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PostPosted: Wed Apr 18, 2007 12:59 am 
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so whilst I'm typing in english its getting translated :? or is it in english and every one can read it :shock: I went to Italy and every thing was in italian or english so....

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PostPosted: Wed Apr 18, 2007 6:36 am 
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mathusala0 wrote:
but thats the retearn of the king rule book and kind of outdated
i did not know the wild wargs didnt count as calvory sorry for my rudeness (darn twice on this subject) but i belive i remember somthing about it being strenth 6 or more because people were complianing about there balrog getting trampled :twisted:
Rather than 'think' you know the rules, please look it up first and be 'certain' so as not to spread incorrect rules. Wild wargs do not get the cavalry bonus, no where in the rules does it say they do, a cavalry model is defined as a mount with rider. Also on the page concerning cavalry bonuses you will find that S6 models or above do not get knocked down, please read for more clarification, Valdor was correct.
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PostPosted: Wed Apr 18, 2007 8:56 pm 
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Hm..."Convieniently left out the Shire?"

Nah, in my opinion, the Shire is used for small skrimishes and tiny battles, not large scale clashes. For the "Tactical Discussion", the Shire just doesn't work too well...they have very few tactics...

Now, as for Warriors of Arnor, taking Arvedui and Malbeth are essentials. The same can be said for Dunedain and Rangers. As the Arnor army list does have bow limit, you must include twice as many Warriors of Arnor as you do Rangers. Don't bother with Hobbit Archers. Yes they are cheap, but in the long run not worth it.

For Hero choices, I recommend a few (meaning three to six) Dunedain. Their Courage of 5 will help out the scattered Warriors of Arnor around you. Take Arvedui and Malbeth if you can too. As Arvedui's Stand Fast! range is 12"/28cm, he is your "center hero." Keep him in the senter, along with the bulk of your infantry in a semi phalanx of two ranks. The Dunedain should escort small bands of Rangers and Warriors on each side of the battlefield to close in on your enemy three ways.

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PostPosted: Wed Apr 18, 2007 9:47 pm 
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That dosent make since to me..... but then you are very small, perhaps your right....

Quoting treebeard :lol:

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PostPosted: Wed Apr 18, 2007 9:58 pm 
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mathusala0 wrote:
That dosent make since to me..... but then you are very small, perhaps your right....

Quoting treebeard :lol:


I don't think it makes sense to anybody, but by making wargs cavalry make warg riders redundant, so it's a game-play thing.
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PostPosted: Wed Apr 18, 2007 10:01 pm 
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uh Hithero that conversation ended 5 posts back, ENDED I SAY :!: :evil: :!: Im no longer talking about wargs being or not being Calvory, Im talking about Captians last post :evil: :!: :evil: :!: :evil: GRRRRRRRR

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 Post subject: Hobbits? We don't need no stinking Hobbits!
PostPosted: Wed Apr 18, 2007 10:17 pm 
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CaptainOfTheWolfRiders wrote:
Now, as for Warriors of Arnor, taking Arvedui and Malbeth are essentials. The same can be said for Dunedain and Rangers. As the Arnor army list does have bow limit, you must include twice as many Warriors of Arnor as you do Rangers.
So far so good. :)
CaptainOfTheWolfRiders wrote:
Don't bother with Hobbit Archers. Yes they are cheap, but in the long run not worth it.

I'm going to call you on thie hobbits. From a practical stand point (and you wrote it yourself) "the Arnor army list does have bow limit, you must include twice as many Warriors of Arnor as you do Rangers.", and here having Hobbit Archers would increase your numbers. For example, using the "Garrison of Fornost" (pg.35) as an example list (not because I think it is a great list, but because it is a practical example that we can all refer to), we've got Arvedui, Malbeth, a Dúndedain with spear, and then three "companies" of troops (24 WoA, one w/ Banner, and 12 RoA, 4 w/ spears). The Hobbits cost 4 points compared to the RoA at 8, which means you can have 12 Hobbit Archers for half the points, freeing up 50 points! A Captain of Arnor? Two more Dúnedain? Or maybe 5 more WoA and 2 more Hobbit Archers?

Now you might say hobbits are rubbish in a fight. True, but they have the same Shoot and Courage value. And from a tactical point of view, this army is not going to be rushing into battle (no cavalry for flanking maneuvers) so the alternative is to use more cover fire (Volley Fire) and to make them come to you. With volley fire, shoot values are unimportant and the bow strengths are the same. So more is better.

In the event that they do end up in battle, that would be 14 more die to spread around. But I would try to keep them in a good defensive position until needed (shooting from behind the front line) for fodder.

So Hobbits mean more defensive troops (WoA) and more firepower (I say more, not necessarily better) or more heroes for the same points.
CaptainOfTheWolfRiders wrote:
For Hero choices, I recommend a few (meaning three to six) Dunedain. Their Courage of 5 will help out the scattered Warriors of Arnor around you. Take Arvedui and Malbeth if you can too. As Arvedui's Stand Fast! range is 12"/28cm, he is your "center hero." Keep him in the senter, along with the bulk of your infantry in a semi phalanx of two ranks. The Dunedain should escort small bands of Rangers and Warriors on each side of the battlefield to close in on your enemy three ways.
Agreed, Arvedui in the center, but where to put Malbeth? If Arvedui is in the center you can bet that the most heat will come down on him, so it might be a good idea to keep Malbeth nearby (I've noticed that in 2 of the RoA scenarios, killing Arvedui is the objective) to help out (he of course will be an early target as well) when the dice start to fail...

As for the "floating" Dúnedain band, I'd keep them in the rear to help counter a flanking maneuver, but that's just me (I think it was Patton who said, "Always cover your [beep]!")

Good stuff here, anyone else?

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PostPosted: Wed Apr 18, 2007 10:20 pm 
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im gonna say the same thing i said a long time ago

Hobbits suck

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 Post subject: Strengths and Weaknesses: Gaming with Arnor
PostPosted: Wed Apr 18, 2007 10:44 pm 
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As I mentioned before the RoA Sourcebook includes a section for each army called "Gaming with..." which offers "tactical advice". I thought it would be interesting to see if we agree with the "experts".

Gaming with Arnor (pg. 34, RoA)
[split][col][itemlist]STRENGTHS
  • Malbeth the Seer
  • Elite Archers
  • Elite infantry
[/itemlist][/col][col][itemlist]WEAKNESSES
  • Small in numbers
  • Expensive warriors
  • No cavalry
[/itemlist][/col][/split]
What do you think, do you agree or disagree? Deal or no deal?

On another note...
mathusala0 wrote:
im gonna say the same thing i said a long time ago
Hobbits suck
:roll: Not very constructive. And besides, Hobbits don't suck, they blow (Signal horns, that is :) ) Can you at least give a "tactical reason" for why you don't care for them?

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PostPosted: Wed Apr 18, 2007 10:47 pm 
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Hobbits can dish out the pain if you play with them right.

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PostPosted: Wed Apr 18, 2007 11:04 pm 
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BrightLance wrote:
Hobbits can dish out the pain if you play with them right.
Way to go, BrightLance to the rescue! What do you think of my idea of a Company of Hobbits?
Do you have any tactical tips for using them in combat?
Will the Cubs make it to the playoffs this year (oops, wrong game)

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PostPosted: Thu Apr 19, 2007 1:48 am 
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lol cubs ha :!: :lol:

ok hobbits and WHY they suck

hobbits a. are short. its a fact that short people loose unless there french

hobbits b. have a fight value of two making them usless agianst all but goblins and then a tie!!!

hobbits c. 3 pts is not much but all the evil needs is some calvory :twisted: hobbits die quick from warg riders and haradrium raiders (why there in the shire I dont know)

hobbits d. heros all have one attack and ride ponys which only make them faster by 2 inches (or three) which can still be outmenuverd

hobbits e. they have reasinable archers but have short range and move two inches a turn! this means that if you arnt vollying, than you have 4 turns of shooting if you back away, and 2 if you advance

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PostPosted: Thu Apr 19, 2007 6:05 am 
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mathusala0 wrote:
uh Hithero that conversation ended 5 posts back, ENDED I SAY :!: :evil: :!: Im no longer talking about wargs being or not being Calvory, Im talking about Captians last post :evil: :!: :evil: :!: :evil: GRRRRRRRR

Should use the quote option then or type the name if a quote is uneeded, then people will know who you are responding too - but why the evil smilies? :?
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PostPosted: Thu Apr 19, 2007 3:27 pm 
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the evil smiles are to show that you need to get back on topic


back on topic. it seems that we need something to talkabout because im spent on this topic for now

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PostPosted: Thu Apr 19, 2007 4:11 pm 
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Ahh right, I appologise, I did not know that :evil: mean't 'off topic', so what's the topic? :wink:
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PostPosted: Thu Apr 19, 2007 4:23 pm 
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OK then, back on topic 8)

Lorderkenbrand previously posted same very good comments about Gulvahar
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Gulavahar is in my opinion better than any other in this arnor supplement, and for 200 points he has to be. Now everyone says that his poor defence 5 is his major downfall but actually it doesnt matter. With 3 might and the rules allowing him to regenerate rules he is all but invinsible......

Thanks for including some comments about how you've used him in some games. Your comments make me interested in either trying him out or playing against him.

How about SHADES? Does anybody think they are worth the cost? Their special ability is great and they are hard to destroy. But they are very expensive and they are pretty useless offensively due to their low FV and being unarmed. Furthermore, they'll quickly flee if your force is broken.

Obviously you would want the Shade near the center of your main body of close combat troops to influence as many combats as possible. It should also be kept near a hero to help it Stand Fast if the force is broken. Has anyone had any experience using or fighting against a Shade?
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PostPosted: Thu Apr 19, 2007 4:53 pm 
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OK i have been away for a while so id like to say a few things lol.

Firstly HOBBITS DONT SUCK...OR BLOW curunir lol. Instead they are very useful for annoying the enemy as their low points cost allows a greater army to be fielded.

thankyou 'awcho' for your kind words and quoting me lol, it makes me feel somewhat more important and makes my day :lol:. I also noticed i made a spelling mistake - i meant he can regenerate his wounds btw.

I have used shades at least half a dozen times and have been pitted against them a couple of times, so ill discuss how i deal with and use them.

AGAINST SHADES

shades have little resistance and can be easily out manoeuvred - just send in cavalry or another wicked way (looks at shades stats) is to compel it away from were ever or perhaps into the open -leaving you with the option of shooting it down or not having to worry about its annoying effect. It has low will so it will soon be under your control :twisted:

FIGHTING WITH SHADES

hmm well avoid combat obviously - try going against formations but instead surround the shade with all those useless 5 point orcs that have a two handed weapon option - the rule makes up for it. Try putting a banner near the shade as well as this is a real offensive weapon. Two top it off use Gulavhar to neutralise any magical wielders by flying over the top of the ranks and into the foolish spellbraniac :D - one last thing is that they are quite hard to kill - almost as hard as trying to kill a troll chieftain although that has 1 fate.
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 Post subject: Re: Strengths and Weaknesses: Gaming with Arnor
PostPosted: Thu Apr 19, 2007 9:19 pm 
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Gaming with Arnor (pg. 34, RoA)
[split][col][itemlist]STRENGTHS
  • Malbeth the Seer
  • Elite Archers
  • Elite infantry
[/itemlist][/col][col][itemlist]WEAKNESSES
  • Small in numbers
  • Expensive warriors
  • No cavalry
[/itemlist][/col][/split]
"What do you think, do you agree or disagree? Deal or no deal?"

Well, the troops are not that expensive points wise, and they are only small in numbers if the Arnor player is too cheap to go out and buy $60+ worth of Warriors of Arnor...not counting Heroes...actually I think that would only give you 15 soldiers... :cry:

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PostPosted: Thu Apr 19, 2007 9:30 pm 
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They need to be plastic

Hitiro the topic is arnor

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PostPosted: Mon Apr 23, 2007 8:20 pm 
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Okay, as per a PM by Curunir, this discussion will be wrapped up shortly. I will summarize what we have said a little bit here, and give final tactical advice before the topic is charnged and a new host chosen:

TACTICS FOR ARNOR:

Arvedui, the Last King of Arnor:


Use him in the center of your Arnor soldier phalanx, his 12"/28 cm Stand Fast! range will keep your Courage 2 soldiers in line.

Malbeth the Seer:

Keep him close to Arvedui. His rule will give "free" Fate points to your "big Hero" and the soldiers around him.

Soldiers of Arnor:

Keep them around around your Heroes, as their paltry Courage of 2 makes them easy to break after they have been reduced to half strength, especially if the opponent has Nazgul which will reduce the Courage to 1... :x . Their spears and shields make them good shield wall users, so against the molty band of orcs that crosses your path, they will be hard pressed to beat you with your increased Fight Value!

Rangers of Arnor/Dunedain:

As Rangers are the only archer unit in an Arnor army, they easily have a tremendous advantage over the forces of the Witch King. A Shoot Value of 3+ will most likely find it's target, and their higher Fight Value also makes them good hit-and-run skirmishes alongside the main bulk of the army.

TACTICS FOR ANGMAR:

Shades, and, erm, Barrow-wights.....:


Erm.............Just keep them out of combat and you'll be fine. Else they die quickly, very, very, very, VERY, VERY quickly. Combine keep a Barrow-wight or two near, Paralyzing nearby Heroes and other threats to keep your Shade out of danger.

Orcs, Wargs, and Trolls, oh my!

Your basic grunt troops. Get them into combat and eat the enemy before they eat you. Wargs will form the first attacking line, smashing into the enemy and hopefully scattering the enemy long enough for the main bulk of the force of orcs and trolls get in and beat the snot out of them. Happy butchering, oh mighty servants of the Dark Lord!

And one final note:

THE ONE TACTIC TO RULE THEM ALL:

No matter how well you play, no matter how well you use your force, no matter how well your dice seem to roll, no matter what, if you play against a girl....SHE WILL WIN! 95% of the time, you will lose! Maybe it's just me, but tales are told of the glorious female generals, so...bewary. And to all you female gamers out there...good job on your tactics! May you sometimes let us guys win a few games once in a while! :wink:

Thanks again Curunir for this hosting bit...hopefully now there will be some very good games being played in the Northern Kingdoms!

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