Elrondio wrote:
Thanks for the advice whafrog but to explain myself to some of your criticisms I was up against a cave troll and needed 2 heroes to deal with him. Also the cavalry was needed to intercept the wargs so my archers weren't decimated.
Both of these are related to paper-scissors-rock. Rock vs rock = tie...you don't want to counter one thing with something similar because then the dice make the decisions. Your archers are quite capable of handling the wargs (warg riders?), especially if you keep a couple shields/spears behind to guard flanks. The knockdown only comes into effect if you lose the fight, so if you have 2 guys on each warg rider the odds are with you because you fight better (3 guys is even better and have great odds against even a captain like Sharku with Might). If he sends his warg riders ahead of his main force, embrace them, I'd even forego a turn of shooting to wipe them out. And if you get priority next turn, charge them. Now they are expensive orcs with 1 attack.
Sending heroes after a cave troll can be a waste. First, 3 dice give really good odds of the troll getting a 6, so unless you field Glorfindel, the best you can do is tie no matter how much might you have. Then your hero is vulnerable. But the troll has no might...which means three elves have the same odds of getting a 6 as the troll does. The troll does win on the tie, but it's a lot cheaper and a lot less risk. And sometimes you're just not ready to take on the troll, so send one lone elf to hold him off for a turn. In other words, pick your battles. Send lone shieldmen to hold a tight spot and shield (2 dice) while you mop up something else.
The Twins should not be taking on trolls, they should be chewing through troops, killing off Shamans to get rid of Fury, etc. Once the bowmen have done as much whittling as they can do, the Twins are there to break the enemy, using heroic fight to cascade from one enemy to the next. Don't let them get too far ahead...avoid heroes (except Shamans), kill minions. Once evil has broken, that troll might just run away on its own (another reason to tie it up with 1 model at a time).
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Though I'm probably going to go with you on maximizing my mini count by getting rid of my knights and captains. Anyway I'm having trouble making a sufficient 500 pt list that can go up against the legions of Isengard and the hordes of Mordor. Could you help me out here TIA
If you want high elves (I'm assuming you're using standard models available in the high elf, galadhrim or wood elf line):
Twins (armour): 150 points (armour is allowed in the Ruin of Arnor book)
10 elves (HA, shield, spear): 110 points
10 elves (HA, spear): 100 points
11 elves (bow): 99 points (use wood elves with bows)
4 elves (HA, elf blade): 30 points
37 models, 11 shots, 6 Might 499 points
Or you could take 1 less elf with blade and give all your bows spears (assuming your bro is okay with that).
The problem with high elves is they don't have any good mid-range named heroes. So personally I've been enjoying Galadhrim lately with something like this:
Rumil: 70 points
10 Galadhrim (spear, shield): 100 points
14 Galadhrim (bows): 140 points
10 Wood elves (spear, throwing daggers): 100 points
2 Galadhrim (elf blade): 18 points
6 Guards of the Galadhrim Court: 72 points
43 models, 14 shots, 3 Might, 500 points
Now, I do miss the Might, but with 43 elves and all those shots (bows and throwing daggers), not to mention being able to shield with wood elf spears, and having 7 models on the board with a fight of 6...(some people would say that's too many Guards, but I just love the look of the models so I'm letting aesthetics sway me)...it's worked well so far. The blades are Rumil's escort...they go 2H while he wins the fights. If you felt the need for some magic, you could drop 5 Guards and take a Stormbringer (you'd have to reshuffle the others for the bow count). Or you could drop all the guards and take Haldir, but then you're back into high elf numbers.
Hope that helps!