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Games Workshop Warhammer Middle Earth - War Mûmak Of Harad

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The rest of the points are tied up in the upgrade you get from a Haradrim Commander to the Mumak War Leader himself, and then some sneaky stat upgrades to the Royal War Mumak itself. Let's start with the second first: recall that generic Mumaks are capped at Fight 4 (which is generally a problem)? Well, the Royal War Mumak gets a boost to Fight 5, which is a significant power boost against all but the most elite of elite troops (elves, half-trolls), and a fair number of heroes (who suddenly may have to call Heroic Strike to get the Fight Value advantage they enjoyed against regular Mumaks). That boost alone is probably worth the 30-odd points that are left over, but there's even more!

In-game, the Mumak does as much damage as you would expect a giant elephant to do. It’s a steamroller! Get it running in the direction of enemy warriors and it can trample them in the Move Phase. It is particularly good for dismounting cavalry units. It can then fight off more determined enemies in the Fight Phases. Your 12 Haradrim Warriors can also shoot your opponent from cover. This moving platform also allows you to sneakily shoot into combat. You might be the Evil side, but you wouldn’t hurt your high defence Elephant! With 12 shots, you are also dealing oppressive damage in the Shoot Phase too. Basically all Phases of the game deal significant damage. Weakness: Low defense. With all that emphasis on killing power, I guess something had to give (don't tell that to Iron Hills Dwarves, though). Apart from a few heroes, the Serpent Horde caps out at Defense 4 (or Defense 3 on your Watchers of Karna). That's usually okay in the fight phase (Strength 3 models usually still need 5s to wound you, and you still have average-to-above-average Fight value to win combats), but it can make impact hits in the move phase (Khand, Iron Hills, Far Mahud) and prolonged shooting wars (against crossbows in particular) bloody affairs. Speaking of which...a b c Kennedy, Maev (3 May 2016). "Tolkien annotated map of Middle-earth acquired by Bodleian library". The Guardian. Scheps, Walter (1975). "The Interlace Structure of 'The Lord of the Rings' ". In Lobdell, Jared (ed.). A Tolkien Compass. Open Court. pp.44–45. ISBN 978-0875483030. As the model is so large and you’ll need a few evenings to assemble it, you might be reluctant to customise. The model does however suit the personal touch. Using green stuff, balsa wood, string, the elephant can be easily and stylishly customised. The Mumak comes with 12 Haradrim Warriors and 1 Mumak Driver. These are among the most colourful of Tolkien’s Middle-Earth folk. You can enjoy applying a myriad of vibrant colour to these warriors. They are basically jewels to dress your Elephant!

MEDIA: Mustering an Army, Ep. 6: Harad, Scenario Spotlight, Ep. 12: Against the Southron Horde, Know Thine Enemy, Ep. 14: The Golden King of Abrakhan, and Know Thine Enemy Ep. 21: Ringwraiths (Betrayer begins around the 35:00 mark) [The Green Dragon Podcast, *Pre-MESBG] Flieger, Verlyn (2009). "The Music and the Task: Fate and Free Will in Middle-earth". Tolkien Studies. 6: 157. doi: 10.1353/tks.0.0051. S2CID 143443789. ...in primitive Quenya umbar, 'fate,' ... Rorie, Matthew (17 July 2006). "The Lord of the Rings, The Battle for Middle-earth II Walkthrough". Gamespot.Might management is key. It's not a secret: mounted heroes tend to die when they stop moving. Cavalry are at their best when charging; if they get bogged down, a cavalry army almost never outlives an infantry army. Thiscavalry army happens to be exceptionally good on the charge (because poisoned S3war spears, and/or S4 war spears plus Impaler, is devastating), which means you're going to be tempted to charge early and often. The problem is that it's exceptionally badif it stalls out: for the most part, your cavalry are only F3, on D4 mounts, with D4-D5 riders.Compounding this problem is your Might pool: with so many points tied up in your Mumak, your Might pool is going to be low, so if you commit tooearly and you stall for some reason, you may not survive to the end-game (losing priority and/or losing heroic move roll-offs tend to be the main culprits, and you usually can't control either event yourself). During the painting stage, the fabric of the Howdah can be painted to suit your army’s primary colours. The Mumak itself can be decorated with warpaint to glamify or to terrify your opponents! You don't have any heroes to spare, so use them wisely. As you'll see in the Army Showcase, for the most part you'll want a good-sized cavalry contingent in this legion. Pair that with a Mumak, and the ability to move first (or at least to have the threatof moving first--more on that shortly) is really, reallyimportant. As such, losing anyheroes with Might still on them is really, reallybad. I would say that the base is quite unforgiving. With so many bodies, horses and weapons to paint, mostly Rohan warriors, its quite a task. But once painted, you can enjoy placing many tufts of grass all over the huge base. If basing is your favourite bit of modelling, then you’ll love the space offered by this model! But me…I just covered everything over with sand. Is that cheating?… How Does It Perform In-Game? Finally, while I do think most of these lists are going to rise and fall based on how well (or poorly) your Mumak does, having a large cavalry contingent attached to our army leader means we cando things even if the Mumak gets bogged down or botches. Mumaks tend to attract big heroes, so having a second, fast-moving force doing other stuff elsewhere can either draw those heroes away from the mumak, or do a number on enemy troops if the heroes are otherwise occupied. I suppose one could do something similar with an infantry force (although I'm not sure this legion does it anywhere near as well as vanilla Serpent Horde, with Watchers and Abrakhans), but certainly not at the same speed, and probably not with the same damage ceiling (4 dice to wound, with an effective S5 poisoned warspear on the charge, will kill a lot of things that are D7 and under).

Presumably, Mûmakil could be coerced to kneel or lie down so that a tower could be hauled into place, and tied from under the belly. Their elevated position gave arrows and spears a greater range for those riding in the tower. Tolkien was interested in particular in the Old English word used for " Aethiopians": it was Sigelwara, or in Tolkien's emendation Sigelhearwan. [14] The Tolkien scholar Tom Shippey writes that Tolkien's philological research, described in his essay " Sigelwara Land", [T 19] began from the assumption that the word could not originally have meant Aethiopian, but must have been co-opted to that usage having once meant something comparable. Tolkien approached the question by analysing the two parts of the word. Sigel meant, according to Tolkien, "both sun and jewel", the former as it was the Old English name of the Sun rune, Proto-Germanic: *sowilō (ᛋ), the latter connotation from Latin sigillum, a seal. [13] We'll divide this up into two list clusters: one centered around Suladan + Mumak, and the other around the War Leader. For Suladan, here's how I'd start out at 600 points. I chose that points level because I think it's the lowest level you could realistically run this legion and have something semi-competitive. Anything lower, and you really can't put much of anything on the ground with Suladan (and since Suladan is both your army leader and can't go in the howdah, you'll probably want some friends on the ground to keep him safe): More troubling, if we do have to send a rider off to do objective capturing or to run off the board edge, that's a much riskier proposition without a second hero to help them out. Yes, 8 Serpent Riders can probably cut through most infantry ranks at 600 if the conditions are right. But the absence of a mounted hero anda banner means the conditions have to be right (no losing priority, no botched duel rolls, and no enemy hero with Might in the section of the line we plan to charge). It can still work, but our margin for error has shrunk quite a bit. While there are other armies who have unique wargear options, Far Harad has three that really define their army and set it apart on the table-top. Rather than burying these unique options in profile discussions, I thought it might be good to discuss them all in one spot. But if this doesn't work for you, be sure to blame Fred in the comments.

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Weakness: elite points cost. Mahud Warriors and Raiders are expensive for being just Fight 3 (although the rest of the stat line is admittedly great). As a result, you can find yourselves outnumbered (or with a small numbers advantage), even against other "elite" armies (and that's before you start splurging 300+ points on a Mumak). That's unusual for armies with so-so Fight and so-so Defense, so you'll have to plan accordingly. a b J. R. R. Tolkien, " Sigelwara Land" Medium Aevum Vol. 1, No. 3. December 1932 and Medium Aevum Vol. 3, No. 2. June 1934. This is in case you wanted to go all-in on a verysmall footprint (or, if you prefer, just twovery largefootprints). It runs exactly the way you think it does, and has exactly the same strengths and weaknesses you think it will. There is a sneaky Haradrim Raider with bow for capturing a single objective (okay, "holding"... probably not "capturing"), but other than that, everyone's on a howdah (including that sneaky, sneaky banner for VPs and rerolls!). a b Lee, Stuart; Solopova, Elizabeth (2016). "Völuspá". The Keys of Middle-earth: Discovering Medieval Literature Through the Fiction of J. R. R. Tolkien. Palgrave Macmillan. pp.66–67. ISBN 978-1-137-45470-6.

MacCaffrey, Isabel G. (1959). Paradise Lost as Myth. Harvard University Press. p.55. OCLC 1041902253. Junius 11 "Exodus" ll. 68-88". The Medieval & Classical Literature Library . Retrieved 1 February 2020.Hiding mounted heroes behind a Mumak helps (because that in-the-way is nice), as does giving them bows (so they can skirmish for a bit before you charge them into fights). But you'll need to keep them alive, so don't sacrifice them (unless it's a choice between them and your mumak, of course). Robert has gone for a striking colour scheme, with the deep purple of his warriors’ clothing contrasted perfectly by their bright golden armour. The combination of gold and purple is typically associated with royalty, and ideal for the livery of the Kingdom of Moria, reclaimed with Balin as its new king. Undoubtedly the most impressive part of the army is its stunning display base, which depicts a stairway leading up to an entrance to Moria in the Misty Mountains. On either side of the stairway is an imposing Dwarf statue, whilst the rest of the board is covered in snow to give a wintery appearance. Robert has even made a selection of Objective markers themed around the events in Khazad-dûm! Evil – Far Harad Robert’s Good army focused around the Dwarves of Khazad-dûm, specifically Balin’s expedition to reclaim Moria from the Goblins. Naturally this force is led by Balin himself, but it also includes Gimli and a King’s Champion as its other Heroes. The army is filled out with a mixture of Dwarf Warriors, Khazâd Guard , and Vault Warden Teams .

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