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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 12:27 am 
Elven Elder
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Well, the Watcher is tricky, but he obviously was tricky to put into SBG as well. If you, or anyone comes up with any new ideas, please say. Thank you.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 12:28 am 
Elven Warrior
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Will do, off to bed now, nite nite x
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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 12:33 am 
Elven Elder
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By the way, do you know Sauron isn't a Gaint Eye, he still had a bodily form, just a very weak one.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 5:01 pm 
Elven Warrior
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Awesome rules Gotmog, as always :yay:

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 5:02 pm 
Elven Elder
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Thank you very much :D

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 8:16 pm 
Elven Warrior
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Good work on getting the ball rolling with these, GmtW.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 8:55 pm 
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GothmogtheWerewolf wrote:
By the way, do you know Sauron isn't a Gaint Eye, he still had a bodily form, just a very weak one.


Huh? Where did that come from?

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Gondor & Arnor Faction:
Knight of the White Tower Pts Value: 60
Move Race Type F S D A R C Mt
- Man Hero 6/- - - - 2 5 2
A Knight of the White Tower is a Command Company Upgrade available to formations of Minas Tirith Warriors, Minas Tirith Archers, Minas Tirith Knights, Citadel Guards and Guards of the Fountain Court
Special Rules:
White Sword of Gondor: Each hit the Knight of White Tower inflicts in a Heroic Duel counts as two hits.
Very good, though the special rule is very mean. I might make it +1 on the HD table
The Kingdom of Rohan Faction:
King’s Huntsman Pts Value: 65
Move Race Type F S D A R C Mt
- Man Hero 5/4+ - - - 2 5 2
A King’s Huntsman is a Command Company Upgrade available to formations of Oathsworn Militia, Oathsworn Bowmen and Riders of Rohan Eoreds.
Special Rules:
Hunter: At the start of the shoot phase, the King’s Huntsman may select one enemy formation with 12” of the Huntsman to receive D3 automatic hits. This special shooting attack may be used if the formation has made a full movement in the preceding movement phase, and it does not prevent the formation from making a shooting attack or charging.
Nothing to add, very nice.
The Elven Kingdoms Faction:
High Elf Stormcaller Pts Value: 100
Move Race Type F S D A R C Mt
- Elf Hero 6/- - - - 1 6 1
A High Elf Stormcaller is a Command Company Upgrade available to formations of High Elf Regiments, High Elf Archer Regiments, High Elf Cohorts and High Elf Knight Regiments
Magical Powers:
A High Elf Stormcaller has a Mastery Level of 1 and knows all the Spells of Command
Isn't this exactly the ordinary stormcaller.
High Elf Knight Regiment Pts Value: 60 per company Rare Formation One to six companies
Move Race Type F S D A R C Mt
12” Elf Cavalry 6/3+ 3 6 4 2 5 -
- Elf Hero 7/3+ - - - 2 6 2
Wargear: Hand weapons, heavy armour, glaives and lances. They may take shields (increasing their defence to 6(7) ) or longbows for +5pts per company
Command: High Elf Commander 50pts
Banner Bearer 35pts
High Elf Hornblower 15pts
Special Rules: Pathfinders (Master), Terror, Expert Riders
Very good
The Forgotten Kingdoms Faction:Gandalf the Grey in Cart Pts Value: 250 Legendary Formation
Move Race Type F S D A R C Mt
10”Spirit Monster 5/3+ 5 5 4 2 6 3
Wargear: Hand weapon and two-handed weapon
Magical Powers: Gandalf has a Mastery level of 3 and knows all the Spells of Command and Dismay
Special Rules: Pathfinders (Woodland), Terror, Very Hard to Kill!
Cart: Gandalf gains +4 attacks on the charge rather than +1
Fireworks: Gandalf may make a shooting attack with a range of 12”, a strength of 8 and has D3+2 attacks. In addition enemy formations receive no charge bonuses against Gandalf.
Pure brilliance
Mordor Faction:
Great Beast of Gorgoroth Pts Value: 150 Rare Formation
Move Race Type F S D A R C Mt
8”Great Beast Monster 4/- 7 7 3 2 2 -
- Orc Monster 3/5+ - - 10 1 2 -
Wargear: The Great Beast counts as armed with a hand weapon. The Orc Crew have hand weapons and bows.
Special Rules: Terror, Very Hard to Kill!
Trample: If the controller wishes, the Great Beast may elect to trample during the move phase. If it does so, its move value is increased to 20” until the end of the turn and it cannot charge. Move the Great Beast in a straight line, all enemy formations moved over suffer D3+1 Strength 7 hits per company that was moved over. If it lands on a formation, the formation must make a Fall Back move.
The Crew: The Crew may fire in the Shoot phase has made a full move and/or trampled. If the beast has not trampled, the Crew’s shooting attack does not prevent the Great Beast from charging.
Maybe add a stampede? It seems like a cheaper, more reliable Mumak now.
The Misty Mountains Faction:
Groblug, King of the Deep Pts Value: 75 Epic Hero
Move Race Type F S D A R C Mt
- Goblin Hero 4/- - - - 2 4 3
Epic Actions: Epic Rage, Epic Rampage, Epic Strike, Epic Cowardice
Special Rules:
The Crown of Morgul[color=#0000FF](Morgul=Moria?[/color]: All goblin Type formations within 8” of Groblug gain +1 to the Defence value

Ashrak the Spiderkin Pts Value: 85 Epic Hero
Move Race Type F S D A R C Mt
- Goblin Hero 3/- - - - 2 3 2
Epic Actions:, Epic Cowardice, Epic Ruination, Epic Defence
Magical Powers: He has a Mastery level of 1 and knows all the Spells of Ruin and Wilderness
Special Rules:
Death Touch: For every hit an enemy hero inflicts on Ashrak in a Heroic duel, roll a D6, on the roll of 4+, the enemy hero suffers one automatic hit. In addition, for every hit Ashrak inflicts on an enemy hero as a result of Heroic duel, roll a D6, on a 5+ the hero suffers one extra hit.
Poison Blood: If Ashrak is in a formation of Giant Spider Brood, or Spider Broodlings, the re-roll all failed to Hit rolls rather thna just 1s.
Far, far, far too cheap. 120 pts at the very least.
Warg Marauder Warband Pts Value: 40 per company Rare Formation One to six companies
Move Race Type F S D A R C Mt
10” Goblin Cavalry 3/5+ 4 4(5) 2 3 2 -
10” Goblin Hero 4/5+ - - - 2 4 2
Wargear: Hand weapons, armour, shields and shortbows
Command: Marauder Chieftain 50pt
Special Rules: Prowlers, Expert Riders, Terror
On the Hunt: When making shooting attacks, Warg Marauder companies double their attacks.
Very nice
Dweller in the Dark Pts Value: 80 Rare Formation
Move Race Type F S D A R C Mt
8” Spirit Monster 7/- 6 5 3 2 5 -
Wargear: Hand weapons
Special Rules: Terror, Very hard to Kill!, Spirit Walk
Murderous Power: For each hit the Dweller inflicts in close combat, roll a D6, on the roll of a 5+ one wound counter is removed from the Dweller.
I say 90-100 pts, he's as good a Troll
The Watcher in the Water Pts Value: 350 Legendary Formation
Move Race Type F S D A R C Mt
4” Kraken Monster 6/2+ 7 7 6 2 4 3
Special Rules: Terror, Extremely Hard to Kill! (see Balrog/Dragon/Giant), Ambusher
Tentacles: These count as a throwing weapon with a range of 6” and a Strength of 8, The Watcher receives no penalty to its movement for this.
Water Dweller: When in difficult terrain that is a water feature, the Watcher’s movement is doubled rather than halved. The Watcher may also move through impassable terrain that is a water feature counting its movement as 8”
Very good
The Fallen Realms Faction:
Corsair Reavers Pts Value: 35 per company Rare Formation One to three companies
Move Race Type F S D A R C Mt
6” Man Infantry 5/- 5 4 8 1 5 -
Wargear: Hand weapons and armour
Special Rules: Indomitable, Stalwart, Beserk
Very nice
Angmar Faction:
Golfimbul Pts Value: 60 Epic Hero
Move Race Type F S D A R C Mt
- Orc Hero 4/- - - - 2 3 2
Epic Actions: Epic Rage, Epic Cowardice, Epic Sacrifice
Special Rules: Hobbitbane, Overlord
Once more, very nice, but shouldn't he be in Misty Mountains?
Duskwraith Pts Value: 75 Epic Hero You may include up to three Duskwraiths
Move Race Type F S D A R C Mt
- Spirit Hero 4/- - - - 1 6 1
Epic Actions:, Epic Cowardice, Epic Sacrifice, Epic Defence
Magical Powers: He has a Mastery level of 1 and knows all the Spells of Dismay
Special Rules:
Pawn of the Witch-king: The controlling place may remove the Duskwraith as a casualty to give D3 Might points to one Ringwraith from the Angmar faction within 12” (this may take the Ringwraith’s Might above its starting value
Spirit Servant: A Duskwraith may join formations of Ghostly Legion, Ghostly Riders, Court of Fallen Kings and Werewolf Packs as if they did not have the We Stand Alone rule.
Though absolutely un-canon, very nice profile
Thank you all for reading :-D

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Mon Feb 13, 2012 11:02 pm 
Elven Elder
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Thank you Xelee, someone had to start, of course GW may release 'official' profliles in next month's WD but I doubt it.

Telchar, thanks for the response, I will work my way down it.

The Knight of the White Tower - He would lose most of the time to ES and extremely High Fight heroes anyway, I think this helps him on the other times.

King's Huntsman - Thanks

High Elf Stormcaller - No its not the same, I got te idea from the fact that there are now 2 different ones in SBG, The High Elf one has a higher fight and spells of Command rather than Wilderness.

High Elf Knights - Thanks

Gandalf in Cart - :D

Great Beast - It is meant to be a much cheaper more reliable Mumak, albeit one that is easier to kill and does less damage in the fight phase. I don't think it needs to stampede, but I may playtest it soon just to check.

Groblug - do not understand

Ashrak - he's not costing 120pts unless Druzhag goes upt to 160pts, they are relative, if he costed more than Druzhag, it would be pointless putting him in since Druzhag is better still, but in a general-houseruled game I would increase him, but not for most of the time.

Warg Marauders - Thanks, I have playtested these and 40pts is fine for what they do.

Dweller in the Dark - He might seem to cheap, maybe 85pts, I may need to playtest one of these too.

The Watcher in the Water - thanks very much, he was the hardest one to do.

Corsair Reavers - tanks again

Golfimbul - well MM now has 4 Epic, Angmar does not, I originmally considered MM, but they have enough new stuff I think.

Duskwraith - thank you, he's based on the old unofficial SBG Angmar list (3 or 4 Angmar lists before the current one), and is a useful addition, I think he woks like Cirdan.

Cheers all.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Tue Feb 14, 2012 12:12 am 
Elven Elder
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He was wondering why Groblog has the Crown of "Morgul" and why it's not the Crown of Moria.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Tue Feb 14, 2012 5:36 pm 
Elven Elder
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Oh sorry, it's meant to say Crown of Mithril, I will change it thanks.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Tue Feb 14, 2012 7:36 pm 
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Well, I would not compare your profiles against the but one most undercosted profiles in the game, but make it balaced against most units.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Tue Feb 14, 2012 7:40 pm 
Elven Warrior
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So, elves get a serious advancement by new cavalry

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Thu Feb 16, 2012 6:56 pm 
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mastermanje wrote:
So, elves get a serious advancement by new cavalry


Not really, what they need is a cheap (or even expensive common) D7 unit.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Thu Feb 16, 2012 11:11 pm 
Elven Elder
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They have a defence 7 unit, and though rare, can be rectified Galadhrim w/ shields and Wood Elves w/ bows, and their cost can be rectified with allied WoMT and KoMT

Thanks mastermanje, though costlier, I think they are are a more useful alternative to the rather bad Galadhrim Knights.

And Telchar, the problem is the list, most people wouldn't use 2 balanced epics, and balanced monsters and formations when they can use overpowered heroes, infantry and monsters etc, though I have attempted to have them toned done, so that they make decent 3rd and/or 4th Epics.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Thu Feb 16, 2012 11:36 pm 
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I like your profiles and they are suiting of GW. Gandalf's cart is pretty funny... fireworks. Boomstick. I was thinking maybe an artifical swoop attack but that didn't hurt anyone except I guess they were terrified.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Fri Feb 17, 2012 1:08 am 
Elven Elder
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Have them pass a courage test or they can't move, shoot and their fight value is reduced to one.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Fri Feb 17, 2012 4:08 pm 
Elven Elder
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Thanks Slythar, I'd be interested to see your version ogf Gandalf in Cart.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Sat Feb 25, 2012 9:56 pm 
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GothmogtheWerewolf wrote:
They have a defence 7 unit, and though rare, can be rectified Galadhrim w/ shields and Wood Elves w/ bows, and their cost can be rectified with allied WoMT and KoMT

Thanks mastermanje, though costlier, I think they are are a more useful alternative to the rather bad Galadhrim Knights.

And Telchar, the problem is the list, most people wouldn't use 2 balanced epics, and balanced monsters and formations when they can use overpowered heroes, infantry and monsters etc, though I have attempted to have them toned done, so that they make decent 3rd and/or 4th Epics.


It's very hard to base an army around a rare unit (wood elves have D3 for 45 pts, aka are useless, Galadrhim are squishy unless combined with Galadriel, and that makes only one unit)

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Sat Feb 25, 2012 11:57 pm 
Elven Elder
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Wood Elves are certainly not useless. PM Beowulf9038, he uses wood elves effectively in WotR. It's not hard to base an army around a rare unit, MM plates regularly base their army around Blackshields, and Galadhrim aren't too bad, though galadriel does help. Thranduil helps them quite a bit too.

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 Post subject: Re: WOTR New Releases Houserules by GtW
PostPosted: Thu Mar 01, 2012 8:14 pm 
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GothmogtheWerewolf wrote:
Wood Elves are certainly not useless. PM Beowulf9038, he uses wood elves effectively in WotR. It's not hard to base an army around a rare unit, MM plates regularly base their army around Blackshields, and Galadhrim aren't too bad, though galadriel does help. Thranduil helps them quite a bit too.


MM has Spiders, Wargs and other very, very useful commons. Elves don't. I think even Beowulf says he loses more then he wins (no offense), but I'm not sure. Anyway, he's the only person ever, and they are a very difficult army to use, lets keep it at that. Galadhrim are the best common elves, but still doubly as expensive as WOMT for the same effect (the extra fight cancels out against the +1 defense). The problem with elves in general is that they are just too expensive to get enough numbers for an even fight, coupled with too low defense and not a lot of hitting power.

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