The Lord of the Rings Strategy Battle Game/Tactics/The Fellowship
Why Play The Fellowship[edit]
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[edit]
- 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[edit]
- 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[edit]
“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[edit]
Heroes[edit]
- Frodo Baggins: The Essential Character. Frodo is a staple in pretty much every Fellowship lists, and for good reason. After you buy him his upgrades he has great Defence at 6, he has an average Strength of 3, and so long as there's some terrain he won't be able to be charged at thanks to his Elven cloak, which is a huge help since Cavalry will knock him over and murder him. If things get really bad, Frodo can also put on the One Ring and become invisible; being unable to be charged and suddenly having a higher Fight value than the vast majority of non-Monster models. Just remember to save his Might Points Heroic Defence and for the roll he'll have to take at the start since if your opponent is allowed to move him, they're going to try running him out into the open where the toughest enemy (or a Nazgûl) can jump on him. Aside from that, just remember - while Frodo is really good for a Hobbit, he’s still a Hobbit. He really isn’t worth taking in and of himself, and only comes into his own when paired with Sam, and other Heroes who he grants Fearless bubbles to.
- Never forget that if Frodo is hidden by terrain with his cloak, he can throw stones. This normally won't do anything, however there's a few circumstances in which it'll come in handy, such as if you manage to kill the horse of a Cavalry model. In any case, always remember that he can throw further than he can be charged, and you'll be good.
- Samwise Gamgee: The true Hero of Lord of the Rings. He’s a Hobbit, but don't let that fool you, Sam is one of the best characters in a Fellowship army purely by how he can support other characters. This is because if Frodo is in combat within 6" of Sam, then Sam gets to immediately declare a free Heroic Combat, and if he's in the same combat as Boromir, Gimli or Sméagol, then they can also benefit from this. If you have a list with Frodo, Sam, Boromir, Sméagol and Aragorn the Heroic Combats you can call with both Sam and Aragorn can have you hacking through the Warriors of other factions at a shocking rate since both of them get free points to do so, though depending on the Hero who's supporting him he's going to have trouble with elite Infantry/Cavalry, and monsters are their own bag of worms. To help control who you fight and who you don't, it's highly recommended you bring along either Arwen and/or Gandalf to knock enemy models prone, so that you don't have to take the worst engagements their force offers.
- Watch out for Cavalry; Sam will get knocked over and murdered if they're allowed to charge him, and his 2 Fate Points won't help save him for long. As mentioned above Arwen and Gandalf can help deal with those, but just to be safe make sure to keep Sam behind other allies or Fellowship models so that he also benefits from In the Way rolls against their bows.
- Meriadoc Brandybuck: Comedy Relief #1. Say it together everyone, he’s a hobbit. Unfortunately Merry isn't even a good one, unlike Sam he doesn't offer a special trick that makes him worth your while, and he doesn't have Sam's level of Might/Will/Fate. His only real gimmick is being able to spend Boromir's Might Points as if they were his own, but you generally don't want to do this unless you rolled a 5 on a To Wound roll and would cause a Wound on a 6. Even so, Merry can provide a small attack at the small price of 10 points, and if he's supporting a fighter like Boromir, Gimli or Aragorn this is yet another dice that makes it more likely you'll win the Duel roll and cause a lot of damage with those other fighters. Just be warned that they'll die pretty quickly to enemy arrows, and it's not worth it to buy them Elven cloaks unless you know the board is going to be covered in terrain.
- If you're up against Artillery then Merry actually does have a really good use: fodder. It's far more preferable for Merry to be hit by a rock from a Catapult than anyone else in your force, and if you suspect your enemy has one then make sure to bring him along.
- To this end you can also use Merry as a wound sponge for Sam if everyone else is already engaged, since it's much more preferable for them to take arrows than the gardener. Consider this a last resort and only if Gandalf has been taken out and isn't providing Blinding Light anymore.
- If you're up against Artillery then Merry actually does have a really good use: fodder. It's far more preferable for Merry to be hit by a rock from a Catapult than anyone else in your force, and if you suspect your enemy has one then make sure to bring him along.
- Peregrin Took: Comedy Relief #2. Exactly the same as Merry, Pippin is another Hobbit who isn't very good, and unlike Sam he doesn't offer a special trick that makes him worth your while. He also doesn't have Sam's level of Might/Will/Fate, and his only real gimmick is being able to spend Boromir's Might Points as if they were his own, but you generally don't want to do this unless you rolled a 5 on a To Wound roll and would cause a Wound on a 6. Even so, Pippin can provide a small attack at the small price of 10 points, and if he's supporting a fighter like Boromir, Gimli or Aragorn this is yet another dice that makes it more likely you'll win the Duel roll and cause a lot of damage with those other fighters. Just be warned that they'll die pretty quickly to enemy arrows, and it's not worth it to buy them Elven cloaks unless you know the board is going to be covered in terrain.
- If you're up against Artillery then Pippin actually does have a use: fodder. It's far more preferable for Pippin to be hit by a rock from a Catapult than anyone else in your force, and if you suspect your enemy has one then make sure to bring him along.
- To this end you can also use Pippin as a wound sponge for Sam if everyone else is already engaged, since it's much more preferable for them to take arrows than the gardener. Consider this a last resort and only if Gandalf has been taken out and isn't providing Blinding Light anymore.
- If you're up against Artillery then Pippin actually does have a use: fodder. It's far more preferable for Pippin to be hit by a rock from a Catapult than anyone else in your force, and if you suspect your enemy has one then make sure to bring him along.
- Gandalf the Grey: The Wizard, and the party leader. Keep this in mind if you take him since Gandalf is a Hero of Legend, and as such your opponent will be going after him for Victory Points. Fortunately Gandalf has a lot of tricks to make up for this, and he's easily the focal point of the Fellowship's strength, since he makes everyone around him better. Before we get into that, we should talk about him; Gandalf is a decent combatant fielding a Strength 5 Attack at Fight 5, and you can field him on his Cart which is a slightly slower, super-armoured horse. So long as he's mounted he'll get to make four Strikes at any Infantry he charges, and even if he's wounded, Gandalf has 3 Fate Points that he can re-roll thanks to his Elven Ring of Power. The cart itself deals Strength 2 hits on a 4+ to enemies within 6" (it's basically a bow that can always be shot), but this shouldn't be waved away, not only does taking it give Gandalf's mount an extra two wounds (ensuring he benefits from it against missiles for longer) but you can also use it to take out enemy banners and spears since it is unaffected by In the Way rolls. All in all, if you can afford to take him, you absolutely should and this will be further elaborated in the following points.
- To go over his Magical Powers, Blinding Light prevents your Hobbits from getting sniped, and this is vital if you're using models like Sam for infinite Heroic Combats, or Merry and Pippin for extra dice in the Duel rolls of your other characters. It also provides good cover for Legolas, and so long as you cluster your models together at the start, you can save them from bows while sniping them out with Legolas, which forces your opponent to engage Aragorn, Boromir and Gimli in combat. To that end you should always channel it, if you don't you'll find you'll just roll poorly one turn or there'll be another turn in which you'll want a different spell, and you'll have to decide between the two. Terrifying Aura is a spell you cast if you already have a Channeled Blinding Light on and you don't need to use anything else at the moment, and it's another one you should always channel. Courage is not something Evil models are known for and forcing them to take the test on 3D6, discarding the highest will cause the vast majority of Evil models to fail to charge Gandalf, allowing him to pick and choose his engagements. Immobilise is the spell you want if an enemy Monster is coming near, not only does it prevent them from getting the charge (invaluable against models with the Monstrous Charge rule) but it also prevents it from returning Strikes in the off-chance you lose the Duel. Command on the other hand is ideal for pulling enemy models out of formation, and exposing the supporting elements in the enemy force such as banners and spears, as well as Heroes hiding behind other models. The sooner you deal with those the better the position your Fellowship will be in. Protection of the Valar is more important for your combat Heroes such as Aragorn and Boromir; against certain lists you'll find them getting shut down with powers like Transfix or Paralyse, and if that's the case you should make sure to cast this spell on them before they charge in to keep them safe. Strengthen Will also helps in this aspect, but it's generally better to go with Protection of the Valar unless you really need to fill up the Will on somebody. It does also have niche uses if your Fellowship contains Heroes like Barliman Butterbur (a Historical Ally) since he can heal your Heroes at the expense of his Will, and it will also allow Arwen to get more Wrath of Bruinen spells cast throughout the game, which will save you if you're up against Cavalry. Collapse Rocks is the first truly offensive spell in Gandalf's arsenal, and it's ideal for finishing off a supporting Defence 5 model such as a Shaman, just be aware that its high casting value means you'll struggle to get it off, and it's really not worth it against anyone tougher than Defence 5. It also pales in comparison to Sorcerous Blast which is much more useful. Not only can this spell help shut down Cavalry since it knocks models prone, but since prone models count as being Trapped, Gandalf can use it on a Monster Aragorn and/or Boromir are ready to charge, and rolling 6 Strikes from them will generally finish off everything but the toughest models in the game.
- Be careful with Sap Will from the Ringwraiths and it is best to avoid combat if possible unless you're charging Infantry on a mount. He can hold his own, but it’s not where he should be. Also make doubly sure to watch out for the Witch-king, since he can cast Your Staff is Broken which will cripple Gandalf's spellcasting for the rest of the game.
- Always get Bill if you're getting Gandalf. The ability to keep replinishing his Might and his Will so he can continue using the tougher spells and Heroic Channelling is incredible.
- Aragorn - Strider: The Ranger. Much like his other version, Aragorn is as great as ever. Arguably, he is THE BEST man-sized Good Hero in the entire game, and he's easily the best Good combat Hero. Armour boosts him to a respectable Defence 6 (it's basically mandatory), Aragorn's high base cost is pretty much a premium for his Mighty Hero rule, and Andúril, Flame of the West. Buying it is also mandatory as it makes him far more dangerous, however he will be extremely expensive. At his current cost he shouldn't really be brought to any fight lower than 700 points, and even then you have some cheaper options rolling around. To use him effectively, always get him his horse, and don't be afraid to use his Fate to protect it; it's way easier to make Aragorn his points back if you're able to boost his movement and give him an extra Attack (against possibly prone/trapped models) in the process. Do be aware that because Aragorn costs so much and is so deadly he'll be a massive target for the enemy, so if possible you should ride him with somebody else to pull him out of the thick of it if he gets in trouble. Boromir is ideal for this, although Legolas and Gandalf can also fulfill that role if you want models with more utility. Just make sure they're the ones getting knocked off if the group is charged by a Monster with the Monstrous Charge rule.
- If you're wondering how best to use his Mighty Hero rule, saving the point for modifying a dice is usually the worst way to spend it; unless Aragorn is completely surrounded and will be Trapped if strikes are resolved against him (in which case you need that 6). Otherwise using it for Heroic Moves/Heroic Combats is typically best; enemies are going to want to run away from the Fellowship so jumping on them before they can move is a good idea, as is being able to fight with him more than once in a turn. Generally Aragorn will not need his other Heroic Actions, Heroic March is only useful for moving around the battlefield and you'll stop using it the second combat starts; Heroic Strike won't usually be needed since it's rare to find other Heroes with Fight 6 (although it will come in handy if you do); Heroic Strength is near-useless since Andúril already covers that issue, and Heroic Defence is only useful if Aragorn is put in a bad combat against a Monster. Speaking of which...
- Watch out for Monsters. While Aragorn is powerful, he's not invincible and just like in the movie, he can be stepped on by something like a Troll Chieftain. He's also vulnerable to Monsters with the Knock to the Ground rule (Shelob, Cave Drakes and the like) since they automatically unhorse him and since his Strength is only 4 they can use Rend to bypass his Defence. This is where you might want to use Heroic Defence, however it'll mainly keep him alive until he can run away (make sure to call a Heroic move as soon as he's clear). If you must take on Monsters, then weaken them first. So long as the Troll Chieftain has lost a wound and its Fate point he'll statistically kill it if he charges on his horse, and otherwise he's more likely to lose than win. For that matter, also watch out for Nazgûl since they can Transfix Aragorn, preventing him from swinging back even if he wins the Duel.
- Do remember you can counter the Knock to the Ground rule by having a different Fellowship model take the charge for Aragorn, or declaring a Heroic Move before they get the opportunity. If you are interested in the models who can tank the charge, as mentioned Legolas and Gandalf are ideal, mainly because they still have a ton of utility even off of their horses. That being said, with Immobilise/Compel from Gandalf you really have no excuse for Aragorn getting knocked off his horse.
- Watch out for models with Heroic Defence. Andúril can only wound them on a 6 (as per the FAQ) despite Andúril saying it "never" requires more than 4+ to Wound. It's a bad idea for Aragorn to get locked down in combat if he's not killing things since he represents so much of your army, so save those road blocks for your other Heroes or just try to avoid them altogether until the very late game.
- If you're not taking Aragorn's horse for whatever reason, then always get him his Elven Cloak and a bow. Not only does this allow him to gain some value on far away enemies, but so long as he's partially concealed by terrain he cannot be targeted by Magical Powers or charged by Cavalry. Considering how one of the best ways to kill him is charging him with Cavalry to knock him over, this is vital to keeping him alive. Just remember that if Cavalry does get close enough to see him, they'll also be close enough to be charged by Aragorn.
- Boromir of Gondor: The Paladin. Boromir is the other super beatstick the Fellowship can take, and he's also exactly what you want when you're playing a low-point game, or you already have Aragorn. He has a solid Fight value and Defence of up to 6 (always give him a shield, always), he can and should be in your front line making a mess. What really puts him above other fighter Heroes is his stupidly high Might value of 6, and the Horn of Gondor, which when you're outnumbered, can cause you to win the Duel roll without even rolling for it. On a horse and charging with Aragorn the two of them can handle anything short of the toughest Monsters in the game, and with Aragorn's free Might point declaring Heroic Combats, you can saw through elite Infantry/Cavalry with shocking speed. Just make sure to get Boromir into use the move gained in Heroic Combats to charge Boromir into low Courage enemies since his Horn of Gondor will shine there while Aragorn kills the tougher stuff. You can also place him in choke points to provide much needed control to the always outnumbered Fellowship, which will be extremely important in certain objective based Scenarios. Just remember that Boromir has no Fate, and if you don't ally in somebody like Barliman Butterbur any wound Boromir takes is going to stick.
- Do remember that since the Horn of Gondor is an active ability, it can be turned off. The easiest way to accomplish this is by using a Nazgûl's spells on him, so it's highly recommended to buff up Boromir with Gandalf's Fortify Spirit spell, otherwise he can be stunned and then swarmed without his horn to auto-win the Duel.
- If you're not taking Boromir's horse for whatever reason, then always get him his Elven Cloak. So long as he's partially concealed by terrain he cannot be targeted by Magical Powers or charged by Cavalry, and considering how one of the best ways to kill him is charging him with Cavalry to knock him over, this is vital to keeping him alive. Just remember that if Cavalry does get close enough to see him, they'll also be close enough to be charged (and likely killed) by Boromir.
- Legolas Greenleaf: The Elven Archer. Legolas serves as the machine gun of the Fellowship, and in most lists will be your answer to bows attempting to snipe Frodo, Sam, or sombody's horse. On average Legolas will kill one bows per turn, more if you intend on spending Might with him, and if you use him alongside Gandalf you can combine his bow with Sorcerous Blast or Gandalf's fireworks to take out the bows the enemy fields, and after that the Evil force will have to fight you in combat. This is exactly where Aragorn, Boromir and Gimli want them to be, and you can further improve their odds by using Legolas to snipe the mounts out from enemy Heroes, allowing Aragorn and Boromir to bowl them over and easily butcher them. Just be warned he is only Defence 4, so always get him armour, and maybe get him his Elven cloak so he's invisible while shooting from cover. Gandalf's Blinding Light can also keep him safe if you're really worried about it, though his horse is definitely optional. It'll help him move to another part of the battlefield if he's getting run down, but he won't always need it, and his Elven cloak doesn't work while he's riding it.
- A special note goes out to Legolas' Deadly Shot ability to always hit on a 2+. This is well worth saving your Might for, since a successful shot and Wound can and will result in the enemy losing their banner, or a war horn, or even a wounded Hero. There's no way for the enemy to stop this either, it cannot be affected by Magical Powers or special rules, and if nothing else, if the game's coming to an end you can use it to put a quick wound on the enemy Leader for some Victory Points.
- Always get Bill if you're getting Legolas; allowing the Elf Prince to refil his Might is a huge boon especially considering how many 5+'s he'll need to roll when he's shooting his bow.
- Don't forget that Legolas is actually decent in combat, sporting a Fight of 6 and 2 Attacks, he'll win most Duels even if you don't normally rely on him to kill enemies. His attacks
- It's highly recommended to take Legolas alongside Gimli; the bonus they give each other is huge. Legolas in particular goes to hitting on a 2+ if he's losing to Gimli which will really help in the later stages of the game when you just need a few more kills to get your opponent to hit that 75% army casualty limit to end the game.
- Gimli son of Gloin: The Dwarven Warrior. Gimli is easily one of the best combat Heroes available to any army, and he'll do the Fellowship proud. He hits very hard since his two-handed axe has no penalty for using it, he's the toughest in your force at Defence 8, he can choose to go up to 3 Attacks if he needs to, and he has both Heroic Strike and Heroic Strength to smite anyone who might be able to fight him on a similar level. With great Courage, Might, Will and Fate, Gimli's a prime choice if you're wondering who else to include in the Fellowship. Like your other models it's generally a good idea to get the Elven cloak, since it'll prevent him from being charged so long as his opponent's more than 6" away and there's at least some terrain around.
- Unfortunately Gimli isn't so great at crossing the field and he does have some other weaknesses we should go over, although none of them are deal breakers. The first is he lacks Heroic March, which is a bit of a problem for characters who want to close the distance. Fortunately Aragorn does have Heroic March, so you can pair him with Gimli in to march them both across the field, otherwise Gimli is really going to struggle to close in on fleeing enemies. Cavalry is also another major weakness for Gimli, they'll knock him over and prevent him from making strikes, but this is where his Elven cloak comes into play. So long as he wears it they can't charge him outside of 6", and Gimli can keep moving around slightly to encourage them to come a bit closer so that he can be the one charging them instead.
- Watch out for Monsters, especially since Gimli lacks Heroic Defence. Rend will make very short work of him, and if one starts coming towards you then try to counter it with Aragorn and/or Boromir alongside Gimli. Like in the movie the Fellowship works together to take down the bigger threats, and never forget to use Gandalf's Sorcerous Blast if you have him, or Wrath of Bruinen if you have Arwen.
- It's highly recommended to take Legolas alongside Gimli; the bonus they give each other is huge. Gimli can get a +2 To Wound bonus with his two-handed axe (so he'll wound most things on 3+) while Legolas goes up to hitting three shots on 2+ if Gimli's ahead. Generally Legolas will always be ahead in points before Gimli gets in combat, so his bonus should be in full effect when he starts swinging.
- Bill the Pony: The purveyor of palatable provender. Bill is the supply pony for the Fellowship, and if you're going for a pure Fellowship list, Bill is an auto-include. The reason why is because 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, but that's more secondary to keeping him somewhere that allows Legolas and Gandalf the ability to gorge themselves.
- Though his banner ability for Hobbits might seem useless, do keep in mind that Hobbits in the Fellowship are pretty much always supposed to support other models. Sam in a fight with Gimli for instance results in you rolling 3D6 at Fight 6, and having Bill nearby gives the re-roll to one of them as if he's a normal banner. Considering he's only 25 points, the cost of a usual banner on its own, Bill is well worth the investment if you get the Hobbits to back up your other Heroes.
- Never forget that even though Bill cannot charge, he is nonetheless more capable in combat that any of the hobbits (excepting a tooled up Frodo), and if he is charged and you counter-charge with somebody like Gimli, he will provide him an extra Attack to win the Duel roll with. In this manner Bill functions a lot like Merry and Pippin in that he's more of an additional attack to your other characters than a fighter on his own.
- Make sure to keep other models between Bill and bows, even if they're Merry and Pippin. It's much more preferable for those two to be shot and killed than it is for the Pony when he can restore Will Points to Gandalf or Arwen, or Might Points to Boromir and Gimli.
- Sméagol: Nice good Sméagol. Sméagolis surprisingly effctive in combat for his cheap cost of 30 points, and can stand up to most enemies surprisingly well. The only shame is that he can only be included if Frodo and Sam are in the army and nobody else, but that just means you're using the Fellowship as allies (or a special scenario) so it's always worth taking him in those cases. Use him like you would the Hobbits, creep through difficult terrain where his Movement can actually be higher than his enemies, and use the low posture of most of his models to hide behind Terrain while you creep up on more vulnerable models, such as those with bows.
- Consider saving Sméagol's might for a Heroic Combat. Since he's a surprisingly dangerous character, you can usually catch somebody off-guard by leaping on a model with a bow, declaring the Heroic Combat, then leaping on another with a bow. Killing both goes a long way to making his points back, and if nothing else it'll divert attention and force your opponent to stop and deal with a 30 point model. You can also use him in the front if you absolutely need to, just make sure he's constantly fighting next to Sam so he can continue benefitting from Sam's infinite Heroic Combats.
- Do remember that Sméagol is technically a Hero, and so he will give a Stand Fast! aura to everyone around him unless they're Impossible Allies. With a Courage of 4 this might not be so impactful as other Heroes, however the fewer Courage tests you have to take the better, so if your force is broken you might as well move Sméagol before any of the regular Warriors around him.
- Arwen Undomiel: The Elven War Maiden. Arwen can only be taken if Aragorn is part of the Fellowship, but honestly why aren't you taking Aragorn? Arwen is one of the cheapest Elf Heroes available (with Asfolath, a horse with Move 12 and Fleetfoot, she's only 70 points), and unfortunately it shows. with a mediocre stat line (she's only Strength and Defence 3 whereas others are Strength and Defence 4), she does still have good uses as a support Hero. On a horse (always get her one, preferably Asfolath) and with Wrath of Buinen she provides much needed protection from Cavalry, since every enemy model within 3" of her is knocked prone. Considering how one of the main weaknesses of a Fellowship force is Cavalry, this makes her a near auto-include, even/especially if you're taking Gandalf since he can give her Will Points back. Just make sure to move her up to the enemy on her horse, do not engage them in combat, and then knock everything over with Wrath of Bruinen. The only shame is that she won't normally be participating in combat herself unless it's against isolated Infantry, since her stats leave a lot to be desired. You can also skip getting the elven cloak, but that's more a personal preference; she'll normally be on a horse but if you want to hide her in the event she gets knocked off there's little harm in spending the 5 points on it.
- Above all else, always keep models between Arwen and bows. With her Defence she's extremely vulnerable to them and you want to get as many In the Way rolls as you can. This is also a good idea against models with Monstrous Charge, if Legolas or Boromir block the charge for her she can knock them over as well, and without them she's going to die should she lose the Duel (which is a near guarantee).
- Highly consider saving Arwen's Might point for Wrath of Bruinen or Heroic Defence. She only gets one, and it can be a make-or-break moment in a tough situation.
Allies[edit]
Historical Allies[edit]
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[edit]
Minas Tirith
Rohan
The Dead of Dunharrow
Thranduil's Hall
Impossible Allies[edit]
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[edit]
Tactics[edit]
Legendary Legion[edit]
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).