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Old November 14th, 2012, 10:51 AM
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Son of Arathorn Son of Arathorn is offline
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Re: The Book of Morgoloth

It'll be particularly interesting to play armies using Morgoloth, Goblin Cutters, and WoB, perhaps with some Mezzos thrown in for large-point games (though it gets a bit squad-heavy there). Use the Cutters to create an effective screen for melee units, grant them Disengage, allowing for greater flexibility, and then pick off the enemy with Wolves.

Morgoloth- 140
Wolves of Badru x2- 160
Goblin Cutters x4- 200
500 points, 23 hexes.

If we want to eliminate the screen, we can replace it with ranged figures, and a nice way to stand against the swarms of commons that Wolves dislike.

Morgoloth- 140
Wolves of Badru x3- 240
Mezzodemon Warmongers x2- 193
510 points, 14 hexes.

Go fishing with Mezzos, draw in the squads, which will be thinned by the time they reach the demons, then pounce the stragglers with your Wolves, not to mention the nice boost of Morgoloth's 2 attacks of 4. If we want to build more on the idea of fishing, we go with the army type below, which is perhaps a bit more competitive.

Morgoloth- 140
Krav Maga Agents- 100
Wolves of Badru x3- 240
Marcu Esenwein- 20
500 points, 14 hexes.

Go fishing for melee units with the Krav, or eliminate the ranged units with them. When the foot-soldiers come a' knocking to deal with the agents, ambush with the wolves and Darklord. Esenwein is a nice glyph grabber and wound soak. The best part of this is that you don't need to send the wolves, with a frail 3 defense dice, against ranged units, since the Krav can smoke 'em out. After ambushing with the wolves, retreat with them quickly, using their newfound disengage if a unit or two is left over (which I doubt, given their abilities to throw 23 dice per turn with their Darklord).

Overall, Morgoloth is a very nice cheerleader/beatstick, it'll just be hard to assemble a competitive army that incorporates all his synergies.

Last edited by Son of Arathorn; November 14th, 2012 at 12:59 PM.
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