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Host of the Witch-King

ARMY COMPOSITION

  • WITCH KING: 70 points
    • Armoured Horse: 15 points
    • Horse: 10 points
    • Morgul Blade: 10 points
    • Might: 5 points
    • Will: 5 points
    • Fate: 5 points
  • THE DWIMMERLAIK: 120 points
    • Armoured Horse: 15 points
    • Horse: 10 points
  • THE TAINTED: 120 points
    • Armoured Horse: 15 points
    • Horse: 10 points
  • ANGMAR ORC CAPTAIN: 40 points
    • Warg: 10 points
    • Orc bow: 5 points
    • Shield: 5 points
  • BARROW-WIGHT: 50 points
  • NAZTHAK: 50 points
  • SHADE: 75 points
  • THE SHADOW OF RHUDAUR: 80 points
  • ANGMAR ORC SHAMAN: 50 points
    • Warg: 10 points
  • ANGMAR ORC WARRIOR: 5 points
    • Banner: 25 points
    • Orc bow: 1 point
    • Shield: 1 point
    • Spear: 1 point
    • Two-Handed Weapon: 1 point
  • ANGMAR WARG RIDER: 11 points
    • Banner: 25 points
    • Orc bow: 1 point
    • Shield: 1 point
    • Throwing Spears: 1 point
  • DEAD MARSH SPECTRE: 15 points

ADDITIONAL RULES

  • Your force must always include the Witch-King, who must always be the leader. The Witch-King will count as a Hero of Legend for this force.

SPECIAL RULES

"If that Fell Kingdom should rise again, Rivendell, Lorien, the Shire, even Gondor itself shall fall" - Friendly Angmar Orcs within 6" of a friendly Spirit Hero gain the Terror special rule.

"Dark Sorceries" - Friendly Ringrwaith models may re-roll a single D6 when making Casting or Resist tests.

"Lord of the Nazgul" - The Witch-King increases his Attack value to 3. Additionally, he only loses a point of Will for having been in a fight if he loses a fight during the Fight phase (for example, if he doesn't win the Duel roll to see which side makes strikes).

"No Man can kill me!" - The Witch-King gains a bonus of +1 to his Fight value while engaged with an enemy Man model.