Guide to the Denizens of Dol Guldur

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Guide to the Denizens of Dol Guldur

Post by francisco » Sat Mar 16, 2013 10:58 am

Here´s a small guide to those who like to play a bit with the denizens of Dol Guldur and their infamous Master.
First of all I think its a good chance to check the head of the army.


The Necromancer

In the Third Age, Sauron arose again in TA 1000, at first in a stronghold called Dol Guldur, the Hill of Sorcery, in southern Mirkwood TA 1050. There, he was disguised as a dark sorcerer known as the Necromancer, and the Elves did not realize at first that he was actually Sauron returned. The wizard Gandalf went to Dol Guldur in TA 2063 in secret to see who it was that ran Dol Guldur but Sauron, sensing that his secret identity was about to be unveiled, had fled before him and gone into the East to hide; thus began the Watchful Peace. Sauron returned in TA 2460. Gandalf the Grey stole into Dol Guldur in TA 2850 and discovered the truth. Eventually, the White Council put forth their might and drove Sauron out in TA 2941. Without the Ring in his possession, Sauron could draw on only the smallest fraction of its strength, so that his enemies were able to drive him from Dol Guldur with relative ease.

Pros:
- very good fight
- very good strength
- really high defence
- good courage
- best will store in game
- Can use Will store as Fate
- awesome magic caster
- got the chill soul Spell
- adds bonus to your army overall for a fair amount of extra points
- fear aura
- his attacks cause instant death
- his name :P


Cons:

- really expensive
- only 1 wound like a nazgul
- only 1 attack
- spend 1 will per combat, he must not choose not to fight
- hes a big model
- can be so so knowing hes the only model that personalize your army into a Dol Guldur theme.


About this fella and how to play with it:

The Necromancer despite being an awesome model got some cons that can be pretty mean.
The big advantage he can offer to your army is the chance by some extra points getting your orc scum something really nice to go into a fight.
Did you think having orcs fighting in almost equal terms to uruk hai or numenorians or dwarves? well this guys with the necromancer bonus can get an outstanding fight value of 4 and also offer a nice chance to consider to add some bows into this army since their shooting value also increase, making them cheap and way more accurace.
Your captains and shamans also get that same boost which makes them really deadly able to match uruk captains, elves and outmatch most of the other armies.

The Necromancer however shouldn´t be played offensively, this guy is merely made to control the field
Cast magic, threaten your enemy, sitting in an objective, be on the field for fear aura.
In extreme cases he can hold the enemy on his own thanks to his very high defence and using Will as fate points, however you should really see if this last suggestion is worth it because when his will store gets empty he will be banished like a nazgul and dividing bettewn casting magic, absorv damage and also considering some emergency actions, his 25 will points can be depleted pretty fast.

How I use the Necromancer?

- place him in middle of the Army making them inside his ancient evil rule and magic casting range to deal with annoying heroes or really hard to killing units like vault wardens for example.
- Threaten your oponent with him, yes just the name Necromancer plus his close combat instant death rule (despite your single attack) makes most of your enemies think twice and backing off cause they think hes a beast in combat.
- hes by no means easy to kill, so normally he should be the last model to consider killing if he will ever get killed (in 20 games he only died out 2x and in both cases was for will depleted)
- Make sure he got plenty troops around cause you wanna make your enemy think heavier considering a risk moving against him.
- Harass their caster and neutralize their effectiveness (any heroe will get problems when the enemy field a Necromancer)
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Re: Guide to the Denizens of Dol Guldur

Post by francisco » Sat Mar 16, 2013 12:07 pm

Shamans Of Dol Guldur

Pros:

- high fight and shooting
- magic spells slightly better to cast


Cons:

- slightly more expensive on evil standarts
- fight increase dont necessarly increase his prowess
- low courage
- low defence

For those who played with a shaman, you know the rules
For those who doesn´t, there isnt much you need to know about him except for a couple things:
- Keep him alive, despite hes better to go into a fight would be more advisable to keep him in the back as support.
- This guy works best with fury to enhance the orcs around him, making them slightly more resistant to damage and when the army breaks he can keep them in place easier than those orc captains.


Orc Captains of Dol Guldur

Pros:

- really high fight value for orc standarts even amongst captains
- high defence compared to regular orcs
- slightly higher courage
- more attacks
- slightly better shooting value

Cons:

- slightly more expensive
- can´t pass defence 6
- courage as much as a regular man
- his might/will/fate store is as much has a regular orc despite his enhancement.


This guys are your regular spearheading model having an increase fight value and better defence allowing you to go surefoot to fight against more skilled oponent like elves balacing the fight for your side.
He can be pretty much threatning even to monsters considering the new epic fight styles allowing him to spend 1 might to add D6 to his fight, requiring 5+ to get fight 10 for thar round of combat, in a fairly cheap model compared to monsters.

He is fairly a greater threat to wizard classes in combat since he can match them in combat and with more attacks = more dices to roll for the fight.

Hes good but not that good, he is still as weak as an orc captain and his defence is not that great to make a diference vs powerfull heroes, he will still get chewed with heroes like aragorn, Gimli, King´s champion and so on.

Castellans of Dol Guldur

3rd most feared servants of the Necromancer, the Castellans act like sitient guardians tireless watching the dark passages and walkways of Dol Guldur looking for enemies to slay to those brave enough to venture and tresspass their Master´s domain.


Pros:

- high fight value, like a nazgul
- very high defence
- more strength than normal(5)
- unlike a nazgul he got more attacks
- can acess to morgul blades
- way cheaper than one nazgul
- more starting will store (12)
- can use Will as Fate in the same way as the Necromancer
- Their appearance and name are frightning

Cons:

- they are made as a single warband, so no escorts
- they can´t control troops, they are not good leaders
- they have no might points, which is sadly really bad
- they spend 1 will per combat phase and cannot choose not to fight
- disappear soon their will is gone like a nazgul/Necromancer
- only have 1 wound

This guys became one of the less obvious choices in a Dol Guldur army.
Rightfully feared more for their name than actually their prowess in the field

They are made of a single warband which is really bad for deployment and they are awfull vs heroes since they cannot balance fights without might.
What they are good for you wonder?
- assassins, do not underestimate their fight/streght and attacks when they support a fight, they can be pretty deadly and cheap and with their morgul blades can instant kill anything that can´t avoid without fate to absorv the damage
- their high defence should be able to keep them in the fight and take a beating for a while
- they are good to hold narrow passages until they disappear without will, which makes them pretty good to hold an heroe using their body as a shield basically.

They dont survive my games pretty much, they normally die out with bad rolling but mostly with will depleted holding heroes or annoying monsters.


They are more Heroes like named nazguls, mordor troll chieftains and such, but those will be included on the Mordor guide 1 day :)



So now we move to the core section, what are made this backbone of Dol Guldur
Like so many evil armies, they are made of the lowest runtier scum creature ever, the orc :P

Orcs from Dol Guldur


Mordor orcs are the backbone of any Sauron´s army, they are weak as a single model with poor defence and fight, not to speak about courage, but works great in numbers since their cost is cheap.
Despite their inicial appearance and unlike Mordor cousins, Dol Guldur orcs are a breed very unnatural for orcs, their basic training and archery are way superior over random orcs, which makes them way deadlier to handle for what they lack on defence they compensate in fighting prowess.



Pros:
- higher fight and shooting value
- good to field in hordes
- if well supported can still be deadly
- includes all sorts of gear founded in any orc

Cons:
- slightly more expensive
- same defence and courage
- they need a boost to keep them in line

Perhaps one of the lists I would try out more archers since their shooting is pretty decent amongst orcs and bettewn good fight and shooting there isn´t much loss picking up any of this.
This dudes as a personnal note should always be with an orc taskmaster to keep them in line since they are still orcs and despite better fighting they canstill be turned to shreds.



Dol Guldur Armies are not only made by a backbone of orcs, being a fortress located inside a forest and above a hill of sorcery offer certaint advantages, one of them are the variety of wilderness animals and wraiths that can join the ranks of the dark lord and boost this mighty army.



Giant Spiders of Dol Guldur

Amongst the trees around Dol Guldur, the Necromancer praise the spam of spider in the forest, eight legged foes that can climb tress and rocks, lay webs to trap their foes and potent venom to paralize them or eventually kill them in a very slow and painfull dead.

Pros:

- decent fight value
- really good strength
- good amount of attacks
- poison rule
- their movement along with some climb and jump bonus
- 2 wounds
- decent courage

Cons:

- very low defence
- of a sort expensive

This spiders are what you need a flank type of unit, they are awesome to sneak around the map staying out of the main orc battleline and pick on small groups.
In numbers they can be really good to deal with captains and standarts and their movement just allows it to pick on the fight faster.
Also their small variation of the poison allows you sometimes to re-roll those 1s to wound which is indeed usefull.
Always a welcoming sight in any Dol Guldur´s army.


Spider Queen of Dol Guldur

The infamous queen of the brood, the spider queen is a deadly foe being able to deal even with the mightiest heroes if they are not carefull. Despite not working directly with the Necromancer, her evil intends in most cases matches of his, making it a casual and comfortable encounter to deal with a certaint threat that tresspass her domains.


Pros:

- really high fight
- really high strength
- alot of attacks
- poison rule which is far better than those founded on the giant spiders
- their movement along with some climb and jump bonus
- 3 wounds
- got might and will
- can spend will to spawm small spider broodling to aid her
- can knock cavalry like a monster cavalry type model
- fairly decent on points
- good courage

Cons:

- warband on her own
- low defence
- no fate points
- low numbers of wounds for such big thing
- if she eats wounds with no fate, its nasty

If you like a decent/ sneak spider to handle most of your enemy heroes or even another monsters or anything bellow this, or even cavalry models, heres your answer.
A Decent point valued model that has some nasty tricks.
Its never 2 much to ask from a spider to perform specially well, she can die fast thats a fact, but depends much how you play with her.
Her movement and spider agility over objects and terrain features should be able to handle anysort of problems that can come up to you, and if you really need spam soem broodlings to keep an enemy from running away or hold a turn of combat which maybe vital for you.
I´ve been playing with this creepy and she plays fairly well, handle captains nicely, knock out formations, escapes very nicely in ruin features. You just need to be awared of her defence is low and got no fate points, so each wound that goes in, she takes it heavily.


Specters

Amongst the hill of sorcery the Necromancer favours the aid of the evil spirits to corrupt the land and boost strength on his armies.

pros:
- fell light is on them
- awesome courage value
- fairly cheap
- terror

Cons:
- low defence
- their fight and attacks are poor
- their skill is somehow short range of 12"


I normally pack up a few in my army, mainly cause of their skill which allow me if the enemy fails the courage test, move their models (even if they moved already) which is nice to move heroes off formations or standarts or monsters... making me able to control a bit their army as well.
Last edited by francisco on Sat Mar 16, 2013 9:07 pm, edited 2 times in total.
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Re: Guide to the Denizens of Dol Guldur

Post by SweetSorrow » Sat Mar 16, 2013 5:02 pm

Im happy to see more tactica put up for this section, escpecially Dol Guldur, and it was really well done to boot. Keep in mind that the Necromancer has always been a mage character and not a fighting char and those skills or more of a last resort use. Really most of Dol Guldurs units are more expensive for slight boosts and really need auras and support from heroes to make them worth it. Also i don't think its fair to list a unamed Hero and compare it to named monostrosities that are double his points cost. Hes much better at picking of lesser heroes and standards.
Unfortunately as much as i like Castellans they just don't preform as you said. For being what they are i don't think the spend-will-every-fight should of been put on them, but it is what it is. Because of this mine only ever see WOTR games now.
Anyways keep it coming and keep up the good work.
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Re: Guide to the Denizens of Dol Guldur

Post by francisco » Sat Mar 16, 2013 8:29 pm

thank you for your comment :)
I dont need to refer named nazguls, nor troll, nor random mordor stuff yet. I might however add some units which makes dol guldur army quite unique like wraiths and spiders as well giving a small feature to random orcs :)
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Re: Guide to the Denizens of Dol Guldur

Post by SweetSorrow » Sun Mar 17, 2013 2:09 pm

That would prob be for the best, however until the mordor section is actually written I think maybe having the mordor stuff in there will help. Then when its made just link it. :D
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Re: Guide to the Denizens of Dol Guldur

Post by francisco » Sun Mar 17, 2013 2:15 pm

added more units the previous post :)

problem of mordor to me is that I dunno all units

Named nazguls dont know their tricks (never played with them to be honest)
havent played with beast of gorgoroth, black guard, black numenorians, morgul knights and all those new models
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Re: Guide to the Denizens of Dol Guldur

Post by SweetSorrow » Sun Mar 17, 2013 2:20 pm

I haven't played with all the models either, however I guarantee you that if you try taking Morgul Knights for Mordor people are going to give you funny looks unless you have the Witchking or Khamul..

EDIT: I have played with every named Ringwraith, they are pretty nifty
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Re: Guide to the Denizens of Dol Guldur

Post by francisco » Sun Mar 17, 2013 2:22 pm

I only have experience with elves, dwarves, moria so so, arnor, thror´s army and isengard, rohan a bit but not so much
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Re: Guide to the Denizens of Dol Guldur

Post by SweetSorrow » Sun Mar 17, 2013 2:27 pm

I like the new entries, however imo Spectres are worse in Dol Guldur than they are in Angmar. I really play Fallen Realms, Arnor, and Angmar cause my Dol Amroth list just wasn't working and I didn't want to put anything else in the list.
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