The Lord of the Rings Strategy Battle Game/Tactics/The Fellowship
Why Play The Fellowship
The very first D&D Party to be formed, with some of the best heroes in the game the fellowship is a force to be reckoned with.
Pros
- the One Ring
- Horses and Andúril plus Bill the pony and Sméagol.
- Strong heroes that can very easily take on a fair few enemies at the same time.
- Most of the heroes also have a ranged attacks.
- "Cheap army" to begin with (see below the rant)
- You can recreate your favourite Fellowship movie moments. Specially Boromir's death if the enemy has some ranged troops.
Cons
- the One Ring
- Expensive in Points, can only bring everyone in larger games.
- The Hobbits will need looking after.
- You will likely have fewer friends after using the fellowship in games.
Army Bonus
“You have My Sword...” - whilst Frodo is alive and on the table (or escapes where the scenario calls for it), all fellowship models are fearless. Also, in fellowship exclusive armies you will never count as being broken due to casualties under these same circumstances
Unit Analysis
Heroes
- Gandalf the Grey: Wizard
- Not quite as versatile or useful as his White incarnation, Gandalf is nonetheless very handy to have around. Blinding light is great for ensuring that your costly heroes don’t die to arrows and he can even dish out a fair amount of damage offensively too. Be careful with Sap Will from the Ringwraiths and it is best to avoid combat if possible. He can hold his own, but it’s not where he should be. As your only hero of legend he will lead your company if you take him.
- Aragorn - Strider: Ranger
- Beatstick hero who can spend a point of might each turn without reducing his total, while Gandalf will protect the fellowship from more esoteric enemies Mighty Hero makes Aragorn the engine that your force runs on. Be aware that the might each turn does not add up, so if you aren’t spending a point a turn at least then you are wasting the ability. There is essentially no reason for not declaring a heroic action every turn. Andúril is a pricy add-on but you will wound everything in the game on a 4+ if you take it, lets you use it two-handed and is elven-made to boot.. Although thematic, probably not worth equipping him with a bow, as this will hamstring his mobility.
- Boromir of Gondor: Paladin
- comparable stats to Aragorn but with a shield and the horn of Gondor. The latter allows him to force a courage test on his enemies (if he is outnumbered in combat) and to auto-win the fight if they fail. Combined with his optional shield and high defence, this makes him magnificent at holding up hordes of enemies, providing desperately needed board control to the permanently outnumbered fellowship. His six might points are the highest in the game and can serve you very well if spent wisely. His big weakness is the total lack of fate - once he suffers a wound then that is it, so keep him within range of Gandalf as his spells will be needed to keep him alive. An Elven cloak is a good investment.
- Legolas Greenleaf: Elven Archer
- The machine gun of the fellowship. Can fire three shots a turn with his elf bow or can fire one shot that always hits on a 2+, ignores in the way, can shoot into combat and you can choose whether or not target mounts. Will also receive a +1 to his shoot value if Gimli has killed more models than him in the game, so best take them both and try to have their kill-counts constantly overtake each other. Low defence, so best to either invest in armour or keep him near Gandalf and the blinding light
- Gimli son of Gloin: Dwarven Warrior
- Surprisingly versatile hero - can choose to fight with 3 attacks per turn or 2 with a two-handed weapon. His extremely high defence will ensure he remains alive and if Legolas has killed more models than him, he receives +1 to wound in combat so best take them both and try to have their kill-counts constantly overtake each other. Throwing axes also means that he can be handy (but not great) in the shooting phase at close range.
- Frodo Baggins: The Essential NPC
- While Frodo is really good for a Hobbit, he’s still a hobbit. Slow, low fight, strength and defence - he really isn’t worth taking in and of himself. However, the fellowship special rules only kick in if he is around. All fellowship models are fearless and are never broken while Frodo is alive. Giving him the Mithril coat and sting will at least give him the chance to kill something in extremis, but he’s really not great. The one ring is also situationally useful.
- Samwise Gamgee: THE TRUE HERO OF LOTR
He’s a hobbit. Can declare a free heroic combat in order to try and reach Frodo, but unless he’s also there with Boromir or Aragorn then it’s probably not going to work.
- Meriadoc Brandybuck: Comedy Relief #1
Say it with me folks, he’s a hobbit. Can throw stones and leech Boromir’s might if he is near him, but totally unimpressive otherwise.
- Peregrin Took: Comedy Relief #2
Exactly the same as Merry above. Include only for thematic reasons or because you have literally nothing else to spend the points on.
- Bill the Pony: Purveyor of palatable provender
Bill cannot charge, but is nonetheless more capable in combat that any of the hobbits (excepting a tooled up Frodo). Any member of the fellowship can attempt to regain a single point of might will or fate per turn on a 5+ as they indulge in a delicious second breakfast. He also counts as a banner to all of the hobbits. Modest points cost and situationally quite handy. Either keep him just behind the front lines boosting your hobbits, or in the backlines so Legolas/Gandalf can gorge themselves.
- Smeagol: Nice good Smeagol
Surprisingly effctive in combat for his cheap cost of 30points, this is the good side of Gollum. A single point of might and fate isn't terrific, but Smeagol will never be considered to be disarmed under any cirumstances. May only be included in a force whch includes Frodo - although if you're playing the fellowship then that is probably something you are doing anyway.
- Arwen Undomiel: Elven war maiden
Arwen can only be taken if Aragorn is part of the Fellowship, but honestly why aren't you taking Aragorn? Very cheap (with Asfaloth, a horse with Move 12 and Fleetfoot, she's only 70 points) and while she's not effective in combat, she does have access to Wrath of the Bruinen and 4 points of Will. The ability to knock down every enemy within 6 inches of her will make enemy cavalry terrified of her (since if they get knocked down, they lose their horses) which might be worth it alone. Consider her carefully, but she can be quite worth it under the right circumstances.
Allies
Historical Allies
Wanderers in the Wild:
- Barliman Butterbur: A 40 point hero added with the Quest of the Ringbearer book. Comes with a club, basically no fighting ability (Fight 3, 1 Attack) but you wouldn't take him for his fighting ability. You take him because he makes Bill the Pony 10 points instead of 25 and because he can heal members of the Fellowship on a 4+, at the cost of a point of will. He's got 1 might, 3 will and 2 fate, so he can survive a hit or two, but he's probably not worth his points, even if he does make Bill cheaper.
- Harry Goatleaf: Yeah that guy at the gate gets a model. He's even more worthless in combat (dagger, defense 3) but he can spend a point of will to freeze an enemy infantry model on a 3+. While that's a conceptually interesting idea (and his lantern is neat) he's probably not worth his 40 points either. Plus both Harry and Barliman screw up your ally matrix. Buy their kit for Bill and to play their scenarios, neither of them are worth their points.
The Misty Mountains
Rivendell
Lothlorien
Convenient Allies
Minas Tirith
Rohan
The Dead of Dunharrow
Thranduil's Hall
Impossible Allies
Arnor
Numenor
The Kingdom of Khazad-Dum
The Fiefdoms
The Shire
The Wanderers in the Wild
Fangorn
Thorin's Company
Radagast's Alliance
Army of Thror
Garrison of Dale
The White Council
Army of Laketown
Survivors of Laketown
Iron Hills Dwarves
Erebor Reclaimed
Building your Army
Tactics
Legendary Legion
Breaking of the Fellowship: Representing the Fellowship in it's last stage before breaking, this legion doesn't let you take Gandalf, Bill or Smeagol but their visit to Lothlorian has buffed the remaining members considerably. All models get an elven cloak for free (but lose all other options), count as though the Fortify Spirit power was permanently cast on them, and count as being in range of a banner if another member of the fellowship is within 3". Also, you get the original fellowship buff of being fearless if Frodo is on the table.
- Aragorn - Strider
- Carries an elven-made dagger that has the Uruk-Hai Bane special rule. He is mandatory, and always your Army Leader.
- Frodo Baggins with Mithril Coat and Sting
- Can cast the blinding light spell each turn on a 3+ with a free will point
- Samwise Gamgee
- Uses his elven rope to always get a 6 to Climb, Jump and Leap
- Merry and Pippin
- Re-rolls failed to wound rolls in combat with their daggers
- Legolas
- Re-rolls failed to hit rolls when shooting, but only if a friendly model is within 3"
- Gimli
- May re-roll all dice in a duel roll, but only 3 times per game.
- Boromir
- Gains the Woodland Creature rule, and is the only member to retain an option in this legion (may buy a shield).