A couple of days ago the preorders for the new Battlehost boxes began at Games Workshop. These each offer a good way to start a new army or are an excellent entry point to the game. But what about when you want to move beyond the contents of each box. In my last article I looked at the forces of Good (check it out here if you missed it), with the help of some other members of the Irish SBG community, so it seems only fair to dive into the forces of Shadow this time. Same rules apply as before, build an army based upon a Battlehost box plus a maximum of £60 of additional purchases. And joining me this time are Micheal Bradford commanding the orcs of Mordor and Patrick McCormick the Legions of Isengard.
Mordor
Micheal Bradford
So, you've just seen the Witch-King/Orcs/Warg Riders Battlehost Box huh?
Chances are that it's appealing to you as the basis for a Mordor Army - and don't get me wrong, with a welcome range of potential alliances, synergies, and a large variety of characters & units, Mordor is one of the most diverse and fun armies to build.
However, I want to spin you the idea of appreciating the duality that this Battlehost offers, in that the units included can also form the backbone of an Angmar army.
Celebrating the Witch-King of Angmar at the height of his Northern dominion, this faction provides a range of ghostly synergies that can combine to make it one of the most potent armies in the game.
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| Witch-King by Alan Lee |
If the thought of this evil spirit army intrigues you, here are some suggestions as to the next few purchases you could make to supplement this Battlehost box, along with a lower-points list idea tailored to meet the models you'll have to hand once purchased.
Hill Troll Chieftain Buhrdur - £22 - A key strength of an Angmar force is incapacitating the enemy. To capitalise on this, it's important to build in units that can deal damage. Enter Buhrdur. A mighty cave troll hero, his ability to kill will certainly come in handy against tough opposition units and enemy heroes. Furthermore, his banner effect upon dispatching such is a welcome effect to increase the potency of your force.
Dead Marsh Spectres - £10 - These guys aren't heroes, but as a warrior unit they offer fantastic versatility. Their strength lies in a special ability that allows them to compel an enemy model into taking a courage test. Should the target model fail the test, they can be moved anywhere (within certain parameters). Want to get rid of a pesky banner or spear support? These guys can do that. Want to move a model within charge range to allow for further combat shenanigans? Look no further. And the great thing is, this special ability costs no Will points, allowing you to mess around with the enemy formation on a whim, whilst your magic caster conserve Will for the high priority targets.
Barrow Wights - £10 - Speaking of magic casters, Angmar has access to some of the most frightening in the game. Barrow Wights have access to a spell called paralyse. An enemy unit that fails to resist this spell will find itself incapacitated - it will automatically lose fights (unless supported), meaning the orc chaff that will form the meat of your force can suddenly simply roll to wound, without having to try and win the fight. And imagine if you'd a beastly killer in position to jump the downed target? They'll be lucky to survive that round of combat. Paralyse is a very hard spell to recover from, but in addition the arguably low points cost of the Barrow Wights, their ability to strike against opponent's courage value instead of their defence, and their contribution as heroes towards the terror-causing army bonus, makes them a frequently seen staple unit and potent member of any Angmar army.
Mordor Orc Commanders - £26 - Trying to give you an idea of what further purchases you could make to the Battlehost box with a budget of under £70, it was a toss-up between these guys and another box of Mordor orcs (remember, these guys can easily double up as Angmar troops and heroes [for the most part]). Based on the (admittedly lower numbers) list I've cobbled together based on these specific purchases, I've opted for this set (although I'd definitely be advising another box of Mordor Orc warriors when you reach the next payday). Angmar is an odd faction, in that it can often be a force that prefers to react, and move second. Your heroes should be behind orc lines, therefore safe to cast magic, whilst your terror-causing ranks should limit how many opposition models charge you. Therefore, reacting to the enemy allows you to swarm isolated threats, whilst targeting specific high priority models with your big hitters. An Orc Captain can be a decent killer in your army, especially when mounted, but they also bring a resource that is lacking (although not necessarily missed due to the strength of reactive play) - Might. They can act as a Might-caddy for a timely Heroic Move or Heroic Combat, or even a Heroic March if you need to get up the board swiftly - allowing for your main heroes like the Witch-King to conserve their Might for important situations. Additionally, this set provides a banner bearer. Not only can banners provide VPs in certain scenarios, but they saliently provide that dice reroll in combat, which will be particularly useful when it comes to winning fights.
So with those sets overviewed, here is a sample 600 Point list based on what you have available:
Warband 1 -
(Leader) Witch-King (3/15/3) on horse, with Morgul Crown
Dead Marsh Spectre
Orc with Banner
4 Orcs with Shield
4 Orcs with Spear
2 Warg Riders with Shield and Throwing Spear
Warband 2 -
Buhrdur
Dead Marsh Spectre
2 Orcs with Shield
2 Orcs with Spear
3 Warg Riders with Shield
Warband 3 -
Barrow Wight
Orc with Shield
Orc with Spear
Orc with 2-Handed Weapon
Warband 4 -
Barrow Wight
Orc with Shield
Orc with Spear
Orc with 2-Handed Weapon
= 600 Points
At 30 models, this army is on the lower side of what you'd want to field numerically. At higher Points, you'll want to cram in a bunch more orcs, before adding more Will and maybe a Fell Beast to the Witch-King, and looking at playing around with heroes/monsters (e.g. an Orc Captain, Cave Troll, Wild Warg Chietain, Gulavhar, more wraiths etc.). That said, this army has the tools to incapacitate the opposition through a fair amount of casting power, whilst your Warg cavalry and Buhrdur can provide the punch as your orc chaff hold the lines. The Witch-King himself has the ability to fight when needed thanks to the Crown, but with the Crown's reroll for casting and 15 Will, he may be best placed to sit behind the lines and shut down enemy units.
Rob
Following on from Micheal's suggestions, I too am not going to stick to the Mordor army list. As before I am attempting to other very thematic options from the movies (or books) and that didn't jump out at me within the Mordor list with this box. By the time we see the armies of Mordor marching forth in the films the Witch-King has ditched his horse in exchange for a Fell Beast and the majority of the Orcs would be better represented with the Morannon Orc set by this point(so maybe the Battle of Osgiliath box would be a better starting point). Luckily, the models in this box are suitable for multiple armies in the game.
And what scene could be more iconic than the opening of The Fellowship of the Ring with the forces of the Last Alliance taking on the hordes of Sauron. We already have a rabble of orcs as well as some Warg Riders and the Witch-King (who, although wasn't featured in the film at this point is part of the list and would conceivably have been there in the lore). Obviously we are going to need to add the big boss himself, Sauron. This gives us a major focal point for the army who is pretty much able to tackle most targets, either with magic or in combat. One of his advantages is that he is able to led a Warband of 24, instead of the usual 18 for a Hero of Legend, which gives the feeling of that horde of orcs that assailed the Free Peoples. But for our horde we're going to need a few more, so I'll add another box of Mordor Orc warriors to the army, giving us a solid 48 to utilise (minus 6 that we will need for dismounts of the Warg Riders). All told this gives us a list looking something like this:
Barad-Dûr
800 points
Sauron
8 Orcs with shields
8 Orcs with spears
4 Orcs with bows
4 Orcs with 2 Handers
Witch-King on horse with Crown of Morgul, 3 Might, 3 Fate and 6 Extra Will
2 Warg Riders with shield
2 Warg Riders with bow
2 Warg Riders with shield and throwing spear
2 Orcs with spear
Isengard








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