Tournament Review 2023 Episode 1: Triumph

Our very first event of the year was organised by Conquest Creations' own Jacob Lucas, with his 500 point tournament- Triumph. Overall I've now been to several of Jacob's tournaments over the years and they have all been a great time with plenty of awesome terrain and competitive matches. So, there was no way I would be missing out on it, and I would highly recommend getting down to the next whether you're experienced in the tournament scene or not!

Format

Like many tournaments in the Melbourne scene, Triumph would be a 1 day event, but we would be squeezing in 4 games which definitely was a slog, but I'll happily take it in order to achieve more accurate final results with less tiebreakers. Each round was assigned one of the 6 scenario tables from the Matched Play guide in the Players Pack, with the veto system deciding which would be played for each round. With no other special rules to worry about it was time to make a list!

The List

Keeping up with my horrible habit of only taking newly acquired models I had never used, I decided to turn my attention to the spooky, scary skeletons that reside in the Angmar army list, but obviously with a fun twist. Everybody has seen the classic Witch King x Guluvhar double team that is an absolute powerhouse of a combo (and possibly one of the best in the entire game), and although I have a certain winged vampire on the painting table, I knew now wasn’t the time. Instead, I turned my attention to the devastating staples of the list: Barrow Wights, Spectres and Orcs of course! Very quickly I formulated a warband for them that covered all the bases:

Barrow Wight

4x Angmar Orc Warriors with Shield

4x Angmar Orc Warriors with Shield and Spear

1x Angmar Orc Warrior with Bow and Two-Handed Weapon

1x Angmar Warg Rider with Shield and Throwing Spears

1x Dead Marsh Spectre


The warband looks to serve as a multitool, with Defence 5+ on the vast majority of troops, movement and shenanigans from the Warg Rider and Spectre, killing power via Blades of the Dead, lots of axes on the front line and the Two-handed weapon, and a cheeky honesty bow. Obviously the threat of the Barrow Wight is the main thing we are relying on here both to remove enemy heroes and give Terror to the rank-and-file Orcs. So, with such an apparently well-built warband built, I simply doubled it!

With 274 points spent and 24 models, it was at this point I realised that my army had a leader-sized hole in it and a serious lack of Might points. Despite this it was only thematic at this point to take another potent spellcaster, but one who also lacked the all-important Might points; The Dwimmerlaik!  A Ringwraith that I had never seen played on the table, the Dwimmerlaik sports the incredible special rule Sap Fortitude, allowing him to spend one of his 16 Will points in response to an enemy hero spending any points of Might, Will or Fate within 6”. On a 4+ the opponent would need to spend another point of that type or have the original point be lost and any Heroic Action being called to be cancelled altogether!

This, paired with the barrage of Paralyses from the two Barrow Wights would make resisting their spells far tougher. Hilariously though, this took my Heroes to a cumulative 0 Might (ooft), 26(!) Will and just 2 Fate. Now with a dangerous trifecta of spell slingers capable of dropping all but the most resilient of heroes on their backsides and many terror-causing orcs (assisted by the Nazgul’s Harbinger of Evil), this unique army looked as such, ready to bring down the world of men:


Dwimmerlaik on Armoured Horse

6x Angmar Orcs with Shield

4x Angmar Orcs with Shield and Spear

1x Angmar Orc with Banner, Shield and Spear

Barrow Wight

4x Angmar Orc Warriors with Shield

4x Angmar Orc Warriors with Shield and Spear

1x Angmar Orc Warrior with Bow and Two-Handed Weapon

1x Angmar Warg Rider with Shield and Throwing Spears

1x Dead Marsh Spectre

Barrow Wight

4x Angmar Orc Warriors with Shield

4x Angmar Orc Warriors with Shield and Spear

1x Angmar Orc Warrior with Bow and Two-Handed Weapon

1x Angmar Warg Rider with Shield and Throwing Spears

1x Dead Marsh Spectre

Ready to Triumph on the battlefield!

With a veritable horde on the board at 500 points with plenty of Terror and magic to assist in controlling the tempo of the match (particularly as I am lacking the usual might to call heroic moves and marches!). Obviously the Witch-King or possibly even the Tainted may have been a better option in a list such as this, but the allure of an army with not a single point of Might was hard to pass on, as well as the simplicity of never having to worry about when to utilise Might, only when to steal it from the opponent! Overall, I think the fact that the Manoeuvring and Maelstrom scenarios were not being played at this tournament gives some leeway to the army, as I’m sure in those scenarios my army would be far more likely to meet a brutal end.


Strategy

Obviously, the list relies on all the heroes being safe behind the lines whilst their auras and spells enable the Orcs to eventually get the job done. Overall, the strategy is actually fairly simple. Against armies relying on their big heroes it’s a matter of throwing Paralyses at them whilst the Dwimmerlaik is nearby and watching them either use up all their resources to resist them (and eventually be paralysed unopposed or simply transfixed) or go down and be hacked away by the Orcs, particularly the Two-Handed Weapons, Wargs, and Blades of the Dead-wielding Spirits. Meanwhile, fellow hordes will generally be at a similar courage stat so using the Terror wall with Harbinger will allow me to slowly take apart the enemy piecemeal, paralysing any major threats (anything that will easily charge and do lots of damage).

The absolute worst thing I could come up against is likely any elite force, especially one that also sports Terror, or doesn’t rely on their hero to be fighting up the front. If my magic users aren’t taking heroes down and my troops can’t use their numbers to their advantage, it wont last long at all! In my practice games so far the worst matchups I had faced was massed Uruk-Hai and Dwarves as well as the Host of the Dragon Emperor LL, so here’s to hoping I wouldn’t see any of them on the day (Spoiler: I definitely would!).

With that, it was off to the races up at House of War in Ringwood, hoping that the No Might Angmar army would be able to spread darkness across Middle Earth!

Luckily I managed to paint the whole army in 3 weeks, including finishing off these great sculpts the night before


The Tournament

Game 1: Retrieval vs Nick W's Mordor & Serpent Horde

For the first game of the day, I was confronted by a small yet elite all-mounted list, with plenty of hard-hitting poisoned war spears led by two of the most effective heroes on the evil side: The Witch King of Angmar and Suladan the Serpent Lord. Luckily, Nick vetoed the scenario I was most afraid of playing in Seize the Prize, and I followed up by choosing to play Retrieval so I wouldn’t have to spread myself too thinly trying to protect my objectives from an all-mounted list in Destroy the Supplies.

Nick’s List

Mordor

The Witch King of Angmar with Crown of Morgul and Horse, 3/14/3

Serpent Horde

Suladan the Serpent Lord with Armoured Horse

6x Serpent Riders

7x Haradrim Raiders with Bow and War Spear

Haradrim Chieftain with Horse


I deployed at the very front of my deployment zone, with the Dwimmerlaik taking the middle position flanked by the Barrow Wights warbands on either side. Nick deployed further back from my forces to give him the choice of charging or shooting based on any movements I made in the coming turns.

I assumed I would end up fighting on both my flanks, so left the middle intentionally weak to try and tempt a charge there so then I could bring the magic into play in a more advantageous position.


The forces ready to go at it!

The initial turns saw the Haradrim Raiders take out 4 Orcs via shooting, and although I still had the numbers in my advantage I was wary of being thinned out and flanked by the cavalry towards my objective far behind my lines. Thankfully, the trusty old Spectres paid their points back infinitely, as they made two of Nick’s 16 models jump forward right in front of the Terror wall to be charged and torn apart by the horde of orcs. 

The impact of this was obvious, as Nick and I both realised that at this rate Nick’s would definitely run out of his troops far before I would, especially as he lost more and more bows. So, the cavalry did what cavalry does, charging straight into the depths of my force, with all three heroes calling their own Heroic Combats to capitalise on the fact I had won priority that turn and wasn't able to hit any of the enemy threats with a Paralyse or Transfix. It was also during the charge that we both realised that the Dwimmerlaik's Sap Fortitude was a Passive ability, and thus wouldn't be turned off by a Transfix from the Witch King; nasty! As such, the Dwimmerlaik turned around and made all three heroes spend 2 Might for their Heroic Combats, massively depleting all their resources very early into the engagement.

Although Suladan and the Chieftain were able to rack up 6 kills between them, the Witch King floundered, rolling just a 4 high, and was unluckily missing the valuable 2nd Might point needed to win the fight after losing it to Sap Fortitude. With the two front Orcs electing to pierce, the Lord of the Nazgul lost his horse and proceeded to roll a 1 on his Thrown Rider followed by the 6/4+ to wound him, and two 1s on his fate rolls (1 of his 3 Fate being stolen by the Dwimmerlaik), unceremoniously killing Nick's Leader!

The ultimately doomed charge of all three of Nick's heroes

Unfortunately for my opponent it was at this point my dice decided to press the advantage, winning priority and stealing Suladan's remaining might and thereby cancelling his Heroic Move. The next two turns saw both remaining heroes paralysed, hilariously wounded falling off their horses (automatically Knocked Flying off their horse from the nasty magical power), before being ripped apart by the ghosts and orcs surrounding them. 

This moment defined the game, as although a Hail Mary flank by some of the last remaining Serpent Raiders threatened my objective, I had now removed the threat from the heroes and had free reign with my magic to go and secure the objective with one of the Warg Riders, whilst a Barrow Wight and the Dwimmerlaik flooded back with nearly a full warband of orcs to guarantee the safety of my own objective.

1 of the 4 remaining Serpent Raiders who attempted to sneak around the flank but were quickly met by retreating Orcs and their Spirit masters

Meanwhile, my bloodlust got the better of me as I unknowingly broke the lightly armoured Haradrim and ended the game with my opponent’s objective in my clutches but having not taken it off the board to secure the full points. Talking to Nick after the game we both agreed that the choice of scenario was likely not the best for him, but I also understand not wanting to play such a potentially swingy game such as Seize the Prize with a cavalry army the has to dismount to interact with the sole objective.

Additionally, I was quite apprehensive about the cavalry splitting into two groups around the flanks, as it would mean the Dwimmerlaik would have to commit to dealing with only one of the heroes (probably the Witch King to limit opposing spells), so I did get somewhat lucky that my orcs killed the Serpent Riders immediately and really pushed the tempo of the game early on via the Spectre’s Fell Lights. 

Although his own dice betrayed him horribly (and mine were unwaveringly faithful), Nick was great fun to play against and earned my Player's Choice vote for the day, which led to him taking out the award at the end of the tournament! With a solid win in the bag, I knew I would be straight up against some of the toughest opponents at the event. 

MVP: Dwimmerlaik. Super difficult to choose one since everyone did their jobs, but the one thing that basically never failed me was the Dwimmerlaik taking anything and everything from the enemy heroes, and particularly stealing an extra Fate point from the Witch King to increase the chance of him dying.

Final score 8-0 WIN (Leader Kill, Objective secured, and enemy force broken, and still unbroken) 


Game 2: Capture and Control vs Henry K's Goblin Town & Moria

 In game 2 I was lucky enough (or perhaps unlucky enough) to face the 2022 ArdaCon World Doubles Champion Henry Kerr, with a list which had more numbers than me and two massive threats, the popular Goblin King and the much less popular Dweller in the Dark, with Durburz and a Moria Captain in the midst. Luckily no Shaman was in sight so my Terror would be in full force, although my lines would be stretched. With both of us running low courage hordes it wasn’t a surprise that we vetoed Domination and Breakthrough quickly, leaving us with Capture and Control. Both of us then alternated placing warbands directly on the centre line. On my left the Goblin Captain faced down a Barrow Wight and his contingent, with my other Barrow Wight isolated on my right flank by a large watchtower would have to contend with Durburz and the Dweller, whilst the Goblin King and his retinue were dumped in the middle of everything, hoping to get his hands on the Dwimmerlaik opposing him.

Henry’s List

Goblin Town

Goblin King

10x Goblin Warriors

3x Goblin Warriors with Two-Handed Weapon

Moria

Durburz

4x Goblin Warriors with Shield

5x Goblin Warriors with Spear

1x Goblin Warrior with Bow

1x Dweller in the Dark

Moria Goblin Captain

4x Goblin Warriors with Shield

4x Goblin Warriors with Spear

3x Goblin Warrior with Bow

1x Bat Swarm

Immediately our forces slamming into each other with 8 goblins and 5 orcs respectively falling, as the Fight 3 of my orcs won many a drawn combat whilst the monsters began throwing aside the orcs against them. Immediately the Barrow Wights attempted to stop the two monsters in their tracks, but both failed to roll the necessary 4+ to cast on two dice. Whilst my left flank began to decisively hold the objective and push through against the lone captain’s warband, Durburz's heroic combats were going unchallenged from the Dwimmerlaik and began to push my forces back on the left with the help of the Dweller, while the Goblin King swung a hole through the line whilst his goblins desperately tried to tie up the rest of my troops (when they could pass their courage tests at Courage 1 via the Dwimmerlaik's Harbinger).

Our match was so intense that I forgot to take any pictures during the match, but you can see Henry's army here with all the gribblies!

Although my magic wasn't doing much to stop the enemy (as both Barrow Wights again failed to cast Paralyse with 2 dice!) I was lucky in that the Dweller and Goblin King were miraculously halted by the apparently thick armour of the orcs, as only 3 orcs went down across two turns between them. Yet, Henry still had a bat swarm positioned behind his lines in a forest (meaning I wouldn’t be able to spectre or compel him more than a few inches at a time) which I was incredibly scared of being involved in a last-minute attempt at grabbing any of the objectives.

By the time I started to cut down the low defence goblins in the middle and get Henry's forces to break, I only held 2 objectives to Henry's 3, and although I may be able to get a wound on the Goblin King via a Black Dart (which he had already failed to cast on 4 dice the previous turn- the magic of Angmar was indeed doing little-to-nothing) the best I saw myself playing for was a draw, especially with the Barrow Wights having used 8 of their 10 cumulative Will and still failing to cast a single Paralyse to slow the advance going into the start of the final turn (with time being called just as the movement phase began).

With one turn left Henry only had to hold on to his position, as enough goblins remained scattered around the board to plug up the area around the middle objective (whilst we both held our back and left objective securely) and a win was likely imminent. Winning priority, the Goblin King prepared to rally his troops and hold the line… and miraculously rolled only a 5 high on his break test! With only a single Might point remaining and both Will used (1 from the Dwimmerlaik stealing it!), the Goblin King promptly fled the field, leaving a massive hole in the middle! This opened up a chance for me to steal the middle for a sneaky win at the death, and with goblins failing their courage test to charge in droves it was just a matter of three point trapping the objectives to prevent the bat swarm from getting in and I had somehow walked away with a win!

 Overall we had a great tactical game marked by massively unlucky moments on both sides as our heroes underperformed, but luckily my heroes did so slightly less than Henry’s and the Orcs knew it was their time to show their worth! It was obvious how good a player Henry is and I’m keen to play again soon!

MVP: The Orcs! Not often going into a tournament do you think that Fight 3 will be king, but here it probably won me the game, with many fights ending in draws that went my way against the Fight 2 gobbos.

Final Score 8-4 WIN (3 objectives secured, enemy broken, enemy leader killed vs 2 objectives secured)

A few of my converted and weapon swapped Orcs, what a game for them!

Game 3: Lords of Battle vs Jordy M's Host of the Dragon Emperor (LL)

With two wins in hand and a decent VP differential I was pleased to head to the top tables to face friend of the blog and co-host of The Two Towers Podcast Jordy, who had brought along his unconventional Host of the Dragon Emperor, with the aforementioned Dragon Emperor on his mighty Palanquin, a Captain on foot and drum with the warbands containing virtually nothing but Dragon Cult Acolytes!. Funnily enough Jordy and I had played each other in practice games leading up to the tournament, so we had seen and played against each other’s list, just not with the lists we eventually took, so we generally knew how we would each be playing it.

As mentioned previously though, this was far from the army I wanted to face, especially against such a good player as Jordy is, and particularly in the Kill scenarios! Jordy obviously removed To the Death and gave me the choice of either kill count missions: Lords of Battle and Contest of Champions. Although I had planned prior to the tournament to probably choose Contest of Champions (the enemy leader being forced to the middle of the board where they can be barraged by magic from all my heroes was appetising to get a quick kill and eventually get the Dwimmerlaik a few kills for the win), the Resistance to Magic and inability for the Emperor to go prone (and thus get double strikes to remove him) made me lean towards Lords of Battle, hoping that my piercing troops wounding on 4s would be able to get an early lead in kills and then neutralise the Emperor with magic.

Jordy’s List

Host of the Dragon Emperor  

Dragon Emperor of Rhun

15x Dragon Cult Acolytes

1x Black Dragon Kataphrakt with Drum

Easterling Captain with Shield

5x Dragon Cult Acolytes

2x Black Dragon Warriors with Pike and Shield

1x Black Dragon Warrior with Shield

 Deploying in my now-standard formation of the Dwimmerlaik in the centre flanked by the Barrow Wights, I won priority for the first 2 turns, allowing Jordy to use his drum to maximum effectiveness, eventually hitting my flank with everything, felling multiple orcs under the hail of throwing daggers.

Rolling a natural 6 on my first Paralyse directed at the Easterling Captain, Jordy chose not to resist and hold the Will for a later time, as I only had the one turn to try and take him down before he was quickly surrounded and resuscitated by a handful of Acolytes, with me dealing just a single wound to him. Meanwhile, the Fight 5, two attacks and 12" banner were wreaking havoc, as even those that didn’t charge were able to throw their daggers, dealing many wounds across the line.

Jordy's stunningly painted Dragon Emperor and Acolytes slammed into my flank with the use of the drum to quickly change direction.

After three more turns of engagement and having not having won priority even once the Dwimmerlaik was proving decisively useless, having no enemies who needed to use their stats, as even the Dragon Emperor was content to provide his buffs and kill a single Orc or two a turn. Unfortunately, my once steadfast dice turned fickle and across the entire battle line Orcs were either killed or were failing to wound even when  only needing 4s to do so. At this point the kill count was approximately 5-15, and unless there was a swing of the dice allowing me to break him and kill the Dragon Emperor, I was just trying to ensure I didn't give up too many VP's to give myself a chance of saving my podium hopes in Round 4. 

This was followed by two more turns of lost priority, where Jordy pressed his advantage and effectively hammered in the nails of my coffin, as the kill count ended 8-24 in his favour, with my force broken for the first time throughout the event and the Dwimmerlaik failing to get a much-needed kill to prevent my kill count being tripled against an isolated and outnumbered drummer in the final turns.

Without winning priority once after the lines clashed, there was quickly not much left of the Dwimmerlaik's forces

Overall, I'm still not sure if Lords of Battle was the right pick as I may have been able to keep the Dragon Emperor quiet in Contest of Champions, but ultimately the scenery in the middle of the board (which was my eventual demise in the game) also convinced me to not choose it since it didn’t allow me to bring my numbers fully to bear.

Thus, Jordy has all the bragging rights on me in our local group until the next time we throw down, although thankfully we were able to have a good laugh at my abysmal luck all throughout what was an absolute demolishing of my army, also being one of the first few losses it has suffered since I began running it a month ago. I would highly recommend checking out the Two Towers Podcast on Spotify, especially if you're keen on hearing about local tournaments and plenty of hobbying. 

MVP: Dragon Cult Acolytes! What a cool profile and backed up by the Dragon Emperor getting to Fight 5 with the massive 12” banner is a force to be reckoned with, essentially an army of captains!

0-10 LOSS (Kill count tripled, force broken without being broken)


Game 4: Fog of War vs Huon T's Helm's Guard (LL)

Huon and I had previously come up against each other at Silmarilli 2022, where his Radagast’s Alliance absolutely destroyed my Isengard list, as they were able to effortlessly fly around a stunning Laketown board and fly off with the Prize as my Uruks stumbled around in the water. Revenge desperately needed to be enacted in the final round as I faced a scary Rohan list.

Huon’s List

Helm's Guard

Helm Hammerhand with Horse

10x Rohan Royal Guard with Horse and Throwing Spears

1x Rohan Royal Guard with Throwing Spears

2x Riders of Rohan with Banner

Captain of Rohan with Horse, Heavy Armour, and Shield

With a big loss in the previous round, I knew that only a big win for myself and some draws on the other top tables would get me onto the podium, so I was mostly pleased to come up against Helm Hammerhand in his Legion, with a Captain of Rohan, two banners and lots of mounted Royal Guard in tow. This would allow me to focus on the two heroes who Huon would probably be relying on for the majority of his damage, especially in the upcoming scenarios. I immediately vetoed Clash by Moonlight to negate the Throwing Spears of my enemy, leaving Huon with a tough choice between Assassination and Fog of War, especially knowing that in either one he would be relying on his Captain to both not die but possibly be responsible for killing my Heroes. Opting not to worry about relying on the Captain to take out one of the Barrow Wights, Huon chose to play Fog of War. 

Ready to receive the eventual charge of the Rohirrim

With his superior speed Huon had the choice of place to engage, whilst I patiently waited in my now reliable formation with the Barrow Wights flanking the Dwimmerlaik. With a few kills with his throwing spears on the way into my right flank after he had won priority Helm, the Captain and 5 of the Royal Guards crashed into the shield wall in an attempt to break through quickly and take out the dangerous spellcasters behind the line. With an attempted Paralyse on Helm making Huon use most of his Will to resist, followed by a Transfix that took the remaining Will from him, Helm was primed to be taken apart by a Paralyse in the coming turns. 

Although I had lost 8 orcs in the first turn of combat for only one horse killed, the Captain was now out of Might having called a Heroic Combat that had cost both his points due to Sap Fortitude and had overextended somewhat into my lines. The next turn saw the Rohirrim continue to plough into my lines as Helm used a free point of Might to call a Heroic Move as my Orcs from the left flank adjusted over, whilst some began to slink off onto my opponent’s half of the board to go secure my hidden objective.

Unfortunately for Huon my Barrow Wights remembered how to cast effectively and dropped both the Captain and Helm to the ground dealing a wound to Helm as he fell (for the 4th time today I had dealt a wound to someone falling off a horse via Paralyse!). Simultaneously I began using piercing strike from my Orcs to take out horses on 4s instead of trying to deal with the riders on 5s- even though I wasn't going to break the enemy their killing power and manoeuvrability would be mostly neutered to the point I could take out the Captain and keep my chosen Barrow Wight safe. 

Both Good heroes were quickly thrown into the fray but were soon at the mercy of the devastating magical barrage from Angmar.

Despite winning some fights here and there with his Fight 5 troops unfortunately these were largely few and far between as both heroes remained paralysed for a number of turns without managing to awaken whilst I carved out a space for some orcs to get into the Captain. As final turn was called I had already dealt a wound to the Captain in the previous round of wailing on him and picked up my 8 dice to wound him... and luckily scored the necessary 2 wounds to guarantee the kill, where one success would have still only given the captain a 25% chance of surviving (after the Sap Fortitude and Fate rolls).

Luckily in the current state of play the game ended with my target (the captain) slain, my armoured Barrow Wight protected, and my objective secured (the woods in the far right corner), whilst Huon had failed to kill his target, keep the captain alive or secure his hidden objective (the house on the left of my deployment area) which he was only a few inches away from doing.

Having only killed three models of my opponent’s force (two Royal Guard and the Captain) and dismounting at least 6 I was quite happy that my method of dealing with the Defence 6 troops had worked. Huon was gracious in defeat, and we had some fun talking about our previous match as well as the final match after a long day of gaming. 

MVP: Barrow Wights. In a scenario where killing an enemy Hero is the name of the game, the Barrow Wights are the perfect way to do it, and boy did they do it!

9-0 WIN (Target killed, hero protected, terrain piece captured) 

Hearing about other results from Round 4 it became apparent that no draws had occurred, meaning I wouldn't be cracking into those fabled podium positions but was still exceptionally happy to come out with equal 5th place! Additionally, I walked away with both a 3D printed Azog on Warg and Thranduil on foot and Elk, so a massive thanks to Jacob for running a smooth tournament with awesome prizes for literally everyone that participated and plenty of great boards packed with terrain. Would highly recommend people making the effort in getting down to one of Jacob’s tournaments for a great experience. Additionally cheers to all my opponents for being great competitors at the table and good fun throughout! 

Post-Event List Thoughts

Overall the list was very fun to run, with plenty of  shenanigans and magic which I’ve been enjoying including in most of my lists recently. The pure hero-killing potential was immense, and I’m glad I had the chance to bring it to bear on some of the biggest and baddest heroes on both the good and evil side, although I was brutally exposed by an elite list that didn’t need their heroes to do the work for them. 

The deadly trifecta of magic wielders, and their immensely effective underlings


At 500 I don’t think I would ultimately change much about the list, other than probably removing the throwing spears from the Warg Riders to pay for some extra bows or two-handed weapons on the Orcs so they can take out their paralysed prey even faster. Moving up to 650 points I could see a third Barrow Wight being added with another warband of Orcs, but the possibility of taking on a Shade in order to best counter those elite troops also sounds tactically enticing whilst still keeping with the zero Might theme. If I did go down this route I will likely have to bring at least 2-4 more spectres to ensure enemies are forced to fight me and not continually avoid the Shade. 


With multiple events coming up in quick succession, keep an eye out for future tournament reviews coming in the next few weeks, both of the competitive and thematic variety (and I doubt this is the last we'll see of the No Might Angmar list, perhaps it may even make a trip interstate soon..)

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