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the Galadhrim Host

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The Galadhrim Host

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Page 1: the Galadhrim Host

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Matthew Ward returns with a slew of new Galadhrim profiles for The Lord of TheRings Strategy Battle Game. It’s time to don your pointy ears and string your bow...

W ell, hopefully by now most of you have had thechance to put the brand new Galadhrimthrough their War of The Ring paces. They’ve

certainly seen their fair share of battles in the DesignStudio, and are well on their way to being my personalfavourite amongst the Good armies of Middle-earth.

But that’s not what I’m here to talk to you about thismonth. This time, we’re going to take a bit of a look at theGaladhrim in the Strategy Battle Game. Not only have I gotsome shiny new profiles for you, but there’s an entirelyupdated Lothlórien army list for those who want to getstuck in right away, too. Some of you, I know, have awhole bunch of Galadhrim warriors squirrelled away infigures cases or on display shelves. Well, now’s the time todig them out and treat them to some reinforcements!

Mustering the HostThe arrival of the Galadhrim plastics means threeimportant things for Lothlórien armies. First of all, it’s nowquicker to collect those deadly Galadhrim Warriors thatform the core of your force. A Galadhrim Warrior isn’t agreat deal more expensive than a Man – a shield andspear-armed Elf is just two points more than his Mannishequivalent – but his Fight 5 is enough to claim theadvantage when fighting against Orcs, Uruk-hai and evenBlack Númenóreans.

Important thing number two is the arrival of Galadhrimcavalry. Fear not, I’m not about to repeat last month’s rantinvolving hedgehogs and other such nonsense. Suffice it tosay that having a good chunk of cavalry in your army canbe a very useful thing indeed, and Elf players have beencrying out for this niche to be filled for a long time. Ifyou’re still not convinced, skip on a couple of pages andlook at the profile. Specifically, look at the Fleetfoot specialrule; you know, the one that lets the Galadhrim Knightskeep their charge bonuses in certain types of difficultterrain. Oh, and they move 12"/28cm as well. Stopdrooling, it’s unseemly.

Lock Shields!Lastly, but not leastly, your Galadhrim can now haveshields. Up until now, one of the few weaknesses of aLothlórien army is that it’s had a tendency to, for want of aless colourful term, get splattered very quickly againstcertain opponents. Don’t get me wrong, having a highFight and Courage is great, but when you’re limited toDefence 4, and Uruk-hai therefore wound you on a 4(whilst you get to try and wound them on a 6, eek!) thenyou’ll trade any magical rings you might happen to havelying about for a shield (even if the trader is clad in a blackcloak and hisses Baggginnnnsss a lot).

Being able to form a proper shieldwall makes all thedifference in the world, not only against Uruk-hai andother Strength 4 critters, but also against pretty much anyEvil archery. It’s always struck me as being rather unfittingthat Galadhrim could sometimes lose a shooting war toOrcs, so I’m rather pleased about that.

We Shall Not Go GentlySo, do I have any straightforward but effective tacticaladvice for those of you who are tempted by the lure ofElvenkind? Well, I can certainly manage a couple ofgrubby nuggets of wisdom before I run out of space.

Death from Afar: If you’re new to the Strategy BattleGame, you might not yet have realised just how darn scaryit is going up against an Elf force armed to the pearly whiteteeth with Elf bows. The thing is, even experienced playersforget that Elf Archers may be scary, but they’re nowherenear as scary as Elf Archers lurking in a forest. Why is that?Well, Elves move through woodland terrain withoutpenalty and, with careful positioning, can place plenty ofdifficult terrain between them and the foe. If the enemywants to persevere then he can, but the Elf is likely to skiplightly away (probably singing as he goes) whilst the foestruggles his way through the undergrowth.

Might is Right: I know we always hammer on about howimportant Might is in War of The Ring, but nowhere is ittruer than with Elves. You see, you’re always going to beoutnumbered, so you need to be as tactically flexible asyou can – that means having plenty of Might to call the

necessary Heroic actions. You’re mostly going to wantto call Heroic Moves (to get out of charge range,

or charge the enemy before he charges you)but don’t overlook the Heroic Fight – theability to get two rounds of combat in a turn

can go a long way to bringing the numbersback on your side. Fortunately for you, as

a budding Galadhrim general, there’splenty of Might at your disposal.Rúmil and Haldir are both excellentmeans of getting a little extra Mightinto your army at a reasonablecost, and are practically obligatory

for any Galadhrim army thatwants to deliver a suitably

thorough beating.

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WHITE DWARF THE GALADHRIM HOST48

LOTHLÓRIEN ARMY LIST The Elves can no longer muster the glittering hordes of yesteryear, yet though their power has faded their glory is stillevident. This army list represents the defenders of Lothlórien in the Second and Third Ages of Middle-earth.

GOOD HEROESGaladriel* Points value 130Take the Mirror of Galadriel ......................................25 pts

Galadriel, Lady of the Galadhrim** Points value 125

Celeborn** Points value 130Take an Elven blade ....................................................5 ptsTake heavy armour ....................................................10 ptsTake a shield ................................................................5 pts

Haldir* Points value 70Take an Elf bow............................................................5 ptsTake armour ................................................................5 ptsTake an Elven cloak ..................................................10 pts

Haldir, Defender of Helm’s Deep Points value 70

Rumil, Warden of Caras Galadhon Points value 70

Elven Stormcaller Points value 60

Galadhrim Captain Points value 60Exchange Elven blade for Elf bow..................................free

Wood Elf Captain** Points value 65Take an Elf bow............................................................5 ptsTake an Elven cloak ..................................................10 ptsTake a Wood Elf spear..................................................5 ptsTake throwing daggers..................................................5 pts

GOOD WARRIORSGaladhrim Warrior Points value 9Exchange Elven blade for spear ....................................freeExchange Elven blade for Elf bow ................................1 ptExchange Elven blade for banner ..............................34 ptsTake a shield..................................................................1 pt

Galadhrim Knight Points value 18Exchange Elven blade for Elf bow ................................1 ptExchange Elven blade for banner ..............................34 ptsTake a shield..................................................................1 pt

Guard of the Galadhrim Court Points value 12

Wood Elf Warrior** Points value 7Take throwing daggers..................................................2 ptsTake an Elf bow............................................................2 ptsTake a Wood Elf spear..................................................1 ptsTake an Elven cloak ....................................................5 ptsTake an Elven blade ....................................................1 ptsTake a banner ............................................................35 pts

*The Lord of The Rings Strategy Battle Game, pages 106-107**Fall of the Necromancer, pages 38-41

“ …but we hear thatLórien is not yetdeserted, for there is asecret power that holdsevil from the land.”– Legolas, The Fellowship of The Ring

ALLIESLothlórien can ally with the following armies:Khazad-dûm, Eregion, Fangorn, The Fellowship, theGrey Company, Rivendell, the Grey Havens,Thranduil’s Halls, the Host of the Hammerhand,Théoden’s Host, Minas Tirith, the Army of the HighKing, Durin’s Folk, the Wanderers in the Wild, theWizards, and the Eagles.

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GALADRHIM HEROES

Rúmil, Warden of Caras Galadhon (Elf) ..........................70 points

WargearRúmil carries an Elven blade, a shield and wears armour.

Special RulesWoodland Creature.

Swift Parry. Rúmil’s deft swordplay allows him to counter the attacks of hisenemies. If an Evil model in a fight with Rúmil rolls a 6, that dice mustimmediately be re-rolled (remember that you cannot re-roll a re-roll).

Rúmil is brother to Haldir and, like his sibling, is a tireless protector of theGolden Wood.

Galadhrim Captain (Elf) ..................................................60 points

WargearA Galadhrim Captain carries an Elven blade and wears armour. He canexchange his Elven blade for an Elf bow at no additional cost.

Special RulesWoodland Creature.

When war calls, the Galadhrim are led to battle by their captains,experienced fighters with no loyalties save those to Galadriel and theGolden Wood.

Haldir, Defender of Helm’s Deep (Elf) ............................70 points

Note: Your force can only include one Haldir.

WargearHaldir carries an Elven blade, an Elf bow and wears armour.

Special RulesWoodland Creature.

Allies till the End. Haldir is counted as being in range of a Banner if he iswithin 12"/28cm of Aragorn or Théoden. In addition, Haldir automaticallypasses Courage tests if Aragorn or Théoden are within 12"/28cm.

One Final Blow. If Haldir is slain in close combat, he immediately makes asingle Strength 4 hit on every enemy model that was part of the fatal fight.

Haldir is one of Galadriel’s most trusted captains, a noble Elf determined tomake the correct decisions in a dark time. In choosing to lead the Galadhrimto Helm’s Deep, Haldir sets foot on a shadow path – one that ultimatelyclaims his life.

F S D A W C M / W / FRúmil 6/3+ 4 6 2 2 6 3 / 1 / 1

F S D A W C M / W / FGaladhrim Captain 6/3+ 4 5 2 2 6 2 / 1 / 1

F S D A W C M / W / FHaldir 6/3+ 4 5 2 2 6 3 / 1 / 1

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GALADRHIM WARRIORSGuards of the Galadhrim Court (Elf) ..............................12 points

WargearA Galadhrim Guard wears heavy armour and carries a pike. He canexchange his pike for the following items at an additional cost:

Banner ..........................................................................................34 points

Special RulesWoodland Creature.

Fighting Style. Guardians of Caras Galadhon are deft and graceful even bythe standards of Elves, and can wield their pikes with a speed that otherscannot match. In addition to the normal rules for pikes, the Guardians ofCaras Galadhon can use the rules for shielding. Note that the usualrestrictions concerning shielding still apply, chiefly that a Guardian ofCaras Galadhon that is shielding cannot be supported by another modelwith a spear or pike, even another Guardian of Caras Galadhon.

Wardenship of the most treasured areas of Caras Galadhon is given over tothe Guards of the Galadhrim Court. Each guard is an Elf of noble blood,whose lineage can be traced back to the earliest days of Middle-earth andwhose glories and deeds are the stuff of song and legend. Though all Guardsof the Galadhrim Court share similar armament, their training and battleskillsare as varied as the leaves upon a tree, ensuring that Lothlórien will alwaysbe defended by warriors suited to the task at hand.

Stormcaller (Elf) ..............................................................60 points

A Stormcaller is a Hero, and can be included in any Rivendell, Grey Havens, Eregion, Lothlórien, or Thranduil’s Halls army.

WargearA Stormcaller wears armour and carries a staff (hand weapon).

Special RulesWoodland Creature.

Wild Channelling. If, when casting a spell, one or more of the dice rolledresult in a natural 6 (i.e. not another number modified by Might etc.) theWill points used in casting the spell are not expended but are returned tothe Stormcaller’s pool of Will.

Magical PowersNature’s Wrath. Dice score to use 4+.

Call Winds. Range 12"/28cm. Dice score to use 2+. This power can beused against a single enemy model. If the power is used successfully, thewinds blow the target 2D6"/4D6cm directly away from the caster. If thisbrings the target into contact with another model or an area of impassableterrain, it stops 1" away from the obstacle. In either case, the model isknocked to the ground and may not move, for any reason, later in the turn.

All Elves have an innate connection to thepatterns and rhythms of the natural world,and use a blend of magic and skill to talk tobeasts or seek tidings from the wind. Someof the Firstborn have talents that surpassothers of their kind. One such group are the Stormcallers, Elves who do not merelyharken to the elemental forces of the wind,but command it to their bidding.

F S D A W CGaladhrim Guard 6/3+ 3 5 1 1 6

F S D A W C M / W / FStormcaller 5 3 4 1 2 5 1 / 3 / 1

“ You would beslain before yousaw them ” - Haldir,

The Fellowship of The Ring

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Galadhrim Warrior (Elf) ....................................................9 points

WargearA Galadhrim Warrior wears armour and carries an Elven blade. He canexchange his Elven blade for a spear at no extra cost, he can also be giventhe following items at an additional cost:

Exchange Elven blade for an Elf Bow ................................................1 pointShield ................................................................................................1 pointExchange Elven blade for a Banner................................................34 points

Special RulesWoodland Creature.

The Galadhrim are the foremost defenders of Lothlórien, ageless fighters whohave tested their skill-at-arms in countless wars. Though seldom seen in theworld beyond the Golden Wood, the Galadhrim are no less an importantbulwark against Sauron’s dark plans, for should Lothlórien fall then the rest ofMiddle-earth would shortly follow.

Galadhrim Knight (Elf) ....................................................18 points

WargearA Galadhrim Knight rides a Galadhrim steed, wears armour and carries anElven blade. He can exchange his Elven blade for the cost below and canalso be given the following items at an additional cost:

Exchange Elven blade for an Elf Bow ................................................1 pointShield ................................................................................................1 pointExchange Elven blade for a Banner................................................34 points

Special RulesExpert Rider, Woodland Creature.

Fleetfoot. Galadhrim steeds are amongst the swiftest and wisest horses stillto be found in Middle-earth. In addition to the increased profile givenabove, Galadhrim steeds move 12"/28cm rather than the 10"/24cm thathorses normally move. Note that the Galadhrim Knight’s WoodlandCreature special rule also applies to the Galadhrim steed, so the wholemodel treats woodland terrain as clear terrain for the purposes ofmovement – particularly important if the Galadhrim Knight charges!

The Knights of the Galadhrim are perhaps the most fearsome cavalry to befound in Middle-earth. The Elves’ mastery over their steeds is legendary,although it should more properly be described as a willing partnershipbetween immortal Elf and mortal beast. They can guide their swift horsesthrough the densest tangles of wood and stone. When combined with thepeerless Elven skill at arms, this manoeuvrability and speed renders theGaladhrim Knights an irresistible force upon the battlefield, and one whichcannot be denied by the desperate actions of mortal foes.

F S D A W CGaladhrim Warrior 5/3+ 3 4 1 1 5

F S D A W CGaladhrim Knight 5/3+ 3 4 1 1 5Galadhrim Steed 0 3 5 1 0 4