Tuesday, 21 September 2010


As an Evil player it is always worth
Considering including a Nazgûl in
Your force. They are simply too
Valuable and versatile to overlook. I’m
Convinced of that fact, because I use them
And do well with them myself. What better
endorsement can there be?
So, what makes them so good? What
makes them so versatile? Well – I’ll show
you! Behold my four-fold principles of
Ringwraith warfare – Dominate, Destroy,
Terrify and Command.
This is all about making the enemy do
what you want, and just as importantly
stopping him doing what he wants. In a
nutshell, your Nazgûl has the power to
force enemy Heroes out of the game
completely – often in a very fast and brutal
way. The best examples of this are Transfix
and Compel. These two magical powers,
which are both relatively easy to cast, both
have the effect of preventing an enemy
Hero from further action that turn, as well
as rendering him almost useless in a
fight. It doesn’t matter who you are –
you’re going to get hurt badly when
you’re surrounded by Orcs intent on
clubbing you to death with twohanded
weapons and you’re only
rolling one dice (with a Fight value
of 1) in combat.
Dominate stretches further than just
helping you kill Heroes in combat though.
It also covers tactics such as forcing Banner
Bearers away from the models they are
supporting, dragging models off of
objectives and even preventing Heroes
from making Stand Fast! tests.
In terms of magical chicanery, the
Undying stands supreme – 20 Will points
and the ability to recover them so easily,
sits the Undying at the top of the
“Dominate” list.
Oh the fun of it all. “Destroy” is simple
and effective: select a target, say “I am
casting Black Dart” and roll some dice (I
recommend three). Job’s a good ‘un. Of
course, there’s a little more to it than that,
and in fact there can be quite a lot of
finesse involved in using your Nazgûl to
destroy effectively. Choosing the right
target is the first, and most important step.
Use Black Dart against Banner Bearers,
models with high Defence, models that are
defending key areas of the battlefield, and
to whittle down enemy Heroes. Once
you’ve cast the power, make sure it works.
Generally you’ll only need a 3+ to wound
your target, so if you fail to wound
consider using a Might point to ensure
success. There’s nothing worse than
wasting 3 Will points to cast a spell and
then failing to wound. The other warning
I’d apply to this power is that it drains your
Nazgûl quickly, so use it when it’s going to
make a significant difference to the
outcome of the battle, but don’t just cast it
willy-nilly, or you’ll lose your Ringwraith.
Instead, stick your Nazgûl on a Fell
Beast, pairing your Nazgûl’s magical
prowess with the destructive power of a
big, flappy killing machine. Because
Nazgûl cause Terror and have the
Harbinger of Evil special rule, they’re very
hard to counter charge, so throw them into
the heart of the enemy force, singling out
the finest enemy warriors and Heroes.
Transfix your target on the way in and
smash them to pieces in combat. Excellent.
The Witch-king of Angmar is clearly the
baddest, most combat-focused Nazgûl on
the block, although the Dark Marshal and
Khamûl are both hot on his heels.
Yes, we all know that Nazgûl cause Terror,
and I imagine we’re all aware of the effects
of Harbinger of Evil… but it’s the long term
consequences of those powers that will
serve us best. Consider, for example, how
hard it is for an enemy force that has
broken to make Courage tests with a
Nazgûl on the scene. What about enemy
models trying to get onto an objective
when there’s a massive Fell Beast blocking
their path – the Terror test combined with
the Courage penalty for Harbinger of Evil
can stop most models in their tracks.
Then, if all that isn’t enough, you can
really get to work at depleting an enemy’s
resolve with the Drain Courage power. On
the face of it this is such an unimpressive
power that most players (myself included)
won’t bother spending any Will points to
resist it. It’s a rather different story when
your force breaks and suddenly your
bravest model finds himself with a Courage
value of only 3 or 4.
The Tainted is especially good at this
little trick. If your enemy is broken, and the
Tainted is in amongst their formation,
they’re in very, very big trouble.
With a minimum Courage of 5 and a
bucketful of Will points, the Nazgûl are not
likely to fail many Courage tests, and that
is why they are the perfect leaders for an
Evil (especially a Mordor) army. When your
Ringwraith finds himself running low on
Will points pull out of the fighting and take
up a position close in the heart of your
army, preferably with a screen of Orcs
between you and the enemy. It’s not rocket
science, but it’s really, really handy to have
a Nazgûl calling the shots when your army
is hard-pressed.
Obviously, this is not a tactic you can
rely on with the Tainted – but all of the
other Nazgûl are great at it.”

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