This thread aims to make a quality conversation after a justified rating of the new balance that the new experimental army rules bring to the game.
https://20889-presscdn-pagely.netdna-ssl.com/wp-content/uploads/Additional-Rules.pdf~~~~~~~Important~~~~~~~~~~
I rate the faction rules by how balanced the army becomes after this addition. Rating from 1*(unbalanced - not helping the army or making the army extremely strong) to 5* (balanced, saves the army or makes a spammy strong army weaker)
The Fellowship - 3*
I like the fluffy Frodo rule. Adds realism and a reason to take that hobbit. Though the bonus is low and considering the courage values of the fellowship it is weak. Not a catastrophic addition considering that we usually use the Fellowship as an ally rather than an army that we want to continuously see it in tournaments.
The Shire - 2*
With this you can make a full army of elite small hobbits. One more army that we mostly use as allies. The swarm hobbit army is not using the elites, so I would not consider this a good boost to the shire. Shire is a high tier army so probably not a disaster for this army.
Rangers of the North - 4*
So they broke Arnor, but rangers that can lead warbands + 100% bow limit? Awesome. No doubt, you will see this army very often. Mounted version etc. The grey company is back boyz...
Numenor - 1*
I thought that Numonor is one of the weakest army and they are going to give it a huge buff. Hell no, they abandon it. Increasing courage from 3 to 4 for each warrior is going to solves no problem. This army needs a very serious buff, something that has to do with a utility that you have not with Numenor due to the low unit choices you have.
Minas Tirith - 4*
The +1 courage makes a hell of a difference here. MT was a difficult army to break. Now it becomes even more difficult to destroy after being broken. Great rule. Courage in my opinion is the weakest of all stats, so I believe this is not overpowered by any means.
Fiefdoms - 2*
How many models can be 12" from Imrahil? Why to make this army even more depended in a single hero? I don't think people are going to play full Fiefdom, they are going to go for a wizard ally...
The Dead of Dunharrow - 4*
Guys this is better than it looks. You won't take heroes and might but you are going to have a horde of those slayers. In a 700pts game you are going to have King of the dead and 40(!) deads. Trust me, it's awesome.
Arnor - 2*
Arnor is rare but has some nice profiles. The new rule is trying to solve the problem of "what answer do I have against nazguls and beasts", BUT I think that Arvendui is probably going to be dead even before you charge for the first time (D:6, W:2, F:0).
Rohan - 5*
Here we are. One of the strongest armies in middle earth that never found their way to tournament victories in this SBG. Give them a good buff please and... oh yeah GW is probably going to answer this. +1 STR on charge!!!!!! Now the full mounted rohan army that trampled a million orcs in the film, is becoming a real punch in our tabletop. Let me explain. If you ask the pro Rohan players they will tell you that Rohan succeds only if it becomes effective as a killing power in 3-4 charges it makes until the game is over. With this buff, it is going to kill, a LOT.
Wildmen of Druadan - 2*
We see that they are separating a lot of staff from the previous faction system. But the special rules are not respectively powerful from an army that has few to an army that has many unit/tool choices. Wildmen get many situational rules and the no-captain rule we saw before. Well, you will definitely get a lot of them but they do not actually cooperate well. You won't find answers to enemy's thread and you won't have no maneuverability, no real shooting, punch, defence etc...
Rivendell - 4*
In Free Peoples, Eregion and Rivendell was relatevely weak, but now they get some serious buffs. The well known rivendell all-mounted army seems like it belongs here, butt actually it does not. Rivendell Knights(but not captains..), Lindir and Twins are here. The special rule is superb, adds more effect on shooting, but you must not move, so the knights have problem... So we referring to the typical high elf army, where you can add stormcallers and the new combined Elrond profile. All in all, the changes help this army become better, but I predict it won't be tier 1, but for sure viable enough.
Lothlorien - 2*
Flying Legolas got away from this army. They took away one of the biggest threads from this army and gave them a superb rule. Resistant to magic for everyone. Guys this is huge, considering that you still have Haldir who is a great archer too. Galadiel will be almost free to spam spells and your warriors will be so goddam annoying. I think this army is overpowered, but the lack of Legolas may pull it back to normal tier 1.
Fangorn - 3*
All in all Ents get some resistances to magic. Fair enough. Does not changes much, but this army is already untested. I believe it is ok to try it. Nice and thematic.
The Misty Mountains - 2*
That full eagle army is going to be stronger now. It is a spammy list in my opinion that does not deserve a bonus like that. Still there is no magic there (Radagast is not part of this list) and the lack of Might remains the problem. I would see towards a rule that can add some short of variety in the tactics other than just the charge and go, then pray for priority.
The Kingdom of Khazand-Dum -2*
What are those dwarves missing most? Killing power. Well give it to them a bit. And that's what they did but in a miscreated way. What is going to happen with all those reroll 1s? What about sword special rules? Maybe this bonus should be done in another way. The intention is good though. But they miss Gimli and Dain, lack answers to magic and spear support, so they needed a better rule for sure.
Thorin's Company - 3*
Exactly like The Fellowship. Once again this re-roll 1s rule...
Barad Dur - 3*
They broke Mordor (but actually they didn't because what you actually need is inclunded in the Mordor army we will see next) and they gave each of the armies superb rules. Here we have Sauron, witchking and shelob with a horde of basic orcs. So you are going to have numbers. So they give you killing power if you outnumber your opponent. Nasty, but Mordor is not needing such a great rule as it is already a tier 1 army. But no named Nazguls here, no morannons etc, so maybe it would be just ok.
Angmar - 4*
Great special rule, Angmar needed this. A great improvement, I am definitely going to play this.
Mordor - 1*
As I said above, they took nothing from mordor, a list with huge variety and overpowered models and they gave them some of the best rules which do not fit well. You just need to have more models which is almost always the situation, warriors get +1 courage (which is not that good) and re-roll 1s to wound. Seriously? All of this? Maybe they should find something realistic to represent the specialty of mordor.
Moria - 4*
A huge buff. I am not sure if this is going to be spammy with 100 models. To understand how strong this is gonna be it needs playtesting...
Isengard - 4*
A well known tournament wining army. They gave them a small buf that actually works excellent in this certain army. The high cost models are not gonna run down without battle. Also from 50% to 66% is not a long way, probably 3-4 models, so this rule is great and balanced.
Easterlings - 3*
Nice rules. I think they fit well in this army. But I would like something more, Easterlings are weak at the moment, they needed one more special rule I think.
Variags of Khand - 3*
Once more, a great rule, but this army is weak and needs something more. All mounted bow "Mongolian" Khandish army is a possibility now, but the S2 bows are never gonna make it right.
The Serpent Horde - 3*
60% bows, Harad already has that and gives in each warrior poisoned blades. This makes point efficient the difference in points between haradrim warriors and serpent guards, because in +1 points SG get both +1 fight and poisoned blades. I think this rule confuses the dynamics of the army, they could just correct the profiles and add a meaningful rule.
Far Harad - 2*
Once more an anti-terror rule. This is now to surpass the lack of magic probably. Does not help that army at all even with the low courage of its models.
Corsairs of Umbar - 4*
This Backstabbers special rule is the rule of goblin prowlers. All your models can have this rule. Awesome. I am not sure if they become competitive enough, but they are gonna get a huge boost.
Sharkey's rogues - 1*
One more army. I don't know if there is even a question if this could be played. bringing 100 ruffians (who is gonna buy them) is not an option. They may do something about it.
Goblin Town - 4*
This is way better than the no-captain warband in this certain army. It's going to work, great special rule.