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Author Topic: Angmar, Land of the Witch Lord  (Read 8465 times)

Offline jchaos79

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Angmar, Land of the Witch Lord
« on: July 01, 2009, 06:59:10 PM »
I post our homemade list of Angmar. Feel free to coment or suggest changes or any feedback (good or bad) will be appreciate

                      type  A      I    S     P      Min/Max   special   figure suggestion
Human             Inf     3     3   6+   45        1/-           1         ¿? Dark age infantry?
Goblins             Inf    2/1   3    0    30       1/-            2         Bofa goblins
Orcs                Inf    4      3    6+  60        1/3           3        GW orcs / Copplestone / pendraken
Crossbowmen    Inf    3/1   3    0    55         -/1          4          ?
Evil rangers       Inf    2/1   3    0    40         -/1          5        Copplestone rangers
Hoerk               Inf    4      3    5+  85        -/1           6        1 stand GW Bofatroll + 2 humans?
Witchking hoerk Inf    4      4    5+   110      -/1           7        1 stand GW bofatroll + 2 humans?
Mounted nobles Cav   3      3    5+   90       -/1           8         normand cavalery?
Wargs              Cav   3      3    0     60      -/4            9         Bofa Wargs
Field Onagre      Art    1/3   3    0    75       -/1            10       Bretonian onagre / GW rocklobber?
Witch-King        Wiz   +2     -    -    130     -/1         Com:9     copplestone nazgul; cause fear
Witch-king on
flying beast      Wiz    +4    -     -    210     -/1         Com:9       copplestone nazgul on flying beast; cause fear
Hero                Her    +2    -     -    80       -/2        Com:8       ?


Notes
1) Humans: warriors, northern people, soldiers. Dark age infantry could fit well

2) Goblins: these are the more common dark creatures in Angmar realm. Mount Goundabad is full of them

3) Orcs: Not as common in this northern region than in mordor

4) Crossbowmen: This human unit is part of the garrison of Carn Dûm, so it is not common and suggested to be used in defence games or siege games.

5) Evil Rangers: (Wolf raiders). This mountain/hill men use to like out of the village. If the unit start its movement brigaded with only wargs can move 30cm. At the end of the movment must be in contact with the wargs units. They act as "chariot runners" but with wargs.

6) Hoerk: (Elite) Hoerk is the name that recive a elite unit gathered in time of war. It is compose of trolls and humans. It is suggested to represent this that the central stand is troll one and the other two stands have human figures. They are elite but do NOT benefit of the special features of the troll because the are not enough of this creatures in the unit.

7) Withking's Hoerk: (Elite/bodyguard) This unit of Hoerk is special compose to be the bodyguard of the Witch-King, so can only be field 1 (no matter how big the battle is) and only is possible to be purchase if the general is the Witch king

8 ) Mounted nobles: Human memebers of the cavalary who are generally of aristocratic birth.

9) Wargs: Very common in Angmar kingdom, with the goblins makes the spine of the army

10)Field Onagre: This war machine is a good artillery to conquest fortress, and it is used in the common invasion to Cardolan, Arthedain and other strongholds or big battles

General: As Bofa rules you can upgrade one character to general.
Ideas for general:
Lord Dancu --> Leader of the Hoerk
General Ulrac --> Orc general
General Durkarian from Rhudaur --> Lord chambelan of Rhudaur

Painting tips: motif banner: red fortress over black

Scenario or places ideas:
Carn Dûm. (Mayor Fortress)
Morkai Castle: Border fortress
Kuska: Fortified village

Bibliography
H. Kubash. "Angmar Land of the Witch Lord". Iron Crown enterpresie. 1982
J. R. R. "The Hobbit" Harper Collins Ed. (1991)

Offline jchaos79

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Re: Angmar, Land of the Witch Lord
« Reply #1 on: July 13, 2009, 12:56:55 PM »
Re reading the list I realize I have a mistake,

5) Evil rangers (WOLF RUNNERS) not wolf raiders. They act as "chariot runners" but with wargs, the figure suggestion is ranger coppelstone.

Offline SaittaplY

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Angmar Land of the Witch Lord
« Reply #2 on: December 15, 2009, 07:58:14 AM »
I dont know if this has already been asked but what do you guys thinks some of the other summons for the Witch Doctor will be. I was thinking something like a fallen that has been enslaved to do your biddings. what do you guys think ?
Warning Dates in Calendar are closer than they appear cap d agde pictures

Offline The Dog

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Re: Angmar, Land of the Witch Lord
« Reply #3 on: February 20, 2010, 08:41:37 PM »
Hi jchaos79
Are you still interested in this selector?

If so, I do not have the game BoFa, so bear that in mind.

The Witch King was in Angmar from TA c1300-1975.  Flying Beast we used in the War of the Ring in TA3019, so he should not have one.  The Witch King as a General and Wizard should cost 150 points like the Vampire Lord.

Tolkien used Goblins in the Hobbit and Orcs in the Lord of the Rings, they are one and the same. I would have 3 types of “orcs”
Snaga (means slave) as your bow armed Orcs
Orcs as your melee Orcs 2 3 6+ 30 points
Great Orcs as maybe the type you have listed, personally I would have these as 3 3 5+ 60 points, not as WM Orcs.

Crossbowmen, bowmen maybe, I don’t think they had crossbows, but maybe they did?
Wargs should there be two types, mounted by Orcs and rider-less Wargs, you only have one listed?

Beware subjective assumption: I think the Witch King would of had help, reliable help, to organise his realm although an imposing figure he could not have carved out his empire alone, so maybe a unit of Black Numenorean Knights(on foot or mounted) or Black Rangers and maybe a Black Numenorean Wizard /1000.
.

Offline jchaos79

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Re: Angmar, Land of the Witch Lord
« Reply #4 on: February 23, 2010, 01:53:48 AM »
Hi there, thanks very much for the comments, are all welcome.

Let my said a little words about your comments. BOFA is a little different about the general selector than regular WM. So that is why Witch King is rather cheap. (If you want the character becames a general you need to add some points).

About the years of the flying beast, absolutly! you are right, lets say that It was sooo tempting that I could not resist to include one of these creatures in an "Witch King" army.

I am very happy to read the comment about difference of goblins and orcs. We use/read translation copies of the books, not the original, and the possibility of two different races (goblin / orcs) had been discussed in our group in the pass. Now the right answer is confirmed by you!

Xbowmen... well... it is odd, of course. Our sources are the books before of the films, when middle earth, were more... "Middle Age earth" than "Dark Age earth". But the point of the unit is an elite shooter unit only to be used in siege games. It is not really important to be bowmen or Xbowmen.


Last point... the list have "evil rangers" which I think fit in the same idea of "Black rangers", and also "mounted nobles" as the same idea you called "black numenorean mounted"

Maybe the most wierd item of the list are the "hoerk" I do not know If I really like them, but personalize it a little bit.


Thanks for comment, all your ideas are worthy. I will think again about your post.

Offline The Dog

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Re: Angmar, Land of the Witch Lord
« Reply #5 on: February 23, 2010, 08:27:16 PM »
How does BoFA differer from Warmaster?
I have listed the main differences for the rule sets I know

Warmaster                  Core+Flying+Magic
Warmaster Ancients     Core+Detailed Weapon Rules+Light Cavalry+Skirmishers+Religion
BoFA                         Core+(I guess Flying+Magic are in)+but what else?

If you could pick one "thing" in BoFA to bring to Warmaster what would it be?

The above is to help me gauge/rank/rate BoFA


Quote
But the point of the unit is an elite shooter unit only to be used in siege games. It is not really important to be bowmen or Xbowmen.
Ah, I agree

Warg Riders you are correct in only having Wargs as there does not appear to be any Warg Riders west of the Misty Mountains.

Yes Black Numenorean Rangers could have trained Wargs from very young and ran along side/behind them like chariot runners.

The "hoerk" I would mix Trolls and humans on the same stand and thus all 3 stands would be similar.  You can model chains and have a couple of “keepers” for the Troll, I like the idea, its original and fitting.


I would also include Trolls at least 2/1000 because they inhabited Ettenmoors and Trollshaw in Rhudaur.

Also The Witch King was able to send/summon Spirits to inhabit the skeletons of the dead Dúnedain nobility in the Barrow Downs.  So when fighting in the Downs around Bree or defending his “bases” his forces could have Barrow Wights just like the VC Ethereal Hosts 1/1000, under a dark cloudy sky of course.

Hope that helps.

« Last Edit: February 23, 2010, 09:27:42 PM by The Dog »

Offline jchaos79

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Re: Angmar, Land of the Witch Lord
« Reply #6 on: March 02, 2010, 11:26:07 PM »
Yep,

good idea the troll unit! and also some spirits unit. Maybe only usable if tye witch king is involved in the battle.

The difference is that in BoFA, all the character have the points of subordinates, and before the battle stars you can chose one and upgrade it to general. I am not sure, becasue I write it by heart, but I think it improve +1 command and +30 points cost.