and discuss them in the results. But because they require skill to use well, we’ll leave them out of the main comparison, as they’re not the ‘default’ state of the model.
-          Models equipped with throwing weapons have been included as a separate profile, as they significantly change a model’s offensive output per point, and slightly change their defensive ability too.
-          We will not be using special strikes (with one exception), but may follow up with these in a future article.
-          Heroes with Might points make things messy and complicated, so we’ll be totally ignoring Heroes (yes, this includes Rangers of the North). If you want to know how Might and Fate points change things, you’d have to read a far more qualified blog than this one!
-          For discussion, roles have been simplified to Light (L), Medium (M), Heavy (H) and Skirmish (S).
-          Note that Warg Marauders show a 0% chance to die, because they cannot be taken off the table in one turn in this scenario. It does not mean they are invincible! This is just a quirk of the model that we are using to calculate our stats.
-           For mounts that have the potential to stick around after the rider dies, this is a powerful effect, but it will not be reflected in the numbers, which represent the odds of the whole cavalry model surviving. It will however, be factored in to our discussion below.

There's some good results in this blog, Mr Frodo - and they're worth fighting for! 
Almost there, I promise!

We have ordered our results by their Overall Point Value (OPV). This is calculated by ‘weighting’ a model’s killing power and survivability roughly evenly, and dividing their product by the model’s points value. It’s a slightly crude method, and assumes that killing power and survivability are equally important. But it gives us some indication of the model’s value per point based on both its offensive and defensive capability per point so that we can begin our discussion. It is also an arbitrary, non-linear number - doubling this number does not mean a model is twice as efficient - and it also doesn’t mean the top of the list is automatically better!

We've included a Kill / Live / Die chance bar graph, which is a far more concrete number for beginning our discussion. The green bar represents the chance of the cavalry model killing its target, and the red is the chance that it will die in the process. The white space indicates the chance that neither model will be killed, and both will survive to fight another round!

A final disclaimer. The statistics apply only to the models raw combat performance on the charge - not its overall performance during a game, or performance with buffs or special effects. For that, we’ve gone into more detail on the cavalry we think is best in our discussion below, where we look at the big picture a lot more. We'll weigh in on other factors such as buffs, archery, and the model’s place within an army list.

We have included a few buffed models - these are ones that we feel the buffs are basically non optional on, either because the buffing model is mandatory (Khandish Kings must be taken in order to bring Horsemen and Chariots), or because you will almost always see the buffing model present in that army list (Imrahil, Theoden, Thranduil etc.) We may include some more in the future, so please let us know your suggestions!

OK, enough rambling. Without further ado, here is our analysis. Buffed models can be found in a separate table below the first. Full data can be found here. Bear in mind that any characteristics listed have their modifiers included (e.g. Rider of Rohan's increased strength).

Results










Discussion

Now, where to begin?

There are quite a few surprises! I think it’s best to go through each profile and take a little look at what the analysis shows us. We’ll be talking a lot about chance to kill/die on charge (%Kill / %Die), Kill Power per Point (KP/P), and Overall Point Value (OPV).

Note that even though we’ll be giving letter grades, there is no such thing as bad cavalry. The scores are there to make a meaningful comparison between models, but every model has its place in an army list. The letter grades are to do with a model’s efficiency, not its overall performance.

A quick note on mount types, so I don’t have to repeat it: Horses and Armoured Horses behave fairly similarly, but impacts a models’ survivability, especially against missile fire. Any Warg riding models have the potential to leave a Warg behind after dying, which can be very important, especially for objective play.

Let’s dive in! I’ll be going through the profiles in the order they appear in the army books.

Knight of Minas Tirith

A basic knight at 14pts with a  lance is no joke. Slightly killy, slightly squishy due to their fight value, but very very solid. However, bring in Boromir and his banner, and it’s a different story altogether – these things become lethal, bringing a frankly ridiculous KP/P. Of course, Boromir costs a pretty penny himself, but what a difference he makes!

Drawn Combat score: A, just try to keep them around Boromir!

Citadel Guard 

Not much to say here. The horse on their profile feels like a token inclusion, and despite some arguments for Fight 5 when buffed by Boromir, there’s little reason to take them. The buff does make them strong, but not nearly as strong as a Knight of Minas Tirith, which is cheaper, stronger, and harder to kill. Mounted longbows, however, are quite nice, as is Bodyguard.

Drawn Combat score: C

Knight of Dol Amroth

There’s no doubt that these guys are expensive at 20pts a go. They are perhaps the definitive Good heavy cavalry, with a strong defense and fight value. With the optional buffs from Imrahil (banner effect and +1F), Forlong (reroll 1s to wound) and Angbor (fearless), they become absolute powerhouses, pushing their KP/P to very healthy levels.
The 12” banner from Imrahil means you can almost count this as their default state for the early game - the 3” fight buff is much harder to use, but gives you some F5 which can be invaluable. A must have in any Fiefdoms list, and also a decent allied choice.

Drawn Combat score: A- , as long as they’re buffed.

Rider of the Dead

They’re terrifying if you lose the duel roll against them… but the numbers show us just what an Achilles’ heel a low fight value is. Harbinger of evil makes a tiny difference. However, even with an average 96% chance of a successful wound roll against debuffed courage (yikes!) they’re still under 50%Kill overall. Thanks to their huge cost, this gives shockingly bad KP/P. However, they’re impossible to kill (and so are their horses), so killing things really isn’t their job. They have Terror, so they can be thrown onto objectives with relative safety, particularly if Harbinger is up.

However - you’ll note that despite their terrible scoring here, you’ll almost always want to take one or two in a ghost list, just for their mobility and resilience. As we’ll mention again and again, it’s not all about the numbers.

Drawn Combat score: C-

Rider of Rohan

Our first case of the ‘bow tax’ damaging a model’s efficiency. They are definitely on the squishy side, but throwing spears and Theoden’s buff really help out, rocketing their OPV up towards the top of the table. Throwing spears really help their kill power per point, and bump their chance to %Kill by a full 8%, so I’d almost always take them. And of course, it goes without saying that they really rely on Theoden to reach their potential - a Rider receiving the benefits from both the fight and strength buff beats out a Goat Rider in terms of OPV. If we remember that they come with a bow as standard, and have Expert Rider, you’ve got a real swiss army knife of a cavalry model here - even more so if they take axes for a potential S5 on the charge.

Drawn Combat Score: B- (without spears), B (with spears)

Rohan Royal Guard

Take a Rider of Rohan, remove the bow, increase the fight value, and increase their defense. Need I say more? These are a great heavy counterpart to the riders. As is to be expected, they fare very well in the numbers, gaining charge efficiency to make up for the lack of a bow - with their Theoden buff, they have the same KP/P as a buffed KoDA. They trade some flexibility for a real solid punch - and when equipped with a spear they take the #2 spot for OPV.

When buffed by Theoden, something really interesting happens. Normally their KP/P is higher with a spear, but when buffed, it actually becomes lower. This is because they're so dangerous at F5 that the spear becomes almost redundant! However, it still improves their OPV as it adds to their survivability. 

All in all - an exemplary heavy cavalry unit.

Drawn Combat score: A

Rohan Outrider

We’re really seeing the archery penalty in full effect here. They have that wonderful 3+ shoot value, making them great skirmish cavalry, but boy do they pay for it - in our scenario they’re more likely to die than to score a kill. They keep the Ride for Ruin strength buff, but lose Theoden’s fight bonus, making them far more likely to die on the charge, especially if you’re up against fight 4. Best played as ranged cavalry, with charging as a last resort. There is a strong argument to take a Rider of Rohan instead, who gain a lot for losing a point of shoot value.

Drawn Combat score: C+

Son of Eorl

Point for point, Sons of Eorl come out very similar to Royal Guard, but with a bit more offensive potential - if they charge and piercing strike, they are a whopping S6. Play them alongside Eorl the young and they turn into combat monsters, with 62%Kill. Otherwise, and assuming Theoden is in your list, Royal Guard are the more efficient choice, and are less reliant on their hero.

Drawn Combat score: A- with Eorl the Young - otherwise take Royal Guard instead.

Rivendell Knight

Very similar to knights of Dol Amroth, but with additional excellent shooting, with no bow cap if you take Elrond. They gain a point of fight, making them more resilient and slightly more dangerous (as well as allowing them to challenge heroes), but cost 2pts more, which impacts their KP/P. They do not have the ability to become supercharged like KoDA (their max %Kill tops out at 53% vs KoDA’s 65%), but they also do not have to rely on AoE buffs. Lethal, self-sufficient heavy cavalry, which are rightfully feared by all warriors of lower fight value, and many Heroes too - though their unarmoured horses mean a couple may be dismounted before they arrive.

Drawn Combat score: A- (I expect this one to be controversial! Do I think they are the best cavalry in the game? No. But they are an excellent cavalry inside one of the game’s most competitive factions.)

Galadhrim Knight

Basically Rivendell Knights without lances. Strictly worse, but with a 3pt discount and Fleetfoot as a consolation prize. Worse KP/P and OPV, and no bows to show for it. You can add a bow, but this makes them only 1pt less than Riv Knights. At least they have armoured horses, but I think I’d rather have the lance.

Drawn Combat score: C

Orc Tracker

The candle that burns twice as bright burns half as long - Orc trackers have great kill power per point, and catastrophic survivability. They are easier to kill than their Warg Rider counterparts, so it’s important to capitalise on their shoot value. Be very careful who you charge them into, because their opponent is likely to have the upper hand in combat, with 41%Die in this scenario. Cheap, accurate bows have their place, but I think I would rather pay the extra point for the added KP/P and survivability of Warg Riders with Spears.

Drawn Combat score: B-

Warg Rider (Including Angmar Warg Rider)

Slightly more durable than Trackers, but with a full 36% chance to die when charging. Again, they are cheap, but must be used carefully - they need to select single combats wherever they can. Throwing spears are an obvious purchase here, bumping their %Kill by over 5%, and making their KP/P really quite good. Bows are harder to justify, due to the presence of Orc Trackers - but versatility is never a bad thing. And with the amount of Heroes to choose from, you can tweak their performance to your heart's content. 

It’s noteworthy that Angmar Riders have the potential to cause terror within 3” of a spirit model (which you should be taking in an Angmar list). It won’t be active all the time, but in a big scrap it will increase their survivability, and might allow them to make some extra charges. 

All in all - punchy, cheap and fragile.

Drawn Combat score: B- (without spears), A- (with spears)

Morgul Knight

The Evil counterpart to Dol Amroth and Rivendell Knights. Incredibly solid all around, with Terror as the cherry on top. Nothing bad to say here.

Drawn Combat score: A

Dunlending Horseman

Very similar to Warg riders, but without the option for throwing spears (and the horse has no chance of staying around to fight). They’re cheap, hit reasonably hard, and kill horses like nobody’s business, which can be handy for dismounting heroes or in certain scenarios. Axes can situationally help them tackle high defense, too - S5 cavalry is a scary prospect.

Drawn Combat score: B

Warg Marauder

The party bus is a really interesting one. The fight value is poor, and the KP/P leaves a bit to be desired considering you get 4 attacks (at first). It’s very hard to put a price tag on the ability to shoot with 2 bows even while in combat. These are a flexible unit, which score highly on defense in this scenario, with 0% chance of being taken off the table in one turn by 2 infantry warriors. However, in subsequent rounds of combat, the Marauder will lose both offensive and defensive potential. They also cause Terror, helping them out on defense and to get their charges off. Getting the most out of the Marauder is very tricky, relying on them using their janky bag of tricks - but they’re a suitably quirky cavalry option for a monster-packed Moria list.

One extra point is that this model can beeline to an objective and dismount 3 goblins for ridiculous area control - a situational but very powerful tactic.

Drawn Combat score: B-

Easterling Kataphrakt

Oh dear. All the hitting power of a Galadhrim knight, with none of the fight value. This is the lowest scoring non-skirmish model there is. Defense 6 is something, but don’t expect them to have the staying power of a Rider of the Dead. The Gleaming Horde helps against archery, but does nothing for them in melee. I have separated out the profile for Black Dragon Kataphrakts, because it tells a different story - it turns them into fairly solid (if unremarkable) defensive cavalry. There is certainly room for them in any Easterling list, not least because they give easy access to a War Drum - but don’t rely on them to kill anything. Best used for objective grabbing and area control.

Drawn Combat score: D, or C+ with Black Dragon upgrade which you should always take.

Khandish Horseman

Evil Riders of Rohan, that trade strength on the charge for an extra point of fight value. With their 2 handed axes, they can be surprisingly prickly when they want to be (2 handed piercing strike for strength 4, +1 to wound), although they will drop like flies if used carelessly. Their bows come built in, and best of all, do not contribute to the army’s bow limit, making an all-mounted, all-bow Khand list possible. A banner reroll from a Khandish King is easy to maintain due to its 6” radius, and pushes the Horsemen’s kill power per point to very healthy levels - and a Khand list is very likely to include at least one king. These are great skirmish cavalry despite their fragility. 

Drawn Combat score: B+

Khandish Charioteer

It’s difficult to include Charioteers in this list as they play so differently to normal cavalry due to their movement, base size and impact hits. But there would be riots in the streets if I didn’t, so here we are. If we’re looking at them on the same single-target scenario as the other cavalry, their kill chance is excellent - almost 80% when piercing striking and buffed by a nearby King. And I have included piercing strike on this model and no other for a good reason - it is much less risky on a Chariot due to its 5+ ‘to hit’ roll, meaning you’ll be doing it often. They are also shockingly durable, though still susceptible to archery and magic. 

However, the numbers do not show a couple of things. The first is the potential for a bloody kill streak, especially against lower defense models - but the second is just how easy these are to trap and kill due to their large base size. Their survivability and offensive output relies on them charging frequently and not being swamped. A tricky unit to use, but devastating if used correctly.

Drawn Combat score: A

Haradrim Raider

As was expected, great KP/P and terrible survivability. The low killing power of fight 3 is offset a little by the poison, and a lot by the war spear (which you should always take), giving a 40%Kill, which is terrifying for a 12pt model. But with 36%Die, don’t be surprised to see them crumble when taking on F4 or higher. They can purchase a 1pt poisoned bow too, and with a 50% bow limit, they make a very prickly skirmish force, especially if you buff them with Suladan and the Betrayer.

Drawn Combat score: B-

Serpent Rider

Absolutely fantastic. They lose the bows from Harad Raiders but keep all their other strengths - they also get F4! This overcomes the Harad Raiders’ main weakness, decreasing their %Die to 29%, and increasing their %Kill to a ludicrous 51% - for a 13pt model! If you don’t plan on skirmishing, I’d call these a strictly better choice. They are terrifying. 

When benefitting from Suladan's banner effect and the Betrayer's wound rerolls, they bring the highest KP/P of any model we've looked at. However, this is somewhat to be expected, as at that point you're really tailoring your army list (and expending a will point) to give this guys absurd killing power. 

Drawn Combat score: A

Mahud Raider

Wow wow wow. When it comes to cavalry, the armies from the South are spoilt for choice. Excluding buffed units, this is the most efficient cavalry in the game - at least in our scenario. The S4 impact hit, combined with their lance, makes them absolutely lethal - they’re effectively smaller, more cost-effective chariots. With 61%Kill, I’d take as many of these as possible. Blowpipes for a point are nice too, but they don’t need them to do their jobs very, very well. 

Drawn Combat score: A+

Iron Hills Goat Rider

Very solid. They have an 33% chance to automatically knock down their opponent, which helps their survivability should they lose the duel roll (but note that in our scenario, the spear support can still strike the rider.) Good fight, good strength, and the war spear which seems much better than the optional mattock. They’re slightly squishier than their fellow warriors, but 16%Die is still extremely good. Their only real downside is their 8”, which can really diminish their threat bubble, especially against infantry with an 8” move.

Drawn Combat score: A-

Mirkwood Cavalry

Very similar to Galadhrim Knights, along with the same low punching power (but with no armoured horse). However, they’re significantly cheaper, and have the option of being buffed by Thranduil (6” banner, and 3” +1 to wound) for a huge boost to their KP/P - their %kill shoots from 40% to 63%. If you are taking more than a few Mirkwood Cavalry, it should be to capitalise on this huge boost to their efficiency - it makes them absolutely lethal. 

Drawn Combat score: B

Hunter Orc

The numbers are not kind to the Hunter orc. This because of their huge tax for having a 4+ shoot value (including the army bonus) and, more importantly, Fell Sight. Without these, they would just be very inefficient Warg Riders. Getting their points' worth depends entirely on making charges with Fell Sight that you wouldn’t otherwise be capable of, and ideally preying on isolated models without spear supports - which is why they fare so badly in our spear supported scenario. You probably also want to take bows to get your money back for the shoot value tax. You have the option of taking a 2 handed pick, but with a fight value of 3, you’ll be getting to know that 36%Die very well indeed.

Add that to the fact that Hunter Orcs get 2 attacks when on foot, and it seems like Wargs should be taken mostly for mobility and that crucial Fell Sight. 

Drawn Combat score: C+

Summary

As expected, the numbers have been kinder to some cavalry units than others. But cavalry is always good. Even the ‘worst’ cavalry in the game should sometimes be taken in a list, just for the diversity they bring. 

It's very plain to see that archery imposes a big points tax on models. Rivendell knights, though lethal on the charge, are more expensive than other similarly lethal models, because they are paying for some very effective shooting on top of their normal cost. Similarly, models built for versatility tend to be a little less efficient in raw damage stats.

There is a bias towards high-cost, high-firepower cavalry shown in this article, but that is not all you should consider when building your list. Every expensive cavalry model you take might remove 2 foot troops from the field, reducing your army’s footprint. This means less traps, less flanks, and less objective potential. Hopefully some of the data here can help you to find the right balance for your army.

It’s also absolutely worth mentioning that we’ve only looked at cavalry on the charge - but cavalry won’t always be charging. Our database of destruction is only half the story, and if you don’t put your cavalry in positions where they can reliably get the upper hand, then they’re just expensive infantry on big bases. These means playing them cleverly, surrounding them with might points, and keeping your fingers crossed for those roll offs.



Finally, if there’s one thing I’ve taken away from this analysis, it’s the importance of fight value. There can be no better example than the humble Knight of Minas Tirith. At fight 3, he’s good, not great. But bump him to 4, and he brings the highest efficiency of any cavalry in the game. I knew fight value was a big deal - but it’s a really, really big deal.

So that’s it! Well done on making it to the end of this hefty dive into the numbers behind the models. See here for the full spreadsheet including all stats used, and feel free to get in touch to point out anything I missed, or to question my working - and keep your eyes peeled for the Infantry analysis which is coming next.

I didn’t expect this to turn into a research paper - but that’s exactly what it became. Big thanks to the community for their invaluable input, and also to Dan Slb, Dan Sellen, Dave and Colm of the Drawn Combat team for their editorial input (and their maths lessons!)