It’s that time again! With a brand new book fully leaked
(alongside all 24 scenarios from the Matched Play Guide), there is so much
to discuss. This isn’t going to be a full rundown of every single change (you
can’t spell exhaustive without ‘exhaust’!), but it is going to touch on some of
the most impactful changes that I’ve spotted.
Without further ado (because this article is already going to be on the long side), let’s dive right into our first winner from the new book…
Winner: Moria
Moreover, basically all of those profiles have seen
noticeable boosts. Starting at the top, Durburz now has multiple powerful
once-per-game abilities, changing him from last edition's ally-matrix-tax to a
really versatile buff-bot. Druzhag has gotten cheaper, benefited from new
Channelling, and received access to Writhing Vines on a 4+, all of which are
huge news for everyone's favourite Goblin hippy. He has suffered somewhat from
the nerfs to the Mirkwood Hunting Spider (previously Giant Spider), which is much
less scary at F3 now. But he has been made much more appealing by being
the only means of accessing Bat Swarms, who are arguably better than ever
thanks to the power of the new Swarm keyword. I really expected a nerf to the
Bats, and while I guess technically their Beast keyword qualifies for some
scenarios, they still look terrifying.
In terms of Goblin warriors, Prowlers will enjoy the changes
to two-handers and access to Stalk Unseen, while Goblin Drums giving banner VPs
is a long-overdue change. They're probably still a little too expensive for
what they do, but at least they have a place now.
Shifting track to the monsters gets us to the really good
stuff. Cave Drakes look crazy now, with genuinely insane stats for their cost.
A F7/S7/D7/A4/6W monster with Monstrous Charge for 150 points is insane, and in
a world of unreliable Strike they’re going to be a real problem to deal with.
And their big siblings the Dragons have the potential to be genuinely
oppressive. Going down a whopping 50 points was one thing, but the buffs to
Wyrm Magic and Breath Fire, alongside the addition of Superior Intellect, is quite
another. From a combat perspective, their new 130mm bases do severely limit
them, and probably make Fly even more mandatory than before. But the ability to
throw fireballs every turn for the entire game is… somewhat concerning. If
anything busted comes out of this book, this could be a contender.
Arguably the only sour note from a Moria perspective is that
Dragons of the North is comically bad. Not being able to take warriors is
already a big weakness, but having to avoid duplicate upgrades for the Dragons
is a significant enough downside that I could see pure-Dragon lists being
better in generic Moria instead. And the upside of getting a free wound reroll
after killing ~6 models, on monsters that already throw out 10 S7 hits on the
charge, is just laughable. Why even bother with rules for what happens when you
kill an average of 36 enemies with a single monster? If you've killed 36
enemies with one monster then you don't need one VP, you've probably tabled
your opponent! Bonkers design here, very weird.
Mixed bag: Easterlings
Sticking with the Dragon theme, the Easterlings have had
some quite interesting changes. On the one hand, their killing power is
improved noticeably by access to two-handers and the various damage buffs from
the Dragon Emperor and his Host, and their key special rules were largely kept
the same. Amdur looks very cool now (even if he can't bring along any of his
named character buddies anymore), and his list gets some fun new special rules
for when you opt to leave the Emperor at home.
On the other hand, there are some reals nerfs hidden in
amongst the gloss. Model counts are down for the Dragon Emperor version in
particular, which is shedding 36+ points from the free Black Dragons, 10 from
Rutabi, and 10 from the war drum, on top of the Emperor's post-FAQ pricetag
sticking around. That is a sizeable reduction in model count (probably 8-10
models from release), and it transforms the list from a medium-sized one with
elite profiles to an elite list with elite numbers. Building on this, while the
list has retained its big banner and access to F5, both are much more
constrained than before, with the F5 in particular tied to Black Dragons within
3” of either the Emperor, Amdur or Dragon Knights. Dragon Knights getting more
expensive and losing access to Strike makes them a really risky proposition,
given that they’re now weak to shooting, magic, enemy heroes and monsters (e.g.
literally everything that isn’t a basic warrior). But if you opt not to field
any, then you are left with only a single 3” bubble of F5, forcing you to
either sacrifice your coverage or keep your centrepiece combat model in your
backlines. Awkward either way, especially with less warriors to make up the
difference.
Overall, I feel like Easterlings are in a similar place to
last edition, with a little more raw power but a bit less flexibility and staying
power. Not how I would have done it, but they probably aren’t going to be
anywhere near as oppressive as they were on release.
Losers: Fiefdoms
Speaking of swapping flexibility for +1 to wound bubbles,
the Fiefdoms have had some very odd changes. Previously, they made up for some
noticeably-overcosted troops by stacking buffs from different heroes, most
especially the undercosted Imrahil. Now Imrahil is fairly costed, they’re still
reliant on stacking buffs from heroes, and the troops are still overcosted. So…
that’s not a great start.
On the plus side, both of the new army bonuses are genuinely
quite powerful. Games don’t often go many turns past break, so ignoring the
first turn is a real benefit. And I hope it’s obvious why 6” bubbles of +1 to
wound is a dramatic increase to the killing power of a list. Axemen of
Losarnach and Clansmen of Lamedon with +2 to wound and reroll 1’s is a scary
combo, especially with Forlong’s new once-per-game Terror bubble (although bear
in mind that Terror bubbles that you trigger on your activation are much
worse than ones that trigger at the start of the turn, because Terror is at
its weakest when you’re moving first). This could be a list that hits
really hard, particularly until the army bonus maybe stacking when multiple Dol
Amroth Captains charge in is FAQ’ed.
There is real power here, and I don’t think Fiefdoms players
should entirely despair. From a game design perspective, it probably makes it
easier for the list to do well at low points, because it’s less reliant on
assembling its whole ‘kit’ of different buffing heroes. And even thematically,
it maybe makes more sense to have the leaders of the different Fiefs buffing
their own little warbands, rather than helping out the army as a whole. After
all, this isn’t one cohesive army, but a collection of different groups from
across the southern fiefs.
In saying all that, it’s hard to look at these changes and
feel happy. Swan Knights remain bafflingly overcosted when compared to other
elite cavalry (except for Morgul Knights, who GW have hilariously increased in
price to match their Fiefdoms equivalents despite very few Mordor players ever
fielding them last edition), and now they don’t even have the discounted
Imrahil to effectively subsidise them. They
also don’t benefit from the army bonus at all, and are the biggest losers from
Imrahil’s banner getting reduced in range.
Ultimately, I think the Fiefdoms end up feeling worse
than they really are. Most Fiefdom players played them either for the
interesting buff-stacking mechanics, or to unleash a glorious charge from
Imrahil and his Knights. Both of those identities are significantly weakened,
and I think that will make dedicated Fiefdoms players feel like some of the
biggest losers from the update –
even if the faction is just as powerful as ever, and still has an interesting
mechanical identity.
Winner: Lothlorien
From a faction that had a significant redesign, we jump to
one that hasn’t really had many changes but is feeling excellent about
it. Lothlorien were already in quite good shape leading into this book (see Kylie’s run at Clash with them, for example), and none of their ‘new’ profiles
really had many changes from last edition. Galadhrim Knights lost the ability
to go shield/bow, there was no new Celeborn profile, and Guards of the Galadhrim
Court were entirely unchanged. Rumil probably took a net nerf, and Orophin stayed
about where he was before. Sentinels did get a cheeky buff to let them pick a
3” Terror bubble as their song (alongside Eldramar Madrigal being unchanged,
surprisingly), but that timing is again quite annoying. Given the relative lack
of change, it’s hard to see what the hype is here.
Fundamentally, it’s because Lothlorien
pre-Armies-of-Middle-Earth had an efficient core but lacked their key support
pieces. Celeborn and Galadriel were both excellent, and a block of either
Lorien or (ideally, in my view) Galadhrim Elves gave them excellent support.
That’s all stayed the same, and now the list gets cavalry (letting it
compete for objectives while playing defensively), incredibly efficient F6
pikes and a pseudo-third-spellcaster. It can also tech in different brothers to
fill different roles, which is a nice flexibility to have.
Lothlorien lists will probably have a few less models now
than before this book, but the power of a F6 pikeblock with +1/2 to wound is
truly not something this game has seen before. It’s a list with counters, but
one that will be very hard for some factions to deal with.
Loser: Rangers of the North
Speaking of lists that will find Lothlorien miserable to
face, the Rangers remain a bit mediocre. I don’t even really have anything
to say here, they just stayed identical to last edition. The Grey Company list
is marginally improved by the non-Ranger parts of it getting better, and by not
having to take overcosted armour on their Rangers, and by ignoring difficult
terrain I guess… But as a whole, the list is still built around Rangers of the
North profiles that have been a little left behind by the game. While I don’t
think we should compare them too much to the Beornings (who, as we’ll see
below, remain undercosted), it’s hard not to look at a whole range of profiles
across the game and feel the Rangers are being hard done by.
I’d had high hopes that this book might address some of the
issues with the Rise of Angmar supplement, and it just hasn’t. And speaking of
which…
Loser: Gûlavhar
Come on GW, it’s been six months and two books and Gully
still moves 6”. This is one of the most ‘obviously a typo’ typos in the game,
and it has entirely kneecapped an iconic centrepiece of a faction beloved of
its playerbase. Yes, Stalk Unseen is nice, but do you know what’s much, much
better? Actually being able to get into combat without being zoned out by every
player that bothered to invest in a tape measure. Gully lived and died on his
movement flexibility, and currently he has none.
My last vestige of hope is that maybe this will be caught in
the general FAQs for the new book, seeing as they were evidently unwilling to
touch it in the last FAQ because it was part of a temporary PDF. But come on,
this was the moment for the change. Very disappointing stuff.
Winner: The Shire
One list that would be hilariously good into poor Gully (as
if he needs the insult added to his injury) is The Shire, and (to a lesser
extent) the Battle of the Bywater list. Many of the heroes in this faction
received excellent buffs in the edition transition, and were only held back
previously by being in a list that lost to anyone with D5 warriors. Now,
though, those powerful buffing heroes can be layered onto actual warrior
profiles (admittedly, not great ones), and I think there could really be
something here.
Imagine Lobelia shutting down your heroes, but now there are
actually warriors to fight you. Imagine Hamfast giving out full wound rerolls
to an actual army, or Maggot and his dogs not being your cheapest source of
model count, or Gandalf’s crazy cart not needing to carry the whole list on its
back. I still don’t think this will be the strongest list in the game, because it
will suffer with both objective play and being massively out-fought by Goblins.
But relative to both last edition and its pre-Armies lows, this must be one of
the most-improved factions in the game.
Losers: Sharkey’s Rogues
In contrast, their perennial foes in the Ruffians are about
as awful as ever. Arguably the worst faction in the game last edition, they
have received the mildest of buffs, including Courage boosts that are directly
incompatible (letting Ruffians use Sharkey’s Courage and also boosting their
own Courage stat, which they will almost never use unless they’re broken and
Sharkey’s dead, at which point the bonus ceases to apply. Nice). Some of the
supporting heroes received mild buffs, but frankly all of this is just papering
over the enormous gaping wound that is the Ruffian profile. A Ruffian is
actually the same price as a Mordor Orc, which will have more Fight value,
better Defence, and better wargear options, on top of dramatically better army
bonuses almost everywhere it can be found. Minas Morgul Orcs get Blades of the
Dead and auto-pass Terror checks; Ruffians become marginally more likely to
pass Terror checks. Fair and balanced, yay!
These guys needed all the help they could get, and instead
they received a gentle pat on the head and a ‘do your best, old chum’. I never
expected them to be great, but it’s disappointing seeing how much thought went
into boosting up most of the Hobbits and how little attention was paid to these
guys.
Mixed bag: The Beornings
Moving onto another quaint faction of undisciplined, simple
folk, we have the ludicrously up-jumped Beornings. I was really quite confident
that the basic Beorning profile would drop to F4 (probably in exchange for
Dominant (2)), but alas they remain just as bonkers as ever. Remind me why
untrained woodsmen are better duellists than Guards of the Fountain Court, or Knights
of Dol Amroth that aren’t cuddling up to Imrhail? They did at least have their
6” banner turned to a 3” one, but with multiple bears running around that’s
barely an issue. Said bears also now have Dominant (5) and a pseudo-Harbinger,
because what people really wanted from Terror checks was to have another roll
earlier in the turn to slow things down a little more.
In any case, I think the list is about exactly as good as
ever. It will still probably haemorrhage models against lists with F6 heroes,
and will still dance on the corpses of most Evil lists in non-objective games.
I know these guys were popular last edition, so I expect to see them around a
lot now, but I’m quite disappointed by this rework. There were so many more
interesting directions they could have taken the faction, and instead they did
this. Great.
Winner: Khazad-dûm
Speaking of actual reworks and battlelines that are
surprisingly F5, the Dwarves of Moria are back! Well, not Balin’s expedition to
Moria, that’s unfortunately still exploring the Legacies PDF. But Khazad-dûm at
its height has received some powerful new buffs across the board and is looking
really strong.
Starting from the top, Durin himself isn’t the most
exciting, with F7 being somewhat outweighed by a hefty pricetag. I have heard
the argument that he makes it into lists as the only good way to deal with
enemy threats in the faction, but he’s still not the most exciting for his
cost. Mardin probably also feels a little underwhelming, but he at least can
point to a significant number of buffs, including access to Strike (admittedly
from F5) and free Heroic Combats.
Things rapidly pick up with Dwarf Kings, who are just as
excellent as they are in the Erebor lists. The Khazad Guard that they can lead
(if they’re your leader) have also had a big glowup, getting the prized F5 that
probably puts them ahead of the other elite infantry choices in the faction
now. Warriors, Iron Guard and Vault Wardens are all in a similar place to last
edition (the latter mildly nerfed in a way that doesn’t impact too much), but
Dwarf Rangers now have Elven bows and +1 to wound in combat when within
difficult terrain! Those are two very powerful buffs, and I expect all Khazad
lists to start with 1/3 Rangers with longbows.
Layered above all this are some excellent new army bonuses.
They’ve retained the existing (quite powerful) reroll ones bonus, and added on
top a trio of flashy new buffs. Unconditional Dominant (2) for Captains,
Warriors and Rangers is excellent, and gives the list some powerful objective
play in most scenarios. The Mirrors are great, giving handy bubbles of -1 to be
hit for friendly models and -1 Courage for some enemies. In concert with the
new Dwarf Rangers, this will allow the army to outshoot most opposing lists
with ease. And finally, they get a pseudo-board-wide-banner, triggering
whenever the Dwarf player is rolling less dice in the fight. Having played
against this with my Goblins already, it is a remarkably annoying buff, and one
that’s really hard to mitigate without sacrificing an advantage in numbers or
not taking spear supports.
These are huge buffs all up, and while they don’t entirely
resolve the problems with the list (namely ‘how to cross the board at pace’ and
‘who left all the spears at home’), they do a lot to up the efficiency and
mission play of the list as a whole. Khazad-dûm has always been a popular
faction, so expect to see them camped out on many a tournament table near you.
Mixed bag: WotR-era Erebor and Dale
Closing out the article with some more Dwarf and
Dwarf-adjacent lists, the Good-aligned Defence of the North lists were quite varied
in their updates. On the one hand, Defenders of Erebor (the mixed Erebor/Dale
list) has barely changed, with a few minor buffs to some profiles (particularly
Thorin II) being the only real change. And Army of Dale, similarly, has picked
up a cool-but-hard-to-use new rule that lets it Piercing Cry itself for a turn
to get Dominant (2) and wound rerolls, which feels like it will be hard to get
value from in most circumstances. Overall, neither of these has really improved
at all, and neither competes well with their earlier versions in Erebor
Reclaimed or Garrison of Dale.
Nor with the Army of Erebor, which has received a comical
level of offensive buffs. It no longer has a 6” banner aura for Old Dáin (who
ends up feeling a little left-behind as a result), but has instead picked up a
+1 to wound buff for all spear supports, free Heroic Combats for all heroes,
and free wound rerolls for Gloin and Gimli when close to each other. That’s a
hilarious amount of extra damage output for a list that’s innately very durable
and grindy, and that can access crossbows and cavalry (admittedly with 8” move)
to mitigate its mobility issues. Lack of access to Ori does weaken some of the
hero-hammer potential a little, and the hero-focussed bonuses do pull in the
opposite direction to the spear support buff. But as a whole, this list looks
extremely powerful, and will easily be in competition with Erebor Reclaimed for
the title of Best Dwarf List this edition.
Winner: Everyone playing the new scenarios
I’ll save a full analysis of the new scenarios for later articles, but damn was I ready for the Matched Play Guide. And these scenarios look excellent, with positive changes to all the worst aspects of existing scenarios, and 6 new ones that look very exciting and different. I’ve already had one game of Escort the Wounded and loved it, and I’m looking forward to trying out all five of the others in the coming weeks. So for right now, we’re all winners. Isn’t that a nice note to end an article on?
There’s obviously so much more I could say about a release
the size of this one, and I expect to have lots more content out in the coming
weeks discussing it all (or at least the bits I’m interested in: if you’re
waiting on my hot analysis of how to mix Knights of Dale into your Garrison of
Dale list to win even harder then keep waiting). But for now, it’s time
to dive into some more practice games!
Until next time, may your army always be the one that gets
the cool new rules!
Fantastic write-up as always! I'm tracking with you 100% on all of these: I've never collected Moria (beyond dragons and trolls), but I think I'm going to need to pick up some little goblins now! And as a long-time Shire player who had a chance at the Nova Open to tell Jay Clare in person how much I loved the Scouring supplement, I cannot believe that we're getting further love for a faction that I know is not high on most people's priority lists, but it's top of mine, so I'll buy the new book purely to reward them for that, :P
ReplyDeleteIt’s certainly a great time to be a Shire player! Bywater definitely has an unfortunate amount of tax, but those spicy support hobbits look crazy!
DeleteShire are bonkers now. In one turn you can: transfix one model, autoprone another, lobelia another and finally hand out a -1 to duel roll.
ReplyDelete12 tookish hunters and paladin for +1w
Maggot, pound for pound the best fighter in middle earth
Hamfast wound rerolls and impassable rules nonsense
3+ rerollable fate
Rosie 6" banner which counts for vps.
There's more but MY GOD I'm excited
Great stuff all round! I’m not quite sure I’d put Maggot at the very top of the combat list, but he is definitely solid with his dogs. And the synergies of the list are quite impressive, I’m really looking forward to seeing it on the table!
DeleteSomething I feel worth pointing out on the Cave Drake is that since it has the Beast unit type, it is an eligible target for Druzhag's Enrage Beast. If a F7/S7/D7/A4/6W monster isn't bad enough, how about F9/S9/D7/A6/6W (albeit only for a couple turns). And an Enraged turn seems like the opportune time to spend the one might point on Heroic Combat to maximize the value.
ReplyDeleteAbsolutely, it's a very scary combo indeed!
Delete