Salattu wrote:
Well. Khamul's ability basically would just add 1 fight value... Doesn't seem very useful... I doupt these wounds are enough to justify the regaining will?
The primary reason people bring Khamul is because he regains a point of Will for each Wound he causes. Meaning that he doesn't have a limited number of fights available. The increase in S, F or Att can be used or not, but adding another attack, along with the Fell beast gives him 3 Attacks when charging, which along with F5 means he's winning a lot of fights, thus causing wounds, thus regaining Will.
Salattu wrote:
Shadowlord, why none has mentioned the SHADOWLORD? It would make enemy archers unable to kill the flying, everywhere-vicible beast? How can fellbeast otherwise stay on air, when elves or rangers shoot non-stop?
Yes - Shadowlord does make lists as well, precisely because of the rule you stated. Although even without armor, the Fellbeast is D6, 3 wounds, so they can survive a bit. Top 4 typically are Knight of Umbar, Khamul, Shadowlord, WK.
Salattu wrote:
Should the ringwraith be saved till lategame and for example idle doing nothing if needed, to reduce enemy courage and giving leadership to own units? Or would it be bad choice to sacrofice wraith during early to mid game for ok, but not superior kills?
They're not being saved for late game. The fell beasts are Monstrous Cavalry, and as such gain knock down and double strikes (even against other cavalry), but what is often more fierce is the ability to use Brutal Power attacks. Hurl and Rend are horrific. Against standard troops, he can Hurl (throws model 4-9 or 3-8 inches in most cases, dealing S3 hits and knocking prone all in the path - which effectively de-horses most enemy cavalry btw), and against heroes he can Rend (to wound rolls against enemy Str rather than Def).
They stay out of charge range, wait til they lose priority, then use their 12" move to charge (even against cavalry), then Hurl (or Rend). Entire battle lines can be wiped out in a single turn. Those that survive are still prone. And the wraiths are more likely to win priority next turn. It's just a horrifying combination when you're facing 3 of them in a 500 point game.