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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
• Swap Weapon: 5 points

BARROW-WIGHT [50 points]

• Swap Weapon: 5 points

NAZTHAK [50 points]

SHADE [75 points]

• Swap Weapon: 5 points

THE SHADOW OF RHUDAUR [80 points]

ANGMAR ORC SHAMAN [50 points]

• Warg: 10 points
• Swap Weapon: 5 points

ANGMAR ORC WARRIOR [5 points]

• Banner: 25 points
• Orc bow: 1 point
• Shield: 1 point
• Spear: 1 point
• Two-Handed Weapon: 1 point
• Swap Weapon: 1 point

ANGMAR WARG RIDER [11 points]

• Banner: 25 points
• Orc bow: 1 point
• Shield: 1 point
• Throwing Spears: 1 point
• Swap Weapon: 1 point

DEAD MARSH SPECTRE [15 points]

• Swap Weapon: 1 point

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.