Book 2: Levitimonsterkillitus
Chapter 1: Army Composition
Ok so for this section I am going to detail what sort of units should be in an army to help protect against the threat of an all monster list. I am not going to disect what you need to create an anti-monster list, because such an army will probably suck against regular armies, this is for people looking to have some sort of insurance against monsters should they come up against them.
Without further a do, here is an analysis of all the units worth taking to stem the tide of a monster army, all of them are relatively cheap models that should be able to slot into any list.
Good:
Bodyguards: The benefit of these guys is obvious, they will always be able to get into combat with the monsters while their hero is alive. This means that whereas a monster can usually pick and choose it's combats thanks to terror and Dwimmy's -1 to enemy courage, a single bodyguard charging in while the rest of your models do a 'reverse turtle' (will be explained later) means that regardless of what brutal power attack that monster does, it will be pinned in that place for the entire combat phase and even the next turn thanks to control zones. There is also the obvious bonus that these guys getting in automatically means that your spear support can also get in to the fight for free.
These bodyguards are more essential for armies like Rohan and Gondor than dwarves because men have terrible courage on average (3) that goes down by one when the wraith is around, meaning the only models you can reliably charge with is your heroes (which is what old Dwimmy wants) or BODYGUARDS HOORAY.
Elves: Ok so elves are one of the best armies tailored to take on trolls, high courage and a plethora of heroes who can cast magic make elves a tough opponent for monsters. If you are running a standard army of Rumil, Thranduil, Legolas and elves you are pretty much on the right track and need no help, that said, throwing in a few of the fight 6 models like Galadhrim Court guard or Gil Galad Kingsguard is essential because it means that trolls no longer win when they roll a 6, you can equal their fight. Anyway here is a brief rundown on elf units what are good:
Rumil: Same reason he is good against everything, he forces enemy models to re roll 6's and burn up might to win fights without expending anything himself.
Legolas: Can snipe Dwimmerlaik
Thranduil: Automatic natures wrath is nice
Regular Galadriel: Command and Immobilize are nice. The mirror will also help as you may find your heroes getting wounded by a hurl or two and wasting their fate on that instead of, y'know, manly fights.
Spooky Galadriel: -1 courage to the trolls is a nice bit of irony, as is causing terror. She is only strength 3 though which is incredibly sexist. Also she cannot lead troops wtf?
Celeborn: Ironically probably the best thing to fight trolls with considering how much people hate him. Aura of command means his lads will definitely get into combat, immobilise means that trolls can't fight well, and standard elf hero fight value means he draws against trolls, what is not to like?
Stormcaller: Call winds will suddenly become of much more use for keeping baddies away, but with only 3 will if you use 2 will on a spell there is a risk Dwimmy cancels the whole thing. However the chance to regenerate will is pretty kinky.
Sentinels: Monsters have crapola courage, s entinel can force them to burn will resisting the movement song that they would need to resist spells.
Normal Elrond: Renew will actually be useful incase your lads get wounded by a lucky hurl, and natures wrath is always nice - pretty pricy for what the profile does though :/
Chilled Elrond: Getting to alter priority without spending might means the Dwim has no effect against you mwahahaha
Gil Galad: If you have him then use him, fight 9 means you are a total boss, 3 will is enough to resist a spell or two, and upgrading fellow elven warriors to f6 is awesome.
Arwen: Good for same reason as stormcaller except she can ride around to get better spell range, and if a troll gets close she can equal his fight value.
Twins: Considering these two give you 2 free might points, they are v effective against Dwimmy as they have enough might to burn awww yeah.
Erestor: Courage 5 sucks
Glorfindel: Duh
Gildor: Upgrading wood elves to have longer move range means outmanoeuvring the monsters is way easier, and having immobilise on a 2+ and 2 attacks is pretty handy. Elf cloak also helps.
Dwarves:
Dwarves are a weird bunch, they have some of the best infantry in the game, but thanks to their greatest heroes being split up between army lists and a lack of conventional magic, dwarves are a tricky bunch when without allies. Also thanks to rend existing their traditional 'defence' against the power of monsters is lost due to low strength compared to monsters. Anyway here we go:
Durin: Duh, this guy has got it all: terror, a banner for himself (basically meaning he duels with 4 attacks), an awesome +1 to wound, and a horn to null out a wraiths -1 courage. Remember that defence 9 is still useful against hurls even if rend will totally ignore it.
Dain: Never use him
Old School Balin, Gimli, Dwalin: Fight 6 and a total of 6/7 m/w/f make these guys real good for fighting monsters. Durin's axe and Dwalin's burly+str5 make the two brothers more likely to wound trolls but winning the fight is always the main problem.
Floi: Pretty much the dwarves' best defence against monsters, he can nullify the Dwimmerlaiks stoopid rule from a safe range from Dwimmy and thanks to all the multi-wound monsters he will be regenerating alot of will with a bit of luck.
Thorin: Good for the same reasons as Balin, Dwalin, and Gimli, except he can cause terror, still strikes when he shields, and is only 100pts omfg
Vault Wardens: As said before their high defence is still useful against hurls and whantot even if they can be rended. You can only rend one model per turn though so if you charge 3 wardens into a troll it will only wound one on a 3+.
Khazad Guard: Duh
Iron Guard: Still an obvious choice but not as much thanks to only being able to use one throwing weapon against each troll when you charge (damn good models not risking friendly fire), defence 6 (meaning they are wounded by all trolls on a 4+) and not being bodyguards. However 2 str 4 attacks is pretty sick.
Rangers: Nah m8, only good for hoarding and ranged engagements neither of which matter here.
Realms of men:
Well men don't really have a lot going on for them. Use bodyguards, powerful heroes and ally in someone useful like a wizard. Anyway here are the few exceptional units that are worth giving a second look:
Rohan Royal Guard, Guard of the Fountain Court, and Citadel Guard: They are bodyguards and bodyguards are great.
Knight of the white tower: When combined with a wizard who immobilizes the monsters, this guy could do serious damage.
Hama: I know he is a joke but having a hero in a rohan army who can definitely charge could actually be useful.
Erkenbrand: Duh
Grimbold: Not as obvious as Erk but str helps to crack monsters
Angbor: A courage 7 hero with 3 will who helps his warriors fight better? Sounds good to moi.
Army of the dead: Sounds good aslong as someone can outfight the trolls.
Wizards:
Unless you are elves using the good heroes, or a really confident dwarf player who reckons Floi is the best thing since sliced bread - then ally in a wizard, they are all great but I would have to suggest Radagast just because sorcerous blast isn't as essential in this situation.
Coming Soon: Evil Army Composition
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