CaptainOfTheWolfRiders wrote:
Now, as for Warriors of Arnor, taking Arvedui and Malbeth are essentials. The same can be said for Dunedain and Rangers. As the Arnor army list does have bow limit, you must include twice as many Warriors of Arnor as you do Rangers.
So far so good.
CaptainOfTheWolfRiders wrote:
Don't bother with Hobbit Archers. Yes they are cheap, but in the long run not worth it.
I'm going to call you on thie hobbits. From a practical stand point (and you wrote it yourself) "
the Arnor army list does have bow limit, you must include twice as many Warriors of Arnor as you do Rangers.", and here having Hobbit Archers would increase your numbers. For example, using the "Garrison of Fornost" (pg.35) as an example list (not because I think it is a great list, but because it is a practical example that we can all refer to), we've got Arvedui, Malbeth, a Dúndedain with spear, and then three "companies" of troops (24 WoA, one w/ Banner, and 12 RoA, 4 w/ spears). The Hobbits cost 4 points compared to the RoA at 8, which means you can have 12 Hobbit Archers for half the points, freeing up 50 points! A Captain of Arnor? Two more Dúnedain? Or maybe 5 more WoA and 2 more Hobbit Archers?
Now you might say hobbits are rubbish in a fight. True, but they have the same Shoot and Courage value. And from a tactical point of view, this army is not going to be rushing into battle (no cavalry for flanking maneuvers) so the alternative is to use more cover fire (Volley Fire) and to make them come to you. With volley fire, shoot values are unimportant and the bow strengths are the same. So more is better.
In the event that they do end up in battle, that would be 14 more die to spread around. But I would try to keep them in a good defensive position until needed (shooting from behind the front line) for fodder.
So Hobbits mean more defensive troops (WoA) and more firepower (I say more, not necessarily better) or more heroes for the same points.
CaptainOfTheWolfRiders wrote:
For Hero choices, I recommend a few (meaning three to six) Dunedain. Their Courage of 5 will help out the scattered Warriors of Arnor around you. Take Arvedui and Malbeth if you can too. As Arvedui's Stand Fast! range is 12"/28cm, he is your "center hero." Keep him in the senter, along with the bulk of your infantry in a semi phalanx of two ranks. The Dunedain should escort small bands of Rangers and Warriors on each side of the battlefield to close in on your enemy three ways.
Agreed, Arvedui in the center, but where to put Malbeth? If Arvedui is in the center you can bet that the most heat will come down on him, so it might be a good idea to keep Malbeth nearby (I've noticed that in 2 of the RoA scenarios, killing Arvedui is the objective) to help out (he of course will be an early target as well) when the dice start to fail...
As for the "floating" Dúnedain band, I'd keep them in the rear to help counter a flanking maneuver, but that's just me (I think it was Patton who said, "Always cover your [beep]!")
Good stuff here, anyone else?