The Lord of the Rings Strategy Battle Game/Tactics/Thranduil's Hall

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Revision as of 08:56, 12 December 2018 by 1d4chan>Ginji (→‎Pros)
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Why Play Thranduil's Hall

Pros

  • Loads of Bows
  • Strong Heroes
  • some of the best Plastic middle earth models to come out for a long time.

Cons

Army Bonus

All Mirkwood rangers do not count toward the bow limit...just let that sink in for a second. Thranduil gives all units (except Mirkwood rangers and Mirkwood ranger captains) +1 to their wound roll when making strikes.

Unit Analysis

Heroes

  • Thrandui, King of the Woodland Realm :
  • Legolas Greenleaf:
  • Tauriel:
  • Mirkwood Armoured Elf Captain:
  • Palace Guard Captain:
  • Mirkwood Ranger Captain:

Troops

  • Mirkwood Armoured Elves: Your Basic troops, they have a unique weapon option to bring a glaives which can be used as an elven blade, a spear and use the shielding rule. apart from that just the usual shield, elf bow and banner options.
  • Palace Guards: Almost exactly the same as Mirkwood armoured elves, they don't have the options for glaives and are two points extra, but do get the options for a warhorn as well as the usual equipment and weapons. Where they become superior to their more common soldier is their kings guard rule, this gives you +1 to your fight value while within 3 inches of Thranduil. with this rule and the army bonus your palace guard can hit harder in combat than your average troops.
  • Mirkwood Rangers:
  • Wood Elf Sentinel: Wood Elves with an extra attack and the ability to sing a song which buffs/debuffs nearby models. While their rules are amazing, their incredibly high cost of 25 points makes them not auto includes in lower point levels, but a unit that should really be considered for high point games.

Cavalry

  • Mirkwood Armoured Elf Cavalry:

Allies

Building your Army

Tactics