New Profiles: Good
At least one of these models is really solid now
We’re jumping right in with the two ‘new’ Dwarven profiles in King Dáin and his son Thorin. Dáin is theoretically unchanged from his experimental rules, with one key exception: the Erebor Reclaimed Army Bonus now gives all Erebor models the benefits of a banner if within 6” of him. Notably, Erebor is now a keyword handed out to everyone in that list, so Dáin’s banner is much more useful than his cousin’s. Honestly, that’s all Dáin needed, and he’s now an extremely solid choice. He’s almost the same price as Thrór, trading a little durability for much better killing power and getting to be in a better army list. Given that Thrór is already excellent value, that’s a massive win for Dáin and makes him instantly a solid choice.His son Thorin probably doesn’t fit quite as well. He
received a much-needed price drop to 110, which is a big deal, but is perhaps
still a tiny bit overpriced. I don’t mean that in the context of the broader
game: if you told me I could either take Thorin or Celeborn, for example, Thorin
would be in ten times out of ten. The problem is that Erebor reclaimed is
absolutely packed with exceptionally efficient heroes, and I just can’t see
myself fielding Thorin over someone like Glóin. That may be different in the
Legendary Legion, where he gets a nice 3” banner aura, but it’s not an amazing
place to be outside of that. An average of 1-2 extra Might points is
legitimately solid, but that price tag is still a tiny bit high.
On the flipside, he certainly looks a lot better than either
of his Dale contemporaries. Brand is the same price as Thorin, half as
resilient against S3 and S5 attacks, has lower Fight value and Courage, and
probably has worse special rules on balance. He does get Move 6” though, which
is… something. Bard II is basically the same as his dad, and so suffers from
the same comparison. Games Workshop seems to have (mostly) realized this
edition that heroes that don’t get mount options need to be undercosted
relative to their mounted equivalents, and that’s why almost every Dwarf hero
is shockingly cheap for their stats. On the other hand, both Brand and Bard II
seem like they were costed in line with Éomer on foot. They have almost
identical stats, with Éomer being a little tougher but giving up some
interesting special rules, and it generally seems like a fair comparison.
Except no one is running Éomer on foot, because he’s so much better on a horse
for such a small points increase. Overall, both of these heroes are fairly-costed combat heroes, who forgot that foot heroes are bad unless they're underpriced. You might still field them
because Dale isn’t exactly packed with options, but they’re not great.
Thankfully, Knights of Dale are in a happier spot. They’re
probably a tiny bit overpriced too -- compare them to an Uruk with shield, which
is just as tough and probably hits as hard on average for a point less-- but in
the context of the army list you’re still probably fielding them in every
game. Dale needs D6 and it needs a bit of combat punch, and sometimes you just
have to grit your teeth and pay an extra point for it. Just don't think too hard about what you can get in Erebor for the same price...
Also, the Windlance exists. If you wanted to field the
Windlance, it’s certainly better here than when it cost you the use of your
centrepiece hero. Still pretty bad though.
Briefly slipping in before the real stars of the show, we
have Orophin. This guy has received some hate, but honestly I like him.
He’s almost exactly the same as his brother Rúmil, trading D7, Heroic Defence
and Swift Parry for A3, Heroic Strength and a cute special rule that gives him
an average of 0.5 extra strikes per turn. The big money here is the third
Attack, which to my mind is dramatically better than D7. Heroic Defence is
clearly a better choice than Heroic Strength, and Swift Parry is much better
than Orophin’s special rule. But A3 alone increases your damage output by around 75%
against warriors, which is a huge deal. I think this guy is actually perfectly
balanced: he’s the same price as either of his brothers (once Haldir gets his
standard kit), is more killy but less resilient than Rúmil and is better in
combat but worse at range than Haldir. He certainly doesn’t compare well to
Erebor Reclaimed options like Nori or Glóin, but, well, no one really does.
Finally, we have the Beornings. Grimbeorn is pretty
identical to his dad, being noticeably worse at killing things in man form and
marginally weaker in bear form. However, he gets to shoot a bit, and he doesn’t
have to charge when he’s a bear. That probably makes him a little better
overall, but Beorn was never exactly lighting up the tournament scene. However,
the big change here is the Legendary Legion buffs, which make this dude and his
father astronomically better than ever before.
The rest of the Beornings actually seem pretty strong to me.
They can be compared almost exactly to Half Trolls, being marginally better at
killing things and a little cheaper in exchange for being around 50-100% easier
to kill. On balance that seems like a decent trade to me, and the free banner
from being around a bear probably makes them quite powerful overall. Amusingly,
they don’t get the banner from Beorn or his son while they’re human, just when
they’re bears. Imagine being such a bad leader that you’re actually more inspiring
when you can’t speak. I think these guys are pretty powerful, but will do much
better in Good v Evil formats where there’s less accurate shooting to turn them
into overpriced pincushions.
New Profiles: Evil
Evil was similarly blessed with new profiles, and honestly I
think these are all pretty solid.
Starting with Mordor, Razgûsh seems decent to me. On the one hand, if you compare him to Shagrat or even Gothmog then he
looks fairly overpriced. On the other hand, if you’re in an Elf-heavy meta then
perhaps he’s actually underpriced for those special rules. Where
he gets really interesting is his capacity to import some powerful tech pieces
from the Dark Denizens list. At that point it’s basically a choice between
bringing him or bring the Spider Queen, with the latter being much more
powerful and the former retaining your Army Bonus. Outside of his Legion I’m
inclined to say he’s a little weak, but close enough to fine that I imagine
builds with him will work.
Muzgúr, on the other hand, is just good (un)clean fun. He’s
exactly the same price as the Mouth of Sauron, fulfilling the same army role
(support caster to the Witch King) and trading some combat stats and March for
a better spell suite and some Will regeneration shenanigans. Given that the
Mouth is pretty good in that role, it really seems like an almost 1:1 swap. Losing
March constrains your options for the third hero, but Wither is noticeably
better than anything the Mouth is bringing. This guy is genuinely really solid
game design, as he’s got a clear niche that he’s aiming for without totally
outcompeting the existing options for that slot. Great stuff. His Legion is
also pretty excellent, which is fun.
Moving onto the Easterlings, we have a veritable swathe of
new and ‘new’ profiles. Rutabi is a shockingly good profile for a foot combat
character, hitting that sweet spot of ‘looks underpriced until you remember
they’re on foot’. She’s noticeably better value than Amdûr, but her inability
to take a mount means she’ll never constitute the same threat. Rerolls against
Trapped models are good, but nowhere near as good as being able to knockdown
enemies. For her points, she actually compares almost identically to Thorin II,
which is a great sign, and she makes both the new Dale heroes look extremely
bad. She’s the same price as Brand, yikes.
Brórgîr is also probably in a good place. Easterling War
Priests are one of the better Shaman variants, and he’s basically a Shaman who
gets an extra Might and Fate and an average of three extra Will. For 20 points
that’s a great deal, but probably not to the point where you’d never
consider a basic War Priest instead. I don’t really rate access to Tremor or
Enchanted Blades, Bladewrath is probably a better use of your Will in most
games, but just those raw stats increases are worth the price of admission.
The Dragon Cult Acolytes have been out for ages at this
point, and I think most people would agree that they’re solid. Compared to
Hunter Orcs, you’re swapping S4 for F4, then paying 3 points for throwing
weapons, +2 Courage and a couple of useful special rules. Hunter Orcs are
pretty solid themselves, so it comes together into a package that’s flexible
and strong enough to do some damage, but probably isn’t worth spamming. That’s… exactly where GW should be aiming for these guys, so good work.
The other new warrior option was a bit of a surprise:
Rhûnish War Drakes. I’m going to start this by reminding everyone that GW has
been publishing different versions of the ‘wound a model and it gets some stat
debuffs’ rule for well over a decade, and to my knowledge they have never
been good. Yes, you can theoretically wound Elrond and make him F5 and A2, but
that isn’t a realistic scenario. Any hero with Fate will save them for the
Drake if that’s a concern, and generally once heroes start getting wounded by
warriors it’s because they’re trapped and going to die anyway. Rules like this
are ones you can totally ignore, then be a bit excited if it happens to come
up.
Thankfully, the model is otherwise quite well-costed, so GW obviously
agree that the Slow-acting Venom rule isn’t worth paying points for. Even
without that rule, the Drake is the same price as a Giant Spider and hits
equivalently hard, trading out some mobility for an extra two Defence. Alternatively,
they’re Beornings with one less Fight and no free banner rerolls, but Terror and an extra Defence. On either comparison, these look solidly
good, especially for the famously-S3 Easterlings. Pay attention to the base
size when these do get released though, as that will make a huge difference to
their viability.
Finally, we come to the Dragon Emperor. This guy absolutely
slaps, although I think his true value is somewhat less than it could appear. On
rate he’s a pretty solid profile with all the stats you’d like, a solid damage
output, and some crazy auric buffs. These start out okay with a super Stand
Fast, then spike rapidly upwards with a 12” banner effect and a 6” aura of +1
Fight for Easterling warriors. Sadly, I don’t think the Fight buff affects the
Drakes, but an aura of F5 for Black Dragons and a banner for your whole
battleline is incredible. That’s substantially better than the Banner of Minas
Tirith, which is generally acknowledged as worth more than its 40 points.
This is all tacked onto a decent combat profile, although distinctly not a world-beating one. Yes, the Emperor can pump out
9 strikes a turn, but that’s actually less damage output than a standard A3
hero on a horse. Outside of the Legendary Legion he’s generally worse at
winning combats than that generic mounted hero, and chances are he’ll
lose a few Black Dragons along the way as well. Most importantly, that huge
base size and low Movement means he’s going to be a pain to manoeuvre with, so
don’t expect him to do any crazy shenanigans. He’s gonna sit in the centre,
charge the 1-2 enemies he can touch, and hopefully churn through them. Finally,
remember that all the cunning plans people are suggesting around dismounting
him early to get some free Black Dragons also involve sacrificing your 12”
banner and 6” bubble of +1F. So, don’t do that.
For that price tag though, you don’t need him to do anything
crazy in combat. Compared to Boromir with the Banner and all the trimmings,
he’s distinctly less scary in a fight and a lot less mobile, but a bit better
at buffing and a whopping 45 points cheaper. I would honestly say Boromir is
the more powerful model, but is he 45 points more powerful? Almost certainly
not. Perhaps the better comparison is Imrahil, who provides marginally worse
buffs and, a little more combat ability and way more mobility for 10 points less. That comparison is
actually a little in Imrahil’s favour, really, although that might just mean
Imrahil is underpriced.
The Emperor isn’t a crazy combat monster, he’s not worth 400
points and he’s probably not going to wreck your opponent’s whole army. However,
he is still extremely aggressively costed, and I can’t imagine not
fielding him in an Easterling army of any real size. And that’s before we
get to his Legendary Legion…
Legendary Legions: Good
Speaking of which, we have a nice handful of Good Legendary
Legions. First and simplest of these is the Dale one, which is basically Dale
without Girion, but with Sworn Protector (Brand) on everyone. There’s
absolutely nothing wrong with this, but there’s not a massive amount right
with it either. If you wanted to run pure Dale, then it’s probably worthwhile
ditching Girion and running this instead. If you didn’t want to run pure Dale
before, then this Legion won’t be changing your mind.
This picture probably represents the Defence of Erebor Legion well: three Dale dudes and a heap of Dwarves
The Defence of Erebor Legion is actually quite a lot more
interesting, in a quiet sort of way. You really don’t give up anything to take
this relative to a green alliance except for Shoot 3+ on your Dale bows, and
the benefits are extremely solid. They start off strong by letting you reroll
1’s to wound while within an inch of the other faction’s models. That means
that as long as every second spear support in your shieldwall is a Dale model,
you get a tasty 17% increase to your damage output. Plus, if you’re careful you
can probably still get Shieldwall on your front models most of the time. Awesome.
That gets built on by giving a 3” banner to all of the new heroes, which is great.
You also get some fun free Heroics if your heroes get Trapped, which is very
cute but won’t come up. In fact, it’s probably so forgettable I wouldn’t bother taking the right heroes to trigger it.
Overall, this Legion is basically just the green alliance
with a lot more combat punch and a little less shooting. You still get access
to elite infantry and Goat Riders, so just take one each of the Dale and Erebor
heroes and make a nice Iron Hills shieldwall with a few Dale spears and bows
sprinkled in. This Legion isn’t anything fancy, but it’s definitely stronger
than the green alliance, and possibly even stronger than pure Erebor Reclaimed.
Finally, we get to the really exciting Legion: the
Beornings. Realistically, I think that you’re always taking both bears if
you’re running this, because they straight up receive a 5+ Fury save, Resistant
to Magic and Monstrous Charge. That takes Beorn and Grimbeorn from ‘solid, but
pretty overpriced’ to ‘terrifying avatars of destruction’. They also get to
automatically pass the roll to shapeshift, which is neat. At that point they’re
effectively unkillable for a lot of armies, and with their dramatically
increased damage output that’s a scary thing. The flipside of this is that
you’re backing them up with scary-but-fragile warriors which don’t really want
your opponent to be directing fire their way, but if you hit combat you could
do some serious damage. As with all skew lists, it’s not without weaknesses
(low model count, low mobility, no way to deal with archers), but the raw power
of those two bears is perhaps enough to carry you. I’d probably run this at
500-600 points and just count on Beorn and his son to kill stuff while your
5-10 Beornings bully anyone who tries to take objectives off you. Before I
started writing this review I was thinking this Legion might be overpowered,
but I’ve now come around to it just being heavily skewed. If your opponent’s
game plan is ‘bully you with F4 infantry’ then they’re going to have a bad day,
but a Serpent Horde or Corsair list will probably make you cry.
Legendary Legions: Evil
First of these is the Dragon Emperor’s Legion, which is just
a straight upgrade on ordinary Easterlings. You have to take the big boy
himself, and Amdûr and Khamûl are off the table, but in exchange for that low
price you get free Black Dragons and an extra duel reroll on all your heroes. That’s
straight fire, immediately boosting your whole army to be much scarier in
combat. You’re committing hard to the classic Easterling plan of ‘build a
phalanx, grind, hope your heroes can kill theirs’, but your whole phalanx is
now F5 and your heroes are all rerolling two dice to win the fight. Oh, and you
keep the Easterling Army Bonus too. It’s not particularly important, but it’s
neat. Honestly, I’m a little disappointed in this Legion because while I don’t
think it’s game-breaking, it’s also kind of invalidated ordinary Easterling
lists. Easterlings weren’t great before so all the buffs they receive here are
more of a balancing mechanism than oppressive, but it’ll be a shame not to see
Amdûr or Khamûl around anymore. Fingers crossed that those two get their own
Legion for the Pelennor at some later point. Maybe when Gondor gets a proper
Legendary Legion…
Moving on from there, the Fell Beings of Mirkwood are a
little less exciting than I was expecting. Getting to bring along the Spider
Queen is awesome, and the army list is moderately well-rounded, but the bonuses
themselves are pretty dull. Woodland Creature is useful enough, and
getting even more bonuses against Elves is good if they’re dominating your
meta, but it’s all pretty situational. There probably is a build in this, but
the only thing you’re reliably getting over a yellow alliance is Woodland
Creature. Given how much you’re limiting your hero choices for it, and the fact
that you’d never normally take Razgûsh and the Spider Queen together, it’s a
bit of a miss for me.
Assault on Lothlorien, on the other hand, feels wild in
every sense of the word. You’re somewhat limited in your unit selection, but
the special rules are absolutely excellent. Giving all your Shamans the Crown
of Morgul is a bonkers starting point, and makes this the place to be for all your
Druzhag/Ashrak shenanigans. It also makes your standard Shamans and Muzgúr much
more reliable, which is nice. All your Giant Spider also get Venom for free, which
is a nice bonus. The +1 to wound when outnumbering is surprisingly
easy to trigger by the standards of these rules, as it’s basically Animosity
but you can trigger it with two Orcs or two Goblins (or even a Goblin and a
Warg?). For what will probably be a horde army, that’s incredible. Finally, every
game is Clash by Moonlight. At base, that means you’re not getting shot outside
of 12”, which is potentially excellent for rushing down shooting armies. Where
it gets wild is when you start to spam bows on your Goblins. A list like this
could easily be packing 15-20 bows, all of which get to outrange your opponent
and get +1 to wound! That makes it way easier to force your opponent to spread
out and come to you, letting you leverage your mobility and numbers in a big
way. This synergises so well with the rest of the list, it’s a really excellent
inclusion. There’s probably a really scary build here that just spams Goblin
Archers and Prowlers, and I’m here for it.
This Legion looks incredibly fun and interesting, and it
really feels like it got all the love that the Mirkwood Legion didn’t. I’m a
little concerned there might be a game-breaking build in this Legion, but I’d
have to put it on the field a few times to be sure.
Overall Impressions
Before I dive too much into my overall takes, I’d like to
quickly acknowledge how good it feels to be getting new content. My review of
this book is already twice as long as my review of Fall of the Necromancer, and
honestly I feel like I went into less depth than I wanted to. This book is big!
The new models look awesome, I really like the effort that went into refreshing
the Dale/Easterling ranges and expanding the timeline, and generally just feel
great about this book in general.
My favourite parts of the book are probably the Moria and
Beorning Legendary Legions, alongside some of the Erebor, Mordor and Easterling
profiles. It feels like a lot of work went into making almost all the new
profiles unique and different, while remaining balanced against the pre-existing
options.
I barely even mentioned this thing. It's not great
Where things fall flat for me tend to be everything Dale
related, and the Mirkwood Legendary Legion. All of the new Dale profiles are
overcosted, and even when they fill gaps in the army it doesn’t feel like you
want to be taking them. I mean, yes, Knights bring you D6 and a way of getting
above S3, but they’re not exactly Khazad Guard (yes, those two models are the
same price). The Dale Legion is better than pure Dale, but that’s the most you
could really say for it. And even the Defence of Erebor Legion feels like
you’re probably going to be sticking in a handful of Dale models to buff up
your Erebor Reclaimed list. It’s a strong Legion, but the Dale bits are kind of
the low point for it.
Razgush’s gang, on the other hand, just feels like an
afterthought. It’s not bad, but all it does is polarise your army even
more towards beating up on Elves. If you don’t face Elves then you’ll basically
just have a worse Mordor list (maybe feat. the Spider Queen), and if you do
then you’ll probably stomp them. It’s not awful, but you flip the page and look
at the enthusiasm that clearly went into writing Muzgúr’s Legion and it makes
you think. The last few books have all shared this trend, of some Legions
feeling like labours of love while others feel like afterthoughts, and it
really makes me wonder what the creative process is like. It’s obviously
totally understandable to be more enthused about some Legions than others, but
when you compare the Rise of the Necromancer to the Vanquishers, or Lurtz’
Scouts to the Breaking of the Fellowship, or Fell Beings of Mirkwood to Assault
on Lothlorien, the difference gets pretty stark. It’s not that those latter
Legions are more powerful necessarily, it’s that it feels like they got the
time and love that the former ones didn’t.
Also, no Elf Legendary Legion. That was weird.
Finally: is this book going to break the game? To my mind,
there are four ways it might.
A free 6" banner does add a lot to those Erebor Dwarves
First, the buffs Erebor gets could make those rock-hard
Dwarves a little oppressive. On balance I think the buffs here aren’t big
enough to make that happen, but it’s definitely a possibility.
Second, the Beornings could be a bit much. Those bears are
truly heinous, and I can imagine a bad matchup against these guys would feel
pretty rough. Imagine facing this Legion at 600 points on Lords of Battle or
Contest of Champions, for example. I don’t think it’s really Vanquishers level
though, even with the noticeably higher model count, so it’s probably just our
yearly reminder that GW likes skew Legions and we have to learn to live with
them. Is that a good thing? Reasonable minds could differ.
Third, there might be something absurd in that Assault on
Lothlorien Legion. A horde that can win shooting wars, has powerful magic, gets
substantial boosts in combat and has excellent mobility is something we
haven’t seen before, and I wouldn’t be surprised if it becomes a feature on the
tournament scene. The skill ceiling on this build could go very high indeed,
and the base mechanics of the army are very strong.
Finally, the Dragon Emperor and his buddies might just be
too efficient. This Legion is never going to fundamentally break the game,
because it’s not doing anything especially new. Imrahil and some Men-at-Arms
backing up some allied Minas Tirith Warriors is basically the same list, so a
somewhat-better version of that shouldn’t be too oppressive. The raw efficiency of the
Legion might make it more powerful than it should be, but it’s still going to
have the same bad matchups and scenarios that the pike blocks always had. Easterlings
have gotten a lot stronger, but they still play in the same way. If you could
beat them before, you can probably beat them now.
I hope you enjoyed this review! I’m super excited for the
new book, and can’t wait to see how it fares out in the wild. What are you most
excited for? Will your Easterling deathball stomp everything before it in the
name of the Dragon Emperor, or will Beorn just crush him to death? What absurd
jank can you think of for the Moria Legendary Legion? As ever, I’m keen to hear
from you.
Until next time, may your Legion always be the one that Jay Clare feels inspired to write!
I think all your takes here are on point except one: brorgir is an absolute bomb, and it is mostly because of his access to tremor and 5+ will. I've been playing him a lot since he got released, and I've decided he is now an auto-include into any Easterling army. The possilities are endless. Cut a hole in an enemy D6 line, snipe a banner, save one of your heroes who is in a bind by just knocking everyone over (and in case of dragon Knights or rutabi, they keep their feet on 4+). Speaking of which, combining him with the emperor is straight fire, he lets you get rid of model(s) body blocking the emperor, and since the emperor can't be knocked prone, you can cast tremor into his combat if your opponent is swarming him with warriors.
ReplyDeleteBoth him and rutabi are so good, that I don't expect to be fielding dragon Knights much anymore when taking the emperor.
Interesting to hear you've been getting so much out of Tremor! I admit, all of my experience with that spell has been with Blackshield Shamans, who tend to only cast it if there's no other useful targets for their primary spells, but I can see how it would be more useful on a caster with more will. Do you find you need to keep Brorgir out on a flank to make best use of it? And how reliably does he actually cast it, given it goes off on 5+?
DeleteIf I really need it to go off, I throw 3 will at it, if it's more of a nice to have, I'll throw 2 will at it. In both cases using might to up a 4 into a 5. Works quite well for me. There's the occasional whiff of course, but having 2 might makes it decently reliable. Not needing the might for moves as much if rutabi is around due to MoB works really well.
DeleteAs for positioning, a flank is nice, but with only D6" of tremor I never count on hitting more than 3 models anyway, anything else is gravy. So as long as you can get a bit of a diagonal going it's already fine. Just killing a banner and some friends or two rivendell Knights with a cheeky 2 will tremor is already worth it.
I also tremor mounted heroes with 1 or 2 will and will might up to a 6 to make them spend resources on resisting it. Although admittedly that was in a list with khamul, where you have a second caster that can cspitalize on depleted will. That might occur less frequently now that the emperor and his LL is a thing.
I did channel tremor against iron Hills once and hit something like 10 dwarves. Rolled pretty hot and killed 5 of them. That was fun. The rest were mobbed to death by my infantry while they were prone.
DeleteInteresting to hear! I guess the extra Will and Might definitely makes it a lot less reliable than for the Blackshield Shaman, that's certainly true. Have you been finding it's worth it relative to just casting 2-3 Bladewraths? I guess if you don't have a mounted hero then Bladewrath isn't as important. It's pretty tasty on the Palanquin though, all six attacks going up to S6 is a big deal. Doing that seems like a more efficient use of the Will to me, but I can definitely see Tremor being useful for those strategic roles you've been employing it for. Good to hear!
DeleteGreat takes - your thought on the Erebor-Dale Legion basically mirrored mine (so, I'm gonna take some Warriors of Dale with spears and bows to flesh out my shieldwall of Dwarves). I don't know where I fall in the Brand vs. Bard II discussion, but currently I'm leaning towards Bard because he's marginally cheaper (gets more Dwarves).
ReplyDeleteThe only point of contention that I think I have (need the book in front of me to decide) is on Razgush: he's not anywhere near the combat-power-for-cost as Shagrat (no one in Mordor is - at least of the Orc/Uruk variety), but his primary support ability (access to cheap fast troops and Fight-Value-reducing fliers) is basically free (while guys like Gothmog pay more for their auric boosts). For 110pts, he's decently priced as a combatant for being an evil hero (-55pts compared to Bolg for -2FV, -1S, and lacking the super-charging-special-rule). I think he's alright - and I think allying him from Mordor with the Spider Queen conveniently would be better than his legion (I agree with you on that one - the Legion seems lack-luster).
And we shoulda gotten at least one Elf Legion . . . ;-)
Yeah, I'm not really sure which of the Dale heroes slots in better to the Legion, but I think you're probably right that cost alone is enough to decide. More Dwarves is more better, after all. I think the Legion's strong, but I do wish it had a little more incentive to run lots of Dale, rather than just enough to trigger your bonuses.
DeleteYou're definitely right that Razgush's boosts are very efficient when they're relevant, but you are still effectively paying for them in the comparison with Shagrat. In order to be better against Elves, boost some troops to be better against Elves, and get some Denizens models, you're trading out hitting power and durability on your hero. That's an okay trade if you have a plan for how you'll use the Wargs/Bats/maybe Spiders, and pretty great if you're up against Elves, but it really feels like it needs a specific army and meta to be viable.
My final annoyance with the Legion is that you're incentivised to take the Spider Queen alongside Razgush, whereas if you were allying the Spider Queen into Mordor he's the last hero you'd pick. When you're taking the Queen you already have access to all the Denizens troops, so unless you really wanted a second warband of them you're effectively wasting the points that normally let you take them with Razgush. It all feels like it doesn't really work to me