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Getting back into the Game....500pts Fiefdom and Gondor List
http://test.one-ring.co.uk/viewtopic.php?f=37&t=24968
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Author:  Karlhaldir2004 [ Tue Jan 22, 2013 2:57 pm ]
Post subject:  Getting back into the Game....500pts Fiefdom and Gondor List

Hey guys,

What do you think of this as a list.

498 points

Gondor and Fiefdoms army list 500 pts


W1

Captain of Dol Amroth

Horse
Lance

5 Knights of Dol Amroth (Mounted with Lance)

Plus banner and Horn


W2

Duinhir

7 Blackroot Vale Archers

Plus Banner

W3

Damrod

7 Rangers of Gondor

4 spears

W4

Beregond

3 Citadel Guards with Spears

Author:  Karlhaldir2004 [ Tue Jan 22, 2013 4:27 pm ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

I've now tweaked a second version too

Gondor and Fiefdoms army list 500pts



Warband 1:


Captain of Dol Amroth

Horse
Lance

5 Knights of Dol Amroth (Mounted with Lance)

Plus banner

4 Men at Arms of Dol Amroth

Warband 2:

Duinhir

7 Blackroot Vale Archers

Warband 3:


Damrod

6 Rangers of Gondor

3 Spears

6 WoMT

Sword and Shields

3 spears

Banner

Author:  John Wayne [ Tue Jan 22, 2013 4:43 pm ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

Do you have too many archers? Remember only a 3rd can carry bows. Apart from that a good list. I dont think Damrod should be a combat hero though.

Author:  Karlhaldir2004 [ Tue Jan 22, 2013 5:16 pm ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

Revised to a 750 point army


Warband 1:


Captain of Dol Amroth

Horse
Lance

5 Knights of Dol Amroth (Mounted with Lance)

Plus banner

7 Men at Arms of Dol Amroth


Warband 2:

Duinhir

7 Blackroot Vale Archers

Warband 3:


Damrod

10 Rangers of Gondor

4 spears


Warband 4:

Forlong

3 Axemen

3 Clansmen


Warband 5:

Captain of Gondor

Sword and Shield

4 WoMT swords

4 WoMT Spears

1 WoMT Banner

Author:  Constantine [ Tue Jan 22, 2013 7:34 pm ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

Drop the blackroot vale regiment and Duinhir for some more Ranger of Gondor/Ithilien. Blackroot vale archers are not so good. I'd also consider, in the 750 points army,dropping the captain of Dol Amroth and the knight with the banner and add Imrahil mounted instead.

Author:  SMORG [ Tue Jan 22, 2013 11:51 pm ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

you still have to many archers. It's 1/3 of warriors from a faction, not the whole army. So you have to many rangers.

Imrahil is your best friend for a fiefdoms army, for the banner rule alone he basically pays for himself. Considering the way the new rules for bows work I'd ditch the rangers all together and go with more infantry or cavalry.

If you are to keep it then beregond is a better option than damrod to lead it.

other than that you've got the right idea's about building the core around infantry and a cavalry hammer.

Author:  Karlhaldir2004 [ Wed Jan 23, 2013 12:11 am ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

I really like the Rangers, is there anyway of making them "Not have a bow"?

Author:  rumtap [ Wed Jan 23, 2013 12:36 am ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

a ranger without a bow is like a dark lord without a ring, just not the same.

you could agree with your opponent that certain ranger figures can't use their bow but you may still have to pay the points cost for the bows they carry anyway.

The best way is just add more non bow models to each ally so you can keep your bow armed models. remember for every 2 with no bow you can take 1 with a bow. Heros don't count.

Author:  Curufinwë [ Wed Jan 23, 2013 3:37 am ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

rumtap wrote:
The best way is just add more non bow models to each ally so you can keep your bow armed models.


The only way to increase his bow limit for the rangers would be to add more Gondor forces. Listen to SMORG:

SMORG wrote:
you still have to many archers. It's 1/3 of warriors from a faction, not the whole army. So you have to many rangers.


If you increased the numbers of units like WoMT you could field more.

So with the army posted above you would be able to have 5 rangers for the WoMT you have (you can round up) as you have 9 WoMT. In order to field all 10 rangers you would have to have 20 WoMT in total as an example (of course you can still add in other things from the Gondor lists like Citadel Guards, GoTFC, Osgilith Vets ect as long as they aren't equipped with bows).

Author:  rumtap [ Wed Jan 23, 2013 5:48 am ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

you could always move 2 rangers into the blackroot vale archers which would reach your fiefdoms cap. Then you only need another 7 gondor warriors without bows( citadel, guard fountain court, womt etc.) to have a legal force.

sorry if i wasn't clear in my earlier post but when i said "to each ally" i meant the 1/3 limit applies to each one as smorg has said.

Author:  Karlhaldir2004 [ Wed Jan 23, 2013 11:06 am ]
Post subject:  Re: Getting back into the Game....500pts Fiefdom and Gondor

Ok, I'm going to drop the rangers to a band of 6 add in 4 WoMT to damrods band, which will get me in the correct range.

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