May 23, 2025, 11:21:45 PM

Author Topic: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA  (Read 10791 times)

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« on: July 06, 2010, 08:00:34 PM »
Here is another Middle Earth Selector, it is a Work in Progress. The Selector is designed to fight other Warmaster armies.

MISTY MOUNTAIN ORC ARMY Selector v0.7
For the Third Age 2941-3018, Orcs of the Misty Mountains & Battle of Five Armies TA2941

TROOP                   Type                Atk    Hit   Armour  Command    Unit  Points    Min/  Special
                                                                            Size  Per Unit  Max
Snaga                   Infantry            2/15    3      0        -2/20    3      20 }    6/12    *1
Orcs                    Infantry            2       3      6+       -2/20    3      20 }            *2
Great Orcs/Uruks        Infantry            3       3      5+       -        3      60      -/1        
Trolls                  Infantry            4       4      5+       -2/20    3     100      -/4     *3
Mirkwood Giant Spiders  Infantry            3       3      0                 3      40      -/1     *4r
Wargs                   Cavalry             2       3      0        -        3      40 }            *5
Warg Scouts             Cavalry             2/15a   3      6+       -        3      60 }    -/8     *6
Warg Riders             Cavalry             3       3      6+       -        3      60 }
Giant Bat Swarms        Monster             2       3      6+       -        3      65      -/2     *7
Stone Giant             Monster             2/6:60  2      4+       -        1     150      -/½     *8r

Uruk General            General             +1                      8               80      1*        
Uruk Hero               Hero                +1                      8:60            80      -/1        
Orc Hero                Hero                0                       7:20            25      -/4     *9
Orc Shaman              Wizard              0                       6:20            30      -/1     *10r
Warg Orcs & Uruks       Special Mount       +1                                     +10      -/1     *11
Balrog of Moria         Special General     +2                      9              175      1*      *12r
a=shoot all round
r=restrictions apply - see special rules.

ARMY RULES
This army is essentially an army of non-Orcs and an ablative shield of Orcs, no one cares about the Orcs. To represent this, the army calculates when it must withdraw from the battle in a different way to other armies.  Snaga and Orcs do not count towards the army’s break value, all other units count as usual.  Snaga and Orcs cannot hold objectives.  


SPECIAL RULES
1. Snaga. Snaga suffer double the command penalty for distance when given an order, so up to 20cm no penalty, up to 40cm -2, up to 60cm -4 and so on.
A Snaga unit is allowed to shoot as if it had bows but its range is reduced to 15cm.
The enemy does not gain Victory Points for a destroyed unit or stands of Snaga.

2. Orcs. Orcs suffer double the command penalty for distance when given an order, so up to 20cm no penalty, up to 40cm -2, up to 60cm -4 and so on.
The enemy does not gain Victory Points for a destroyed unit or stands of Orcs.

3. Trolls. Trolls suffer double the command penalty for distance when given an order, so up to 20cm no penalty, up to 40cm -2, up to 60cm -4 and so on. Trolls cannot have magic items.

4. Mirkwood Giant Spiders.  Giant Spiders can only be used with your opponents agreement.
Mirkwood Giant Spiders always count as being in defended cover when in woods, also they do not suffer -1 to Command when in woods.  They suffer -1 Command when in the open. Mirkwood Giant Spiders can only be brigaded with other Mirkwood Giant Spiders.  Mirkwood Giant Spiders cannot have magic items.

5. Wargs, move 20cm into, in and out of woods and steep hills and suffers -1 to attack whilst in this terrain.  Wargs can be pursued by infantry whilst in woods or on steep hills. Wargs do not suffer the dense terrain -1 Command Penalty whilst in woods or on steep hills.  If the unit charges against an enemy in the open it receives an additional +1 Attack modifier in the same way as chariots and monsters. Wargs cannot have magic items.

6. Warg Scouts.  Are allowed to shoot as if it had bows but the range is reduced to 15cm. Warg Scouts can shoot behind or to the side as well as to the front. Just measure the range from any stand edge, front, side or rear. They can therefore shoot at enemy charging them from any direction.

7. Giant Bat Swarm. Giant Bat Swarms can fly. They cannot home back like normal flyers. Giant Bat Swarms cannot be driven back by shooting and do not roll for drive backs.  A Giant Bat Swarm cannot be given magic items.  Giant Bat Swarms are based along the long base edge in the same way as infantry, rather than the short edge like other monsters.

8. Stone Giant.  If fighting other Middle Earth armies Stone Giants can only be used with your opponent’s agreement.
Stone Giants are monsters and so move 20cm, they also use the shooting rules for Orc Rock Lobber (p69 LRB) with the exception that they can shoot at charging enemies.  Note the ½ max per 1000, this means 1-1000 points none can be taken, 1001-3000 one can be taken, 3001-5000 two can be taken etc.  Stone Giants cause terror in its enemies. A Stone Giant cannot be brigaded with other units not even another Stone Giant. A Stone Giant can see and be seen over intervening troops as if he were on a hill and must still shoot at the nearest target. Once a Stone Giants starts to throw rocks he will not move again by initiative or orders.  If a Stone Giant has no enemy units or enemy defences in range he will throw rocks at the nearest friendly unit.

9. Orc Hero. Has a command radius of 20cm, not 60cm.

10. Orc Shaman.  If fighting other Middle Earth armies Orc Shaman can only be used with your opponents agreement.
Orc Shaman can cast spells like a Wizard and can carry a magic item restricted to a Wizard if desired. Orc Shaman have a command radius of 20cm.

11. Warg. Any Character but the Balrog can ride a Warg. A Warg adds +1 to its riders attacks.  Note this is like a common mount and is treated the same way as characters on foot as per the standard character rules.

12. Balrog. The Balrog can only be used with your opponents agreement.  The Balrog can be the General and replaces the Uruk General.  The Balrog causes Terror in its enemies.  The Balrog and the unit it is with are immune to all fire based attacks, including Dragon Breath.  The Balrog can cast spells like a Wizard and can carry a magic item restricted to a Wizard if desired. He can re-roll a failed spell on any dice result except a 1. If a spell is failed because a 1 is rolled then no re-roll is permitted.

Orc Shaman Spells
DARK SWARM (from BoFA Goblin Shaman list)
5+ to hit, Range 30cm no LOS
A swarm of dreaded bloodsucking bats and nameless dark horrors swirl about the foe and feast on the wounded.
This spell can be cast on an enemy unit within range regardless of whether the Wizard has line or sight or not.  The spell can cast at a target engaged in combat or not engaged in combat – it makes no difference. The Dark Swarm is worked out exactly like three ordinary shooting attacks with armour saves.  If the target is not engaged in combat hits inflicted by a Dark Swarm are counted towards drive backs just like ordinary shooting.  If the target is engaged in combat hits inflicted by a Dark Swarm are carried over into the Combat phase and count towards the combat result in the first round.

VOICE OF COMMAND (from Empire list)
5+ to hit, Range 30cm no LOS
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade. The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.

LASH OF SAURON (like Waaagh! from Orc list but not 4+)
5+ to cast, Range 30cm no LOS
A dark power billows from the Sorcerer filling his troops with the destructive vigour of Sauron.
The spell can be cast on any engaged friendly unit within range regardless of whether the Wizard can see it or not. The effect lasts for the duration of the following Combat phase. Every stand in the unit, including characters that have joined the unit, adds +1 to its Attacks value.


Balrog Spells

FLAMING WHIP  (TOUCH OF DEATH (from the Tomb Kings list))
4+ to cast, Range – Touching
The Balrog flicks his wrist and his Flaming Whip arcs and writhes causing flaming death and agony to all it touches.
The Wizard can cast this spell if he has joined a unit in combat. The spell can be cast on any single enemy unit that it is touching the unit the Wizard has joined. The target unit takes three attacks worked out in the usual way. Any hits scored are carried over into the first round of combat and count as having been struck in the first round for purposes of working out combat results.

VOICE OF COMMAND (from the Empire list)
5+ to hit, Range 30cm
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade. The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.

LASH OF SAURON (like Waaagh! from the Orc list but not 4+)
5+ to cast, Range 30cm
A dark power billows from the Sorcerer filling his troops with the destructive vigour of Sauron.
The spell can be cast on any engaged friendly unit within range regardless of whether the Wizard can see it or not. The effect lasts for the duration of the following Combat phase. Every stand in the unit, including characters that have joined the unit, adds +1 to its Attacks value.

DOOM AND DESPAIR (from the Tomb Kings list)
4+ to cast, Range 60cm
A dark cloud of doom and despair settles over the enemy, sapping their courage and dampening their warlike spirit.
This spell can be cast on any enemy unit within range regardless of whether the Wizard can see it or not.  The spell takes effect until the end of the opposing player's next turn.  Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or advance. Even units that are otherwise obliged to charge, pursue, or advance will not do so if affected by Doom and Despair. Note that even Undead are not immune


Unit Notes
Great Orcs/Uruks – These orcs are not the same as Sauron’s Uruks or Saruman’s Uruk-hai, they are lesser than Uruk-hai, but greater than Orcs.  They still shunned bright sunlight.  They probably would not be so well armed or armoured as their later southern brethren, but for game purposes we will treat them as the same as Uruk-hai, for they are few in number.
Great Orcs are like WM High Elf Spearmen and Archers (but don’t have the +1 to hit)

Giant Bat Swarm. - The origin of these blood sucking bats is unknown, but their lusts and habits are well known. They are also the servants of the Dark Powers. Some of the Orcs must have been able to “communicate” with the bats, for the bats to blot out the sun and shade Bolg and his Orc and Warg host on their long march.
Giant Bat Swarms are like WM Vampire Count Fell Bats but with swarm rules.

Stone Giants, inhabit the Misty Mountains and appear to have driven Beorn, his kin and his bears from the Misty Mountains.
Bilbo: When he peeped out in the lightning-flashes, he saw that across the valley the stone-giants were out and were hurling rocks at one another for a game, and catching them, and tossing them down into the darkness where they smashed among the trees far below, or splintered into little bits with a bang.
[…]They could hear the giants guffawing and shouting all over the mountainsides.

Also.
"I must see if I can't find a more or less decent giant to block it up again," said Gandalf"
Gandalf musing about getting the pass to Goblin Town blocked.

In game terms the Misty Mountain army is too weak and needs a lift, so Stone Giants that act like two Orc Rock Lobbers came to mind.  The Stone Giants did not appear to fight for or against the Orcs but maybe a few could have been persuaded to throw rocks at the enemy for that is what they, in their child like way, love to do.  The Stone Giants only have 2 hits, this represents again their child likeness, that once they are really hurt, they will run away.

Balrog (Demons of Might) - Maiar Spirits who became the servants of Melkor, the Dark Enemy.  After Melkor’s defeat in the War of Wrath some Balrogs fled and hid in Middle Earth, one such Balrog of Moria was Durin’s Bain.  He was released by the mining Dwarves of Moria in TA1980 and reigned terror for over a thousand years.
The Balrog is like a WM Daemon Overlord Wizard with Favour of the Gods.

See the Sauron Selector for the other “common” unit notes.


Design Notes
As I want these series of Selectors to be used with the Warmaster rules they do not follow the BoFA conventions and have rules like “Orc Shaman.  If fighting other Middle Earth armies Orc Shaman can only be used with your opponents agreement.” So if fighting other Warmaster armies then Orcs Shaman can be used.

This will be a hard army to use well, it does not have many redeeming features, but note the number of Trolls and Giant Bat Swarms.  As the usual General is only Command:8 your opponent might agree to you having the Balrog as the General, only so he can take it down.

Acknowledgements
Having finally got hold of a copy of BoFA, I can see how Rick Priestly wanted his introduction to Middle Earth Warmaster game to be.  I hope I have taken the best bits from all the lists I have seen to meld them into a good representation for this Selector, so thanks to BoFA and the Orc/Goblin Shaman magic.
« Last Edit: March 04, 2011, 09:57:12 PM by The Dog »

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #1 on: July 06, 2010, 09:45:22 PM »
Nice work Dog !!

Clarify the BP rule ?? Do Warg_riders count towards the initial BP calculation, and I assume ALL units breaking count towards the BP_victory determination ??

I like the Balrog, but for simplicity sake (more so when playing WM opponents) stat & point it like a HE wizard on dragon ??

When working with Rick on BoFA we worked the Bat_cloud more or less into the scenario, but did discuss how to represent it for other situations:

Quote
... normal circumstances (daylight battles) would pose a problem for the earlier orc_based armies because of the restricting effect of sunlight on them, and would even exclude them from taking orcs (re: trolls turning to stone)...

... if you would consider a -1 effect on command, or even dropping their attack statistics when fighting in sunlight they should also have a way to negotiate this by using magic to conjure a [localized] effect...

... depending on the amount of [cloud]cover, iow the effectiveness of the spell-roll, we should even consider giving them a [temporary] bonus...

Obviously during most of the LoTR battles the effect of Sourons rise would have a similar effect on the effetivness on the orcish troops

Offline azrael71

  • Warmasterplaytest team
  • Full Member
  • *
  • Posts: 896
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #2 on: July 07, 2010, 12:36:01 PM »
Great work, if you carry on like this you might have enough to make a supplement ;)

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #3 on: July 14, 2010, 10:39:33 PM »
Nice work Dog !!

Clarify the BP rule ?? Do Warg_riders count towards the initial BP calculation, and I assume ALL units breaking count towards the BP_victory determination ??
    Yes Warg Riders do count towards the armies Break Point. Although they are Orcs riding Wargs they feel superior, just like other nations cavalry to their foot brethren and DO count towards the army Break Point.

All other units, but Snaga and Orcs, do count towards the armies Break Point.

The problem with Victory Points is they are POINTLESS (pun intended) they dont work for the "Dark Powers"(Saroun, Saruman etc).  If 180-300 points per 1000, that is 6-10 Snaga/Orcs units dont count towards the armies Break Point it is not fair for the doctrine of the "Dark Powers" that they have worn down their enemies and lost their ablative/throw away troops that the enemy should get Victory Points for them, because the "Dark Powers" only care about three things,
- Death of the enemy General,
- Destruction of the enemies army
- Objectives

The loss of a few thousand Orcs who cares, marginal Victories/Loses are irrelevant.

Thanks Lex I think I need to say that in the Selectors.


Quote
I like the Balrog, but for simplicity sake (more so when playing WM opponents) stat & point it like a HE wizard on dragon ??
   In the first age Balrogs rode Dragons also Durins Bane fell off the bridge in Moria so I favour a Balrog without wings.  This particular cunning Balrog had lived for over 5000 years, so I rate him as Command:9.  I also feel this army needs an option, admittedly an expensive one, to replace their Command:8 General with a Command:9, as this army is very weak and to give them a fighting chance.

Quote
When working with Rick on BoFA we worked the Bat_cloud more or less into the scenario, but did discuss how to represent it for other situations:
    My take on the Bat Clould is that it enables Orc battles to be fought without the aid of the weather changing abilities of Sauron.  Also the Giant Bat Swarm units, are those Bats that are willing to take orders from other minons of the DarkPowers.
.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #4 on: July 14, 2010, 10:54:10 PM »
Great work, if you carry on like this you might have enough to make a supplement ;)
Well I was not planning on doing the "Good" armies, but seeing as hundreds of people are encouraging me to do them, I might as well have a go.

But in reality Im hoping the lists will encourage more discussion.
.

Offline Guthwine

  • Mod
  • Full Member
  • *
  • Posts: 466
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #5 on: July 14, 2010, 11:00:53 PM »
   In the first age Balrogs rode Dragons also Durins Bane fell off the bridge in Moria so I favour a Balrog without wings. 

Really? Never heard of dragon riding balrogs before. The only thing I can think of with cmd 9 would be a dragon but they dont fit into the ring wars timeline.

One thing you could do is give the Uruk hai heroes a +1 for command if they are attached to the brigade they are commanding. This could represent their "motivation" techniques. :)
Warmaster:
- Bretonia
- Dwarves
- Highelf WIP

Epic:
-Imperial Guard
-Necrons
-Space Marines WIP

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #6 on: July 20, 2010, 06:41:18 PM »
"Tolkien's conception of Balrogs changed over time. In all his early writing, they are numerous. There is a host of them stated to number a thousand in Quenta Silmarillion[11]  while at the storming of Gondolin, Balrogs in the hundreds ride on the backs of the Dragons" ^ Lost Tales, Part II, p. 170.

The above comes from here
http://en.wikipedia.org/wiki/Balrog

So these were probably wingless dragons.


One thing you could do is give the Uruk hai heroes a +1 for command if they are attached to the brigade they are commanding. This could represent their "motivation" techniques. :)

lol, I will keep this as a reserve if I feel the list is really under powered, so it will probably go in.
.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #7 on: August 01, 2010, 04:57:50 PM »
0.2 Changes are in Red
- Snaga & Orcs 20 points was 30, unit min/max 8/12 was 6/10
- Warg Riders & Wargs min/max -/6 was -/4
- Victory Points unless wholly objective based should not be used for this selector as the armies doctrine is to use about 200 points /1000 for wearing down the enemy by attrition and so are deliberately being lost.
- Mirkwood Giant Spiders – "always" count as being in defended cover
- The Balrog and the unit it is with are immune to all fire based attacks, including Dragon Breath.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #8 on: September 01, 2010, 12:48:33 PM »
0.3 Changes in Red
Renamed Warg Riders to Warg Scouts and added a combat version called Warg Riders, see the Sauron List for the reasons why.

Offline Haranin

  • Active Member
  • *
  • Posts: 125
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #9 on: September 01, 2010, 01:08:56 PM »
Keep up the good work!

Slowing painting my way through a BOFA box set, but plan on playing a few games after I finish up the orcs. 

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #10 on: September 02, 2010, 08:38:37 PM »
Thanks.

The BoFA box set is a must and its such good value.

Let me know how the games go.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #11 on: November 06, 2010, 01:08:43 PM »
0.4 Changes. (see the Sauron Selector 0.7 and 0.8 for the reason for the changes.)

In summary
Important changes are Snaga and Orcs up to 25 points, was 20, min/max changes to 6/10 was 8/12.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #12 on: November 27, 2010, 12:56:14 PM »
0.5
In game terms the Misty Mountain army is too weak and needs a lift, so Stone Giants that act like two Orc Rock Lobbers came to mind.  The Stone Giants did not appear to fight for or against the Orcs but maybe a few could have been persuaded to throw rocks at the enemy for that is what they, in their child like way, love to do.  The Stone Giants only have 2 hits, this represents again their child likeness, that once they are really hurt, they will run away.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #13 on: January 15, 2011, 12:35:03 PM »
0.6 Summary, (see Sauron Army for details.)

Wargs and co  -/8 was -/6.

Snaga and Orcs can now charge frontally.

The enemy does not gain Victory Points for a destroyed unit or stands of Snaga.
The enemy does not gain Victory Points for a destroyed unit or stands of Orcs.

Clarified the use of Wargs in Woods and on Steep hills.

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: MISTY MOUNTAIN ORC SELECTOR for Warmaster not BoFA
« Reply #14 on: March 04, 2011, 10:02:51 PM »
0.7
Snaga and Orcs 20 points 6/12 (was 25 points 6/10)
Yes, back to 20 points as the army still has not won a game and has lost many times. The Skaven have reduced points for MANY of its units because of the lack of cavalry so for the same reason Im reducing the Snaga and Orcs points for the lack of Knights and chariots and because I have not won yet.  ;-)