Showing posts with label Hero Showdowns. Show all posts
Showing posts with label Hero Showdowns. Show all posts

Saturday, 4 July 2020

Hero Showdown: The Riders of Theoden

In this hero showdown, we look at the different heroes available to the Riders of Theoden LL and the order in which they should be added to your army list. 


At the end of 2019, I decided to change up the armies I played for the EAHC league. The strong combination of the Last Alliance for my good army and Angmar for my evil army had taken me to 2nd in the final league standings but I fancied trying a different style for 2020. Now, rather obviously given the current situation, I haven't played as many tournaments so far this year with my new armies as I would have liked. However, I did manage to get to 5 tournaments before the year became a write-off. For those tournaments I played with Rohan, my good army for year, in 4 of them. My findings from those tournaments? The pony lords in a Riders of Theoden list are incredibly strong and, in some cases, borderline broken! After a couple of tournament wins and 2 losses in 17 games, they are very competitive and fun to play (although probably not to play against!). 

This post will go through the heroes available to lead your brave Rohirrim into battle and put them in order of effectiveness. 

The Riders of Theoden

Before we look at the heroes, a quick run down of the Legendary Legion is needed. Found in the Gondor at War book, the The Riders of Theoden is designed to represent the glorious charge at the Pelennor Fields and allows players to recreate Theoden's inspirational speech on the tabletop. The LL limits you to being all mounted and having a smaller list of heroes to choose from (albeit the best heroes available to Rohan anyway!). In exchange for those 'drawbacks', you gain a couple of rules. First, you keep the army bonus of +1 strength on the charge (amazing!) and gain the 'Death!' special rule, allowing a once per game opportunity for all Rohan heroes within 12" of Theoden to call a free Heroic Combat or Strike (if they have that in their profile). This is insane. Absolutely insane. If you're not screaming 'Death!' the first turn you charge into your opponent's front line, are you even playing The Riders of Theoden? 

So the LL is good- really, really good - but which heroes should be leading the way? There are 7 (well, technically 8 as 1 profile is 2 heroes combined) heroes available to you, 6 named and 1 generic profile. All the heroes offer something but some are autopicks and other are more luxuries. From the least needed to most important, we have the following:

7th Place - Captain of Rohan

At the bottom of the list, probably unsurprisingly, we have the standard Captain of Rohan. In truth, he's a solid hero. 3 attacks at S5 on the charge for a low points cost is always nice. It's also pretty easy to get him to FV5 if you keep him near Theoden. However, the reason you take a captain is to get access to Heroic March. That is their niche. Unfortunately for our friendly captain, other heroes in the LL have access to March and come with extra benefits. Not a bad choice, but the weakest of the bunch. Most of the time, leave him back in Edoras cleaning out the stables.

6th Place - Elfhelm, Captain of Rohan

Added in Gondor at War, Elfhelm rocks in at 6th place in the list. Basically the same as a generic captain but with 3 Might, Elfhelm exchanges Heroic March for Accuracy and Defence, both handy options with Defence being very frustrating for an opponent. He also gains the Pinpoint Accuracy rule, allowing him to re-roll hit, wound and in the way rolls when throwing his throwing spears. Also ignoring the move and shoot penalty, Elfhelm fulfills the role of unmounting the biggest enemy hero when he is in the list. With 3 Might and a bucket load of rerolls, 1 opportunity to target an enemy is usually enough to leave them trudging it on foot for the rest of the game. Once he's done that, he offers little else. In fact, he is often worse in combat than a generic captain as he is locked at FV4 because he doesn't have the 'Arise Riders of Theoden!' rule. Very frustrating and making him a bit of a liability in combat. He sits in 6th. 



5th Place - Eomer, Marshall of the Riddermark

Oooh, controversial! The beatstick Rohan hero. 3 attacks, D7 with a shield, FV5 and 3s in all the right places, Eomer is a combat monster. But, for me, he sits at 5th place in this list. Eomer has no real flaws, although he does start getting a little pricey when fully kitted-out, so why is he so low in this list? Well, cost is one reason. His sister is another! (We will get on to her shortly). The Riders LL doesn't lack in killing power and so Eomer, who is primarily a killy hero, isn't as vital as he would be in other armies. He is by no means a bad choice and always performs admirably on the tabletop but he isn't what the army needs. Eomer also lacks the little tricks the heroes higher up in the list bring to the battle. A poor position for the future king of Rohan but the fact he is so low in the list shows just how strong the army is!

4th Place - Deorwine, Chief of the King's Knights

There is so much to love about Deorwine, even if he misses out on a podium spot. FV5, D7 and the Bodyguard rule gives you a solid attacking and defensive hero straight out of the box. For a very efficient points cost, you also get a 2 attack hero with March and Strike and 3 Might points. All of this would make a good choice but it is his special rule, 'For Theoden!', which makes Deorwine shine. When Theoden is engaged in a fight within 12" of Deorwine, Deorwine can call a free Heroic Combat. Should Deorwine win, he must join Theoden's combat or move as close as possible to him. Any Heroic Action advantage is excellent but, in a LL which already gives you access to free Heroic Actions, Deorwine takes the strength of the list and makes it stronger. A fine addition to a Riders of Theoden army. 



3rd Place - Gamling, Captain of Rohan

Rocking up in the bronze medal position, we have Gamling. Looking at his profile, you begin to wonder why? Locked at FV4, only D6 and possessing the useful but not hard to find Heroic Defence and March, very little about Gamling's stat-line truly impresses. However, the sole reason you bring him comes in the form of an expensive but stupendously good wargear option: the Might machine, the banner of infinite Might, the Royal Standard of Rohan. Firstly, it provides your army with a banner, a must have in some scenarios and great for helping you win fights. However, costing double that of a standard banner, it is the the borderline broken second effect which raises eyebrows. Any Rohan hero who is out of Might at the start of the turn and who is within 3" of Gamling regains a might point. There is no limit to this! Have 4 heroes without Might? Place them near Gamling and enjoy four nice, freshly-baked Might points. If you get to the end game with Gamling alive, enjoy constantly having priority as you call Heroic Moves for fun against a Might-less opponent. He synergises even better with the next hero in this list too! Any opponent thinking they will just target Gamling, don't forget he has Heroic Defence, which he can call every turn, all game, thanks to his banner! Good luck with that. The Royal Standard also means that you can spend Might for days to get kills and call Heroic Combats, that is assuming of course you actually have to pay for Heroic Combats given the Death rule and Deorwine. I have spent a ridiculously stupid 36 might points in a 700pts game before. I have killed 28 Morannon orcs in one turn, spending buckets of Might and not even blinked. It's crazy, insane and, sometimes, a little bit stupid.

2nd Place - Dernhelm

How can you better the 'Might Machine'? Well you bring Eomer's younger sister, ready for war. Dernhelm, Eowyn and Merry's Pelennor Fields inspired combined profile, is, in my mind, the best value profile in the entire game. For less than their individual profiles, but with more bonuses, you get 2 heroes, albeit on one horse. With 3 attacks base, FV5, resistant to magic and heroic strike, you have a strong base. Their combined 3 Might points are handy and, although her low defence of 5 can be a concern, you have a hero capable of chopping through chaff and taking on mid-tier heroes much more expensive ther herself. Although not at Eomer's elite level, Dernhelm performs this role well-enough to make him a little redundant, particularly when you factor in her cost. I place her higher the Gamling because you need a 'combat' hero in every army and Dernhelm offers that at a great value. However, when you take both, Dernhelm becomes stupidly good. As Eowyn and Merry are separate heroes (really useful in Fog of War by the way when you pick Merry to protect), they both activate Gamling's Royal Standard. 2 free might a turn? Yes please! Use Merry to Heroic Move every turn and Eowyn can Strike or Combat as required. Nasty!

1st Place - Theoden, King of Rohan

And so we come to the G.O.A.T of Rohan heroes, the O.G himself, Theoden! Technically, he has to come first as he is the only required hero for the LL but you always want him anyway. For a very reasonable cost, you get a Hero of Legend with FV5, 2 attacks and a possible D7. He is a little squishy with only 2 wounds and 1 Fate but he offers so much synergy to you army that, even if he sits behind your lines all game, he is a worthy investment. First, he has to be on the battlefield to activate 'Death!'. With that easily being 5-6 Might points worth of actions for free, it is a great start. Deorwine also synergises well with him as do your Captains and warrior models. FV5 Rohan Royal Guard (who come packing the bodyguard rule) spam is my preferred approach, something Theoden makes possible. And, for a final cherry on top, he has a 12" Stand Fast should you ever need it. The King of Rohan isn't your best hero but he is your most important.


The King sits atop the list of most important Rohan heroes for his own LL. Probably not a surprise! The list itself is incredibly strong. Hopefully you will soon be mustering the Rohirrim on tabletops world-wide. DEATH!!!

Kieran


Tuesday, 23 June 2020

Hero Showdown: One Elf Lord to Rule Them All

Welcome to the inaugural 'At Dawn, Look to the East (Anglia Hobbit Community) blog post! Hopefully this will become a treasure trove of hobby goodness, containing battle reports, army reviews and thoughtful analysis on the Middle Earth SBG we all love. If it doesn't, it will instead be the ramblings of enthusiastic hobbyists that just might contain some useful ideas and thoughts. Either way, it's more hobby material and that can't be a bad thing, right? Anyway, we start with the first in what will hopefully become a series of 'Hero Showdowns'. Enjoy!


Hero Showdown: One Elf Lord to Rule Them All

Today we look at the constant struggle faced by every Rivendell player. Which 'Lord of the West' should be leading your shiny golden elf boys to war? We have 3 contenders for the crown: Gil-Galad, Elrond or Glorfindel. The high-king, the Lord of Rivendell or the slayer of balrogs. All are great choices. However, due to points constraints, it is often the case that you have to pick but one. 

Heroes are the centrepiece of an army and, when you are paying close to 200pts on one, you expect them to do everything. To rank these long-haired killing machines, we need to break down the different aspects of a hero. The following areas are key: killing things, not being killed by things, buffing allies, magic and those special x-factor rules. I'm going to rank each lord from 1st to 3rd in each area, with a 1st place awarding 3 points, 2nd getting 2 and 3rd only 1. At the end, only one elf will reign supreme!

Killing Power

What better way to start than looking at how many orcs your glorious leader is going to cleave in two? Before we go into specifics, it is important to note that all three heroes get access to a horse, all three have the Lord of the West special rule and all three have access to Heroic Strike. That means that, without looking at individual stat lines, all the contenders have got key offensive rules in their favour. 

Let's start with Gil-Galad, the OG high-king himself. 3 attacks, fight value 9 and strength 4. Wow! What a statline! 3 attacks is the gold standard, add an attack on the charge whilst mounted and you're looking at double strikes against infantry models. That's a big tick for Gil-Galad. But it gets better! Fight value 9. Insane. Most heroes won't even strike up to FV9 and, for those occasions you're a little worried, just strike up yourself for a guaranteed fight 10. But wait, that's a valuable might point spent to only increase fight value by 1. It's all good! With 'Blood and Glory' you get a might point back for heroes killed anyway. Strength 4 is solid. Not amazing but not bad. And then you notice that Gil wields Aiglos: an elven-made spear with plus 1 to wound. Suddenly, he is effectively strength 6 and wins tied fights on a 3-6.

Elrond Half-Elven goes next. He also sports the required 3 attacks at strength 4. Good start but then you notice he's only fight value 6! That's less than a pale orc with one arm. Don't get me wrong, fight 6 is where most strong Good heroes sit but it seems poor compared to Gil-Galad. You'll be striking more often, burning through more might, and Elrond has no fancy rule to get his might back. Flat strength 4 means 5s to kill most troops in the game too. Hadhafang (his sword) offers a niche bonus against spirits but it rarely that impactful. A solid choice but often blunted.

Finally, the balrog slayer himself. The guy so powerful in the lore that his inclusion in the film would have made everyone wonder why they just didn't give him the job of taking the ring to Mordor himself so they left him out, Glorfindel. Once again, 3 attacks at strength 4 like his Elven kin. At fight 7, Glorfindel outshines Elrond and that small increase helps to push him above most other heroes. Other than that, Glorfindel lacks any special fancy rules to turn him into more of an Elven blender.

Gil-Galad - 1st
Elrond - 2nd
Glorfindel - 3rd

Not Being Chopped Up

Back to Gil. 3 wounds, defence 7 and access to a shield for defence 8 (why would you not?), he makes a fine start. Combine that with his amazing fight value, he rarely loses fights to be wounded anway. But there is one glaring drawback. One factor that make you wince a little when reading his stats. 1 fate point. Oh dear! One cheeky wound and you have a 50% chance of giving up VPs if he is your leader. His access to Heroic Defence is handy, although you are probably not using it, it is useful to have. Finally, like all the other candidates, he causes terror. Handy to avoid being swamped and helps mess up your opponent's plans.

What about Elrond? Well this time he gets the better of his esteemed friend, Gil. Take heavy armour you're defence 7. Not quite as high as Gil-Galad but most things still need 6s to wound. Then you see 3 fate points. Wonderful and this makes him very sturdy. But it gets better! The small piece of precious metal wrapped around his finger, elven ring Vilya, lets you reroll fate points. Now that is excellent. Add in Heroic Defence and you have a tricky stone to budge.

Finally, Glorfy-boy. 3 wounds and 3 fate. Lovely! Heroic defence is missing but that is a questionable loss. His big plus though is the Armour of Gondolin. Suddenly he is defence 7 and can't be targeted by brutal power attacks. Run him into that annoying fell beast or troll and feel pretty confident your glorious elf-man will not be torn limb from limb by a rending monster.

Elrond - 1st
Glorfindel - 2nd
Gil-Galad - 3rd 

Buffing Allies

Gil-Galad only marches to war with the best. And by best, I mean King's Guard. 1 points upgrade to high elf warriors for fight value 6. Yes please. That moment when your lowly foot troop beats the Witch-King, Gothmog or Shagrat in a straight up fight: Priceless. 

Fancy a load of Elven archers on horseback with lances, all of which don't count to the bow limit? Elrond is your man. The ability to unlock all mounted Rivendell knight lists is a powerful one. Not an easy army to play but buffing Rivendell knights so they don't count towards bow limit has a high reward to those skillful enough to pull it off.

And then Glorfindel. Well, he subscribes to the 'if you want something done, do it yourself' school of thought, offering no force multiplying bonuses.

Gil-Galad - 1st
Elrond - 2nd
Glorfindel - 3rd

Magic

With no magic of his own, no resistant to magic and the standard 3 will points, magic is Gil-Galad's worst nightmare. When you see a ringwraith or two on the other side of the board, know that you're in for a lot of turns of Gil staring aimlessly at his shoes, transfixed.

Now Elrond, he takes the Elven lord magic gold medal. A solid 3 will points supports his ability to cast 2 spells, Wrath of Bruinen and Renew. Despite the nerf to the Wrath of Bruinen, the opportunity to knock down a large swathe of enemy troops (now within 3") whilst adding the small chance to kill them is still very useful. Renew, less so, save your will for a key Wrath. 

If Elrond is gold medallist of magic, Glorfindel is the gold medallist of anti-magic. No spells of his own but, with his Unbending Resolve rule, he gets two free resist dice, always. Amazing! Whilst his fellow ancient Elven lords stand around staring into the sky under the spell of evil-doers, Glorfindel heartily laughs as he chops off his enemies' heads!

Glorfindel - 1st (should an anti-magic hero win the magic round? Probably not but he did!)
Elrond - 2nd
Gil-Galad - 3rd

X-Factor Rules

This round is all about special little rules which make your heroes better across a range of areas. For Gil-Galad, his 12" stand fast and Hero of Legend status is very valuable for when you reach the nitty-gritty part of the fighting. It's also worth once again mentioning Blood and Glory. Earning back a late might point for a key Heroic Move is invaluable.

Elrond is known for his incredible foresight and, as long as the dice gods are not being fickle, you can gain up to 6 foresight points used to modify his player's priority roll. Again, the chance to give yourself priority at a key moment of the game is huge. It can help you dictate the tempo of the game or force an opponent into using valuable might points. 

What about Glorfindel? Well, his big x-factor rule (other than Unbending Resolve) is his access to a glorious 12" move fleetfoot (can move through woods unhindered) horse in the form of Asfaloth. Combine that with his horse lord to keep Asfaloth alive and you have a very mobile hero who can flank unsuspecting opponents by going on an impromptu stroll through the forest.

Glorfindel - 1st
Elrond - 2nd
Gil-Galad - 3rd

Results

Gil-Galad - 9
Elrond - 11
Glorfindel - 10



So there you have it, Elrond is the one elf lord to rule them all! It was an incredibly close fought battle and, in reality, they are all fine choices. Elrond is, theoretically, the most well-rounded but each of them has their place in leading a Rivendell roster.

I hope you enjoyed the read and looking through my ramblings. Please comment any of your own ideas, constructive criticism or feedback. 

Thanks,

Kieran





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