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		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490360</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/Thorin&#039;s Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490360"/>
		<updated>2020-11-17T16:31:18Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Thorin&#039;s Company==&lt;br /&gt;
Because you want to play as the OG gang that&#039;s story made the Middle Earth legendarium happen, or maybe you like the Fellowship but wished they had more dwarf members. Well here you can have Thirteen of them and you can have Gandalf and Bilbo too. Most of the Dwarves are pretty good fighters and those that are lacking in that department make up for it with their special rules on supporting other units or helping you get an advantage on your turn.  &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*A good selection of mixed heroes, all specialising in certain skills to support the rest of the company.&lt;br /&gt;
*Everyone can take a Pony or Horse in Gandalf&#039;s case.&lt;br /&gt;
*Very Strong Fighters.&lt;br /&gt;
*No downsides on bringing the one ring.&lt;br /&gt;
*All around high courage values.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Every unit is a hero so you will be badly outnumbered by most armies you face.&lt;br /&gt;
*While you have some excellent heroes most of the dwarves are at best middling, with few defence values above a 5 and no 3 Might heroes other than Thorin and Gandalf. They&#039;re all worth their points, just don&#039;t expect many of them to stand toe to toe with big hitters like Lurtz or a troll.&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;I would take each and every one of these Dwarves over an army from the Iron Hills, for when I called upon them, they answered&amp;quot;&#039;&#039;&#039; - while within 3 of Thorin every hero from this list can re-roll to wound rolls of 1. Also, according to the Errata, every hero in the army gains heroic march.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorin Oakenshield:&#039;&#039;&#039; The leader of the dwarves and the most expensive of them. Strangely, he is the only one without any special rules if he doesn&#039;t buy any upgrades but fortunately his stats are great. Always buy the Oakenshield to up his defence, but Orcrist is less auto. It&#039;s amazing against orcs, goblins and Uruk-hais, but otherwise it&#039;s just an elven-made hand-and-a-half sword for 10 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gandalf the Grey:&#039;&#039;&#039; A great but expensive support hero. Blinding light makes shooting armies cry, immobilise/command shuts down enemy heroes and monsters and sorcerous blast is useful for dismounting enemies or just for some general damage. He is also the only one in the company who can take a horse. Since he and Thorin are both heroes of legend you can choose which of them leads the company, although in most instances you&#039;ll want Thorin because of his offensive capabilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bilbo:&#039;&#039;&#039; The expert burglar, Bilbo is pretty weak and cant move all that fast. however he can take sting for 5 points which gives him +1 strength but he can also take the one Rings for absolutely no cost and with no penalties that other ring bearers might suffers since he has the special rule it has not yet awoken. he can also throw stones for all that&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fili:&#039;&#039;&#039; A cheap but decent fighter that comes with throwing axes and the bodyguard rule to protect Thorin, he also has &amp;quot;Combatant synergy&amp;quot; this allows him to switch positions with his brother Kili at any start of a phase so long as they&#039;re in base contact with each other. This ability can help if one of them takes a wound and needs to get out of fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kili:&#039;&#039;&#039; Exactly like his brother in stats but instead of throwing weapons he brings a Dwarf bow, with a shoot value of 3+ a bow is not a bad thing to have. He also has &amp;quot;Combatant synergy&amp;quot; so he can support his brother when he gets into trouble. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwalin:&#039;&#039;&#039; The second most expensive Dwarf to bring, Dwalin is one of your best fighters, he has Burly and fearless but also has weapons master which takes away the -1 penalty for using a two handed weapon (which is a two handed hammer by the way), it also mean he&#039;s never considered unarmed. This effectivly gives him +1 to wound, combined with his natural strength 5 and acces to Heroic Strength he&#039;s easily the hardest hitting Hero in the Company. At Defence 6 and with a fight value of 6 he can take on most things thrown at him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin:&#039;&#039;&#039; Much cheaper in points than his brother, Balin&#039;s stats aren&#039;t anything too special but he does come with a unique weapon the sword-mace, this gives him the option to use either feint or bash special strikes. Where he comes in worth taking is his special rule Longbeard, this allows him to spend a will point to give his side a re-roll for priority, this is very good for ruining your opponents plan on getting first into combat or nabbing an objective before you could get to it first. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin:&#039;&#039;&#039; Like any good party of adventurers on a quest you should never leave without a healer, that&#039;s where Oin comes in. His stats don&#039;t say much and he comes equipped with a two handed staff, but has a whopping 4 Will points, this is where his special rule Prognostication comes in handy. Oin can spend one point of will to enable a friendly model within 3 of him to re-roll a single dice in a fight, something that Thorins Company is otherwise lacking. As previously mentioned he&#039;s also the healer so when he&#039;s in base contact with a friendly unit he can attempt to heal them by rolling a D6, on a 1-3 nothing happens, 4-5 the model regains a wound and on a 6 they regain all their wounds. The downside is that you can&#039;t move when you do this so if you can get your injured model to Oin so he can heal them instead of Oin trying to get to him.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gloin:&#039;&#039;&#039; Gimli&#039;s Dad is a pretty decent fighter with second best defence in the company at 7, he comes with axes and throwing axes (you can never have to many axes) and an automatic reroll of 1s to wound. He&#039;s definitely one of your front line fighters, stick him with Dwalin and watch them cut down most things sent at them, or Have his brother Oin stay close and heal every time your opponent manages to wound him, it sure to drive them mad.&lt;br /&gt;
   &lt;br /&gt;
*&#039;&#039;&#039;Dori:&#039;&#039;&#039; For only 55 points Dori can bring a lot in terms of combat as he has 3 attacks at strength 4 and fight value 5. Also, his special rule A Good Sort Really allows Bilbo to use Dori&#039;s Might, Will and Fate as if it was his own if he is within 3. One of the rare instances where you&#039;ll want to take him for is stat line alone rather than his special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nori:&#039;&#039;&#039; A decent fighter with a two handed mace, dagger and armour, unlike his brother Dori he only has 2 attacks but he instead has the Weapon Master rule meaning he wont be given the -1 to his roll when he fights with his two-handed mace. Aside from that nothing much else makes Nori stand out, he&#039;s a reliable fighter for his cost but certainly not a must have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori:&#039;&#039;&#039; The runt of the Company, Ori is not much of a fighter and while this makes him cheap to bring he does have two abilities that make him helpful for the other members of the company. Ori&#039;s first special rule Chronicler allows him to restore any member of Thorins Company a point of Might, Will or Fate if they slay an enemy hero or monster and are within 3 of him. His second rule Deadeye means that if you roll a 6 to hit then he automatically passes in the way tests and the target automatically suffers a single wound, it likely wont happen often but this could be hilarious when aiming at trolls, fell beasts, other heroes (if they fail their fate roll) and even Mumakil. Remember he can shoot twice if he doesn&#039;t move.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bifur:&#039;&#039;&#039; Your only Dwarf with A spear, well a boar spear actually, which allows him to use it as a spear or a two handed axe so at least he has options. Bifur has an unusually good shoot value of a +3 but sadly can only throw stones. His Special rule Embedded Axe-blade allows him to make a single strike should he win combat. If the strike wounds his opponent then Bifur can call a free heroic move each turn for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bofur:&#039;&#039;&#039; This guy is your counter to magic, Bofur is armed with a mattock and has the special rule steadfast which allows him to try and ignore the effects on magic by rolling a D6, if it&#039;s a 2+ then the effects do not take affect and the result can be modified by might if you rolled a 1. You can still attempt to resist magic but you must do this first before using Bofur&#039;s Steadfast rule.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombur:&#039;&#039;&#039; He may be fat but at least that gives him an extra wound, he&#039;s also good at helping other hero&#039;s regain will points they have spent, as long as he&#039;s in base contact he can roll a D6 and if its a 4+ then that hero regains a point of Will. This can be really useful for Balin and Oin who use Will for their special rules. He can also use the Bash special when fighting use this to knock an opponent prone and then let one of the better fighters finish them off.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Historical Allies===&lt;br /&gt;
&#039;&#039;&#039;Army of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Misty Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Convenient Allies===&lt;br /&gt;
&#039;&#039;&#039;Iron Hills Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rivendell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lothlorien&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thranduil&#039;s Hall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Impossible Allies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minas Tirith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dead of Dunharrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Numenor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rohan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kingdom of Khazad-Dum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fellowship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fiefdoms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wanderers in the Wild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fangorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radagast&#039;s Alliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Army of Thror&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrison of Dale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The White Council&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivors of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erebor Reclaimed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490389</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/Thorin&#039;s Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490389"/>
		<updated>2020-11-17T16:29:44Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Thorin&#039;s Company==&lt;br /&gt;
Because you want to play as the OG gang that&#039;s story made the Middle Earth legendarium happen, or maybe you like the Fellowship but wished they had more dwarf members. Well here you can have Thirteen of them and you can have Gandalf and Bilbo too. Most of the Dwarves are pretty good fighters and those that are lacking in that department make up for it with their special rules on supporting other units or helping you get an advantage on your turn.  &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*A good selection of mixed heroes, all specialising in certain skills to support the rest of the company.&lt;br /&gt;
*Everyone can take a Pony or Horse in Gandalf&#039;s case.&lt;br /&gt;
*Very Strong Fighters.&lt;br /&gt;
*No downsides on bringing the one ring.&lt;br /&gt;
*All around high courage values.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Every unit is a hero so you will be badly outnumbered by most armies you face.&lt;br /&gt;
*While you have some excellent heroes most of the dwarves are at best middling, with few defence values above a 5 and no 3 Might heroes other than Thorin and Gandalf. They&#039;re all worth their points, just don&#039;t expect many of them to stand toe to toe with big hitters like Lurtz or a troll.&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;I would take each and every one of these Dwarves over an army from the Iron Hills, for when I called upon them, they answered&amp;quot;&#039;&#039;&#039; - while within 3 of Thorin every hero from this list can re-roll to wound rolls of 1. Also, according to the Errata, every hero in the army gains heroic march.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorin Oakenshield:&#039;&#039;&#039; The leader of the dwarves and the most expensive of them. Strangely, he is the only one without any special rules if he doesn&#039;t buy any upgrades but fortunately his stats are great. Always buy the Oakenshield, but Orcrist is less auto. It&#039;s amazing against orcs, goblins and Uruk-hais, but otherwise it&#039;s just an elven-made hand-and-a-half sword for 10 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gandalf the Grey:&#039;&#039;&#039; A great but expensive support hero. Blinding light makes shooting armies cry, immobilise/command shuts down enemy heroes and monsters and sorcerous blast is usefull for dismounting enemies or just for some general damage. He is also the only one in the company who can take a horse. Since he and Thorin are both heroes of legend you can choose which of them leads the company.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bilbo:&#039;&#039;&#039; The expert burglar, Bilbo is pretty weak and cant move all that fast. however he can take sting for 5 points which gives him +1 strength but he can also take the one Rings for absolutely no cost and with no penalties that other ring bearers might suffers since he has the special rule it has not yet awoken. he can also throw stones for all that&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fili:&#039;&#039;&#039; A cheap but decent fighter that comes with throwing axes and the bodyguard rule to protect Thorin, he also has &amp;quot;Combatant synergy&amp;quot; this allows him to switch positions with his brother Kili at any start of a phase so long as they&#039;re in base contact with each other. This ability can help if one of them takes a wound and needs to get out of fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kili:&#039;&#039;&#039; Exactly like his brother in stats but instead of throwing weapons he brings a Dwarf bow, with a shoot value of 3+ a bow is not a bad thing to have. He also has &amp;quot;Combatant synergy&amp;quot; so he can support his brother when he gets into trouble. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwalin:&#039;&#039;&#039; The second most expensive Dwarf to bring, Dwalin is one of your best fighters, he has Burly and fearless but also has weapons master which takes away the -1 penalty for using a two handed weapon (which is a two handed hammer by the way), it also mean he&#039;s never considered unarmed. This effectivly gives him +1 to wound, combined with his natural strength 5 and acces to Heroic Strength he&#039;s easily the hardest hitting Hero in the Company. At Defence 6 and with a fight value of 6 he can take on most things thrown at him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin:&#039;&#039;&#039; Much cheaper in points than his brother, Balin&#039;s stats aren&#039;t anything too special but he does come with a unique weapon the sword-mace, this gives him the option to use either feint or bash special strikes. Where he comes in worth taking is his special rule Longbeard, this allows him to spend a will point to give his side a re-roll for priority, this is very good for ruining your opponents plan on getting first into combat or nabbing an objective before you could get to it first. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin:&#039;&#039;&#039; Like any good party of adventurers on a quest you should never leave without a healer, that&#039;s where Oin comes in. His stats don&#039;t say much and he comes equipped with a two handed staff, but has a whopping 4 Will points, this is where his special rule Prognostication comes in handy. Oin can spend one point of will to enable a friendly model within 3 of him to re-roll a single dice in a fight, something that Thorins Company is otherwise lacking. As previously mentioned he&#039;s also the healer so when he&#039;s in base contact with a friendly unit he can attempt to heal them by rolling a D6, on a 1-3 nothing happens, 4-5 the model regains a wound and on a 6 they regain all their wounds. The downside is that you can&#039;t move when you do this so if you can get your injured model to Oin so he can heal them instead of Oin trying to get to him.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gloin:&#039;&#039;&#039; Gimli&#039;s Dad is a pretty decent fighter with second best defence in the company at 7, he comes with axes and throwing axes (you can never have to many axes) and an automatic reroll of 1s to wound. He&#039;s definitely one of your front line fighters, stick him with Dwalin and watch them cut down most things sent at them, or Have his brother Oin stay close and heal every time your opponent manages to wound him, it sure to drive them mad.&lt;br /&gt;
   &lt;br /&gt;
*&#039;&#039;&#039;Dori:&#039;&#039;&#039; For only 55 points Dori can bring a lot in terms of combat as he has 3 attacks at strength 4 and fight value 5. Also, his special rule A Good Sort Really allows Bilbo to use Dori&#039;s Might, Will and Fate as if it was his own if he is within 3. One of the rare instances where you&#039;ll want to take him for is stat line alone rather than his special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nori:&#039;&#039;&#039; A decent fighter with a two handed mace, dagger and armour, unlike his brother Dori he only has 2 attacks but he instead has the Weapon Master rule meaning he wont be given the -1 to his roll when he fights with his two-handed mace. Aside from that nothing much else makes Nori stand out, he&#039;s a reliable fighter for his cost but certainly not a must have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori:&#039;&#039;&#039; The runt of the Company, Ori is not much of a fighter and while this makes him cheap to bring he does have two abilities that make him helpful for the other members of the company. Ori&#039;s first special rule Chronicler allows him to restore any member of Thorins Company a point of Might, Will or Fate if they slay an enemy hero or monster and are within 3 of him. His second rule Deadeye means that if you roll a 6 to hit then he automatically passes in the way tests and the target automatically suffers a single wound, it likely wont happen often but this could be hilarious when aiming at trolls, fell beasts, other heroes (if they fail their fate roll) and even Mumakil. Remember he can shoot twice if he doesn&#039;t move.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bifur:&#039;&#039;&#039; Your only Dwarf with A spear, well a boar spear actually, which allows him to use it as a spear or a two handed axe so at least he has options. Bifur has an unusually good shoot value of a +3 but sadly can only throw stones. His Special rule Embedded Axe-blade allows him to make a single strike should he win combat. If the strike wounds his opponent then Bifur can call a free heroic move each turn for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bofur:&#039;&#039;&#039; This guy is your counter to magic, Bofur is armed with a mattock and has the special rule steadfast which allows him to try and ignore the effects on magic by rolling a D6, if it&#039;s a 2+ then the effects do not take affect and the result can be modified by might if you rolled a 1. You can still attempt to resist magic but you must do this first before using Bofur&#039;s Steadfast rule.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombur:&#039;&#039;&#039; He may be fat but at least that gives him an extra wound, he&#039;s also good at helping other hero&#039;s regain will points they have spent, as long as he&#039;s in base contact he can roll a D6 and if its a 4+ then that hero regains a point of Will. This can be really useful for Balin and Oin who use Will for their special rules. He can also use the Bash special when fighting use this to knock an opponent prone and then let one of the better fighters finish them off.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Historical Allies===&lt;br /&gt;
&#039;&#039;&#039;Army of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Misty Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Convenient Allies===&lt;br /&gt;
&#039;&#039;&#039;Iron Hills Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rivendell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lothlorien&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thranduil&#039;s Hall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Impossible Allies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minas Tirith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dead of Dunharrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Numenor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rohan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kingdom of Khazad-Dum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fellowship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fiefdoms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wanderers in the Wild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fangorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radagast&#039;s Alliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Army of Thror&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrison of Dale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The White Council&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivors of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erebor Reclaimed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490388</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/Thorin&#039;s Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/Thorin%27s_Company&amp;diff=490388"/>
		<updated>2020-11-17T16:24:00Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Why Play Thorin&amp;#039;s Company */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Thorin&#039;s Company==&lt;br /&gt;
Because you want to play as the OG gang that&#039;s story made the Middle Earth legendarium happen, or maybe you like the Fellowship but wished they had more dwarf members. Well here you can have Thirteen of them and you can have Gandalf and Bilbo too. Most of the Dwarves are pretty good fighters and those that are lacking in that department make up for it with their special rules on supporting other units or helping you get an advantage on your turn.  &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*A good selection of mixed heroes, all specialising in certain skills to support the rest of the company.&lt;br /&gt;
*Everyone can take a Pony or Horse in Gandalf&#039;s case.&lt;br /&gt;
*Very Strong Fighters.&lt;br /&gt;
*No downsides on bringing the one ring.&lt;br /&gt;
*All around high courage values.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Every unit is a hero so you will be badly outnumbered by most armies you face.&lt;br /&gt;
*While you have some excellent heroes most of the dwarves are at best middling, with few defence values above a 5 and no 3 Might heroes other than Thorin and Gandalf. They&#039;re all worth their points, just don&#039;t expect many of them to stand toe to toe with big hitters like Lurtz or a troll.&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;I would take each and every one of these Dwarves over an army from the Iron Hills, for when I called upon them, they answered&amp;quot;&#039;&#039;&#039; - while within 3 of Thorin every hero from this list can re-roll to wound rolls of 1. Also, according to the Errata, every hero in the army gains heroic march.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorin Oakenshield:&#039;&#039;&#039; The leader of the dwarves and the most expensive of them. Strangely, he is the only one without any special rules if he doesn&#039;t buy any upgrades but fortunately his stats are great. Always buy the Oakenshield, but Orcrist is less auto. It&#039;s amazing against orcs, goblins and Uruk-hais, but otherwise it&#039;s just an elven-made hand-and-a-half sword for 10 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gandalf the Grey:&#039;&#039;&#039; A great but expensive support hero. Blinding light makes shooting armies cry, immobilise/command shuts down enemy heroes and monsters and sorcerous blast is usefull for dismounting enemies or just for some general damage. He is also the only one in the company who can take a horse. Since he and Thorin are both heroes of legend you can choose which of them leads the company.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bilbo:&#039;&#039;&#039; The expert burglar, Bilbo is pretty weak and cant move all that fast. however he can take sting for 5 points which gives him +1 strength but he can also take the one Rings for absolutely no cost and with no penalties that other ring bearers might suffers since he has the special rule it has not yet awoken. he can also throw stones for all that&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fili:&#039;&#039;&#039; A cheap but decent fighter that comes with throwing axes and the bodyguard rule to protect Thorin, he also has &amp;quot;Combatant synergy&amp;quot; this allows him to switch positions with his brother Kili at any start of a phase so long as they&#039;re in base contact with each other. This ability can help if one of them takes a wound and needs to get out of fight quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kili:&#039;&#039;&#039; Exactly like his brother in stats but instead of throwing weapons he brings a Dwarf bow, with a shoot value of 3+ a bow is not a bad thing to have. He also has &amp;quot;Combatant synergy&amp;quot; so he can support his brother when he gets into trouble. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwalin:&#039;&#039;&#039; The second most expensive Dwarf to bring, Dwalin is one of your best fighters, he has Burly and fearless but also has weapons master which takes away the -1 penalty for using a two handed weapon (which is a two handed hammer by the way), it also mean he&#039;s never considered unarmed. At Defence 6 and with a fight value of 6 he can take on most things thrown at him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin:&#039;&#039;&#039; Much cheaper in points than his brother, Balin&#039;s stats aren&#039;t anything too special but he does come with a unique weapon the sword-mace, this gives him the option to use either feint or bash special stikes. where he comes in worth taking is his special rule Longbeard, this allows him to spend a will point to give his side a re-roll for priority, this is very good for ruining your opponents plan on getting first into combat or nabbing an objective before you could get to it first. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin:&#039;&#039;&#039; Like any good party of adventurers on a quest you should never leave without a healer, that&#039;s where Oin comes in. His stats don&#039;t say much and he comes equipped with a two handed staff, but has a whopping 4 Will points, this is where his special rule Prognostication comes in handy. Oin can spend one point of will to enable a friendly model within 3 of him to re-roll a single dice in a fight, something that Thorins Company is otherwise lacking. As previously mentioned he&#039;s also the healer so when he&#039;s in base contact with a friendly unit he can attempt to heal them by rolling a D6, on a 1-3 nothing happens, 4-5 the model regains a wound and on a 6 they regain all their wounds. The downside is that you can&#039;t move when you do this so if you can get your injured model to Oin so he can heal them instead of Oin trying to get to him.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gloin:&#039;&#039;&#039; Gimli&#039;s Dad is a pretty decent fighter with second best defence in the company at 7, he comes with axes and throwing axes (you can never have to many axes). He&#039;s definitely one of your front line fighters, stick him with Dwalin and watch them cut down most things sent at them, or Have his brother Oin stay close and heal every time your opponent manages to wound him, it sure to drive them mad.&lt;br /&gt;
   &lt;br /&gt;
*&#039;&#039;&#039;Dori:&#039;&#039;&#039; For only 55 points Dori can bring a lot in terms of combat as he has 3 attacks at strength 4 and fight value 5. Also, his special rule A Good Sort Really allows Bilbo to use Dori&#039;s Might, Will and Fate as if it was his own if he is within 3. One of the rare instances where you&#039;ll want to take him for is stat line alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nori:&#039;&#039;&#039; A decent fighter with a two handed mace, dagger and armour, unlike his brother Dori he only has 2 attacks but he instead has the Weapon Master rule meaning he wont be given the -1 to his roll when he fights. Aside from that nothing much else makes Nori stand out, he&#039;s a reliable fighter for his cost but certainly not a must have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori:&#039;&#039;&#039; The runt of the Company, Ori is not much of a fighter and while this makes him cheap to bring he does have two abailites that make him helpful for the other members of the company. Ori&#039;s first special rule Chronicler allows him to restore any member of Thorins Company a point of Might, Will or Fate if they slay an enemy hero or monster and are within 3 of him. His second rule Deadeye means that if you roll a 6 to hit then he automatically passes in the way tests and the target automaticlly suffers a single wound, it likely wont happen often but this could be hilrarious when aiming at trolls, fell beasts, other heroes (if they fail their fate roll) and even Mumakil. Remember he can shoot twice if he doesn&#039;t move.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bifur:&#039;&#039;&#039; Your only Dwarf with A spear... well a boar spear, which allows him to use it as a spear or a two handed axe so at least he has options. Bifur has an unusually good shoot value of a +3 but sadly can only throw stones. His Special rule Embedded Axe-blade allows him to make a single strike should he win combat. If the strike wounds his opponent then Bifur can call a free heroic move each turn for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bofur:&#039;&#039;&#039; This guy is your counter to magic, Bofur is armed with a mattock and has the special rule steadfast which allows him to try and ignore the effects on magic by rolling a D6, if it&#039;s a 2+ then the effects do not take affect and the result can be modified by might if you rolled a +1. You can still attempt to resist magic but you must do this first before using Bofur&#039;s Steadfast rule.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bombur:&#039;&#039;&#039; He maybe fat but at least that gives him an Extra wound, he&#039;s also good at helping other hero&#039;s regain will points they have spent, as long as he&#039;s in base contact he can roll a D6 and if its a 4+ then that hero regains a point of Will. This can be really useful for Balin and Oin who use Will for their special rules. He can also use the Bash special when fighting use this to knock an opponent prone and then let one of the better fighters finish them off.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Historical Allies===&lt;br /&gt;
&#039;&#039;&#039;Army of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Misty Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Convenient Allies===&lt;br /&gt;
&#039;&#039;&#039;Iron Hills Dwarves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rivendell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lothlorien&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thranduil&#039;s Hall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Impossible Allies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arnor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minas Tirith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dead of Dunharrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Numenor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rohan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kingdom of Khazad-Dum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fellowship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fiefdoms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Shire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wanderers in the Wild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fangorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radagast&#039;s Alliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Army of Thror&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrison of Dale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The White Council&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Survivors of Laketown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erebor Reclaimed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490080</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490080"/>
		<updated>2020-11-17T16:19:35Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Why Play The Kingdom of Khazad-Dum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with a far more diverse unit range you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin. Taking a Kingdom of Moria means you can&#039;t take Durin or Mardin anymore and will become Impossible Allies with every other faction, but you do gain access to a bunch of other named Heroes, mostly from other army lists. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same, although you&#039;ll lose access to Hearthguard as you can&#039;t take Durin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth taking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039; Another hero taken from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list, but thankfully this time his rules are still relevant. The rules in question allow him to spend will points to become a pseudo-banner and to restore lost wounds to friendly heroes in base contact with him on the roll of a +4. While he isn&#039;t as reliable as an actual banner he&#039;s a lot more cost effective. Stat line and cost wise Oin compares pretty much equal to a Dwarf captain with a shield except he drops an attack and a Might point for all his special buffs. Overall he&#039;s not quite an auto-include but he has his uses and can be good at keeping Balin alive and kicking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490079</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490079"/>
		<updated>2020-11-17T16:16:25Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin. Taking a Kingdom of Moria means you can&#039;t take Durin or Mardin anymore and will become Impossible Allies with every other faction, but you do gain access to a bunch of other named Heroes, mostly from other army lists. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same, although you&#039;ll lose access to Hearthguard as you can&#039;t take Durin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth taking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039; Another hero taken from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list, but thankfully this time his rules are still relevant. The rules in question allow him to spend will points to become a pseudo-banner and to restore lost wounds to friendly heroes in base contact with him on the roll of a +4. While he isn&#039;t as reliable as an actual banner he&#039;s a lot more cost effective. Stat line and cost wise Oin compares pretty much equal to a Dwarf captain with a shield except he drops an attack and a Might point for all his special buffs. Overall he&#039;s not quite an auto-include but he has his uses and can be good at keeping Balin alive and kicking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490078</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490078"/>
		<updated>2020-11-17T16:12:54Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039; Another hero taken from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list, but thankfully this time his rules are still relevant. The rules in question allow him to spend will points to become a pseudo-banner and to restore lost wounds to friendly heroes in base contact with him on the roll of a +4. While he isn&#039;t as reliable as an actual banner he&#039;s a lot more cost effective. Stat line and cost wise Oin compares pretty much equal to a Dwarf captain with a shield except he drops an attack and a Might point for all his special buffs. Overall he&#039;s not quite an auto-include but he has his uses and can be good at keeping Balin alive and kicking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490077</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490077"/>
		<updated>2020-11-17T16:12:22Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039; Another hero taking from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list, but thankfully this time his rules are still usable. The rules in question allow him to spend will points to become a pseudo-banner and to restore lost wounds to friendly heroes in base contact with him on the roll of a +4. While he isn&#039;t as reliable as an actual banner he&#039;s a lot more cost effective. Stat line and cost wise Oin compares pretty much equal to a Dwarf captain with a shield except he drops an attack and a Might point for all his special buffs. Overall he&#039;s not quite an auto-include but he has his uses and can be good at keeping Balin alive and kicking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490076</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490076"/>
		<updated>2020-11-17T16:01:45Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[The Lord of the Rings Strategy Battle Game/Tactics/Erebor Reclaimed|Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490075</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490075"/>
		<updated>2020-11-17T16:01:05Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039; Quite easily the worst Hero in the whole army. His profile is lifted directly from the [[Erebor Reclaimed]] army list without any adaption and it shows. His special rule only applies other Champions of Erebor when they kill an enemy Hero or Monster. Unfortunately the only person in the Moria army list that can be effected by this rule is Oin who isn&#039;t going to be killing Heroes or Monsters any time soon. With his special rules being almost impossible to use the only thing you get by taking Ori is his fairly weak stat line with only strength 3 and fight value 4. For only 5 more points you&#039;d be far better off taking a Dwarf Captain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490074</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490074"/>
		<updated>2020-11-17T15:42:41Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
&lt;br /&gt;
====Artillery====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Kingdom of Moria==&lt;br /&gt;
&lt;br /&gt;
A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[Dwarf|short]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490073</id>
		<title>The Lord of the Rings Strategy Battle Game/Tactics/The Kingdom of Khazad-Dum</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Lord_of_the_Rings_Strategy_Battle_Game/Tactics/The_Kingdom_of_Khazad-Dum&amp;diff=490073"/>
		<updated>2020-11-17T15:42:14Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C5:F18D:4701:1497:180C:E1A1:F568: /* Kingdom of Moria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Lord_of_the_Rings_Strategy_Battle_Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play The Kingdom of Khazad-Dum==&lt;br /&gt;
Games Workshops original Dwarfs of middle earth, though not as fancy looking as Erbor or the Iron Hills, they still shine in their own way, being cheaper to collect and with the most units to pick from you can create a fair few different lists. Not to mention that your army list can gain more Heroes when you take Balin as your leader.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Plenty of unit options, both in warriors and generic heroes&lt;br /&gt;
*High Defence all round&lt;br /&gt;
*good amount of long range options&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* No spears for standard infantry &lt;br /&gt;
* Pretty slow, not just due to general dwarf speed but you also lack any cavalry, heroic marches can help but are costly&lt;br /&gt;
&lt;br /&gt;
===Army Bonus===&lt;br /&gt;
&#039;&#039;&#039;The Wealth of Moria lay not in gold or jewels, but Mithril:&#039;&#039;&#039; Any Dwarf with the Moria or Khazad-dum keyword may re-roll to wounds roll of 1 when fighting in close combat.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Durin, King of Khazad-Dum&#039;&#039;&#039;: 160 points for a Dwarf King on steroids. Strength 4, Defense 9!, 3 attacks, 3 wounds, 3 might, 3 will, a two handed axe (that doesn&#039;t take the penalty for two-handed axes) that gives him a reroll to his duel rolls, 6+ save against wounds, a reroll to 1 Priority roll each game, a War Horn AND terror. Woof, he&#039;s got a list of special rules a mile long and he can wreck almost anything in combat, but beware of his only 1 Fate point, that 6+ will only take him so far. Keep him away from guys with higher Fight Value than him, and he&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mardin&#039;&#039;&#039;: A Dwarf Captain with 3 points of Might, a Spear that gets +1 to wound against Monsters and does D3 wounds to Trolls, as he&#039;s armed with a foe spear his +1 can be upped to +2 if he&#039;s supporting a Vault Warden. Also has the Sworn Protector rule for Durin. He&#039;s 75 points, 15 more than Dwarf Captain, so he&#039;s only really worth it if you&#039;re expecting to run into a lot of Trolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf King&#039;&#039;&#039;: 15 points more than a Dwarf Captain for 1 point of Will, 1 higher Fight, 1 higher Courage and 1 higher Defense (although he looses the option to take Shields) and Heroic Resolve. Honestly, if you want a budget hero, you should probably grab a Captain and if you want a more powerful hero, you should be looking at named characters or maybe a King&#039;s Champion. Faqs have increased him to a hero of Valour so he can lead more warriors than a Captain but its still debatable if its worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kings Champion&#039;&#039;&#039;: 140 points for 3 models, 2 of whom come with Banners (so keep that in mind when you take your Dwarf Warriors), the ability to increase their defense when in base contact with each other, giving them the option of up to Defense 9. The Heralds can spend their Fate to protect the Champion and the Champion has a pretty badass statline (3 attacks, S5, Fight 6) so as long as you&#039;re willing to spend the points up front (and don&#039;t get any more Banners in the Warband, these two should suffice) this could be a pretty brutal up wedge for your battle line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Captain&#039;&#039;&#039;: Dwarf Warriors +1 to everything in their stat line with options for a shield or a two-handed weapon letting them reach a hefty defence 8. They&#039;re nothing spectacular but for only 60 points you don&#039;t need them to be, their main job is to lead troops and call Heroic Marches when you need them.&lt;br /&gt;
*&#039;&#039;&#039;Shield Bearer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Warrior&#039;&#039;&#039;: The Original dwarf warriors, they come with a few more options but have no access to spears, they do make up for it however by being the only dwarf warriors that can bring a (dwarf) bow. They all come stock with an axe so every dwarf will get piercing strike and of course they all wear Dwarf armour making them D6 before even equipping them with shields. &lt;br /&gt;
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*&#039;&#039;&#039;Dwarf Ranger&#039;&#039;&#039;: An odd option but not one without merits, they have the mountain dweller special rule and although they aren&#039;t equipped with dwarf armour they still haves axes, they can be equipped to have throwing, two-handed axes and also Dwarf long bows, this gives them greater range than the average dwarf warrior but the bow is now strength 2 instead of 3, so even though the Dwarf ranger has a shooting value of a +3 it will be tougher to land a wound on some of the heavier armoured units. Don&#039;t be afraid to take throwing axes over bows, strength 3 hits on +3 while charging is nothing to be snubbed.&lt;br /&gt;
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*&#039;&#039;&#039;Khazad Guard&#039;&#039;&#039;: The Golden Boys, Heavy dwarf armour with two handed axes and axe&#039;s at strength 4, these guys can cause some major damage to your opponents best and armoured units and if you ever fell like they&#039;re in trouble you can have them use their average axes so they don&#039;t get a -1 modifier to their duel roll. they have the bodyguard special rule so make sure to stick them with a strong Hero unit to lead them. Don’t forget about the Hearthguard upgrade that you can unlock by taking Durin, giving them Burly for +2 points each, which removes the -1 penalty for using a two-handed weapon. AMAZING.&lt;br /&gt;
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*&#039;&#039;&#039;Iron Guard&#039;&#039;&#039;: for a staggering 15 points you get an armoured warrior with 2 attacks and throwing axes. As tempting as they might be they&#039;re very expensive and when you can get other units that do the same job as them but for cheaper points. The one thing you can take them for is that these guys would be very good at taking on trapped units--4 attacks at strength 4 will hurt. Their real problem is that D6 doesn&#039;t cut it. Take shielded warriors instead to hold enemies up while your hearthguard do the killing. &lt;br /&gt;
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*&#039;&#039;&#039;Vault Warden Team&#039;&#039;&#039;: Your number one choice for holding the line, coming at a pricey 25 points but this unit always comes in twos so try to look at it 1 guy coming in at 13 points and another at 12. in this team one Dwarf carries the Iron Shield, this massive shield makes the bearer defence 9, it also stops enemies from using the Barged, Hurl or Rending brutal power attack. This makes the Iron shield very anti-Monster (trolls and ogres mainly). The other Dwarf is carrying the Foe Spear, the foe spear works exactly like a spear but when it supports a unit with an iron shield that&#039;s in a fight with a monster then the foe spear gets +1 to wound. If at any time the dwarf with foe spear does not support the Dwarf with the iron shield then that dwarf will receive a -1 penalty to their duel rolls. even when shielding.&lt;br /&gt;
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====Artillery====&lt;br /&gt;
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*&#039;&#039;&#039;Dwarf Ballista&#039;&#039;&#039;:&lt;br /&gt;
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==Kingdom of Moria==&lt;br /&gt;
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A subarmy, unlocked by taking Balin, taking a Kingdom of Moria also limits your alliances down to nothing and lets you take a bunch of other named Heroes from other armies. All of the named heroes associated with Moria are examined here, but the generic heroes and troops remain the same.&lt;br /&gt;
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*&#039;&#039;&#039;Floi Stonehand&#039;&#039;&#039;: Dwarf Hero with some pretty decent stats, but that isn&#039;t the reason you take him. The reason you take him is he can use one point of will (he has 3) to turn off an enemy&#039;s special rule or piece of equipment, other than the one ring. Turn of Aragorn&#039;s Might regeneration? Imrahil&#039;s Banner Ability? Hasharin&#039;s &amp;quot;Never Trapped&amp;quot; ability? The possibilities for gimping an enemy&#039;s lynchpin character are endless, and he regains a point of Will any time a friendly Dwarf kills a Hero or Monster. If you&#039;re taking Moria, he is DEFINITELY worth a look.&lt;br /&gt;
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*&#039;&#039;&#039;Balin the Dwarf, King of Moria&#039;&#039;&#039;: Essentially a miniature Durin for only 110 points. He keeps Durin&#039;s Axe but loses the horn, terror, the crown, and an attack, a defence, and a wound . However he gains the Longbeard special rule that lets him reroll the priority D6 for a single point of will. Interesting choice, definitely worth taking in lower point games. &lt;br /&gt;
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*&#039;&#039;&#039;Ori the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Oin the Dwarf, Champion of Erebor:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Gimli Son of Gloin:&#039;&#039;&#039; A fairly versatile hero due to his weapon choices, he can choose to fight with 3 attacks per turn or with only 2 attacks but gaining +1 to wound and also has access to throwing axes. He&#039;s more dangerous than Balin in pretty much any combat situation matching his stats in Fight, Strength, Defence and Wounds. In fact the only Hero in a Moria army list that can (debatably) outdo him in combat is the King&#039;s Champion, and Gimli costs a whole 40 points less than the champion, so in [[short|Dwarf]] Gimli&#039;s pretty much an auto include.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
Great army for scaffolding. Start at 400pts with Durin and 18 Hearth Guard, then build to suit. Kings Champion + Heralds is a good beginning for a second warband. A third warband with a Captain gives you heroic march.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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[[Category:The Lord of the Rings]]&lt;/div&gt;</summary>
		<author><name>2A00:23C5:F18D:4701:1497:180C:E1A1:F568</name></author>
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