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Author Topic: SARUMAN ARMY SELECTOR for Warmaster not BoFA  (Read 8136 times)

Offline The Dog

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SARUMAN ARMY SELECTOR for Warmaster not BoFA
« on: July 11, 2010, 10:36:20 PM »
Here is another Middle Earth Selector, it is a Work in Progress. The Selector is designed to fight other Warmaster armies.

SARUMAN ARMY SELECTOR v0.6
For the Third Age 3018-3019, the War of the Ring.
TROOP                    Type             Atk    Hit  Armour  Command  Unit  Points    Min/  Special
                                                                         Size  Per Unit  Max
Snaga                    Infantry         2/15    3      0      -2/20    3      20 }   -/4     *1
Orcs                     Infantry         2       3      6+     -2/20    3      20 }           *2
Uruk-hai Bow             Infantry         3/30    3      6+     +1       3      70 }   4/-     *3
Uruk-hai                 Infantry         3       3      5+     +1       3      65 }           *3
Half Orcs                Infantry         3       4      4+     +1       3     120     -/1     *4
Dunlend Warriors         Infantry         3       3      6+     -        3      45     -/4    
Dunlend Wild Hillmen     Infantry         5       3      0      -        3      70     -/1     *5
Wargs                    Cavalry          2       3      0      -        3      40 }           *6
Warg Scouts              Cavalry          2/15a   3      6+     -        3      60 }   -/8     *7
Warg Riders              Cavalry          3       3      6+     -        3      60 }
Dunlend Nobles           Cavalry          3       3      5+     -        3      90     -/1        
                                                                                            
Servant of Saruman       General          +1                    8               80     1*      *8
Dunlend/Uruk-hai Hero    Hero             +1                    8:60            80     -/2        
Orc Hero                 Hero             0                     7:20            25     -/2     *9
Orc Shaman               Wizard           0                     6:20            30     -/1     *10

Warg for Orc/Uruk Hero   Special Mount    +1                                    +10    -/1     *11
Trenches                 Low obstacle                                    3      +5     -/4     *12
Sieges                                                                                        
Uruk-hai & Blasting Fire Infantry         2/10    3      5+/6+           +1     40     -/1     *13r
Orthanc Flame Cannon     Artillery        1/2D6   2      6+     -        1      50     -/1     *14r
Saruman                  Special Wizard   +1                    +1              75     -/1*    *15r

a=all round shooting
r=restrictions apply - see special rules.

ARMY RULES
Saruman has a few “tricks” for keeping in the know, like Crebain(crows) and his Palantir to spy on his enemies.  This translates in to game terms as the enemy must deploy before his army.

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. Uruk-hai Bow & Uruk-hai.  Gain +1 command bonus when given an order, if all the units in the brigade are +1 to Command. (This +1 does not stack.)  
This represents Sarumans Uruk-hai amazing drug enhanced ability to force march and eagerness for combat.

4. Half Orcs. Gain +1 command bonus when given an order, if all the units in the brigade are +1 to Command. (This +1 does not stack.)  
This represents Sarumans new breed of part haman and part Orc/Uruk-hai with amazing drug enhanced ability to force march and eagerness for combat.

5. Dunland Wild Hillmen will always use its initiative to charge an enemy if possible and can't be given orders instead. They'll never use their initiative to evade. They can't be driven back by shooting and do not roll for drive backs. If victorious in combat they must pursue or advance where possible. Dunlend Wild Hillmen are unaffected by enemies that cause terror in combat, so they do not suffer the usual -1 Attack modifier.

6. 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.

7. 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.

8. The Servant of Saruman is the Army General

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 has a command radius of 20cm.

11. Warg. The General or Uruk-hai Hero or Orc Hero 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. Trenches.  Use the Stake rules from Warmaster Medieval Armies p79.  Both Uruk-hai, Half Orcs and Dunlend Warriors can make Trenches.

13. Uruk-hai with Blasting Fire. Can only be used in Sieges when attacking.
The Blasting Fire has a range of 10cm.  Blasting Fire has 2 attacks so roll 2 D6 and causes 1 structure point of damage to a wall section on a roll of 2-6, a 1 always misses, note the usual 6 for Fortified is not required.
These use the same rules as the Skirmishers from the Empire Selector p8. (Except the armour is increased.)
These stands never fight as independent units. Instead, you may add one stand of Uruk-hai with Blasting Fire to any of your Uruk-hai units.  This brings the size of the unit to 4 stands - i.e. 3 ordinary stands plus the Uruk-hai with Blasting Fire. Uruk-hai with Blasting Fire always have the same Armour value as the rest of their unit, either 6+ or 5+. They fight as part of their unit and can be removed as a unit casualty if the player wishes. Uruk-hai with Blasting Fire casualties never count as casualties for purposes of issuing orders, which means there is no -1 Command penalty as there normally would be for units that have lost a stand. Uruk-hai with Blasting Fire stands never count as part of the unit's formation when determining whether they move at full or half pace, so no movement penalty is incurred if they are arranged out of the unit's regular formation. As a result Uruk-hai with Blasting Fire are both more adaptable and more expendable than other troops.

14. Orthanc Flame Cannon. These can only be used in the defence of the tower of Orthanc.
Uses the same rules as the Dwarf Flame Cannon see the main rule book p70
Also use the Dwarf Misfire Chart from the Dwarf Selector p26
1. The Flame Cannon explodes and is destroyed. No attacks are caused.
2. The Flame Cannon emits an enormous belch of fire inflicting a total of 4+2D6 attacks on the target before it explodes and destroys itself.
3. The Flame Cannon makes a worrying wheezing noise before spewing out an unusually smoky flame. Six attacks are inflicted this turn but the number of attacks caused by all further shooting is reduced from 2D6 to 1D6.
4. The Flame Cannon splutters and its boiler goes out. The crew scramble around to re-light it. The Flame Cannon does not shoot this turn but is otherwise unaffected.
5. The Flame Cannon chuffs out a great gout of soot, covering the target in black smoke and hot coals. Ten attacks are inflicted this turn – otherwise the Flame Cannon is unaffected.
6. The Flame Cannon lurches in its mountings and heaves forth an especially huge flame inflicting 12 + D6 attacks on the target. The Flame Cannon is otherwise unaffected.

15. Saruman. Saruman can only be used in the defence of Isengard and the tower Orthanc.
Saruman 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.  Saruman cannot issue commands, but any one character he stands next to will benefit from his wisdom by adding +1 to that characters Command Value to a maximum of 10.  Before the battle Saruman can pick one spell list that he will cast from for the entire battle, he can pick Orc Shaman Spells or Dark Sorcerer Spells.  Although he could pick Gandalf’s Spells, some of the spells would adversely affect his own army so it is not an option.


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.


Unit Notes.
Fighting Uruk-hai used broad-bladed swords and Long bows, they bore black shields with a white hand in the centre and bore a white S-rune on their helmets.  They were very disciplined and had amazing stamina and a willingness to fight whether this was bred into them or induced by drugs it matters not.  To simulate this they receive a bonus when ordered.
Uruk-hai are like WM High Elf Spearmen and Archers (but don’t have the +1 to hit)

Half Orcs. Are an elite force of axe-wielding Men who appeared to be part Orc, they are Sarumans finest “creation” and would have had his finest equipment, they were used for special tasks, like killing Theodred.
Half Orcs are like WM Dwarfs.

Dunlenders hated the Rohirrim for they had stolen their lands and were willing allies of Saruman.  Dunlend Warriors were poorly armed, but function wise sit between Orcs and Uruk-hai.  Dunlend Wild Hillmen were just that, impetuous and eager for battle.  Dunlend Nobles were no match for the Rohirrim cavalry so I would like to think that Saruman in fit of generosity, bribed the Dunlend nobility by giving them Rohirrim like cavalry armour made from his own forges in return for military aid, hence their upgraded armour.

Trenches. Sarumans forces dug anti cavalry trenches on at least one occasion, these are shallow and should be treated just like stakes.

Uruk-hai with Blasting Fire.  This represents Saruman, the evil industrialist as he has sometimes been called at his best or worst using Blasting Fire to breach Helms Deep defences with some success.  (Thanks to the Happy Ent on the Middle Earth Warmaster Yahoo Group for this idea.)

Orthanc Flame Cannon.  Another Evil Industrialist weapon, this time used in the defence of his tower Orthanc, by pouring liquid flames on the poor besieging Ents from well placed spouts and vents.  Although the Orthanc liquid flames are not really cannons the Dwarf Flame Cannon rules are the closest WM weapon.  (Thanks to the Happy Ent on the Middle Earth Warmaster Yahoo Group for this idea.)

Saruman. Was created a Maiar, he was an Istari Wizard and was sent to Middle Earth about TA1000 and left/died 3019 in the Shire.  Saruman persuaded Radagast another one of the five Istari, to teach him how to communicate with Crows, Saruman later used them as his spies. In 2759 he moved in to the empty tower Orthanc.  In 2953 he fortified Isengard, the area around Orthanc and gathered Orcs and Dunlendings. Around 3000 he used the Palantir, thinking himself strong, but was ensnared by Sauron also a Maiar, but Saruman thought his actions were is own but the more he used the Palantir the more he became the puppet of Sauron.  Around 3010 he sent his agent Grima, later called Wormtongue, to poison the mind of the Rohirrims Leader Theoden. Around 3017 he called himself Saruman the Many-Coloured.  3018 began the War of the Ring.

See the Sauron Selector for the Unit Notes for Snaga and Orcs.


Design Notes
As Saruman had many spies, human, non human and the Palantir he seemed to know what was going on around him. All this knowledge is translated into your enemy deploy before you.  This is a massive advantage and one that you need to use to make up for the lack of “hard” hitting units.  Snaga and Orcs are optional, allowing you the freedom to use them when needed.  Dunlenders provide a good mix of troop types especially the Wild Hill men and the Nobles.  Dunlend Nobles, although few in number are better than Warg Riders.

Even though the General is only Command:8 the Uruk-hai and Half Orcs do compensate to some degree for this weakness, with their eagerness to obey orders, overall making the usual Heroes and Wizard slightly better than other army’s characters.

Use trenches if facing a cavalry army like High Elf and Kesliv and of course the Rohirrim.  Again it is another Dark Powers army that has short comings, but does play differently than the other two.

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, 10:04:48 PM by The Dog »

Offline The Dog

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #1 on: August 01, 2010, 05:09:45 PM »
0.2 Changes in Red
- Snaga & Orcs 20 points was 30, max -/5 was -/4
- Warg Riders & Wargs max -/6 was -/4
- Uruk-hai & Half Orcs gain +1 command bonus when given an order, if all the units in the brigade are +1 to Command.
- Saruman - to a maximum of 10

Offline The Dog

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #2 on: September 01, 2010, 12:37:08 PM »
0.3 Changes in Red
Renamed Warg Riders to Warg Scouts, see the Sauron List for the reasons why.

This list does not have the combat Warg Riders,  because the Dunlend Nobles fill the roll better.

Offline The Dog

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #3 on: November 06, 2010, 01:31:51 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 -/4 was -/5.

Offline fred

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #4 on: December 21, 2010, 09:29:58 PM »
Not sure I really like the "Spying Rule" that forces full deployment - it seems very one sided. A slightly toned down version could be used, perhaps?

Was this the game we played against Empire, were canon made a mess of columns of infantry? If so the Saruman force had the ability to force its way into a defended village, so it has reasonable hitting power. It also seemed to manoeuvre fairly well.

Offline The Dog

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #5 on: December 24, 2010, 12:29:59 PM »
Well Im sure you don’t like the "Spying Rule" :P  But as the good sport that you are, you gave it ago.

We could tone it down by simulating Saruman focusing on the coming battle (x points, for enemy deployment) and looking for the ring. (0 points, for normal deployment)

If we were to put a points value on it what do you think its worth, forcing the enemy to deploy first? Eg. 10, 15 or 20 points?

Was this the game… where your cannon blew gobbets (chunks of meat) out of my elite fast moving fighting Uruk-hai, noooooo.

Actually yes it was, but to take a village you need to be column.  I think it was the Half-Orcs that finally took the village.  As usually I did not win with this middle earth army, I think this battle was a draw.

Offline Lex

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #6 on: December 24, 2010, 02:14:20 PM »
Saruman´s activity could be easily also done as either one of the below:

  • normal deployment, allow Sarumans forces to redeploy X units (X being either fixed, or pro-ratio with cost determining actual # of units that can redeploy
  • allowing for re-rolled failed command tests, or adding a (optional) +1 Ld bonus on commandrolls until one moddified roll is failed
  • using Saruman´s foresight he is able to make sure his commanders wont blunder (more then once per commander?)

Just some ideas

Offline The Dog

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #7 on: January 15, 2011, 12:41:43 PM »
0.5 Summary, (see Sauron Army for details.)

Wargs and co  -/8 was -/6.

Added Warg riders.

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

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Re: SARUMAN ARMY SELECTOR for Warmaster not BoFA
« Reply #8 on: March 04, 2011, 10:05:51 PM »
0.6
Snaga and Orcs 20 points  (was 25)
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.  ;-)