Faction: Angmar, 1.0
Orc brigands and prowling wargs lurk in the northern wilds, seeking whom they may devour. Remnants of the dread legions of the Witch-king, these vile creatures haunt the night. The most powerful of them have attracted the attention of lesser wights and other twisted spirits, who follow in their wake, knowing that they will have yet another opportunity to feed on the flesh and spirits of Men.
Starting Company 2 Orcs Warrior with shield 2 Orcs Warrior with spear 2 Orcs Warrior with Orc bow 2 Orc Warrior with two-handed weapon 2 Wild Wargs
Equipment Shield, Spear, Two-handed weapon............1 Inf. Orc Bow.......................................................1 Inf. Throwing Spear (Warg Rider Only).............2 Inf. Warg (Orc Tracker, Hero Only)..................2 Inf.
Promotions Orc Warrior with shield → Morgul Stalker Orc Warrior with two-handed weapon → Morgul Stalker Orc Warrior with spear → Warg Rider Orc Warrior with Orc bow → Orc Tracker Wild Warg → Warg Rider
Reinforcements (D6) 1 -- No Reinforcement 2 -- Wild Warg 3-5 -- Orc Warrior with choice of weapon 6 -- Roll again on the table below
Reinforcements (Cont’d.) 1 -- Warg Rider 2 -- Morgul Stalker 3-4 -- Ghostly Warrior (Use Army of the Dead profile) 5-6 -- Dead Marsh Spectre
Special Rules Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”.
Ensorcelled Weapons -- The Hero has gained access to ancient weapons from the Witch-king’s armories, charged with dark sorcery. When determining what number the Hero needs to wound his opponent, use the opponent’s Courage rather than Defense on the Wound Chart. Wargs may not select this special rule.
**A note about Wargs and Spirits** Though cunning creatures, Wargs have no grasp of tactics or leadership. As such, only creatures of their own species may benefit from their Stand Fast! rolls or benefit from their heroic actions. Wild Wargs may receive two increases to their Strength instead of one. Being undead creatures, Spirits may not receive promotions and, therefore, can never become heroes.
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I left out the Barbarians of Carn Dum because you can play the Dunland faction if you are wanting savages. I also included the Morgul Stalkers, even though they are not in the Angmar army list, because they are tied to the Witch-king at Minas Morgul and really fit the theme for Angmar. C&C welcome.
_________________ Respectfully, Jonathan Do what is right, love mercy, and walk humbly Battle Companies
Last edited by Erunion on Sat Aug 13, 2011 4:13 am, edited 1 time in total.
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