The Lord of the Rings Strategy Battle Game/Tactics/Barad-Dur

From 2d4chan
Jump to navigation Jump to search

Back to the list

Why Play Barad-Dur?[edit]

Because you want to recreate the opening to the first movie. Or you want an army of amazing evil characters backed up by an evil men with a big hat.

Pros:[edit]

  • Sensationally powerful heroes who can be taken in different combinations to fulfil virtually any tactical situation. Will always be a competitive choice.
  • Orcs (and their lives) are cheap.
  • Best offensive magic in the game.
  • Decent variety of Monsters at your beck and call, some of which have Might to back up their brawn.

Cons[edit]

  • Low courage for the majority of your army means that a broken Mordor force is usually a defeated Mordor force. This is somewhat mitigated by the army bonus, although when things start to go wrong they will often carry on that way.
  • Those competitive heroes? Prepare to pay a fortune for them in points.
  • Basic Orcs do very little very well besides exist in large numbers.

Army Bonus[edit]

“The power of the ring could not be undone”- Your army is immune to Breaking while Sauron is above 3 wounds. When he reaches 3 wounds, it breaks as normal, and if he dies, your army immediately counts as being broken. Additionally, Sauron increases his warband size to 24.

  • Not too bad overall, fairly straightforward and easy to remember - big bonus for orc spam as their crappy courage 2 is helped by the breaking immunity. However, beware an enemy who focuses all his shooting and all his heroes onto Sauron exclusively; once he’s dead your army falls apart, even if he’s the only model you’ve lost.

Unit Analysis[edit]

Heroes[edit]

  • Sauron, the Dark Lord: The Big Bad Bastard himself - can kill anything in the game as easily as squashing a bug; overpowered, overpriced and oversized. Seriously, he can outfight Aragorn and outcast Gandalf simultaneously. Everything about this big metal dickhead is dialed up to eleven. Few heroes have a chance against him, with the only realistic ones being Gil-galad, Smaug, Balrog and Elessar, and even there the only two that are on relatively even footing are the dragon and demon. Other heroes have no real chance unless dice and luck assist you. Interestingly, he represents both your greatest asset and greatest risk - if he lives, you win. If he dies, you lose. Simple as that. Now that being said, Sauron is going to use up at least half your points in most games, and he is still vulnerable to being knocked down to just one wound by lucky shots from Siege Engines so make sure you take care of those, even if you have to buy a Ringwraith a Fellbeast to do it. Otherwise make sure to a ton of Orcs to go with him, because even with his 12" Stand Fast you're going to find your Orcs near objectives won't stick around once he starts getting hurt.
    • Be sure to save Might Points for The One Ring. So long as Sauron has at least one Might point, he cannot die, and he could conceivably gain some back with Heroic Challenge.
    • Do note that with so much invested in Sauron, and with most of your Infantry being weak, it is very easy for an opponent to reduce your army to below 25% which will usually cause the game to end. There's not a great way to fix this unfortunately, you can invest in pure chaff, but then you'll typically lose every engagement that doesn't involve the Balrog and you'll still reach that game-ending point sooner than later, so just be aware of that, and feel free to hide enough Orcs in the back if you start getting to that point.
  • Nazgûl/Ringwraiths: One of the most versatile units in the game, there is a Nazgûl for every occasion... unless you're playing Barad-Dur. Unfortunately they don't get access to the named Ringwraiths, which heavily limits your options, but we'll still go over what you've got available to you, starting with some key points:
  • All Nazgûl cause terror, but despite their high defence, Ringwraiths are not durable, with only a single wound each, best to avoid contact and stock up on their fate points. All Ringwraiths must spend 1 point of will at the end of every fight phase that they are involved in, and disappear from the battlefield if their will reaches 0. Be very careful of this, as a canny opponent will likely maneuver your guys into protracted fights that will sap their usefulness and eventually kill them.
  • Any model wearing the ring does not become invisible to the Ringwraiths as they do to others, and fighting against the ring bearer does not oblige the Ringwraith to spend will to fight (even if they don't direct their attacks at the Ringbearer).
  • All Ringwraiths can choose a Horse, Armoured Horse, Fell Beast or Armoured Fell Beast for their mount. All are good choices, with the Fell Beast variants really boosting the combat potential of the wraiths. Do be careful though, taking them on Fell Beasts against a list that has a Strength 7 Monster is a waste of points. They're going to get charged (or kept so far away from the Monster that they'll be inefficient), they will be knocked off the Fell Beast, and it will flee the battlefield immediately, costing you 50 points (and leaving your Nazgûl vulnerable).
  • All Ringwraiths are spellcasters and can seriously mess with an opponents fOrce through incapacitating their enemies or causing direct damage with their Black Dart spell.
Now with all of that covered, the basic Nazgûl are very cheap for Heroes of their caliber, starting at only 55 points. The actual cost you want them starting at is 75 points however, as you'll want to buy them their full stock of Might and Fate before considering anything else. If you want them as a Commander who'll make sure your troops stay while debuffing the enemy with Harbinger of Evil and the occasional Transfix, then you're good to use them as they are immediately. If you want them casting some more however, then consider stocking up a bit more on Will, going up to 10 points at least. If you're worried about going up against an enemy wizard then don't be afraid to max them out, just remember to stick them behind your Orcs as you move them up, and use their abilities sparingly. Try not to ever let them get in combat, as you'll need your Will and they are not good fighters (aside from the Witch-king below).
  • The Witch King: Leader of the Ringwraiths has by far the most number of options. Base cost of 70 points will buy you a potent spellcaster with a reserve of 10 will points, however his actual base cost is 125, since buying him the Crown of Morgul, as well as his Might and Fate points are essential. Afterwards you can buy him some more Will if you want him casting spells more often (aim for 15 Will, making him 150 points if you plan to be casting a bunch). Without Might, Fate and the Crown a single bad dice roll can mess you about horribly, and the Crown of Morgul also boosts his abilities as a spellcaster by allowing him to re-roll one casting or resist tests. The flail is a decent enough upgrade, it's situationally useful but you don't exactly need it. The Morgul Blade is also a good upgrade, but it's not essential. The Witch-king can kill most heroes without it (especially if his mount knocks them prone, giving him 8 attacks on his To Wound rolls against them), however you will find it useful if you know you're up against one of the heavy-hitting heroes like Aragorn or Ents. Make sure you Transfix them first though, you don't want to be losing the Witch-king if you lose the duel and they swing back. A thoroughly solid leader for Mordor, make sure to give him a mount, a good bodyguard unit (ideally Orcs on Wargs so they can keep up with either his horse of Fell Beast) and he'll do well.
    • The Witch-king has really good synergy with the Black Númenóreans and Morgul Knights. By using his Drain Courage and significantly higher Will you can prevent enemy Heroes and Monsters from charging into them, allowing you to dictate their engagements and how the battle progresses. This will greatly help prevent your Morgul Knights from getting counter charged, especially if the enemy is capable of knocking them off their mounts on the charge.
  • Shelob: A cheap monstrous creature for the armies of Mordor, Shelob is a very situational creature. Charging as a monstrous mount, she can knock down Cavalry models and gains an extra attack when charging, she also causes terror and can move her full distance whatever is in her way. However, her paltry 1 attack with no might and a chance to run away after every wound renders her a mediocre choice at best. Yes she gets a lot more attacks on the charge (2 after Monstrous Charge, 4 if attacking a prone model) but if your opponent is smart and charges her (despite her terror) this advantage is wasted. If your opponent isn't bringing Cavalry for her to run down, if you can't keep your opponent from charging her, or if you know the board won't be filled with terrain, then give her a pass.
    • Incidentally if your opponent is playing another evil army, then do be aware that with her Strength of 7, she can Knock to the Ground most enemy models, with very few exceptions. She can even charge Ringwraiths on Fell Beasts, which will knock both models to the ground, and cause the Fell Beast to immediately run away, netting you an instant 50 points and possibly killing the Ringwraith (either in the fall or when she attacks). She can also Knock to the Ground Cave Trolls (although not Mordor Trolls), and possibly finish them off in the process.
  • Orc captain: Standard captain stat line but with low Courage of 3, and is only going to be chosen if you're on a budget and/or you want a generic character on a Warg. Try not to get them in combat against enemy characters. There are a lot of Good heroes they lose to, and if you have to choose, Orc Captains will serve you better as a Stand Fast! bubble or cheap source of Heroic March than as a duelist (especially combined with a War Horn). If you don't care about Heroic March, then do consider giving them a pass for an Orc Shaman instead.
    • Because of their higher Fight and Strength, as well as their Might and lower cost, you could use these guys as linebreakers if you really wanted to. They have the ability to break down Shieldwalls better than regular Orcs do, not to mention the Might to boost their score, so if you want you can use them as mediocre beatsticks. You should also consider taking your fighting Captains on Wargs to help in this role, since your other generic Captains will be spending their Might on Heroic March.
    • As mentioned above, Orc Captains are a cheap source of Heroic March, which is something you're going to need. Because of this, it's not uncommon to stack up your Orc Commanders, some meant to save their Might for combat, while others are meant to kill the enemy. Even if you take a Sauron or a Ringwraith then you're probably still going to want an Orc Captain anyway, even if it's just to get those models into position for future engagements. You might also think of combining them with a Drummer, but just make sure you're not spending so much on movement that you don't have enough points put into your fighting core.
  • Orc Shaman: A 50pt wizard that seems tailor made to sort out the main weakness of the Barad-Dur armies – low Courage. Cast their signature 'Fury' spell and all Orcs within 6" pass Courage tests automatically and ignore wounds on a 6+ if channeled. His spear also allows him to support Orcs from the middle of a phalanx. An extremely useful character, just make sure not to expend all his will unless you absolutely must try to use Transfix, as keeping your Orcs around is far more important for your force.
    • Never leave Orc Shamans exposed, always keep regular Orcs around them because if you don't, they'll be shot off the board faster than you can blink. Elf and Dwarf bows both wound them on 5+, as do throwing Spears, and your opponent might even consider it worth it even if the In the Way rolls cause them to kill the Orcs and Morannon Orcs first. To this end you'll also want to support them with Orc Trackers, or Warg Riders so that you can hunt down the bows before they shoot off the Shamans and leave your Orcs high and dry with no Fury and no Stand Fast! Buying a Warg can also help in this manner, since they'll need to randomize between the Shaman and Warg even if the Shaman is in the open.
  • Mordor Orc Taskmaster: Same stats as an ordinary Orc captain (minus one Might point), but comes equipped with a 2" range throwing weapon, his strength comes with his ability to grant free heroic actions to allied heroes within 6" on a 4+. Thankfully he's now only 10 points more than a regular Orc Captain, so if you were just going to take a normal Infantry Orc Captain, consider taking this guy instead as his special rule will occasionally come in handy.
    • If you use him, remember to play this at full volume.
    • Note that Orc Taskmasters have the same problem that Orc Shamans do, in that they're prime targets for ranged attacks. Elf and Dwarf bows both wound them on 5+, as do throwing Spears, and even for regular bows your opponent might consider it worth it to keep shooting at them to remove the Stand Fast! bubble they provide.
    • Incidentally it's perfectly acceptable to not get your Taskmasters in combat at all, and instead to keep using their whip as a throwing weapon while your Orcs and spears do the bulk of the fighting. Taskmasters are not known for their durability and in the late game you'll be happier you kept them around for their Stand Fast! bubble than you'd be if you threw them into combat and they got impaled on Strength 3 spears/pikes.
  • Orc Drummer: With most of your troops being Infantry he's one of the few ways to boost your movement. Sure you can't charge afterwards, but there's always going to be times in which you have to run around the board, either for objectives or just to close the distance, so if you bring one or two you'll usually find yourself using the extra movement they can give you, just save them for higher point games. An extra 30 points in a lower point game is still quite a few Orc bodies you can use to keep your army bonus a while longer.
    • Make sure to keep him behind other Orcs so he benefits from In the Way rolls. If you don't, a Cavalry-heavy armour can use throwing spears to snipe him out while keeping well out of range of your Infantry, and it will be much harder to corner them at the end or to get on the objectives they're trying to keep you away from.
    • Note that because he is a Hero, an Orc Drummer can provide Stand Fast! to the models around it. While their Courage is poor and this is unlikely, it's always worth trying it anyway because if it works it means your Orcs around them will stick around. To this end you should keep your Orc Drummers out of combat, as they're very easy to kill.
  • Back Númenórean Marshal: A captain of Minas Tirith (stat wise) that causes terror. He's okay, but there are better choices in the Mordor army. Seriously, if you want a Model with terror just use a Nazgûl . This isn't to say you can't make him work, since he's one of the only models in your army with access to a Lance (and so he hits pretty fucking hard on the charge) but you can't just get him on his own, you pretty much have to buy him his horse and lance to make him worth it, and then you have to invest in other Cavalry to act as support (ideally Morgul Knights to act as a Shock Cav force), and then you're basically playing Evil Rohan. If that's what you like though, then go for it.
    • Black Númenórean Marshals have pretty good synergy with Ringwraiths due to Drain Courage. After only a few casts, enemy Heroes and Monsters will be failing their Terror tests to charge Black Númenórean Marshals, giving them free reign on the battlefield to charge who they wish without much fear of repercussions.
    • Watch out for enemies with Monstrous Charge. If a Black Númenórean Marshal is knocked off their horse, they become far less deadly.
  • Mordor troll Chieftain: Very dangerous Terror causing Monster with three Strength 7 attacks and a Defence of 8. A steal at 140 points, Mordor Troll Chieftains are one of the best duelists in the game thanks to having a base Fight of 7 and access to Heroic Strike. They can crush most enemy Heroes, so if you want an answer to Aragorn, then pick one up and begin your recruitment drive today. Do be careful if you're up against Ents though, they will slaughter your Chieftains, so keep regular Orcs around your Chieftains to block potential charges.
    • Troll Chieftains are also vulnerable to being trapped, so be very careful with the fights they get engaged in. A bad roll can have them get slaughtered if they've got enemies behind them, or more than one Orc, making them unable to back away.
    • Note that being an unnamed Hero, Mordor Troll Chieftains can pay the 5 points to change their sword to something else. Not only do they already benefit from the bonus of Feint/Stab thanks to their Army Bonus, but if they're armed with something like a Mace, they can bash over nearly every other unnamed model in the game (that can be knocked over anyway) which might do more for finishing off an enemy Hero or Monster with your Orcs than it would to just have them try and finish them off with your Chieftains. They could also be given a pick/axe which will allow them to wound even Ents on 4+ rather than 5+. Clubs aren't nearly as good for them in this manner, and neither are whips since Clubs stun on a fixed value and whips are unlikely to give them higher than 3 Attacks.
    • If you don't care about your army bonus, then you might consider allying in an Angmar Orc Shaman. Wither will allow them to knock over everything and will also take away from the few models who are still capable of wounding them on greater than a 6.

Warriors[edit]

  • Orc Warrior: One of the worst Warriors in the game; low Courage, Fight and Defence means that these guys are not going to be around for very long, but that's not why you take them, you take them because they're cheap. One Orc Warrior costs as much as a shield for one of your Leaders, and the sheer number of dice that they can roll make them a dangerous threat. Buy them in blobs for holding positions, providing spear support, meatshields for your characters (march them in front so they soak up the arrows) and don't spend too much on them. Normally six Orcs are better than five Orcs with shields, though with Barad-Dur you might want to consider the shields since sometimes keeping a character or enemy warriors away from your characters (or objectives) with Shielding is more important than trying to kill them with your paltry Strength 3, and you don't have better Orcs to back them up like Mordor does. They can also be a surprisingly effective speed bump when a blob is paired with an Orc shaman.
  • Orc Tracker: Worse in combat than other Orcs and with an extremely low Defence of 3, the Orc trackers are a slightly better shot with a 4+ value. These are some of the most cost effective shooting evil players have access to, and they also serve to help you buff up your model count. Don't bother with normal Orcs with bows, just sit them back and pick off a few things.
    • Putting these guys on Wargs might seem like an odd idea, however there is a case for it. A few Orc Trackers on Wargs will allow you to knock down Infantry that come too close and in this way they'll protect the rest of the Orc Trackers they're with who aren't on Wargs. Don't field squads of them on Wargs of course, just get a few here and there to keep back determined Infantry who might be after an objective the Orc Trackers are sitting on.
  • Warg Rider: The reason why you don't want to take Wargs for squads of Orc trackers are the Warg Riders themselves. Evil Cavalry extraordinaire, the Wargs are brutal, hard hitting and versatile. Low courage and rider Defence is bad, but again they are cheaper than their good side equivalents. These are a very good buy with throwing spears and shields, coming to 13 points in total. This paired with the changes to thrown weapons and charges, really makes them quite nasty. Pair them up with a Captain or a Shaman mounted on a Warg and target Infantry.
    • Before you charge Infantry with your Wargs, try to whittle them down first. Your movement and the range of your throwing spears means you can keep heaping attacks onto Infantry without worrying about taking a charge from them, and in this way you can kill spears and the like before you charge into combat. If you get caught in a poor engagement against Infantry with your Warg Riders, it's almost always your own fault.
    • Do not try to use Warg Riders for Cavalry engagements, especially if you're up against Gondor Knights or anyone else with lances. Not only are you unlikely to wound them, but their counter-charges will be brutal against your units, and you have your own shock Cavalry in the form of Morgul Knights to take those engagements for you.
  • Black Númenórean: Costing 9pts apiece the men of Mordor are very limited in their uses. Their low strength and lack of options is a pretty bad feature; which means that their only real use is being the front of a line while being supported by Orc spears. Fight 4 will let you win some engagements you'd otherwise tie, and they're significantly less vulnerable to bows than ordinary Orcs as well. Terror also means you're less likely to be charged by an enemy unit, but this doesn't mean that you should take a lot of them. Generally the more Black Númenóreans you have the less useful they are, so if you're taking them, just use a few of them as a frontline support so that the Orcs behind them benefit from their Fight 4 and Defence 6.
    • Incidentally these guys are one of your only sources for a war horn, and you absolutely should get at least one and hide it somewhere. Courage is a huge issue for your force and anything that buffs it is a good thing. Skip the banner on these guys though, they cost too much and are too expensive with it.
    • Do try to back these guys up with a Ringwraith. Use Drain Courage and keep the Black Númenóreans in front to prevent enemies from charging your battlelines, or keep them in the back with this strategy to keep enemies from charging your Orc Trackers or getting on the objectives you're holding.
  • Morgul Knight: Another Gondor analogue, this time using the Knights of Dol Amroth. Their heavy armour and shields give them a good survivability and 18 points prices them competitively as well. Banners are practically mandatory for them to guarantee they get to use their lances when they charge, but war horns are not. Black Númenóreans can already take those and hide in the back to ensure you get the Courage bonus, and it's harder to kill a hiding Black Númenórean rather than a Morgul Knight charging into combat. On top of this, despite being S3 their Lances, Knock Down and Extra Attack on the charge mean they still hit very hard. Damn good and well worth the points.
    • Like your other Terror causing units, Morgul Knights have good synergy with Ringwraiths. Not only is it harder for enemy models to charge them, but they can use Drain Courage on enemy models to make this even harder, killing enemy charges before they begin and letting your Morgul Knights make the most of their Lances.
    • Watch out for enemy models with Monstrous Charge or War Beasts. A Morgul Knight knocked off their horse is nowhere near as strong, and Trample will ignore Terror altogether.
  • Mordor Troll: High Strength, high Defence, high Fight and three attacks. Now with a full compliment of different weapon upgrades, all hand-and-a-half weapons as well! You get to choose between a hammer, a club and a sword. The bonus from the sword is greatly diminished with the army bonus, so consider choosing a hammer instead, as knocking the target prone is always good and it might even be easier to finish off a prone 3-wound Hero with your Orcs in the fight than gambling on wounding with every attack. It's worth including at least one in every force, although don't bother with the drum upgrade; it's awful. The amount of points you pay is almost enough for an Orc Drummer, which if nothing else, is an extra body for your army bonus and an extra attack even if you never find a time to use the Drum (which is unlikely). Do be careful if you're up against Ents, they will kill it, so keep regular Orcs around it to block potential charges.
    • Do remember that it's very easy for one of your trolls to get trapped, especially if the enemy has any sort of Cavalry that can slip around them, and/or a Cavalry Hero. To this end you should keep Orcs around them to dictate how they can be charged, but just make sure you don't have more than one model in the way if you need them to back away from an opponent, otherwise you could be losing a Mordor Troll to one bad roll.
    • If you don't care about your army bonus, then you might consider allying in an Angmar Orc Shaman. Wither will allow them to knock over everything with their hammer (including Troll Chieftans) and will also take away from the few models who are still capable of wounding them on greater than a 6.
  • Mordor Siege Bow: A good source of high strength shots, but with vulnerable crew and less damage output than the catapult, the Siege Bow is not worth it by any stretch of the imagination, especially since one Siege Bow could get you 10 Orc Trackers which will also help you keep your Army Bonus for far longer. The 5+ shoot is what really kills it, as it's conceivable that some unlucky dice means that it could miss every single shot it has in the game and never cause a problem for your enemy, and 50 points before upgrades is a tad pricey for that.
    • If you do intend on using it anyway, don't buy it any upgrades. Two Siege Bows are better than one Siege Bow with Engineer Captains, the Flaming Ammunition is not worth it given how the problem is accuracy, not your To Wound roll, and the additional crew aren't very useful since you should be outranging most ranged threats anyway, and if your opponent gets within range and you can't stop them, then the Siege Bow is already dead.
  • Mordor War Catapult: Everything the siege bow isn't. Very expensive and highly effective against everything on the battlefield. If the troll is in base contact with catapult, you can re-roll to hit and scatter rolls. With 4+ shoot and Strength 10 you'll most likely kill what you point it at. If you intend to use the Catapult then you should combine it with Orc Trackers or Warg Riders, so that you can snipe out the models the rock might scatter onto and make it far more likely that you'll hit the target you actually want to hit. An Orc Engineer Captain might also be a good investment if you know you're going to be up against an Infantry heavy force, since the extra Might will make it easier to crush the powerful Heroes and Monsters you really want to crush, instead of having it land on chaff the entire game, just be aware him and the other upgrades can make it cost a lot more very quickly. At least two other extra crew are also a decent enough idea, since you need two crew to operate it at minimum, and if your opponent has their own siege engine then you're going to want targets for their shots to hit instead of the catapult itself.
    • If you don't take regular Trolls then you're probably going to want a Catapult if you know your opponent has Monsters of their own. Getting outright kills on them is one of the best ways to minimise the damage they do to your force, and make the catapult its points back at the same time.
    • The severed heads upgrade is a pretty decent enough upgrade, especially when you combine it with a Ringwraith. Not only do they lower the Courage of enemy models, but they can use Drain Courage on enemy Heroes and Monsters to make it more likely they'll fail the test, and if the enemy fails the Courage test the impact hits inflict on them, they'll be removed from the game. Just be aware that even though the attack has a splash effect on the models around it, your opponent will normally be able to use the scatter of the weapon to have it land on a model that's further away from the others, minimising the effect of the Courage tests. Because of this, try to snipe out stragglers with Orc Trackers or Warg Riders before using Severed Heads to make it more likely they land somewhere they can do decent damage to.
    • Flaming Ammunition is also a worthwhile upgrade, since there's nothing that sucks harder than nailing an Ent or Eagle with the catapult, then having it roll a 1 on its To Wound roll.

Allies[edit]

Historical Allies[edit]

·None

Convenient Allies[edit]

·Desolator of the North

Impossible Allies[edit]

·Angmar

·Azog's Hunter

·Azog's Legion

·Barad-Dûr

·Corsairs of Umbar

·Dark Denizens of Mirkwood

·Dark Powers of Dol Guldor

·The Easterlings

·Far Harad

·Goblin Town

·Isengard

·Moria

·The Serpent Horde

·Sharkey's Rogues

·Variags of Khand

·The Trolls