Azog, Lieutenant of Sauron may take the following:
Heavy Armour 10pts
He may also exchange his two handed mace for this:
Massive Flail 5pts
Massive Flail: Azog's heavy flail only halves his fight value rather than reducing it to 1, additionally, it hits enemies at his own strength +1 and hits models that are supporting with spears or pikes.
Gundabad Orc Warriors may take the following:
Banner 25pts
Cave Trolls included in the
Mount Gundabad Army List may take the following:
Battering Ram Headgear 5pts
Battering Ram Headgear: Attacks made by the Troll against objects with Batter Points rather than wounds cause D3 +1 batter points for every successful strike, but for each successful strike, the Cave Troll suffers a Strength 5 Hit.
The White Warg may be taken as a standalone Hero in the
Azog's Hunters and
Dark Denizens of Mirkwood Army Lists for 60pts
Azog or
Azog, Lieutenant of Sauron may mount her if he moves in base contact. Roll a D6, on the roll of a 1, she refuses to allow him, on the roll of 2-5 he successfully mounts but may move no further that turn, on the roll of a 6, the mount is successful and they may continue her move as normal.
New Army List,
Mount Gundabad, includes the following:
Azog
Azog, Lieutenant of Sauron
Bolg
Bolg, Castellan of Mount Gundabad
Gundabad Orc General
Gundabad Orc Captain
Ogre
Gundabad Orc Warrior
Gundabad Cavalry
Gundabad Attack Troll
Slingshot-Mounted Troll
Giant Bat
Goblin Mercenary
Gundabad Half Troll
Cave Troll
Gundabad Orc General [
Orc] Pts value: 70
Azog's Hunters, Mount GundabadRace Move F S D A W C Mt W F
Orc 6" 5/- 5 6 2 2 5 2 2 1
Wargear:
Heavy armour and sword
Options:
Shield 5pts
Two-handed pick 5pts
Fell Warg 10pts
Special Rules:
Ancient EnemiesOgre [Ogre, Monster] Pts value: 80
Mount GundabadRace Move F S D A W C Mt W F
Ogre 6" 6/4+ 5 5 3 3 4 0 3 0
Wargear:
Club
Special Rules:
Terror, Throw Stones (Strength 8 ), Deformed, Troll MasterDeformed: Many ogres have deformed limbs and so are weak at one side. If an Ogre is engaged with more than three enemies, he suffers a -1 penalty to his Duel rolls.
Troll Master: Only Gundabad Attack Trolls, Slingshot Mounted Trolls and Gundabad Half Trolls may be included in an Ogre's Warband and benefit from his Standfast. Additionally, Slingshot Mounted Trolls within 6" of an Ogre add +1 to their To Hit rolls and may use the Ogre's Will points to modify D6 rolls relating to shooting, as if they were Might points.
Gundabad Cavalry [
Orc, Cavalry] Pts value: 15
Azog's Hunters, Mount GundabadRace Move F S D A W C
Orc 6" 3/5+ 4 5 1 1 3
Wargear:
Heavy armour, sword and a Fell Warg
Options:
Shield 5pts
Special Rules:
Ancient EnemiesGundabad Attack Troll [
Troll, Monster] Pts value: 90
Mount GundabadRace Move F S D A W C
Troll 6" 7/5+ 6 6 3 3 4
Wargear:
Club
Options:
Scythe Hands 15pts
Flail Arms 10pts
Armour 5pts
A single Troll may not take both Scythe Hands and Flail Arms.
Special Rules:
Terror, Throw Stones, Weak SpotScythe Hands: For the purposes of special strikes, this Troll counts as armed with daggers. It also has the Knife Fighters special rule.
Flail Arms: For the purposes of special strikes, this Troll counts as armed with a flail. When whirling, models in spear/pike support also suffer a single Strike. It also counts as a throwing weapon with a range of 5" and a Strength of 6 that does always hits on a 5+ regardless of whether the model has moved.
Weak Spot: Throwing weapons never need higher than a 5+ to wound a Gundabad Attack Troll
Slingshot-Mounted Troll [
Troll, Monster] Pts value: 170
Mount GundabadRace Move F S D A W C
Troll 6" 8/5+ 8 8 3 3 4 Troll
Goblin 5" 2/5+ 3 4 1 1 2 Crew
This model consists of a single enormous Troll, with a slingshot mounted on its back and 4 Goblin crew. The slingshot has no defence or wounds and cannot be attacked seperately. If the Troll is killed, it is automatically destroyed ans all remaining Crew are killed. If all of the Crew are killed, the model may not fire the slingshot. Neither the Crew nor the Slingshot can be targeted by enemies in Close Combat.
Wargear:
The Troll has powerful fists (Hand weapon) and the crew are armed with daggers and wear armour.
Special Rules:
Terror, Living ArtilleryLiving Artillery: The Slingshot Troll starts the game like a typical model and can move and follows all the usual rules for Monsters. At the start of your Move Phase, you can decide if you want your Troll(s) to fire its slingshot. The model may not move this turn and if it is charged, it strikes no blows, thus automatically loses any fights that turn. In the Shoot Phase, the slingshot fires with the following profile. It will remain in this form throughot the turn and cannot return to usual Monster from until your next Move Phase.
Slingshot Range: 18-36" Strength: 9
Giant Bat [
Bat] Pts value: 19
Mount Gundabad, Dark Denizens of MirkwoodRace Move F S D A W C
Bat 12" 5/- 3 3 2 2 5
Special Rules:
Terror, Fly, Fell SightGoblin Mercenary [
Goblin] Pts value: 4
Mount Gundabad, Goblin TownRace Move F S D A W C
Goblin 5" 3/5+ 3 4 1 1 2
Wargear:
Hand weapon and armour
Special Rules:
Cave Dwellers, Chittering Hordes, SellswordSellsword: For every Goblin Mercenary in your army, roll a D6 at the start of game for each one. On the roll or a 1, that model is bribed and does not participate in the battle. This roll cannot be modified in anyway.
Gundabad Half Troll [
Orc] Pts value: 24
Mount GundabadRace Move F S D A W C
Orc 8" 5/6+ 5 5 2 2 5
Wargear:
Sword and armour
Special Rules:
Terror, Ancient EnemiesMirkwood Werewolf [
Spirit, Monster] Pts value: 60
Dark Denizens of MirkwoodRace Move F S D A W C
Spirit 10" 6/- 5 4 3 2 5
Special Rules:
Terror, Woodland Creature, Bestial CreatureBestial Creature: For every model the Werewolf charges, it gains an additional attack
What do you guys think? Do they seem balanced?
Part 2 will be some of the Creatures that never made it into the film, but appear in the Hobbit Chronicles Book.
Thanks for reading