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WoTR Dread Army of Angmar
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Author:  Lord Hurin [ Tue Mar 30, 2010 11:18 pm ]
Post subject:  WoTR Dread Army of Angmar

Ok with my Gondor and Dwarf armies well underway, I have decided to start an Evil army (besides my Uruks that I've already started) and landed on Angmar. I know they're a very situational army that needs to be used efficiently and correctly, which I find contrasts nicely with how I'd play the Uruks. Here's a first draft:


Epic Heroes

The Witch King of Angmar - 200pts

The Dwimmerlaik - 125pts


Common Formations

Ghostly Legion of Cardolan - 240pts
4 Companies

Ghostly Legion of Cardolan - 240pts
4 Companies

Angmar Orc Warband - 120pts
6 Companies; Shields

Angmar Orc Warband - 120pts
6 Companies; Shields

Angmar Orc Warband - 195pts
6 Companies; Two-Handed Weapons, Banner & Hornblower

Barbarians of Carn-Dum - 180pts
6 Companies


Rare Formations

Court of the Fallen Kings - 120pts
1 Company


Allies

Khamul the Easterling - 125pts

Goblins of the Misty Mountains - 160pts
8 Companies; Shields

Durburz, Goblin King - 70pts

Druzhag the Beastcaller - 100pts


8 Formations; 41 Companies, 12 Might. 1995 points total.

Author:  agincourt777 [ Tue Mar 30, 2010 11:24 pm ]
Post subject: 

seems like a pretty good army. the only thing i would suggest would be to include cavalry of some kind. ghostly riders would be an awesome (if pricey) way to fill this slot.

also, some archers would be good, although orcs and goblins without shields = dead orcs and goblins without shields if they arent used carefully.

Author:  Lord Hurin [ Tue Mar 30, 2010 11:29 pm ]
Post subject: 

agincourt777 wrote:
seems like a pretty good army. the only thing i would suggest would be to include cavalry of some kind. ghostly riders would be an awesome (if pricey) way to fill this slot.

also, some archers would be good, although orcs and goblins without shields = dead orcs and goblins without shields if they arent used carefully.


Yeah, the Riders seem pretty cool but they are expensive. I thought they didn't count as Cavalry the same as in the SBG.

The archery thing is a problem, and I expect I'll probably get some suggestions to add either Uruks with crossbows or Haradrim archers, but I don't have either and don't intend to purchase them. My Allies are also being used up...

Author:  theskinnyhobbit [ Wed Mar 31, 2010 12:25 pm ]
Post subject: 

Wow you like to start big! 2000 points in one go.

Khamul always works well, especially if you are taking lots of low armor troops.

It is my opinion that the tainted is essential if you are playing ghosts, otherwise you will be striking at the hero's courage. Allying a good hero killer, like Amdur can also be useful.

The Ghostly Cavalry actually count as cavalry, and are highly recommended.

I always try to take more barbarians and ghosts when I play angmar, as that is what makes an angmar army different. Marsh Spectres can be good. Characters can join their unit. In combination with ringraiths' spells that lower courage, their power that lowers strength is great.

Author:  DainIronfoot [ Wed Mar 31, 2010 3:16 pm ]
Post subject: 

I really like Burdur (I cant remember how to spell it)! He coes out ambushing and calls epic strength, epic strike, and a heroic duel and wails on a hero!

Author:  General Elessar [ Wed Mar 31, 2010 4:27 pm ]
Post subject: 

It looks pretty good. Maybe include some Werewolves if you have suitable models?

Author:  DainIronfoot [ Wed Mar 31, 2010 5:31 pm ]
Post subject: 

Just wandering for my own angmar does anyone have any models ranges that make good werevolves

Author:  Lost Cardolan [ Thu Apr 01, 2010 5:40 am ]
Post subject: 

That's a good-looking list.

Mine only uses the Witch King for Ringwraiths, but I add in Buhrdur. I also take Misty Mountains allies but stick strictly to the beasties from that army.

I go with a decent contingent of orcs as I'm no big fan of ghosts: their Spirit Grasp is only moderately useful against the armies I tend to come up against (Elves, Dwarves, Uruk-Hai...and Goblins). Still, I take a small amount. I do, however, swear by the Barrow Wights--they are amazing! (Both with how they perform on the table and how they're perceived by my opponents!)

I'm starting to test drive a Shade--planning for when I come up against the more elite armies.

I also swear by orc archers. Everyone tells me I'm dumb for taking them...until they play me. My dice seem to LOVE my archers.

Author:  Beowulf03809 [ Fri Apr 23, 2010 8:33 pm ]
Post subject: 

My Dol Guldur force is very spirit heavy ( Castellans and Ghostly Legions) and I've found them very effective against Dwarves and Elves. Yes, the Courage of those fellas is pretty high, but compared to Dwarf Armor, Dwarf Courage is "low". Combine that with the fact that a couple Sunder Spirit spells are easy ways to lower that even more and your spirits can be far more deadly against them than any mortal model ( you really want a Hero in there to help with the low Fight value of the Ghosts though).

I think the Ghostly Cavalry could be devastating, considering how dangerous normal cavalry are in WotR. Use some magic to soften up the Courage before they hit and watch the bodies stack up. The Wrights and Specters definitely have their roles and add some nice extra flavor as well. I am working on some Specters for my force currently.

I think a horde of cheap Orc archers is a good thing as they're not that many points and six to eight Companies of them are still a lot of dice...you're bound to get some hits. Throw in that Nazgul that allows rerolls and you're even better.

Author:  aelfwine [ Sat Apr 24, 2010 1:54 am ]
Post subject: 

DainIronfoot wrote:
Just wandering for my own angmar does anyone have any models ranges that make good werevolves


Mithril Miniatures
http://www.mithril.ie

has two Werewolves currently "in production" from its Battle of Mirkwood series.

http://www.mithril.ie/M-Series/PriceList4.htm

They look better in real life than the somewhat silly paint job they got.

Author:  call me Isambard [ Sat Apr 24, 2010 3:03 am ]
Post subject: 

Werewolves? West Wind Productions has a Weird War II line. The German Werewolves, with a bit of greenstuffing pants-to-fur, work most excellent well.

http://www.westwindproductions.co.uk/ca ... th=126_146

Author:  lorelorn [ Sat Apr 24, 2010 1:23 pm ]
Post subject: 

They call this a Lidd but it looks like a werewolf to me

http://www.coolminiornot.com/shop/minia ... dd-01.html

Author:  Fingon [ Wed Aug 25, 2010 8:17 pm ]
Post subject:  Re: WoTR Dread Army of Angmar

It seems like a really effective army. I suggest you'd use 2-3 shades and some morgul knights for cavalry. Also include Gulavhar if you're taking it to bigger battles.

Author:  spuds4ever [ Thu Aug 26, 2010 3:25 pm ]
Post subject:  Re: WoTR Dread Army of Angmar

Where are the Sceptres? I think they would be very handy as they can really help protect your ghosts y making them more resistant to attacks. Perhaps try this: Tainted in a formation of sceptres 3c strong. Wings of Terror and at the double gets you behind them and soften them up with sunder-spirit. Rear-attack with sceptres and front attack with ghosts, striking against feeble courage and receiving from feeble strength. Also, I think it would be great fun to have Gulavar in there. The goblins seem quite unthematic IMO, but Druzag I think can be kept in a thematic force.

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