The Lord of the Rings Strategy Battle Game/Tactics/The Trolls

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Why Play The Trolls

Evil Players have only ever had the option of using the Nazgul as full Hero army list, Well now you've got another one. admittedly not as impressive as The Nazgul but they shine in their own way, after all trolls are nothing to be laughed at. They can smash most enemies aside and are tough enough to take a few hard hits, they even have unique way of winning most of their fights.

Pros

  • An all troll hero army.
  • Each troll has a defining special rule.
  • One box purchase and your army is complete.

Cons

  • No historical allies so no bonuses.
  • Best used for narrative games.

Army Bonus

You get the campfire for free and you can use it as a Banner.

Unit Analysis

Each model is, as you might've noticed, a giant hulking troll, so expect high stats across the board. The trolls can each throw stones (S8, 12", but only hitting on 5+) and all have the Save 'em for Later special rule which allows them to take a single man-sized model (so no nabbing ponies, ironically) and stuff them into a bag instead of making strikes or a brutal power attack. When stuffed into said bag, the target model counts as being under the effect of the paralyze magical power and so is in serious danger if they don't have friends (or wizards) to stop them from just being eaten next turn.

The Campfire: Bill can take a 15 point campfire which you place anywhere outside of the enemy deployment area after forces are deployed. While within 6", the trolls get +1 courage (handy since they're low courage base) and, ironically, resistant to magic (well, I guess confusing stupid trolls with whispering isn't exactly magic). Either way, the army bonus makes it free and also count as a banner, very handy to place near an objective or key area of the battlefield to give your trolls the extra punch.

Heroes

  • William (Bill) The Troll: Biggest and toughest of the trolls, he's the first one you take and for good reason; fight, strength, and defense of 7, wounds, attacks, and might of 3, with heroic strike and strength. His special rule, Mince 'em Fine, is a brutal power attack (insert your smug glorfindel picture here) that, instead of rolling wounds normally, has bill and the target model roll a D6 and add their strength values, with the target suffering a number of wounds equal to the difference. On a model with strength 7, this is an absolutely brutal move that can, on average, slaughter most heroes outright. Even better, Bill has heroic strength, meaning you can potentially pump that strength up to 10. Yeah, I'd rather just wait til dawn and let the sun do the work too.
  • Bert The Troll: The cook of the group, Bert has ever so slightly worse stats than Bill (2 might, and trades heroic strike for defense) and has the unique brutal power attack Roast 'em Slowly to set a single model ablaze if he wins the fight. While not as outright powerful as Bill mincing an enemy model into hamburger, the rule does have a lot of utility against models which you can't reliable damage by a strength roll-off; not only does it slam them with automatic hits every turn, but it also forces them to lie down and crawl if they want to set it out. Forcing your opponent to keep fighting while on fire, or lie down and let you slam into them prone, is an excellent set of options. Only problem, is that realistically you get almost the same utility out of keep 'em for later, so while still great, still means Bill is your first pick for his superior damage and versatility.
  • Tom The Troll: The weakest of the trolls by far (fight, strength, defense 6, and only 1 might) but Tom has a few rules that make him very worth considering; Lingering Cold lets him spend a will point to sneeze on a single model by spending a point of will, which halves their fight value. Combined with his 3 will points and otherwise troll-level stats, this makes Tom a surprisingly powerful opponent, as he can shut down even the highest fight models, use his high number of attacks and F6 to make sure he wins the duel, then save 'em for later to totally shut the model down. And since he uses this ability after heroics are called, it enables you to be very clever about when and how you use his sneezes, especially strong against armies that hinge one only one or two big heroes that he can take down- but be wary of armies that can match or beat his F6 with a number of characters or warriors (cough cough elves) since they'll severely reduce the utility of this rule. Oh, and he has Squash 'em to Jelly where he hits every model involved in the fight for a single S6 hit which knocks them prone if they survive. Very useful if he's getting mobbed up by a ton of chaff or cavalry, but that's mostly it. Overall the most complex of the three profiles, and the least obviously good, but with enough tricks and tools to actually be a fantastic fighter that can ruin the day of virtually every beatstick hero.

Allies

Convenient Allies

Moria

The Nazgul of Dol Guldur

Azog's Hunters

Smaug

Impossible Allies

Angmar

The Serpent Horde

Far Harad

Corsairs of Umbar

Isengard

Sharkey's Rogues

Variags of Khand

Mordor

The Eastern Kingdoms

Building your Army

Tactics