Isengard Review continued:
Isengard Troll Chieftain. An Isengard Troll with VHTK (aka doesn't die too randomly) and two might. Hide him behind your Uruk Warriors, ATD him into the enemy flank, (heroic) charge, heroic fight, and that's a nice big splash all over the enemy formation. Especially when aforementioned Uruks charge him to the front. Another option is to send him around your flank to mop up siege weapons ect., but keep him protected from heavy fire, as you want him to reach the end with as little wound counters as possible. The only other thing you should avoid is large blocks of D7 infantry, so long as you don't have support and/or a flank/rear charge. A 7.5.
Warg Riders: Without wargear, these are a very cheap cavalry unit to tie an enemy formation up with for a turn (maybe two). Bows turn them into a light harassment unit (something the cheapo's can do as well, but not as good, as they have a short range), using Skilled Riders to move full distances and then shoot. With shields, one can use them to flank/rear charge an enemy squad attacked to the front, much as detailed in the Isengard Troll Chief entry. Thrydan (or equivalent very cheap hero) really adds something (ATD and heroic charge, to be exact) to them in this function. Either way, they are nice and cheap unit that has its uses, but watch out for archers who will reduce them to ineffective strength (since you won't want more then 3 coys in a formation to start with) very quickly. Mark: 7
Dunlending Horsemen: At first glance, these seem brilliant. "Burning Rick, Cot and Tree" allows you to ignore defence bonuses from all types of terrain! However, stricktly reading, only the Dunlending Horsemen themselves benefit from this rule, and since there are no charge bonuses against Defensible terrain, you're stuck with 2 attacks per company. That makes the rule rather void, but if you can argue that the rule applies to all formations in the fight, charge a few (2-3) companies of them into an enemy in defensible terrain, and get a nice and big Uruk block in on the other side. If not, these are just like Warg Riders, but with different models (converted).
Ruffians: 10pts per company for a bow unit. Take 3-4 small formations, and pepper the enemy with arrows while they have worse things to worry about (4 coys of Ferals, two blocks of Uruks, a Troll chieftain and some Berserkers, for example). When they get into melee, they die. But who cares, they're just 10 pts, and by that time will have shot double their value in enemy. Just remember to fire at lightly armoured troops first, D7 infantry will laugh at you. Mark: 8.5
Isengard Ballista: In principle, this is quite a good unit. Two of them in defensible terrain (where they can turn) provide big problems for heavy infantry and monsters. These are very handy indeed when you want your enemy to come to you, or in combination with massed Crossbows and allied Ruin casters for an Isengard Gunline. The problem is their cost. Firstly, Mordor has 50pts siege bows with just and only one Strength less, which doesn't matter all that much. Secondly, for the price of two, you can have another 4 coys of Uruks with shields, which will probably serve you better. A 6.5
Wildmen of Dunland: S4(5 on the charge) infantry for 15 pts?
. These are best either hidden behind something, then popping out and splattering an enemy formation in a kamikaze assault, or as a screen for your berserkers (30 pts isn't that much loss when the Berserkers kill off 1.5 coy of enemy), or hidden inside terrain, then suddenly appearing behind the enemy lines and rear charging. All of these work best in very small squads 2-3 companies, but take several, and do them all at once. Another option is to take 4 coys as use them as poor man's Ferals. A solid 8.
All the legendary formations follow a certain theme: you take a unit, add one of the lesser Uruk Heroes, and give them a special rule.
Ugluk's Raiders: These are basically Uruk scouts with a better captain and two very nice special rules. Forward, you maggots! is rather meh, admittedly. If you only lose one Uruk, then it's OK, but you could lose over half a company. Furious charge is very different. A might point to charge an extra 4" and have an extra die per company in the fight phase is well worth it to me. Chances are your enemy will forget about it and place a formation he doesn't want charged just outside your charge range at some moment, only to suddenly see it nearly doubled. Another option is to use it to make a flank attack a turn earlier then expected. Just bear in mind they're only D4 To me, these are just worth 115 pts, even not counting the fact that Ugluk is just plain epic. My mark: 6.5.
Vrashku's Talons: Uruk Crossbowmen with a 3 might captain and a worthless special rule for 95 pts extra. The normal ones are better. Tactics are just as with normal Uruk Crossbows. A 4.5
Sharku's Hunters: Warg Riders with a 3 might Captain, and a very useful special rule for 75 pts and an extra 5 per company. Take shields, put them on the flank of you line and ATD forward, pepper your enemy with throwing spears (Expert Riders), and then flank charge them, calling a heroic fight just for good measure, causing Terror and having Prowlers. Your enemy is not going to like that. Alternatively, use them as a better version of normal Wargs with shields. Quite useful indeed, a 7.5.
Mauhur's Marauders. These are upgraded scouts with shields. Their special rule makes them very destructive, especially when used with a heroic fight and/or flank charge. Fight, kill D6 extra, charge your disordered enemy again, fight and cause another D6 extra casualties. Combined with the fact that Mauhur does the same as Ugluk, just for less points and that these are cheaper then ordinary scouts with shields but as effective (not counting special rules, which are worked into the starting cost), this is probably the best Isengard Legendary. An 8.
Thydan Wolfsbane: Quite simply, a captain with Epic strike where you need him most and an inspiring leader for your Dunlendings. This guy is brilliant, and no Isengard army should leave home without him. Probably the best thing in the whole Isengard list, and often cherrypicked as an ally for others. 8.5
Saruman: Spells of Ruin, C6 Inspiring Leader for everything, Touched by destiny with Epic Ruination make this guy really the linchpin for your army. The problem is your enemy knows that as well, and he is only F4. Conclusion: KEEP HIM AWAY FROM DUELERS. So long as you manage that, this wonderful wizard will destroy half the enemy army singlehandedly. Cast Shatter shields if your target has them, then Exsiccate, then Bolt of Fire, all with Epic Ruination. If the enemy doesn't have shields, move Exsiccate on place forward and put Dark Fury second. It's very hard indeed to fail focus this way. Blessing of the Valar can ruin your opponent's good mood, seeing those berserkers suddenly rise out of the ground again is annoying. Very annoying. Voice of Saruman is a nice boon, and a little help against Duelers, but it'll abandon you when you need it most. In short, this truly is the "walking artillery piece" some have named him, but artillery is vulnerable as well as hard hitting. 8
Lurtz: 4 might is useful, as is Inspiring Leader (C5). Epic Strike means you'll have all wizards run before you, and Epic rage is very funny in conjunction with Ferals or Dunlendings/Orcs with 2HW. Mighty blow is good for monster hunting, and Assassins Shot means that you can sign the death warrant of any troll you want when you have some crossbowmen. However, he is 175 pts, and that is just a little too much. Compare him to Boromir, who is remarkably similar. For the same price, Boromir has two extra might and a very useful epic action (Epic Duel), as well as Epic Sacrifice. Good, but a little overpriced. The problem is that most likely, you won't have much choice. A 6.5
Grima Wormtongue: Reduces enemy courage by 2 (and fight by 1, but none will notice that). What profit does an average Isengard list have from lower courage. That's right: none at all! 75 pts of rubbish. However, he forms a very useful ally for the ghosts of Angmar. A 3 in Isengard, a 7 there.