It’s that time again. I may not have been sent an early copy of Rise of Angmar, but I have spent the last 24 hours pouring over the reviews released online. And let me tell you, there is a lot of content to be discussed!
This article won’t be going over the supplement line by
line, so if you’re looking for the full details then I’d recommend a combo of Mountain
Goat Gaming’s review and the three Goonhammer articles on the topic. It also
won’t be covering the lore or the scenarios; again, look to Goonhammer for that
one. And finally, everything I say here is subject to change if it turns out that
the reviewers misread a rule. I’ll try to call out anywhere that I think there’s
uncertainty, but take it all with a small grain of salt.
But for now, let’s dive into the last supplement of the edition: the Rise of Angmar.
Good profiles
We start off on an interesting note with Aranarth, First
Chieftain of the Dúnedain. He’s a solid model on his own merits, with decent
combat stats and Expert Shot, but I think he may struggle to find a home in
many lists. He doesn’t fit well in Arnor, because his main schtick there is
allowing you to bring Rangers of the North and Dúnedain, but they don’t appear
to gain the benefit of their Army Bonus when doing so. 1-Attack Rangers are nowhere
near being worth 25-30 points (even with his 6” banner effect), and I'm not sure Aranarth is worthwhile bringing on his own in Army of Arnor, given that
they have several other solid hero choices available to them. A second Striker is nice, but probably not quite worth the points. And in pure
Rangers you’re left wondering why you’re not taking either Arathorn’s Last
Stand or just fielding Aragorn instead (it’s also not immediately clear to me
that he can be taken in the Rangers by default). Aranarth is a cool model, but I’m not really seeing where he might
fit into a build at this stage.
Argadir, on the other hand, is a pretty simple and solid
model. He provides some good combat punch when mounted (albeit without Strike),
and has Master of Battle and (I think) Heroic Defence to inconvenience enemy
heroes. Not too much to say here really; you probably take this guy on horse
over a Captain in most Arnor lists, which drops your model count by ~4 but gives
you more Might and combat punch. Seems like a decent trade, although not so
compelling that you’d never choose the Captain instead.
The Knights of Arnor, on the other hand, are frankly a bit
terrifying. 14-point cavalry with war spears and F4/D6 are very scary,
and I expect them to make a big impact on the meta. For context, that’s a
Serpent Rider (already a great cavalry model) gaining D6 for a single point! C2
is annoying, but Arvedui and the Arnor Army Bonus exist, so I anticipate these
guys to be a real bugbear of competitive play.
Less impactful is likely to be Ëarnur, who will never see
play outside his LL but may be decent there. His stats are pretty solid for a
100-point mountable hero who can take a lance, but his special rules are
probably a net negative: Master Duellist letting him boost his Strike value
against a tiny handful of opponents is pretty unexciting, while having to
charge enemy heroes is a legitimate downside. In some respect it’s actually
worse than Théodred’s similar rule, as if he has a choice between slamming into
warriors or into the Balrog then he has to choose death. Fitting, but
unfortunate. The restrictions he imposes on your Gondor lists are more hassle
than he’s worth, but at least his LL looks cute.
Speaking of which…
Good Legendary Legions
This Battle of Fornost LL forces you to bring along both
Ëarnur and Glorfindel, which is a lot of investment in heroes once you
inevitably supplement them with Círdan. The rules also aren’t too crazy, with
Resistant to Magic on everyone (making Glorfindel delightfully resilient
against spells, with three free dice to resist!), +1 Fight value for charging
Gondorian Knights, and… Ëarnur being immune to Courage modifiers. He can keep
that where he keeps all his other useless rules.
Overall, this Legion is probably more thematic than
competitive. F4 certainly helps Knights of Gondor, Resistant to Magic is neat,
and being able to stick a cheap Gondorian frontline in front of Elven spears is
never an awful thing (especially with Círdan to back it up). Is this better
than allying Boromir with flag and Glorfindel in a yellow alliance? Maybe, but
not by a huge margin, and I don’t think that was the strongest list in any case.
More competitively, the Army of Arnor seems very solid. It’s
basically Arnor without Hobbit Archers, but with everything else that you would
want in an Arnor list (and also Dúnedain and Rangers of the North, which unfortunately
don’t get their second Attack). It gets the standard Arnor Army Bonus, but
supplements it with several neat Malbeth-specific benefits. To start with, he
basically gets Elrond’s Foresight rule to add or subtract from Priority rolls, which
is always great. And even better, his 5+ save is improved to a 4+ for nearby Hero models (some reviews
have listed this as all Arnor models, but I think they just missed a keyword
there and the other reviews are correct. If I’m wrong, then prepare for this
Legion to be busted). That’s a noticeable defensive boost for Arvedui
and the Captains, and is enough in itself to make a real difference to the
power of the faction. Given that Arnor is already a solid army and have gained some very efficient cavalry
and a new combat hero, I think this puts them in a really powerful position
going into the closing months of the edition.
Finally, Arathorn gets a Legion for his Last Stand. Like the
Army of Arnor, this is basically The Rangers+, with Arathorn and Halbarad
leading Rangers with their standard Army Bonus (one review described this as
adding 2 to their Attacks characteristic, which would have been flatly broken
and is much less likely than the alternative of increasing Attack to 2). The
special bonus in exchange for giving up the option of allies is that Arathorn effectively
doubles his Might store (he rolls a dice every time he spends a Might and gets
it back on a 4+) and all warbands get +/-1 on reinforcement rolls. That’s legitimately
great for a list that will often have dozens of micro warbands, as they really
don’t want to be spending Might on Maelstrom rolls and this means they
generally don’t have to.
This is overall a pretty noticeable buff to the ‘standard’ way of running Ranger, and goes some way towards powering them up. It still has a lot of its traditional weaknesses, but it’s certainly an improvement, and I could see it doing quite well in small-to-medium games.
Overall takes on Good
The Good side of this supplement seems to have followed the
Army of Dale approach, in that it’s basically removed the Rangers and Arnor
factions and replaced them with Legendary Legions. From a game design
perspective that’s somewhat unfortunate, as ideally it would have been nice to
have competing, legitimately viable options between the base faction and the
Legendary Legions (like, as we shall see later, the designers managed with
Angmar).
Instead, GW have basically used two of these Legendary Legions
as tools with which to buff up the Rangers and Arnor. I’m not sure the latter
really needed it, given the new models they’ve received, but it certainly has
done a lot to boost them in any case.
Competitively, I think the biggest change here will be that
Arnor shoots up the leaderboards still further. Expect to see them topping more
low-point tournaments sometime soon.
Finally, the Battle of Fornost is very cool, but not very strong.
I don’t expect to see it making waves, but it will definitely create some fun
and thematic lists to play around with.
From here, let’s dive straight in to the Evil profiles!
Evil profiles
Here we get some of the most exciting parts of the new
release, at least for me; I’ve never been a big fan of Gondor or Arnor, but
Angmar? Hell yeah.
That starts off on a fairly low-key note with Nazthrak, Orc
Captain. He’s a classic named Orc Captain with Heroic Defence and 3 Might for
50 points, so he’s in direct competition with an Orc Captain on warg (a staple
of competitive Angmar lists). Heroic Defence isn’t a huge deal in Angmar, which
has lots of ways to shut down enemy heroes, but 3 Might is great for a faction
that really struggles to get above 6 normally. Finally, when he kills
models he gets to steal their stuff. This rule is hilarious, but very gimmicky:
he’ll probably steal a shield off a warrior, and may get a spear or bow as
well, but he’s unlikely to end up with Anduril or the Banner of Gondor. Yes,
you could Paralyse the enemy then have him finish them off, but frankly Nazthrak’s
damage output isn’t high enough to make him the finishing piece in those
combos. It’s a really fun rule, but not a powerful one.
On the other hand, the Shadow of Rhudaur actually seems
quite strong. For 30 points more than a Barrow Wight you gain 2 Might
(amazing!), 2 Fate, an actual combat profile (F5/A2 with Blades of the Dead),
and an expanded-but-weaker spell list (lots of useful spells, but no Paralyse).
He also gets to harass a specific hero with -1 Courage and -1 to Fate rolls
while he’s within 6”, which could be useful as part of a broader plan to
whittle down a hero’s Courage if it stacks with Harbinger.
In general, this guy seems like a decent upgrade over a
Barrow Wight, trading raw efficiency for a lot more flexibility and those two
critical Might. Expect to see him a lot as the second hero in Host of the Witch
King lists. I do find it amusing that GW have finally released a Barrow-Wight-esque
hero with Might, and it doesn’t have Paralyse. They really don’t want us
using the Channelled version of that spell!
We then step down a level again, with Hill Trolls. Cave
Trolls stats with some cute (and legitimately useful) special rules do not a competitive
model make, unfortunately, and they still suffer from the key Troll problem of
being exceptionally vulnerable to heroes. Being in the Angmar list does
admittedly mitigate this a little, but I still see these guys as waiting for a
fundamental monster rework next edition.
Thankfully we jump straight back up in power to Werewolves,
which seem awesome! F5/S5/A2/W2 are already some very strong stats, and getting
Knockdown against infantry takes that to the next level. They’re particularly
good at solving the classic Angmar problem of how to kill models you’ve
magically disabled, which is a great add at a bargain cost. These guys will hit
very hard, and make a great replacement for two Warg Riders in
traditional Angmar builds.
Rounding it off, we have a radically reworked Shade. The big
news first: no more Chill Aura. Frankly, good riddance. It was a miserable
special rule to play against, and while it facilitated some interesting builds
(Captain spam being the main one) it was generally just a bad addition to the
game.
Instead, the model is now a general buff piece for the army
that addresses several of its traditional weaknesses. This includes providing
-1/-2 to hit against nearby models– great in the shooting matchups that haunted
Angmar in the past– and +1 Courage for nearby Orcs– mitigating the C2 of most
of the list. They also provide a tiny bit more combat punch, and a different
vantage point for your Ringwraiths to cast from (with the ability to sacrifice
a Wound to add +1 to the roll as well!). Given the much-reduced price tag, this
seems like a solid suite of abilities overall. It’s hard to tell whether
there’ll be a place for the Shade in Angmar lists, but I could see them
slotting in as the fourth hero in higher-points builds; you’ll need to develop
your own core game plan first with the Witch King and whichever supporting
heroes you want, but once you’ve got those then adding in someone to paper over
your worst matchups is a good shout.
From here we move onto the Carn Dûm profiles, which
seemingly can be taken in Angmar lists or in their own LL, just like for
Dunland. Unfortunately, and again just like Dunland, I don’t expect to see many
of these models in basic Angmar because I don’t think they synergise well with
the army.
Most tempting is Aldrac, who does bring a legitimate amount
of combat punch for his cost. He’s solid against troops thanks to conditional
free Heroic Combats (a rule which I really like for its elegance and the
tradeoffs it forces), and can punish Paralysed heroes with Mighty Blow and S5. He’s
overall pretty solid, but at 120 points I’m not sure he quite makes the cut in
traditional Angmar builds.
Freacht is more laser-focussed on his LL, providing some
solid and flexible buffs to Carn Dûm models nearby at a fairly budget cost. The
ability to pivot between extra durability, damage and mobility will be great
for that LL, although the durability buff is by far the strongest. Given that
his buffs only affect Carn Dûm models and you won’t be fielding them in normal
Angmar (as you’ll see in a moment), don’t expect to see this guy outside of his
LL. That’s especially true because his buffs only have a range of 3” by
default, which is quite rough for abilities that you need to expend Will to use.
Carn Dûm Captains, again, might be alright in their LL but will
never taken elsewhere. Extra Courage and a bonus to wound heroes (in case you
manage to beat them with your F4/A2 Captain) are just not worth the cost over
an Angmar Orc Captain on warg.
And finally, the Warriors of Carn Dûm are a bit of a
disappointment. S4 and C3 are both nice, but +1 to wound enemy heroes is even
worse here than on the Captains. And at 9 points, these guys are paying two
whole points for C3 and Glory Seekers, which is an awful trade. In their LL
they may be worthwhile, but outside of it I think you should leave these guys
at home.
Evil Legendary Legions
Our first Evil Legendary Legion is relatively traditional,
but looks very powerful: the Host of the Witch King. It locks you into the
Spirit heroes (minus Gully) plus Orcs, Spectres and Warg Riders, which is a
fairly permissive set of restrictions overall. Oh, and I guess you have to take
the Witch King; I’m sure someone was running Angmar without him.
In exchange for those restrictions, you basically get the
Angmar Army Bonus (great) and a set of neat buffs for the Witch King. These
involve what’s effectively a free Morgul Crown (lol), F6 against Men and only
losing a Will in combat if you lose the fight. Other Ringwraiths also get to
reroll a casting or resisting die, which makes them significantly more
compelling (pun unintended, believe it or not).
This list can basically play ‘classic’ Angmar with the Witch
King, some Barrow Wights/Spectres and a horde of Orcs, but with an even
better/cheaper Witch King. You can use the points you would have spent on the
Crown on upgrading a Wight to the Shadow of Rhudaur– giving you a wider spread
of spells, more combat punch and 2 more Might– or even to a Shade, giving you
less magic but some anti-shooting/Terror protection. You could even justify a
second Ringwraith with their casting rerolls, although I’m still not sure what
you’d specifically looking for that they provide over the other options. The Legion may also have 6" Terror bubbles rather than the standard 3" (this has been mentioned in some reviews but not in others), but it doesn't really need it in any case. Overall, a really strong looking list that gives up some tools for extra
efficiency.
The next LL is the army of Carn Dunland Dûm, which
limits you to the Carn Dûm heroes and warriors, plus Angmar Orcs, Warg Riders
and Trackers. You only have to take Aldrac, and honestly I could see him
being the only Carn Dûm model you take in this build, as the basic Carn Dûm
warriors are just less efficient than their Orc equivalents (and aren’t
especially incentivised by the Legion rules). Carn Dûm heroes get +1 Fight
after killing a model, which is great for Aldrac but less impactful for the
Captain or Fraecht. Fraecht’s Incantations increase in range to 6”, which makes
him much more viable, but this still relies on you fielding plenty of Carn Dûm
warriors to be useful. The only buff for those warriors, meanwhile, is that
their banner increases to 6” range; a buff which equally affects Angmar Orcs.
Overall, this LL is let down by the inefficiencies of its
basic troops. Unlike the Army of Dunland, which layers powerful boosts on
moderately efficient profiles in order to make up for your reduced options,
this LL is boosting models that mostly aren’t great to begin with. I could see
someone running it at ~500 points with Aldrac, a Captain and a swarm of Orcs of
various kinds to take advantage of the 6” banner and the boosts to Aldrac, but
I struggle to imagine an actual Carn Dûm battleline being particularly viable
even with these buffs.
Thankfully, things step back up again with the Wolf Pack of
Angmar. This is a hilarious LL, with Warg Chieftains, Werewolves, Wild/Fell
Wargs and nothing else. Your leader gets an extra Might/Will/Fate, you can call
a once-per-game howl to give everyone +1 Fight and reroll 1’s to wound, and
everyone gets Knockdown when they charge into infantry as if they were cavalry.
Oh, and if your leader gets wounded then he counts as a banner to everyone near
by, as they get all protective.
These are some quite impressive buffs, and it’s certainly
fun to contemplate F6 Werewolves/Chieftains and F4 Wargs with Knockdown. You
can also fit in some impressive numbers, with 37 models being very achievable
at 550. That’s pretty scary for a list where everyone can move 10” every turn!
In saying that, it’s probably not quite as good as it sounds. Wargs
with F3-4 and Knockdown are great, but they’ll still struggle to break
battlelines, and with those big bases it will be hard to get everyone into the
fray at once. You’ll rely on your Chieftains and Werewolves to crack through,
but they’re quite vulnerable to combat heroes– which you don’t really have any
answers to. It’s a list that will dominate in certain scenarios (imagine
playing Reconnoitre against this!) but will probably find itself haemorrhaging
models too fast to compete in more killing-focussed games.
And finally, we get Buhrdur’s Horde. For some reason people
seemed to assume this would be a monster-mash-style LL, which I found amusing
when it was described as a ‘horde’ in the Warhammer Community article. And
voilà, a horde it is. You have to take Buhrdur, and can supplement him with
Warg Chieftains, Orc Captains, Hill Trolls, Orcs, Wargs and Warg Riders. Given
how cheap most of those models are, that probably leans the Legion towards a
swarm playstyle, possibly with some cheap monsters/pseudo-monsters (the Warg
Chieftains) for spice.
The swarming is facilitated by everyone gaining Woodland
Creature and Mountain Dweller (making Hill Trolls’ special rule less useful, weirdly),
alongside Burhdur’s warband gaining Ambushers to arrive from a terrain feature
or board edge on Turn 3. This is slightly worse than it sounds, because his big
base means that you’ll struggle to find an appropriate terrain feature in a lot
of games. But still, being able to respond to someone’s initial moves by
bringing in a Troll hero and his warband somewhere behind their lines is
potentially very powerful. That’s especially true if you can force your
opponent to spread out to play the scenario. Buhrdur also gets Blood and Glory
and Fearless if he kills an enemy hero, which is neat but pretty limited to
small points values: above 500 the threats available to enemies start to
rapidly outclass a F6 Troll, especially when he doesn’t have any magical backup
to call in like in normal Angmar.
Overall takes on Evil
There’s a bit of a mixed bag here, but I am generally
excited.
To start with, ‘generic’ Angmar seems to have remained a
viable option (unlike for Arnor or the Rangers). It’s still the only way to
bring Gûlavhar, or to combine the new Werewolves with magical support. I could
definitely see Angmar hordes that supplement their magical prowess (possibly
with the Shadow of Rhudaur replacing a Barrow Wight) with a couple of
Werewolves to add punch in key locations, or adding Aldrac as a mixed
blender/assassin to kill key targets. And Gûlavhar builds will remain as
powerful as ever, so that angle on Angmar remains unique to the ‘generic’
faction. I think it’s great that GW have put out 4 new Angmar Legendary
Legions, but the base faction remains a viable choice. They did this
successfully with Mordor (arguably too successfully) but largely failed
with Rohan, so it’s great to see them hit the mark here.
On the LLs themselves, I think Host of the Witch King is the
clear standout for power. It’s taking an already-solid build and giving it 25
free points and a buffed Witch King, which is the sort of efficiency that
creates powerful builds. Expect to see this doing well at tournaments.
Wolf Pack is less powerful, but it’s flavourful and cool,
and I expect to see a lot of people running it over the next few months.
Werewolves look great, and though I think generic Angmar may be a better home
for them than this Legion, this remains the most exciting list to try coming
out of the supplement.
Buhrdur’s Horde is quite interesting, and I could see a
skilled player getting some real value out of it á la Fell Beings of
Mirkwood. But in the hands of average players its lack of easily-applicable
power will probably hurt it.
And finally, the Army of Carn Dûm is a decent Legion that
seems to be struggling with how expensive its warriors are. Carn Dûm Warriors
could have gone down a point and been perfectly balanced both here and in
Angmar, and I think that’s really going to hurt this Legion that’s meant to be
based around them. I’m sure someone will put up a good run with them at some
point, but this strikes me as the weakest LL in the book at this stage.
Conclusion
I’ve been hyped for this book from well before it was
announced, and I remain hyped. The new Angmar profiles are all extremely cool,
even where the points value doesn’t quite support them, and I’m keen to try
them all out over the last few months of the edition. As a #shootingsucks
player I’m less excited by the Arnor and Rangers boosts, but good for whoever’s
invested their life savings into an Arnor army; they deserve their upcoming
meta dominance.
As ever, remember to take all of this with many grains of
salt; I literally haven’t touched the book yet. Please let me know if I’ve
gotten anything wrong in this review, and give me all of your best takes on the
shiny new meta we can expect. Will Carn Dûm warriors be overrunning tables with
their 5+ Malbeth save and S4? Have I missed a use case for Aranarth? Is this
finally the time of the Wolf Pack? I’m keen to hear it all!
Until next time, may your review videos always use footage
that’s easy to screenshot!
I'm . . . not getting this supplement - not because I think all the stuff in it is trash (I think your article highlights units and Legions that are clearly not trash), but because Angmar is such a low-priority for me - and Arnor even less so. I will say that I am the player who fields no Witch-King-Angmar lists . . . and I agree that he should always be in them. :)
ReplyDeleteI really like the idea of the wolf pack Legion - like the Black Gate/Assault Upon Helm's Deep Legions, I like when they add a bit more to an existing generic profile and suddenly that profile SEEMS better than the others . . . seems like a more elegant solution than creating a custom hero to lead the Legion. We had a house-rule ages ago here at TMAT where Wild Wargs could get cavalry bonuses just like Warg Riders could (the momentum of the Warg being the primary driver there) and I can tell you that it was very, VERY powerful. This legion would appear to not give them the extra Attack, however, which is the big trick for getting F3 (or for one turn, F4) Wargs to actually kill stuff . . . so we'll see how well it works.
Finally, I'm really happy (as you said) that Gulavhar didn't get a Legion - if he did, it's quite likely that Angmar as a generic faction would sunset a bit, even if he and the Witch-King didn't show up in the same Legion. With Gulavhar being the driving choice for normal Angmar, but an option to get a paired down army list to get a free Crown of Morgul on the Witch-King/boosted casting abilities or a fast army that is totally fun to play, I think Angmar as a faction is in a good place.
Also, I could do without the Carn Dum models . . . though I'm happy they're in the game. Would have done them differently though. ;)
I'll be honest, even as a devoted Angmar player I still feel like there're a lot of missed opportunities in this book. I'm excited to use it, but I do feel a fair amount of disappointment about some of the choices.
DeleteThe Wolf Pack looks super cool, but my (very limited) testing so far has been challenging for it. As you say, winning fights with large-based models with A1 and F3 is rough, and even the Werewolves feel like they suffer when they're just slamming into a battleline and facing 4 dice back. I feel like there is potential here, but it's going to take a little while to unlock.
Totally agreed on Angmar as a faction, I think it's probably very healthy overall. I wish that there were a few less dud profiles in the book (particularly the Carn Dum ones), but hopefully someone figures out a use for them and proves me wrong
Great article, with lots of good points. The werewolves in particular look like an easy 1-2 drop into standard Angmar to get objective holders and harassers.
ReplyDeleteThe LL's do feel like a bit of a missed opportunity. The Arnor one just replaces the arnor army list. I think the Fornost, Wolves, and Burdur LLs are all intesting and don't look too OP, rather just a different way to build those armies (what a LL should be IMO).
The only thing I'd disagree with is the Arathorn LL replacing the Rangers army. As a Rangers player I think it's dead on arrival. Halbarad's banner is such an intergral part of that list, and more might is the one thing it doesn't need. Also no farmer maggot allied in is poo.
Yeah, I agree with a lot of that. I think the point on Halbarad's banner is a good one, and I missed that on my initial review. Farmer Maggot is also a loss, I agree.
DeleteIn saying that, I think the truth is somewhere in between our two initial stances. Halbarad's banner is clearly excellent, but so is having two more models, extra Might, Maelstrom protection and extra movement through mountainous terrain. Those are some quite noticeable boosts, and while they're not essential I could definitely see them competing well with the banner. At higher points the banner probably ends up providing more utility, but even then I think there's a lot of benefit to the various buffs you get from the LL. Perhaps GW have actually done a better job than I thought here, and made it a legitimate choice between the vanilla and LL variants?