At this point, I’m sure we’ve all heard the exciting news
about the upcoming Fall of the Necromancer supplement. From what we’ve been
told by Warhammer Community, we know that there will be four Legendary Legions:
the Rangers of Mirkwood, Vanquishers of the Necromancer, Pits of Dol Guldur and
Rise of the Necromancer. We’ve had a little bit spoiled about what these will
contain, including one or two hints about their rules, but I thought before we
found out too much I’d throw in my two cents about what I’d like from them.
Because what’s a hobby blog without a bit of hopeless wishlisting, right?
Rangers of Mirkwood
There are two difficulties with designing this Legion.
First, it’s an all-shooting list. As we saw with the Rangers of Ithilien
Legion, balancing such lists can be… difficult. Second, it’s already a proven
competitive list. People win tournaments using Legolas, Tauriel and a bunch of Rangers,
so restricting them to just these models is unlikely to do much to limit the
army. As such, we can’t give them too many bonuses or they risk becoming overwhelming. My best crack at balancing all this is as follows:
Participants
Legolas, Prince of Mirkwood with Elven Cloak 100
Tauriel with Elf bow 90
Mirkwood Ranger Captain 75
Mirkwood Rangers 14
Wood Elf Sentinel 25
Additional Rules
Mirkwood Rangers and Wood Elf Sentinels in this list do not
count against the army’s Bow Limit.
Legolas must be included in this list and must be the
Army Leader.
Special Rules
Protect Our Borders
All models in this Legion add +2 to any Leap, Jump or Climb
tests.
Fire on the Move
When a model from this Legion Charges an enemy, they may
fire their Elf bow exactly as if it was a throwing weapon. Legolas may fire up
to three times, including at other targets he charges if he kills his initial
target. Alternatively, he may fire one shot which hits on a 2+ and ignores In the
Way rolls, including when firing into combat. In any case, a model that
uses this ability may not fire in the Shooting Phase that turn.
Aim for the Eyes
Models from this Legion within 3” of either Tauriel or
Legolas gain +1 to Wound when making Strikes against enemy Spider
models.
Designer's Notes
What I really wanted from these rules was to give Mirkwood
Rangers a reason to engage their enemies instead of simply kiting them to
death. I also wanted to reflect their capacity to fire on the run, as shown
time and again whenever we see these models fight onscreen. To that end,
allowing them to fire their bows as throwing weapons (with special allowance
made for Legolas’ onscreen brilliance) should incentivise them to seek that
decisive charge to shatter the enemy after wearing them down at range. It also
presents an interesting dilemma between relying heavily on this or using Knife
Fighters to get extra Attacks in close combat. Most importantly, it retains the
fragility of the models: a single misplay or a charge gone wrong will still see
you lose half your army, as it absolutely should.
Protect Our Borders is there to provide them with a small amount
of mobility to make up for losing any access to cavalry, while Aim for the Eyes
is pure fluff thrown in there for fun. Plus, I hate Spiders.
The Vanquishers of The
Necromancer
This Legion, on the other hand, is one with models which
need all the help they can get. They are slow, expensive, fragile, and not even
very good at killing things most of the time. This is paradoxically great from the perspective of designing a Legion for them, because it allows
me to go really ham with the special rules!
Participants
Gandalf the Grey 170
Saruman the White 170
Radagast the Brown 150
Elrond, Master of Rivendell with heavy armour 180
Galadriel, Lady of Light 130
Additional Rules
If either Saruman or Gandalf are present, then the
controlling player must choose one of those models as Army Leader.
All models in this Legion may be deployed or arrive as a
single warband, with the Army Leader as the warband’s hero.
Special Rules
Are You in Need of Assistance?
All models in this Legion add +1 to the dice roll when
attempting to Resist magic as long as there is another model from this Legion
within 6”.
Magical Mastery
All models from this Legion may cast spells even while
engaged in combat if they would otherwise be able to. These are cast when you
would normally select this model to move.
Convergence of Power
Each member of this Legion receives a unique special rule:
A
Wizard is Never Late
If your army includes Gandalf the
Grey, then once per game he may cast the Blinding Flash magic power. This power
is cast automatically without using any Will and cannot be Resisted or Channelled.
Immediately remove Gandalf and any other models of this Legion that are within
6” of him, then redeploy them anywhere within 12” of his initial position. They
may move as normal and cast spells this turn if they have not already done so.
Unpredictable
After rolling for Priority each turn, Radagast and any other member of this Legion within 6" of him may move up to 3". Models moving in this way may not charge or cast spells while doing so, but are not affected by enemy control zones (although they are still affected by difficult terrain and may not move into base contact with an enemy model). They also may still move, charge and cast spells as normal in the Move Phase.
Wise Counsel
At the start of each of your Move
Phases, you may select a single member of this Legion within 6” of Saruman
(including himself). This model may immediately call a Heroic Channelling
without spending Might, even if they are engaged in combat.
You Should Have Stayed Dead
Elrond, Master of Rivendell
receives one free Will point per turn to spend on casting spells. Additionally,
all members of this Legion receive the Lord of the West rule while they are
within 6” of him.
Go Back to the Void from Whence
You Came
Galadriel, Lady of Light may target
non-Spirit models with her Banishment spell. Additionally, when she is deployed
all members of this Legion count as having cast a Channelled Terrifying Aura on
themselves for free. This automatic spell will end if Galadriel, Lady of Light
is reduced to 0 Will.
Designer's Notes
As mentioned earlier, this is a list with a lot of inherent
problems, so any Legendary Legion limiting you to these models is going to have
to be very powerful. Perhaps most significant of these problems is the fact
that everyone in the Legion relies to some extent on being able to cast spells,
which they will be unable to do reliably without any warriors to body-block for
them. To that end, Magical Mastery allows them to cast while in combat, letting
them rely on their magical prowess to fend off waves of enemies.
I also wanted to create a real decision as to which of the 5
models you take, and to make all of them feel really unique while helping to
close off one of the weaknesses of the Legion. To that end, Gandalf and
Radagast both help resolve your mobility issues, with one
giving you an extremely powerful once-per-game redeploy and the other making your group much more slippery and hard to pin down. Similarly, Elrond and
Galadriel both give you different answers to the problem of being overwhelmed
in combat, with Elrond powering up your combat abilities and Galadriel making
you much scarier to charge. Finally, Saruman just lets you really amp up your
spellcasting in a simple but powerful way. Whether that’s getting you an Exhaustion
Blinding Light off Gandalf, or a truly devastating Wrath of Bruinen/Instil
Fear, there are a lot of options here. All of these rules are really, really
powerful, but you’ll only have access to three at 500 points, so you’ve got to
choose which weaknesses you deal with and which you accept. And of course, while you’ll have a lot
of magic and combat power in your little band, you still only have 3-5 models.
That’s going to be a struggle to use at any points level.
Pits of Dol Guldur
This is a pretty standard setup for a Legion. Putting
together two army lists at the expense of losing the more exciting
elements of both, you deserve a good set of special rules but nothing
too crazy.
Participants
Azog 165
(+50 for White Warg)
The Keeper of The Dungeons 75
Hunter Orc Captain 45
(+5 for bow, +5 for two-handed weapon, +10 for Fell Warg)
Gundabad Orc Captain 55
(+5 for shield)
Gundabad Orc 8
(+1 for shield, +1 for spear, +25 for banner)
Hunter Orc 8 (+1 for
bow, +1 for two-handed weapon, +5 for Fell Warg, +25 for banner, +30 for war
horn)
Fell Warg 8
Additional Rules
Azog must be selected, and must be your Army Leader. He is a Hero of Legend.
Hunter Orc Captains not lead Gundabad Orcs, nor may Gundabad Orcs lead Fell Wargs or Hunter Orcs.
Special Rules
Shroud of Darkness
When deploying, you may choose to deploy only Azog. Alternatively,
in scenarios in which you must move onto the board, you may choose to only move
on Azog. If you do so, your other models are hidden by the Shroud of Darkness
and are kept off the board until revealed. They will remain so until either an
enemy model moves within 12” of Azog or he moves within 12” of an enemy. As
soon as this happens, the moving model will immediately stop. All models from
this Legendary Legion will then immediately be deployed anywhere within 12” of
Azog but outside 1” of the enemy. All models may then finish moving and
charging as normal, including any models from this Legendary Legion who were
deployed this turn.
We Are Legion
All heroes in this list increase their maximum warband size
by six models. In addition, Azog gains the Master of Battle special rule.
Designer's Notes
This list is intended to reflect the moment when Gandalf
pierces the shadows and unveils the lurking horde of Orcs and Wargs. They get a
sneaky deployment method in which they can ambush an opponent and avoid their
shooting, they maintain Azog’s Master of Battle, and they get to really horde
out. In trade for this, they only have access to a single real threat, and one
who doesn’t have all of his kit. Admittedly, Azog doesn’t need his Stone Flail or heavy armour to dominate enemy heroes, but he will suffer from being without any better backup
than the Keeper. Overall, I imagine this Legion as being a bit like The Black
Gate Opens, but with Azog instead of a super Troll Chieftain and some sneaky
deployment shenanigans and increased warband sizes instead of a bonus for
outnumbering.
Oh, and the cheaper Wargs for Hunter Orcs? That’s because 5
points is a fair price for them, not this ridiculous 8-point cost they have
now. A Hunter Orc on Fell Warg is at best only two points better than a Warg
Rider, so that’s what they cost in this Legion. Deal with it.
The Rise of the Necromancer
This Legion has a fairly expensive tax in The Necromancer, and a really limited selection of models. It’s not as uncompetitive at base as the Vanquishers, but it’s still weak enough to justify some hefty buffs. In particular, while it has a lot of durability, it really can suffer from mobility issues and lack of numbers to play the objectives. To that end, I've given them an array of cool tricks keying off their Unholy Resurrection ability to let them move around the map, while still retaining the key drawback of reliance on the Necromancer.
Participants
The Necromancer of Dol Guldur 250
The Nazgûl of Dol Guldur 75
Additional Rules
The Necromancer of Dol Guldur must be in the list and must
be its Army Leader. The entire army may be treated as a single warband led by
the Necromancer.
Special Rules
A Dark Power is Rising
The Necromancer of Dol Guldur may spend a Will point each
turn without reducing his Will store. Additionally, he is unaffected by Difficult Terrain and gains +1 Attack.
Relentless Assault
Nazgûl that are returned to the field using their Unholy Resurrection ability may return anywhere within 6" of the marker, within 12" of the Necromancer or within 3" of any other Nazgul (although they still may not be placed in base contact with enemy models).
Additionally, once per game at the start of your Move phase, you may declare that the Necromancer is reanimating his fallen servants. When he does so, immediately place any Nazgûl not currently on the board (including those who failed Unholy Resurrection rolls) anywhere within 12” of the Necromancer but not touching enemy models. They are free to move and Charge as normal in the Move Phase, and any Might and Will previously expended remains lost.
Doomed to Die
All models from this Legion count as being within range of a banner if they are within 3" of a friendly model.
Flight to Mordor
If the Necromancer is removed as a casualty, then the Nazgûl
will automatically fail any subsequent Unholy Resurrection rolls.
Designer's Notes
There were two key aims with this Legion. First, I wanted the list to really feel like an unkillable wall of undead creations, ready to keep coming at you until you were ground down to nothing— at least as long as the Necromancer is still around. Once he’s gone it will start to crumble fast, but banishing him might be easier said than done if he's hidden behind a wall of nigh-unkillable Nazgûl.
However, I also wanted the Legion to function well when spread out and not be stuck in a tight bubble around the Necromancer, so I tried to avoid special rules that keyed off proximity to him or that required them to clump together. Instead, they can leverage their ability to move around the map via Unholy Resurrection to pop up in unexpected places, striking from the shadows to overwhelm your enemies. A group of enemies prepared to put down one Nazgûl might find themselves suddenly facing three, all with banner rerolls, or out of position as the one they kill teleports away. This awesome manoeuverability is conditional on the Nazgûl dying again and again, however, and leaning into it opens up the Necromancer to being swamped and taken out. Once the Necromancer goes down, it's probably curtains for the list, so you really need to balance spreading out for flexibility with clumping up for durability.
Hopefully this dilemma would make for an interesting minigame for both players. The Dol Guldur player wants to keep a few Nazgûl around the map to give lots of options for Resurrection teleporting, while their opponent needs to balance racing for the Necromancer and trying to avoid the nigh-unkillable Nazgûl without losing too models in the process.
I hope you enjoyed reading this shameless bit of
wishlisting. Obviously Games Workshop will probably do something totally
different to all of these, but it’s fun to dream.
What do you want from these Legendary Legions? Let me know
below, or in the comments section wherever you see this article.
Until next time, may your Nazgûl always resurrect!
Interesting ideas - I have thought that the Vanquishers list would be better if choosing a specific model gave the team benefits (as you've done). They did spoil some additional rules in a more recent article - things like the Necromancer being able to cast twice per turn (and he gets +1 Attack, which you nailed) and the Rangers being able to duck behind cover to avoid being hit: https://www.warhammer-community.com/2021/09/30/brave-the-darkness-of-mirkwood-in-the-upcoming-fall-of-the-necromancer-supplement/.
ReplyDeleteThe Vanquishers list is definitely the one I’m most excited for, I reckon it’d be a blast to play. The others are at least slightly more conventional, but all hero Legions are just so much fun to design for.
DeleteYou’re right that some of their suggestions don’t fit into my Legions, I ended up deciding not to bind myself to them too much. After all, there’s no point in wishlisting while being constrained by reality
Superb as always! And spot on about the rangers ... it is really funny how they keep adding some incredibly strong legions, while some are just ... well, kind of bad or. uninteresting, to say the least. I really liked your take on the A dark power is rising LL and Vanquishers of the Necromancer. It will be a huge shame, if they will not include the other models from the White Council army list in the last one though (especially Glorfindel, Celeborn and Cirdan, maybe even Erestor and Thranduil). This way, they would also add a better fighting options to the list (Celeborn and Glorfindel). Or maybe they can add an extra attack for all members, especially the wizards, to balance a small quantity of models. Also some kind of coverage from bows would be nice, or else The rangers/Ithilien LL will shoot them dead in the first round.
ReplyDeleteI think the Rangers of Ithilien problem (which I hope they'll try and avoid with Rangers of Mirkwood) is that all-bow lists are really hard to balance. They tend to create really dichotomous 'you win with your shooting or you lose' kind of games that turn way too much on scenario selection and don't have many strategic choices for either general. It's genuinely really tricky because any list focussed on Mirkwood or Gondorian Rangers is automatically an all-shooting list, and so is automatically a bit of a balance problem.
DeleteI am a bit sad that they aren't including any of the other Elves in the White Council (it's been announced on WarCom). On the other hand, it made it a lot simpler to balance, as I just had to give cool rules to the five confirmed characters.
In terms of close combat, I think the combo of Lord of the West/Channelled Terrifying Aura and casting in combat should help with this Legion. Anyone charging into combat would need to pass some touch Terror tests if you've got Galadriel, then not get bowled over by Nature's Wrath from Radagast or Elrond, then win the fight against a Lord of the West reroll. So there are some plays for the Vanquishers there I think, if they go with something like what I've done. I'm also not too worried about range, because you probably have either Galadriel or Gandalf along and are thus being hit on 6's. Still an issue with fragile heroes, but I guess you can bring Renew as well to keep people healed up as you close
I would agree with all that you wrote except one thing - the one about Rangers of Ithilien being ¨win with bows or lose˝ case. The most problematic thing about the rangers is, besides their shooting proves, their relatively good fight value, coupled with the high amount of models that you can take. The fact that most can also have spears and that they can field a banner (support) also deepens the problem. So, even if the rangers manage to kill only a few troops with their shooting (which is rarely the case), they can overwhelm most armies (at 500 pt) with their relatively high numbers, adding the spear support and relatively high F value. On the contrary, the Rangers of Mirkwood are expensive and very fragile, also they have absolutely no support in spears, and probably will have no banner option. Rangers of Ithilien have everything. Also, since their heroes are super cheap, you can place many warbands across the filed, which creates additional problems. Basically, the only time I won against them, I was either very lucky, or engaged them on the first turn (certain scenarios). And oh, I was always playing the Isengard force, because of their high fight/defense values and good strength. Other low F, D and/or S armies have way more problems.
DeleteYou are right that Rangers of Ithilien bring a lot of tricks that this Legion can't, but that does cut both ways. Mirkwood Rangers bring much higher quality firepower, and with the Hobbit tax of the Ithilien legion they can bring almost as many bows as well. And the heroes you're bringing are both excellent value and great at dealing with enemy heroes, certainly much more so than Faramir and Co.
DeleteMore importantly, I didn't really want to balance this Legion off Rangers of Ithilien because that list is clearly too strong (or at least was pre-nerf). I want my Legion to be less oppressive than that one, because no one really likes playing them
Sorry, i completely forgot about the ˝must˝ inclusion of Frodo and Sam, that definitely made the legion a bit less powerful. And more thematic as well, to add to that. But of course, you are right in everything else.
Delete