Monday, 16 November 2020

On the Table- Ten Thunders and Rebels

 Hi all! It's been quite a while and I thought I'd jump back in with what I've been working on and using in games over the last couple of months. 

My first big project was a lot of basing for Malifaux to finish off keywords I had half done before. Many of these I showed off before in my various posts on Malifaux and I now have Bandit, Mercenary, Plague, Obliteration, Freikorps, Tormented, Last Blossom and most recently Wastrel completed. Over the last few weeks I've also painted and been working out the Honeypot keyword in my games which has been great fun as I play around with Ten Thunders a lot more. I'm working now on finishing painting the Foundry I own for a 4th Thunders crew and the Infamous keyword to round out my Outcasts (and get a 2nd Bayou crew) while I wait for Void Hunters and to see the Explorer's Society in full which I'm very excited for. 

I've also been working on getting my Rebels done for Star Wars Legion and other than bases, they are now finished awaiting Lando and Mandalorians in the future. I only need to paint R2D2 and C3PO to finish the lists I have to try and then I'll be moving onto Republic. 

Tuesday, 28 July 2020

Bushido as a Beginner- Shadow Wind Clan, 2nd Wave

Hi all! Another step of Bushido as a Beginner where I haven't actually played a game yet, but damned if I'm not going to be prepared when I do! My local game store The Combat Company got in a Bushido restock recently so I picked up a bunch more stuff for my ninjas. In fact, I picked up every option they have apart from Karapan and Dudiko who were both still out of stock! 

When the models came I was pretty eager in getting them together, but I had run out of glue so had to restock before I could get into assembly. Once this was done however, I tried to knock them out as quickly as I possibly could so they could join the rest of the bunch. I've now got them all painted up and ready to go, so here they are! 

With that the next step on my path to gaming is done, and I just need to wait for an opportunity to start playing! Hopefully I will be able to demo it to my gaming group soon enough, but in the meantime everything I own is painted so that's a plus. I'm aiming to get some terrain done soon to let me use the KKZ cards, so that will be the next update.

Sunday, 28 June 2020

On the Table- Battlefleet Heresy, Necromunda, Avengers

Hi again all! Thought I'd put up another hobby post with what I've been working on lately and talk about how I've been hobbying. 
A couple weeks ago I finished up my Delaque gang for Necromunda. I haven't played it yet, but I'm hoping to set some things up once I can make it to a local club meet and give these guys a try. I really love the sneaky cloaked aesthetics of the gang and their fluff as information brokers and spies, so I had to pick them up (and add some Forge World weapons to them as well). 
More recently I've been working on a Battlefleet Heresy fleet for the Dark Angels. The Dark Angels have always been my favourite Legion, they're what I have for 40k as well (updates on that soon) and before I sold them off I had them for 30k as well. With the rules online and a few people locally building up fleets, I decided to expand into a 2nd BFG fleet and build up the Dark Angels. I've got my hands on a metal Desolator and have converted it up by removing Chaos stars and adding Dark Angel symbols (thanks 40k bitz!) to act as the Invincible Reason as my flagship, and am now waiting on the rest of the fleet before I start painting. The different playstyle alone is something I'm looking forward to compared to Eldar, and there's going to be a lot of gaming to be had once I get the fleet up and ready. 
My latest paint project has been the old Knight Models set of Avengers, plus the Hulk. While these are a fully playable list for the Marvel/DCU game they're mainly being painted to sit on my shelf and finish off my Marvel collection. 

That's been my last month of hobby, next up is more Bushido!

Tuesday, 23 June 2020

Warcry- Gloomspite Gits

My second post for Warcry continuing off my Untamed Beasts, today I'm talking about my Gloomspite Gits. This one is a bit different because I'll be talking about my own warband and talking a bit less about specific options, focusing instead on building a warband out of the Zarbag's Gits box from Warhammer Underworlds. I might not have the most super competitive list but it's something I've enjoyed playing and it still stands up in my games so I'm sticking with it. 

Faction Abilities
Backstabbing Mob as a generic double is ok but not really amazing, adding 1 to strength and attacks if you have another model within 1" of the fighter using the ability. It's very positioning dependent though and in most cases I'm not a huge fan. 
Barbed Net is a double for a 45 point model, and it's excellent. 3" range and on a 3+ to stop models moving or disengaging is amazing, especially if they aren't in range to attack anything to begin with. 
Boing! Boing! Boing! is the first triple on the list and is used by all Squig mounted models (but not the Squigs themselves). Similar to Pounce in the Untamed Beasts, it lets you allocate damage equal to the ability when you move within 1" of an enemy model. I like this a lot and use it often as a way to get out extra damage to whittle things down that little bit more. 
Stab 'Em Good is a leader triple, and a pretty good one at that. It adds 1 attack to every attack made by friendly models made within 6", provided those attacks are less than 3" range. Being goblins they won't be enabling huge amounts of damage in most cases, but what it does affect will be able to put out some hurt and it's basically an Onslaught bubble for just one extra dice. 
Go Dat Way! is a triple for the Squig Herder only, and it lets you make a friendly Beast within 4" take a move action. Good way to speed up your Squigs but that's about it- it is on a 45 point model though so it isn't really taking away from the rest of the list by existing, just adds an option should you choose it. 
Sneaky Stab as a quad is excellent, and can change even the most diminutive goblin fighter into a damaging powerhouse. It gives a bonus move and then a bonus attack, but also adds the value of the ability to damage allocated provided the target is within 1". This puts even regular goblins at great levels of damage, but the higher strength ones will almost certainly tear through whatever they touch when this is active (and then have 2 more actions to have more output). 
Boingrot Boss is my favourite leader option as even though he is the most expensive at 265 points, he is super tanky and is very hard hitting. Move 8 with Fly makes them quick, and 24 wounds at toughness 5 makes them hard to kill. Range 2 is great for threat range as well (and hitting without being able to be hit) at 2/5 damage with strength 5 and 4 dice you can deal out a lot of damage, which is only made worse by adding any of the abilities that affect the Boss. 
Cave Squig are the "tanky" options that you aren't paying a super high premium for. Toughness 4 and 15 wounds is pretty average but in Gits is high, and their damage output is really good. Strength 5 lets you wound things pretty damn easily in most cases, and 4 dice at 2/4 damage does the job quickly enough. They won't be tearing down champions super quickly, but pair them with a Herder and they work. 
Squig Herder and Stabba with Barbed Net are both really cheap and have good abilities unique to them, but are also both very weak profiles. Toughness 3, move 4 and 8 wounds means they are middling speed but really fragile, and their melee profile is the weakest in the entire game. They do make up for it in their abilities and just being cheap enough to fill out lists and take objectives, so I am a fan of taking one of each (although an extra net is good, it's not financially smart)
Shootas have the same profile as the 2 mentioned previously, but trade access to abilities for a bow and are 20 points more. The bow makes up for the bad profile as it lets you plink away damage a bit more while you can keep yourself safe (screening with goblins is doable too) 

Ally Options
To top up this warband using Zarbag's Gits and to use Zarbag himself, I play with an ally option from the Monsters and Mercenaries book. 
Fungoid Cave-Shaman and Loonboss are both 140 points with the same statline, they just have different abilities and weapons. Move 4 and toughness 4 is pretty standard fare in Gits, but their 20 wounds is very good for the cost. The Loonboss has 2" range and 4 strength 4 attacks with 2/4 damage which isn't quite Squig level but it's good regardless, while the Shaman is a purely ranged model and throws out 2 strength 3 dice doing 3/6 damage at 3-7" range. The Shaman has far more obvious weaknesses here as it can't attack in melee and is low strength and attacks, but it can still put out 12 damage on a double crit which is impressive. As for abilities, the Loonboss can add an absurd amount of melee attacks to every model within 6" of itself depending on the value of the ability, but it's on a quad and thus expensive and competing with Sneaky Stab (although in most cases the extra dice will be flat out better because it's a bubble). Anything over a 3+ is insane value on even the lowly Stabba, and exponentially better on good damaging models. As for the Shaman, it has a damage aura of 3" on a triple, which does a single damage point on a 3-4 and on a 5+ damage equal to the ability. If you're able to use this he isn't able to shoot, and as such is struggling so I would skip it and just use him as a shooting piece. In general the Loonboss is the far stronger option, but as Zarbag is actually a Shaman in the fluff I have been trying to make that work as well. 

With these my usual list is covered, but the Gits have a few more options to note.

Boingrot Bounder- almost an identical profile to the boss, just lacking the leader runemark and a few less stats. 4 attacks becomes 3 and 24 wounds is down to 18, but loses 45 points (a net) in the process. In all they're good options but for non-leaders on Squigs I would lean towards the Hoppers for cheaper. 

Squig Hopper and Boss are up there for some of the best objective grabbers in the game, but they've got a really steep points cost because of it. Move 10 with Fly so they can get anywhere on the table in 1 activation, toughness 4 and 16 wounds (22 on the Boss) makes for a tough fighter to threaten objectives. Their fighting is pretty good too with strength 5 and 2/4 damage, the Boss having 5 attacks and the regular ones 4. In all for 200/250 points they're both good options but I would never take more than 2 (one of which is a Boss)

Stabba, Pokin' Spear and Moonclan Boss- all 3 of these have very similar profiles, with toughness 4, movement 4 and 8 wounds (being the leader, the Boss gets 16). Both 70 point options are strength 3, with the spear having extra range and the regular Stabba having 3 dice instead of 2. The spear is slightly better despite the lower output IMO because the range can be very important with how fragile they are, and they have 1 higher damage on a crit. The Boss is ok but I would almost always lose a model and take a boss on a Squig because the versatility it gives is far higher. 

Sunday, 14 June 2020

Game Day! Battlefleet Gothic- Eldar Corsairs vs Ultramarines

Hi all! Got out of the house today for a couple games of Battlefleet Gothic, getting back into my Eldar Corsair fleet. Played 2 games both using the Cruiser Clash scenario but with full rosters, first at 1000 points and then 1500. These won't be full battle reports but I'll try and say as much as possible what happens 
My fleet is fully 3d printed as should be somewhat obvious given the stepping on them (which I am a fan of for Eldar because it looks like Holofield blurring). The scheme is inspired by Craftworld Mymeara's blue/green look. I have a Void Stalker Battleship, 2 Eclipse Cruisers, a Solaris Light Cruiser, 2 Hellebore and 4 Hemlock Escorts. Also not pictured is a Shadow Cruiser as an extra option, but that doesn't go into the 1500 point list with the rest. 
First game I deployed behind the planet and used it to hide for a few turns moving back and forth doing hit and run attacks against the marines. One crippled strike cruiser from the first wave but after that dice got worse and I had to start running. I lost a few ships before disengaging though and ended up losing because I couldn't manage to damage enough. 
The second game was 1500 points, and it went a lot more badly. I made some mistakes with my early movement (the conga line you can see above) so I got trapped by the marines and very quickly disintegrated. I went on some suicidal attack runs to take out as much as I could (turns out crippled and braced ships don't do too much, who would've thought?) and in the end only a Hellebore managed to escape unscathed. 

All in all it was good to play again, it's been about a year since I last played BFG, and I'm remembering a lot of the tricks with Eldar. Also putting together a 30k Dark Angels fleet soon so I'm looking forward to that as well, should be a big difference in both aesthetic and playstyle. 

Tuesday, 26 May 2020

Warcry- The Untamed Beasts

Starting to get into Warcry a bit, I've decided to write up a couple posts on what I think about the warbands I play and how I use specific things in them. To start with I'll start with the warband that got me into the game, the Untamed Beasts, and discuss what I think about them in general. 

Faction Abilities
The model-specific ones I'll mention below because they're more relevant there, but the generic ones I'll discuss here
Savage Fury is a pretty simple +1 to move and attacks, but only for 1 action each. Acting as a middle-ground between Onslaught and Rush is great for if you want to move and attack, as you will get a bonus for both, but otherwise I would consider what you're getting out of it and the specific situation
All-Out Attack is only for your leader, and just gives him a free attack or move if he takes another fighter out of action. For a double it's pretty good and if you can set it up getting an extra action is never a bad thing. 
Beastmaster is the last of the doubles, and is for the Beastspeaker only. It lets her give a bonus attack to a Beast within 4" which is simple but really effective, because it gives your excellent Rocktusk Prowlers more attacks so they can chew through enemies. 
Pounce is the Prowler's triple, and lets you damage a fighter within 1" equal to the value of the ability when you end a move within 1" of an enemy. In effect giving you a 9" range to damage someone it's pretty great in almost every case, and on a model that already has good damage just makes it better. 
Harpoon Snag is the triple for the First Fang, which gives you a free shooting attack followed by moving the target a distance equal to the value of the dice used. This can be a great way to drag models off of objectives, treasure-carrying models into your warband to kill them or just to relocate enemy models to take heat off other things you can use to score. 
Unleash the Beast- The Untamed Beasts' quad, this is pretty rough when it goes off. Doesn't give free actions like Rampage does, but it's still really good if you want to be absolutely sure something dies and if you put it on a Rocktusk Prowler or Heart-Eater things are going to get removed really quickly. 

Heart-Eater
As the leader you have to take one, but he's not bad. He has an almost identical stat line to the Rocktusk Prowler just slower, and in general for 180 points he's pretty worth it with what he does. Not much else to say with no other leader options though. 

First Fang
The First Fang has a lot of utility and can be really great for zone control, but you have to play him carefully and he doesn't do huge amounts of damage compared to models in the same niche in other warbands. His melee isn't fantastic and he's one of the slower models in the warband, but he brings the harpoon which is good damage (low dice, but it's a ranged attack and plays with his triple)

Rocktusk Prowler
My favourite model in the warband, the Rocktusk Prowler just does work. Great damage which plays great with any of the damage-boosting abilities (of which there are a lot that affect the Prowler), insane movement and 20 wounds make these really great purchases at 180 points. My only complaint is that there's only one in the box, because I really do love these beasts so much!

Beastspeaker
Simply because of the triple it has and how that plays off the Rocktusk Prowler, I will always take a Beastspeaker. The 4" melee is also pretty good so she can stay somewhat safer while she hits things, but her actual damage output isn't fantastic outside of getting the Prowler to hit more (which is in itself amazing IMO) 

Preytakers
These are my least favourite model in the warband, mostly because they exist in a bit of a mid-role and don't excel in any one job. They're almost double the cost of Plainsrunners for 2 more wounds, an extra toughness and a better melee weapon but they lose out on movement (the big one here) and the change in weapon doesn't really justify the hike. Going from 1 to 2 damage on regular hits is good, as is the extra strength in the case of the axe, but spending points elsewhere will almost always be a better option unless you have 105 points to spare exactly (and even then, you could probably go for a thrall)

Plainsrunners
These guys are really just disposable chaff and are meant to grab objectives or slow enemies down. They aren't fantastic stat wise but they're cheap enough to justify and I would take at least 2 in most lists I'm running. 

Sunday, 19 April 2020

Men of the East Part 2- Easterling allies, Mordor and Khand

Continuing from my previous post on the Easterlings, this post is focusing on the allies options for Easterlings, primarily the Khand army list, but also a little bit of Mordor. The Easterlings do have other allies, but these are the only Historical Allies and this is the reason I will not be mentioning any others.

Khand
Army Rules
A simple bonus, Charioteers and Horsemen don't count towards the bow limit. This means that the only thing that does is Khandish Warriors, and it also lets you take 100% bows as both your main force and in an allied group for Easterlings. Given that Khandish shooting via Horsemen is somewhat useful (on Chariots it sacrifices a lot of why you're taking them) it isn't a bad option, just better in pure Khand.
I will mention the Chariot here because it is a very important part of Khand's identity, and a really good mount option. The Chariot costs 30 points for a hero, or 30 for a Warrior version, and brings some huge hard-hitting bonuses for the models riding them. It's a special mount and thus makes them a Cavalry model, but is also a 3 wound defence 7 model so is very hardy and able to soak hits for the fragile riders, plus the rider is only hit by In The Ways on a 5+ instead of 4+, which also carries over into combat as well. Models on the Chariot can still shoot after moving their full distance which is great, but more important for the heroes who come with bows as standard (but isn't really worth it for warriors). Chariot movement is quite complicated, but the most important part is that they get Monstrous Charge (so can knock down weaker Cavalry models and Monsters) and deal 2 strength 4 hits to every model they contact during a move, which happens to both mount and rider on Cavalry models (and they can continue moving if they kill these models). This bonus is huge and in conjunction with Heroic Combat from Heroes to simply fight more can lead to reaching an opponent's break point far quicker than you thought might happen. They do function a lot better with Heroic Actions though to make sure they are moving as much as possible and especially charging, but are still very good normally. 

Models
Khandish King- The Khandish King is in my opinion one of the best generic heroes in the game, and on Chariot is a ridiculously efficient combat beatstick. Although his stats aren't fantastic compared to most combat heroes he is very cheap at 95 points (125 on Chariot). Fight 5 and 3 Attacks is amazing, and Strength 4 is fairly standard for a human hero so already is doing good amounts of damage. Add in the hand-and-a-half axe for Piercing Strike and impact hits off the Chariot and models will die very quickly from the King, and that is before factoring in his Heroic Actions. The standard are good, but he has Heroic March to make the army even faster and Heroic Resolve for potential anti-magic, but the big one is Heroic Strike to keep up with bigger heroes. In a pure Khandish army it is a godsend because it lets you compete with big heroes, but allied with Easterlings you can manage because of Amdur, Khamul and Dragon Knights. Bringing along a bow and being able to move full distance with it is pretty great too, if only to get extra shots for potential damage on the way into combat where he really shines. He also has a 6" Banner effect which massively boosts up the output of the rest of the army and on himself which is great, and on a chariot have a huge distance to cover the table.

Khandish Chieftain- A King but worse in almost every sense. Courage, Defense, Attacks and Will are all 1 lower, plus they're a lower tier of hero and lose the 6" banner effect as well as Heroic Resolve and the way more important Heroic Strike so even though they're 40 points cheaper it is still worth paying this just to get multiple kings on the table if you can fit the cost in. Chieftains aren't bad Captain equivalents, the King is just better for the price difference. If you have a King in your list already I would start looking at Chieftains as a cheaper way to get more Might on the table and especially more models. 

Khandish Warrior- The basic Warrior profile of the army, they're ok but when you look at what else Khand have they kind of mostly exist as dismounts. They fold fairly quickly at D4 but they bring Fight 4 which is great, a hand-and-a-half axe (so a 2-handed axe at will for those super hits) and a kind of mediocre Courage of 3. Strength 3 is expected given their many ways at boosting wound rolls, and they have the option of becoming archers by replacing their axe with a bow, but the main use for them in my opinion is as a hard-hitting front line for Easterling Warriors as they can double up on pike support and you can Piercing Strike 2-handed without much of a downside as you still have the 2 supporting dice without a -1. Doing this you are at good odds to win a fight and even better odds to kill the enemy, and the biggest thing is you don't need to pay for Black Dragon upgrades because the Khandish Warrior is already Fight 4. It's a different type of Easterling army, and is awkward to use in Maelstrom deployment, but it does the job in most cases.

Khandish Horseman- The Warrior profile on a horse and with a bow for 5 points more, this is a very good trade. They lose either their axe or bow when dismounted but at that point they become a basic Warrior so you can't really complain much, and for 13 points they are excellent skirmish cavalry. They can become insanely good glass cannons as well through Piercing Strike and 2 handing their axe, with the only downside being if they lose the duel roll they are almost guaranteed to die but in return if they win they get +2 to wound and possible charge bonuses so they will tear through things very easily. I'd always be taking these to get into spots Chariots can't reach, and to act as objective grabbers and flankers.

Khandish Charioteer- Still the same profile as a Warrior for 30 points, but they have a Chariot. As I've mentioned above I love the Chariots because of how hard-hitting they are in combat, and the warrior versions are great to fit more into a list. I would always take a couple to buff out ranks when you are taking Khandish models because they really are amazing value. Everything I love about Horsemen plus impact hits and extra protection, although like Warriors they have to choose between bow and axe. They're ok bow platforms because they can still fire after moving their full distance, but that's not a major thing and they're far better as heavy linebreakers leaving the Horsemen to skirmish shooting. 

Example Lists
Below are a couple of examples of Easterling lists with Khand allies, and a single example of a pure Khandish list that I would play. Both lists are 750 points to show the best examples of how I would play Khandish models in large games, and because this is the level that I play.

Easterling/Khand
Khandish King
-Chariot
Warband
2 Khandish Charioteers
5 Khandish Horsemen
8 Khandish Warriors

Amdur, Lord of Blades
-Armoured Horse
Warband
10 Easterling Warriors
-Pike
-Shield
4 Easterling Warriors
-Shield

Easterling War Priest
-Armoured Horse
Warband
6 Easterling Warriors
-Pike
-Shield
4 Easterling Warriors
-Shield

This list is based around having a hard-hitting core infantry block, which has a mix of Easterling and Khandish Warriors on the frontline so you can put either higher damage output or durability where you need to. It has one pike for each frontline warrior which lets you spread wide and support everyone or to pick the fights you want to win and double rank there (especially useful when you’re going all out on the Khandish Warriors). It has 2 great combat heroes and magic to support your lines (although it won’t affect the Khandish) and plenty of harassment from the Horsemen before lines clash. When they do you have 3 Chariots on the table to smash through enemies and open up holes in their lines to exploit, plus all the previously mentioned tricks (and 2 separate banner effects on your characters, although they only affect one part of the army) 

Pure Khandish
Khandish King
-Chariot
Warband
2 Charioteers
9 Horsemen

Khandish Chieftain
-Chariot
Warband
2 Charioteers
6 Horsemen

Khandish Chieftain
-Chariot
Warband
2 Charioteers
6 Horsemen

This list is basically Mongolian Rohan in how it plays, being a skirmish force that can then hit really hard in combat. With 9 Chariots in the army and the rest cavalry it really wants to be charging but when it does it will lead to very reliable deaths on the opponent’s side as long as you manage to win fights. You have a ton of decent shooting with the Horsemen as well, and everything having hand-and-a-half axes means you have a lot of versatility about how much damage you want to pull off at the expense of your own potential survivability. In general it seems to be a really fun army at the least because it is super-fast and hard-hitting, but it is made out of glass and can’t take a hit back.

Mordor
Army Rules
The Mordor army rules are quite good on their own, but as allies aren't as beneficial. When you have more models on the board than your opponent, all your Mordor Warriors can reroll 1s to wound and get +1 courage. If you're using Shamans for Fury the courage doesn't really matter (other than Blades of the Dead) but otherwise is pretty good with their mostly terrible courage, but the rerolls of 1s is the best part for Easterlings taking them as allies. Mordor is being allied in to get models that can more easily wound, and rerolling 1s goes a long way to fixing that problem and having reliable damage to smash through enemy lines. 

Models
The Mordor roster is incredibly large and I won't be talking about it all here, rather the warrior options that I think are somewhat useful and/or interesting when allied with Easterlings. The captain equivalents of these models are all well worth consideration to actually lead them, as are the Orc Shaman models (Shamans and Kardush) or just Khamul.

Morannon Orcs, Mordor Uruk-Hai and Black Guard of Barad-Dur- In my opinion the 3 tiers of orc for allying to Easterlings, they all bring a few things to the table. First off is high strength, with them all having minimum Strength 4 and Black Guard having the insanely good Strength 5 (although without paying extra on top of their already high cost are stuck with swords) so they have the advantage above Easterling Warriors there and really this is why you want them. Morannon Orcs are Fight 3 so still tend to want Black Dragon support, but the others are fairly self-sufficient at Fight 4 so you can cut costs on Black Dragon upgrades. Uruk-Hai are fairly low Defence but they can take shields to get to Defence 5, the others being able to get to 6 with their shields (which Black Guard have as standard). Morannon Orcs have choices of sword, mace or axe while Uruks can take bows or two-handed maces (the made being the better option, although they are 4+ shoot the shooting isn't great and I'd take Khandish for that angle) with all of them being able to take banners (although I would go for a Kataphrakt banner still for the mobility). Overall Black Guard are by far the best option here, but on a budget any of them can do great work.

Black Numenoreans- These are the best of the best when it comes to Evil Man Warriors IMO, because for their cost they bring so much to the table. They don't have the higher strength of the Orcs but they do have good Defence, higher Courage and Fight 4 so they are great in a fight (especially when backed up by pikes). They lean into the defensive nature of Easterlings as well with Terror, so you can sit comfortably once you're in position and then wait for the opponent to come to you, which will be tough for them to achieve if they're failing Terror rolls and then you roll 3 dice against them.

Morgul Knights- Basically mounted Black Numenoreans, the Morgul Knights also come with lances so are really amazing (although very expensive at 18 points a pop) shock cavalry. They don't get the army bonus, but they can still smash through enemy lines with no issues against all but the toughest targets and themselves can take a decent beating.

Mordor Troll (and Chieftain)- Evil are known for having a lot of monsters, and the Troll is one of the easier ones to put in with Easterlings and maintain theme (a Dragon being more themed, but losing your army bonus). Fight 7, great Strength and Defence plus high attacks and wounds the troll is something to fear (of course they have Terror) and a great way to have extra linebreakers in your list and things to just smash up enemies. The Chieftain adds to this by being a hero with his own Might, Will and Fate, although he replaces the option of weaponry for a sword and +1 defence. He also has Heroic Strike which makes him quite a strong opponent and a really great choice for Easterling armies as an ally even if just by himself.


Example Lists
I won't be putting lists here with every single option above, but I will put a couple of alternate options to show how I would use some specific things.

The Fallen Men
Black Numenorean Marshal
-Armoured Horse
-Lance
Warband
8 Black Numenoreans
4 Morgul Knights

Amdur, Lord of Blades
-Armoured Horse
Warband
8 Easterling Warriors
-Pike
-Shield
2 Easterling Warriors
-Shield
Easterling Kataphrakt
-Banner
Easterling Kataphrakt
-War Drum
2 Easterling Kataphrakts

Easterling War Priest
-Armoured Horse
Warband
2 Easterling Kataphrakts
6 Easterling Warriors
-Pike
-Shield
4 Easterling Warriors
-Shield
This list is very similar to the Easterling/Khand list above, but it trades Chariots for lance cavalry and the more reliable damage of Khandish Warriors for the hardiness of Black Numenoreans. Overall it's a straightforward list and a bit less outright damage but it has some tricks as well with mixing ranks and holding your battle line where you need it through Terror and the simple toughness of the troops. 

Sauron's Elite
Troll Chieftain
Warband
8 Black Guard of Barad-dur
2 Morannon Orcs
-Shield

Khamul the Easterling
-Fell Beast
Warband
Easterling Kataphrakt
-Banner
Easterling Kataphrakt
War Drum
10 Easterling Warriors
-Pike
-Shield

Easterling War Priest
-Armoured Horse
Warband
10 Easterling Warriors
-Pike
-Shield
This list is a bit different to the others in that it uses Khamul and is more focused on the magic, but it has a very tough wall at the front of it and a really great combat hero in the Troll Chieftain. The list is a little light on Might and Fate but you can make up for it with Magic and just in general reliable fights. Plus, who doesn't like the idea of a gleaming golden-armoured troll?