Monday, 13 February 2023

CJ's "More will come" Legions: Assault on Erebor

 Assault on Erebor

Participants

The Signal Tower 200pts

Gundabad Orc Captain (Shield)

Gundabad Orc Warrior (Shield, Spear, Banner, Bow, Fell Warg)

Troll Brute

Gundabad Troll

Catapult Troll

Ogre

Continuing the tradition of Assault Legions with no Heroic Strike, this represents the frontline of orcs and trolls that marched on the gates of Erebor and the city of Dale. A few bows to fell Elks and some wargs to ride down Chariots round out the army's tactical options. Azog is absent due to being far from the combat directing the army in real time. So in effect, you, the player, are Azog!
 

Special Rules

“Come forth my legions!”

The Signal Tower may be taken independently of Azog as part of this Legion. One of the Lieutenants is nominated to be the Army’s Leader despite being an Independent Hero. Gundabad Orc Captain warband sizes are increased to 18.

Whilst having a weak Leader can sometimes not be ideal, he will at least be fairly safe atop the Tower. In the balancing considerations for an Azog-less Tower, you'll need additional Captains to lead your troops. But with expanded warbands you can opt to simply horde out, or take the tower and you'll still reach some extremely useful model counts with all the amazing benefits of the free Marches, Fury saves, Banner rerolls, and more!

“They have forgotten the great Earth-eaters”

The controlling player may wait until all the opponent’s models are deployed before placing any of his own. The Signal Tower is still deployed as normal.

Sorry, no Werewyrm profile here! But you can gain a significant maneouverability advantage over your opponent in several scenarios by being able to react to their deployment. Nobody wants to leave a hero in the open against a Troll!

 

“Send in the War Beasts!”

All MONSTER models may use the “Relentless Advance” Special Rule under the Ogre’s profile.

The "biggest" problem with monsters is being able to fit in where they need to, especially on 80mm bases. Under the Tower's influence, they become a scarily consistent 4 dice to win in combat!

 

“Not yet!”

Once per game, during the priority phase, the controlling player can choose to automatically lose priority.

Responding to your opponents moves with your "advancing" monsters can be devastating, whether reaching an important Hero or lining up a juicy Hurl- just be sure to not let them get split off in combat! This can also be used to your advantage in Maelstrom scenarios when using the Werewyrms might slow you down rather than help. As a bonus, it'll annoy enemy cavalry.

 

3 comments:

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