Hi, I'm Ryan and this is my miniatures blog! I'm very much a magpie in that I jump around between systems, but it is safe to expect a heavy amount of Batman Miniatures and Malifaux with scatterings of other games.
Friday, 6 December 2019
War in Rohan- Legendary Legion First Thoughts
Wednesday, 27 November 2019
The Army of the Dead- Middle-earth Tactica
Army Rules
The regular army rules are quite simple and come from the time before Heralds of the Dead were a thing, matching the other "single hero" armies. The King of the Dead gets the amazing bonus of Harbinger of Evil, which on an army that has Terror and wounds against courage is just insanely good value, and warbands of 8 or more warriors don't need a hero to lead them (one of them is chosen as the leader for deployment). It's good as a bonus, not fantastic but it is something I would make sure to always have when using these models as the Harbinger of Evil is huge.
The Return of the King bonus is similar in that the King still gets Harbinger of Evil, but it loses the warband rule to instead give some other bonuses. You must take Aragorn and the King in this list, and Aragorn gets Anduril for free, but Aragorn counts as a 6" range banner to all friendly Spirits (while not being a banner- important for scenarios that affect this) and Aragorn, Legolas and Gimli can all lead warbands of Spirits in this list. No mount options and no armour for Aragorn, but otherwise the wargear options are the same as in their normal incarnations. This one is not strictly better than "Dead of Dunharrow+allied Aragorn" but it does have some major bonuses to compensate for the things you lose (banner and free Anduril plus being able to lead troops vs mount and armour on Aragorn) so in my opinion the Legendary Legion sneaks ahead.
They also have a few rules they all share with each other, namely Terror (courage check to charge them), Blades of the Dead (they wound vs Courage not Defence) and Spectral Walk (water is treated as open ground). These all combine to give them a real ghostly feel as they should and makes them pretty good in combination with their other abilities.
Models
King of the Dead- The main hero of the Army of the Dead, the King is an excellent lynchpin piece in the crew who will not go down easily. His main draw is bringing Harbinger of Evil with the army bonus so the entire army is both harder to charge and wound better, and this bonus is amazing against most Evil armies which are low courage. His Fight of 5 is respectable but not amazing, although 2 attacks at strength 4 wounding against courage means he should be wounding on 6s at absolute worst, but most often 4s or 5s with his Harbinger debuff. This is also combined with the fact he has Drain Soul so if one wound goes through the target is dead, meaning he is an excellent model to have in combats against low Fate heroes or lower Fight monsters he can instantly kill. His Might is low at 1, but for 100 points with 6 Will and 3 Fate that is by design and honestly quite fair given the rest of his kit.
Heralds of the Dead- a smaller hero option added in Gondor at War, the Heralds are really still something you take after the King because of how much the army bonus and their own rules benefit him. 70 points (75 after shield) buys you what is basically a Warrior of the Dead Captain (higher Fight, Strength, Wounds and Attacks). Although it has no extra Might, they have 2 Fate which should keep them around, and 3 Will that can be given to the King to use as Might points if they are within 3". This is huge if you're not taking Aragorn, because it lets you use potentially 4 times the Might you would have before (even more if you take extra Heralds) so you can do a lot more to affect the flow of the game. They also have Pennants of the Dead which give friendly Spirits within 3" of them Resistant to Magic, which is situational but at the same time well worth having when you need it.
Warriors of the Dead- High defence, Terror and high courage are all things that are excellent to have in any case, and the Warriors bring all 3. Defence 7 (8 after shield) means they are tough to crack and although Fight 3 is somewhat low they make up for it by having Blades of the Dead for when they do wound, albeit not with the instakill of the King. Spears are a great option on them, although the kit comes with only a few, and the banner is a mandatory option in higher point games outside of the Legendary Legion.
Riders of the Dead- Warriors of the Dead with the shield built in, but they also get a special horse that is defence 6 and a Spirit. Being effectively armoured on the horse is nice, especially when the Riders are natively defence 8, but the big thing is that they are faster than anything else in the army so are a great piece to quickly reach objectives or to flank an opponent. At 24 points they are quite steep, but their value is well worth it. The speed is slightly worse in the way that it means they might not always be in the Harbinger bubble like the rest of the army, and almost certainly away from banners, but they are more objective pieces than offence anyway IMO.
The Return of the King Added Options
Aragorn (Strider)- Same as in Grey Company, Aragorn is pretty much the key piece of this army for a few reasons. Being a 6" banner to Spirit models keeps them effective for their higher cost (while not affecting himself, Legolas or Gimli) and his Might stores help shore up the single biggest weakness of the Dead as an army- Heroic Move and March helping a ton. His hitting strength with Anduril isn't as fantastic given Blades of the Dead on everything else, but it does help a lot against higher courage models that you can't just punch through armour. The biggest weakness of Aragorn in this army is no access to armour so he is stuck at defence 5 and thus if he loses fights he is likely to get mauled quickly, but he shouldn't lose fights in most cases with his rules. The most obvious, but also the easiest, trick with Aragorn is to have Warriors of the Dead sit behind him with spears to support, because then Aragorn still gets the benefit of his banner effect and can get cheeky extra strikes through with the spears on important targets.
Legolas- The sniper here is far more valuable than in Grey Company, because Dunharrow have no native shooting without either allying in Rangers (and thus Aragorn, who can also just buy a bow). The benefit of not only having some shooting, but incredibly accurate shooting is a big boon in being able to pick out key pieces and hurt them before lines clash, which is something the Dead can't do alone. Legolas I rate far higher in this army than in Grey Company for this reason because it does so much more that isn't found anywhere else.
Gimli- My opinion on Gimli in the Return of the King list is complete opposite to him in Grey Company because of what is around him. Being a high defence melee damage hero in an army of high defence melee warriors isn't as great as in an army of glass cannons, and compared to Legolas he is really just doubling down on what the Dead already do just with the benefit of being a hero. He's useful against higher courage models, same as Aragorn, but it just isn't enough to justify him in all cases.
Example Lists
Aragorn (Strider)
-Anduril
Warband
2 Warriors of the Dead
-Spear
-Shield
3 Warriors of the Dead
-Shield
King of the Dead
Warband
2 Warriors of the Dead
-Spear
-Shield
2 Warriors of the Dead
-Shield
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
5 Warriors of the Dead
-Shield
King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
5 Warriors of the Dead
-Shield
King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
Legolas
-Armour
Three Hunters
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
Gimli
Legolas
-Armour
Warband
4 Warriors of the Dead
-Shield
King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
Aragorn (Strider)
-Anduril
-Elven Cloak
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
2 Riders of the Dead
King of the Dead
Warband
3 Warriors of the Dead
-Spear
-Shield
4 Warriors of the Dead
-Shield
2 Riders of the Dead
Legolas
-Armour
-Elven Cloak
Warband
4 Warriors of the Dead
-Shield
Life of Crime- Malifaux 3E Bandit Tactica
Keyword abilities/triggers-
Life of Crime- while not on everything in the crew, it's pretty common and very useful. When a model with this activates it can remove a scheme marker within 4" (any- friend or foe) to gain Fast. Simple, effective and all around just good if you have ways to get markers out easily (and with the bandits, you do)
Run and Gun- quite simple, they can use projectiles on Charge actions. When the crew mostly have guns, this is great because it's AP efficient and helps them move around while still being able to shoot opponents (also to get around cover or concealment)
Drop It!- the tome trigger of the crew, this forces the target to drop a scheme marker of the opponent's in base contact with themself. The trigger is useful to put Fast on your own models (because of Life of Crime) or just to mess with the placement of markers for your opponent (if you make them put a marker in a useless spot but it's within 4" of somewhere they would want a marker, that's a big win)
Gunfighter- A few models in the crew have this which lets them use their guns as melee attacks with a range of 1”. It’s good to stop things from being shut down in engagement and means the models with it can keep shooting, just at what’s closest first
Keyword models-
Parker Barrows- The master of the crew, Parker is good at pretty much everything you want him to be good at. His defensive stats are very good for a master (mainly his 14 wounds) and he has a couple of ways to regenerate Soulstones to keep him going (and the other stone users in the crew). His front of card is pretty standard given his role as the Bandit Master, with Gunfighter, A Fistful of Scrip and Run and Gun but he also brings Expert Shot to always ignore Friendly Fire which is really nice to have, and Draw Their Attention to go into his role as a shooter that supports his crew when he does it. It means when he damages an enemy model another friendly in LoS of him can discard a card to take an Interact action, meaning in interact heavy pools it can get a lot of value out of a crew that already is capable of taking a lot of actions (you can’t score Deliver a Message off it but Plant or any scheme marker is fair game). The back of his card has a lot of text- to be expected on a master- but each of his 4 actions have worthwhile uses and will see play at some point. His Six-shooters are a somewhat low stat 5 with positives, but they get +1 for each scheme marker within 3” of the target which him and his crew will force placement of, and 2/4/5 damage is respectable with his possible 17” threat range on 1AP. The triggers are also pretty good with him having Reposition on a mask to move up to 3”, and Highway Robbery as a version of Drop It! that will always trigger provided he has the tome (it’s enemy only, after resolving so he doesn’t need to actually hit). Highway Robbery then helps set up one of his tactical actions Bandit Raid, which has 10” range and needs a 6 to push another friendly model up to 6” towards a scheme marker in its LoS and then if it is a Bandit it may take a shoot action. It can’t target the same model more than once an activation but it’s a great way to not only get threat extension but also extra shots and putting models closer to scheme markers (which then means Fast). It’s amazing on Mad Dog or Gunslingers because they both have great things that work with it (blasts on Mad Dog, Onslaught on the Gunslingers) and want to be in good positions for shooting. His other tactical action is a bonus with no flips needed, simply a 4” pulse that removes all enemy scheme markers and gives you a card or soulstone for each. It’s value just because it gives you resources super quickly and it’s absolutely free- doesn’t cost you cards and doesn’t clash for any other bonus action so when you have the opportunity it will happen. The last thing to note on his card is somewhat less common to use but still good in the right situation and that is Stick Up!, which is slightly lower range but higher stat than his guns, resisted by Wp instead of Df and has a more control focus. It’s enemy only and can’t target the same model more than once, but it deals a flat 4 damage that can be reduced by 2 for each card the enemy discards (obviously they can only discard 2). The catch is if they do discard cards you draw an equal number so it’s a damned if you do, damned if you don’t situation for the enemy, and the ram trigger is then an irresistible theft of a soulstone provided the target can use them which is both thematic, hilarious and strong. In general I find myself using the Six-shooters more often to throw out markers and deal damage but Stick Up! Is great as well on models with especially low Wp that can spend stones (Fuhatsu for example). Don’t expect Parker himself to blow away the opponent’s crew, he isn’t Perdita or Ophelia in that regard, but do expect him to multiply your force and add a ton of value to the models you do have so you can achieve a lot more.
Doc Mitchell- as a totem he is free, and he's 4SS anyway, so he could be forgiven if he wasn't fantastic. But he is for that cost. He's just a cheap healer to follow around the vital pieces, and although his heal is short ranged it's at a good stat with an excellent trigger and as such he will be an important piece in your crew. If he dies? Sure, the totem died and took hits the others could've taken. He doesn't? He'll keep things going far longer than they should. He's also immune to poison which is situationally great
Mad Dog Brackett- Mad Dog is hands down my favourite blaster in Outcasts. The amount of damage he can do is insanely good on his own and when you start adding in what Bandits can do to tune him up that becomes incredibly scary. While he is low range for the crew, Run and Gun helps extend that to 13” threat range off a single AP, and he can not only ignore Cover himself but he can extend it to the entire crew through Blown Apart markers which comes in handy often. His own damage track is very good, and with valuable triggers on every suit (his crow to ignore armour is built in, which is often helpful) he will always be doing something of value. He has great synergies with Parker and the Emissary which I will put in their respective sections, and in general I would never play a Bandit crew without Mad Dog
Sue- Being entirely honest Sue is a model I have grappled with on a few occasions because I know that he is good and I see the great value there, but when I put him on the table he is never quite as hot as he seems. His gun is great especially with Critical Strike built in, Walk the Line is great value to set up scoring where it needs to happen (or just to trigger Life of Crime on something else) and both of his bonus actions are very useful. The Man in Black turning off triggers entirely is probably the better of the 2 in most cases (Ring of Fire has the potential to hurt your own models while MiB is just hard enemy control) and his front of card is fairly typical for a more expensive Bandit, although he lacks Life of Crime and instead has Grit (Hurt) to draw cards when activating below half health and Hard to Kill to keep him going longer. In general he’s good, but it’s more difficult to get value out of him compared to a lot of the similarly costed models in keyword or versatile with him not having Life of Crime.
Convict Gunslingers- Gunslingers are a very un-subtle model as can be expected from the name. They’re all about shooting as much as possible whenever possible and they’re good at it. Bullet Proof stops them from being damaged as much by enemy guns, and Quick Draw means if they win a duel on a mask against projectile attacks they can hit back at 2/4/5 with a negative. They have fairly standard abilities for Bandit otherwise (Life of Crime, Gunfighter and Run and Gun) and only 2 actions on the back of the card. Their attack is decent at stat 5 with positives resisted by Df, 2/4/5 damage is respectable but the triggers are where it gets strong. Onslaught on a mask, Slow on a crow and Drop It! is a great spread to have on a model that wants to be shooting as much as possible. Chain Gang is useful because it is a move for friendlies that needs no flips and can get things out of engagement (mainly Mad Dog and Bandidos) or just to get 3” further up the table early game.
Wokou Raiders- A shared keyword model with Misaki, Wokou Raiders are a bit odd in how they work but they’re very good nonetheless. They’re a melee model with a little bit of shooting, working as a tarpit and damage dealer that still has the classic Bandit scheme marker removal you’d expect. They borrow Charge Through from Last Blossom, getting positive flips to melee damage flips on Charges which goes well with their damage track (2/4/5) and positives to attack built in with some great triggers. Drop It! is typical as a Bandit, Critical Strike is good for the extra damage should you get rams and Coordinated Attack is better in Last Blossom than Bandit given the melee preference over Bandit’s gun focus, but always good when it’s relevant. Defence 5 is pretty average for something of their cost, willpower 6 being good, but Combat Finesse and the fact opponents can never cheat melee attacks against them is a very big boost to their effectiveness. Bullet Proof is something they share with Gunslingers and Kunoichi giving them a little edge against guns as well, while they have Life of Crime to gain Fast when they activate. This synergises well with their Ever-Changing Wind which lets them move (not push) 3” when an enemy scheme marker is placed within aura 6, meaning you’ll easily be able to get in 4” to remove that marker when they activate. A New Horizon lets them place scheme markers around as a bonus action for a 4 of tomes, moving the marker 6” of its current location when the action is declared which can not only counter an opponent but also benefit Bandits if you’re spreading around Fast.
Bandidos- The cheapest Bandit model outside of Doc, Bandidos are primarily scheming pieces that can also do a lot while shooting. They’re not fantastic and they lack the positive flips most of the crew have, but they are still valuable enough for their points. 5s all around for stats is decent enough, Run and Gun is well worth it on them (if you’re planning on walking to a position to place a marker, you may as well charge to shoot if you can) and they have a couple of really good front of card abilities. Quick Getaway is a mask trigger on defence that lets them push 5” after resolving an attack, so every time they resist on Df and get a mask they’re moving, and Trigger Finger is even better albeit once per turn. When an enemy drops a scheme marker within aura 8 of them (so when you use Drop It!) they can take a projectile action against the model that dropped it. This combined with Life of Crime means the crew can put out tons of shooting outside of normal AP limits which is great value to have. They aren’t really tanky but they can move around well enough to score points so I rate them, and I get value out of using them in marker schemes.
OOK/Versatile models-
Hodgepodge Emissary- My favourite Versatile choice for Parker, the Emissary does a lot to support the crew in relevant ways. It has a 6 inch range heal that only needs a 6 to go off and can attach the excellent Trinket upgrades at the same time, a bonus action to put up an aura of soulstone generation when models die, and the better bonus action to push a model 3” and then drop a scheme marker. This action needs no flips, and in Bandit where it triggers Life of Crime is essentially pushing a model 3 and giving it fast for no investment at all. Combine that with 3 inch auras for passive heals on models’ activations and increasing their Mv by 1 for that activation (which is great for charges), plus it having Manipulative and Hard to Kill it is well worth the 10SS investment in Parker crews for a lot of pools.
Trinket upgrades-
- Memento- Gives Companion, it’s excellent on Mad Dog. Use Parker to set up a 3AP killing spree, Bandit Raid him into range and then immediately go and slaughter.
- Pretty Floral Bonnet- Don’t Mind Me lets any model you choose be able to Interact far easier which helps Bandit crews do what they do best. It’s useful in a lot of cases and where it goes (and when) depends entirely on board state, but it’s worth doing
- Vitality Potion- Regen +1 should go on one of the more important models in the crew. Whether that’s Parker, Mad Dog (if he doesn’t get Companion), Wokou, Sue or Gunslingers is up to you but any are good choices. Parker I think is the best because it keeps him tarpitting and you’ll be healing him more often anyway.
Prospector-He just fits nicely with the scheme shenanigans and soulstone generation in Parker’s crew. For 6SS he’s a great addition because he slots in perfectly with the schemes Parker tends to go for (and their denial too)
Midnight Stalker- He’s a reliable melee model with Leap, easy access to Fast and can give out Adversary Bandit (absolutely lethal if it goes off). His best use is for countering and promptly murdering scheme runners, but he’s really great value in Outflank or Breakthrough as well because it plays into his entire schtick
Ashes and Dust- I’d only take Ashes into Reckoning, but that’s because he is seriously cooked there. The difficulty in killing him while you take damage back is something the opponent has to consider, and then you just smack them down with his easy access to min 4 damage. He’s a perfect Reckoning model and even just a good melee beater in general, but I would only maybe consider him OOK for Turf War, and even then I would probably just take something in-keyword or Versatile (Wokou or the Stalker)
Upgrades-
Servant of Dark Powers- It’s a good upgrade and really nice on Mad Dog for the threat extension and healing, but where it shines is on Wokou Raiders. They’re already quick and fairly tanky, adding Terrifying and healing to them makes them a real pain to remove and is well worth the cost.
Soldier for Hire- Its basically 2SS for Hard to Kill and a situational card draw. This Will Fetch A
High Price will rarely if ever happen in Bandit given their other ways to remove scheme markers (and gain soulstones) and Bounty Hunter will give some nice card draw, but Wanted Criminal gives better card draw in Parker. Skip
Wanted Criminal- This upgrade has its best synergies in Parker, but even here I don’t think it’s amazing. It enables Trigger Finger to be even better, giving you cards to cheat or get triggers, and Drop It! will mean the card draw triggers often. Expert Thief isn’t fantastic, but Swagger on any minion in the crew is worth having as well. In general, I wouldn’t take it, but it does have its uses in Parker far more than any other crew.
Deployments-
Standard- The basic one, it's neither good or bad. You'll be able to start charge shooting bottom of turn 1 with some setup which is nice, and you have the spread to split things up and dedicate resources to where they need to go.
Wedge- A more annoying Standard. I like to run things up the flanks which is far harder in Wedge and although the middle is further up the table it tends to bottleneck the crew early on which can be a death sentence on certain terrain setups
Flank- wide deployment and plenty of movement potential. Bandit likes this as a keyword because they can manoeuvre around and get into annoying positions to score
Corner- Like Flank but smaller deployment on the wings, it's not as great IMO but it still works- especially if you go for a deathball
Strategies-
Reckoning- Doable, but not the best in-faction at it. His amount of guns helps a lot, as he can shoot things off the table before they can reach him and charge backwards to keep the crew safer. Going top-heavy with a lot of the expensive models is well worth doing, I like hiring in Ashes and Dust as a melee beater as well because he is nigh on impossible to actually kill.
Plant Explosives- Bandit's best strat IMO, because they have the movement and interact potential to spread all over the table and do whatever they want to. I tend to take more minions here than other strats because of numbers spread, but it can be done with almost any Parker list relatively easily. Make use of Draw Their Attention and have Parker and Mad Dog as damage dealing diversions while the rest of the crew can sneak around.
Corrupted Idols- Not fantastic. They can do it but not well and it relies on a lot of things falling into place for them to excel at it. This is easily the worst strategy for Bandit as a keyword, and there are flat out better options in-faction, but they can manage well enough.
Turf War- Decent take here, they can move up and deal damage quickly enough to threaten the opponent's markers fairly easily. Not quite Viks level IMO, but the same style of play and they're well suited towards it.
Schemes-
Breakthrough- You've got mobility and you've got scheme marker placement. This is one you can do, but as always I only recommend it in Flank because of greater spread and more potential to flank.
Harness the Ley Line- Easy to score, easy to deny. Parker makes this even more apparent and it is for this reason I love Bandit into this scheme because you can play hard denial and still come out on top in terms of actual scoring.
Search the Ruins- My favourite for Parker alongside Ley Line, for the same reasons. You can zip around the backfield and chuck markers around while you charge and it's just thematically fun while being a good choice for the crew.
Dig Their Graves- I'm not a huge fan, mainly because the second point is silly to score, but the first point isn't all that hard. Take it if you want to, it's not impossible to score 2VP from but it isn't something I personally like taking even when the first point is fairly easy.
Hold Up Their Forces- Decent because of Bandidos and Dead Outlaws, but those options aren't hard to take out should they be focused on. I wouldn't take it because both points are telegraphed and not entirely easy to do, but it's an option.
Take Prisoner- Bandits don't really want to be right up in combat so this one isn't fantastic, but it's still doable. Wokou Raiders are the choice pick here because they have staying power in melee more than the rest
Power Ritual- Another one that can be done pretty easily by Bandits, but it's significantly easier in Flank or Corner and Tara is just as good if not better.
Outflank- With the tankier options or even just a couple of cheap minions, this is pretty good for Bandit crews. It's obvious but it's not massively easy to deny at least the first point
Assassinate- One of the 14 wound masters with good access to healing and soulstone generation, Parker is a difficult one to get Assassinate. His crew have enough high-powered shooting to get it themselves, and with their reach it's hard to escape the 2nd point, so it's not a bad take. He doesn't do so well here into Leveticus, but who outside of Ten Thunders does?
Deliver a Message- First point easy, 2nd point not so much- but Bandit counters the 2nd point hard. That’s worth keeping in mind here because it could mean the difference between a win and a draw. Not as easy to get the second point as in some other Outcast crews, but it’s still a doable scheme
Claim Jump- With some of the tankier models in the crew it’s possible, but it’s far more situational and difficult than Outflank is and you’ll be fighting hard for it. The second point is almost as easy as the first with healing access, but that reflects how difficult it is relative to a lot of other Reveal schemes (and Outflank is easier in both cases with Bandits)
Vendetta- With the changes to it, Mad Dog does this like an absolute champ (Sue and Gunslingers are good options too). Anything 8 stones or above is going to get blown away for the first point, but the second point is a little bit harder but still easily doable with the Bandit tricks.
GG2
Strategies
Symbols of Authority, Corrupted Ley Lines- Same as in GG1,
my thoughts are the same.
Turf War- Move around to get to markers, but you have the
reach to touch zones you aren’t in and kill models to flip markers there as
well. There are better options in Outcasts, but Parker isn’t an actively bad
choice
Break the Line- I’m not sold on the idea of this for Parker, mostly because it takes a lot of resources he doesn’t necessarily want to use while other keywords (Obliteration and Mercenary in particular) are a lot better at it.
Schemes
Breakthrough, Vendetta, Assassinate, Hidden Martyrs,
Research Mission, Let Them Bleed, Catch and Release, Spread Them Out- These are
all very much the same as before and I wouldn't change how I play them now.
Detonate Charges, Claim Jump- They’re the same as GG0, same
as my thoughts there.
Death Beds- Blown Apart is a way to do it in a really janky
sense, but it doesn’t get you both points and there are far better schemes to
take. I wouldn’t recommend doing it with Parker
Friday, 22 November 2019
Passing of the Grey Company- Middle-earth Tactica
Army Rules
The army has much the same benefits and options as the regular Rangers list in the LotR Army Book, but with a few small changes. First, you have to take Aragorn in order to play this list, and he must take Anduril (which he gets for free). But let's be real, you were going to do this anyway and Anduril is insanely good, making Aragorn a very reliable killer. The difference in list options here is that you don't have the option of Arathorn or Dunedain and gain Legolas, Gimli, Elladan and Elrohir instead, although no one can take mount options. This means any Ranger of the North you take gets a guaranteed 2 attacks care of the army bonus (and everyone gets Woodland Creature) and all those Rangers are affected by anyone else's Stand Fast! which is helpful for when you break (you're a low model count army with low defence, you will very likely break). All in all they're good bonuses without sacrificing huge things for the army (although horses are nice)
Models
Aragorn (Strider)- The big dog of the army, you have to take him but I would always take him anyway. Aragorn is such a hugely impressive piece in how the army functions and offensively that he needs to be protected a lot, but he has what it takes to terrify an opponent and act as the lynchpin the Grey Company revolve around. His free Might every turn from Mighty Hero is a great way to start the game with some Heroic Marches to get into position quicker, and once combat starts he will easily find a place for it between most commonly declaring Move, Combat and Strike depending on board state. It also allows you to reliably out-Might other armies especially with the stacks in the rest of the army which can also determine games if used well. At defence 5 (6 with armour) he isn't the hardest to wound, but with his toolkit (Fight 6, free might, Anduril) he can quite easily win fights and then follow up with kills. Wounding anything on the game on a 4+ (or 3+ if 2-handed) is huge and makes him the most reliable killer in the army and lets him chew through heroes or monsters almost as quickly as he does cheap hordes. Bringing 3 Might, Will and Fate is also the highest count of all these stats in the army which is good to have on such an important piece. He does have the option of taking a bow or Elven Cloak which are ok (the Cloak especially because it protects him) and when you can spare points for them I would definitely do so, but armour goes on first.
Halbarad- Outside of Aragorn, this is where I start my more competitive-minded lists every time. Giving a 6" banner means he will almost always affect the entire army, and also giving them Fearless is a huge bonus against Terror armies, especially with Harbinger of Evil. The potential of failing Terror checks is hugely damaging in such a low model count army, but if you just auto-pass that's not a worry. I say this also inferring that buying the banner is worth doing every single time, because it is for the cost and is a huge force multiplier. Halbarad is obviously a huge target because of what he gives, especially in scenarios where banners need to survive, and with the lowest defensive stats of any of the named heroes in the army (Fight 5 vs everyone else at 6 means he's more likely to lose fights, and defence 5 with 1 fate is significantly more fragile than the rest) he needs to be protected at all costs. For this purpose I always make sure to screen him with other models to soak charges, and if/when he does make it into combat he tends to have a spear Ranger hanging around for extra dice.
Elladan and Elrohir (hereby referred to as "The Twins")- The next additions after Halbarad if points allow, The Twins are your second and third combat heroes after Aragorn. With raw stats that sit between Aragorn and Legolas, they have a few special rules that tune them up into being absolute machines in combat and pretty great shots as well. Access to more Elf Bows is very welcome because S3 shooting is infinitely better than S2, Heavy Armour for D6 is very much wanted for the cost (and should really always be taken- they're not marching to Pelennor without it) and Elven Cloaks are a nice, but situational upgrade (I'd take another Ranger over massing cloaks, and it goes on Legolas and Aragorn first if points fit). They aren't "quad 3s" heroes (that being Attacks, Might, Will and Fate) but with 2s in all but Might they are still pretty effective for their budget cost (80 points each base). In combat they can choose to be 2-handed at 2 attacks, 3 attacks with no other bonus or shield for 4 dice which lets them decide the tempo of battle pretty well (especially when combined with Halbarad's banner and their own Elven-made weapons) and win most combats comfortably. Adding to this they are S4 with 3 Might so they can carve up lesser-armoured foes and reliably combat heavier targets as well, albeit not at the raw power of Gimli or Aragorn but still very effective. Their last bonus is a fluffy rule for if one of them dies, giving the other one a boost to S5 (but -1 defence) and a vendetta against the model that killed his brother, forcing the remaining Twin to charge as close as possible to that model and if it gets there he is able to declare Heroic Challenges for free provided that model is a hero. Free Heroics are always good, and Challenge has the potential to lock out an enemy hero from assisting the rest of the battle while they are in combat with an angry elf that is trying its hardest to cut them down. It does become harder to manage banner range with Halbarad if this happens, but given the importance of the banner to the army it is likely Halbarad will be dead by this stage anyway so it isn't a huge issue.
Legolas- Here you have a more utility piece in a different way to Halbarad, as he is a sniper first and foremost rather than a buff piece for your own army. The way he does this is through Deadly Shot, which lets him shoot either 3 times normally (3+ or if he moves half speed 4+) or make a single shot hitting on 2+, ignoring all In The Way tests and being able to choose mount or rider if on a mounted model. Being able to pick out enemy support, banners or knock heroes off their mounts is a really nice bonus to the army, especially when things need horses to keep up or get their biggest offensive bonuses (looking at you Theoden). His shooting at S3 is high enough to threaten all mounts too so he's a great piece to have in the army, but more and more I find myself reaching for the other characters in lower points games because they're more inherently reliable to me. Once in combat he still has 2 attacks with his Elven-made daggers which is definitely respectable at Fight 6, but he is not overly better than any of the Rangers in a fight other than his higher Fight value. Where possible I like to keep him nearby the army but out of combat, preferably with an Elven Cloak and Armour upgrades, and use him to pick out key pieces in the opponent's army to boost your own chances of success.
Gimli- The other melee bruiser of the list, Gimli the dwarf is a little machine when he hits combat. D8 and Fight 6 keeps him alive very well, and he has a similar special rule to the Twins with regards to his attacks. Although he can't shield, he can use a 2-handed Master-forged axe with 2 attacks (useful to punch through high defence) or 2 axes at 3 attacks. Both are valid options, but with the other 3 attack models in the list he will most likely be going after heavy targets with his 2-handed axe to take them out of the equation while the others clear chaff. He also has Throwing Axes which are very useful on the charge, as it's another S3 ranged attack and can help him clear out more enemies when lines clash. His Will and Fate, like the Twins, isn't fantastic but for their cost is perfectly justifiable. All in all I've found Gimli will always pull his weight in a list and opponents tend to underestimate him a bit compared to some of the others.
Rangers of the North- The troop equivalent of the army (even though they are 30 point heroes), the RotN aren't that great and serve mainly just to fill points in the Grey Company list. At their points cost 1-3 of them fill lists at different points levels when one of the more expensive characters can't be afforded, but where a 4th Ranger would fit it's better to simply take a named hero instead (120 points buys you Halbarad with Banner, Legolas or Gimli fully kitted and every one of these gives points spare). The army bonus giving an extra attack is huge because at fight 4 defence 5 they will be torn apart by any of the strength 4 armies or anything with bonuses to wound and any extra chance to win the fight is very welcome. This is also the reason spears are almost mandatory for them, as at 1 point it doesn't cut into the model count much (if at all, ever) and gives them the option of not only supporting each other, but also the big heroes. Aragorn or the Twins with support from spears become absolute blenders and terrifying for enemy troops to face.