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.