Here is the exact list of the names for the battlehosts.
Gondor
- Faramir's Knights
- The Defenders of Minat Tirith
- The Ecthelion Guard
- Faramir's Rangers
- The Garrison of Osgiliath
- Swanhost of Dol Amroth
- The Fiefdoms of Gondor
- Army of the Dead
- The Return of The King
Rohan
- Theoden's Guard
- Warriors of the Westfold
- Riders of the Westfold
- Eomer's Knights
Elven Kingdoms
- Thranduil's Host
- Lothlorien Warhost
- Rivendell Guardians
- Haldir's Archers
Dwarf Holds
- The Host of Erebor
- Dar's Wardens
Forgetten Kingdoms
- Last March of the Ents
- The Muster of the Shire
Mordor
- Gorgoroth Orce Horde
- The Fortress of Barad-dur
- The Black Legion of Mordor
- Gothmog's Morannon Orcs
- Mordor Siege Lords
- The Hunters of Cirith Ungol
- Morgul Rat Warband
- The Knights of Morgul
- The Nazgul
Isengard
- The Fighting Uruk-hai
- The Scouts of Saruman
- Ugluk's Scouts
- The Warg Riders of Isengard
- Uruk-hai Siege Warriors
- Wolfsbane's Warriors
Misty Mountains
- Goblin Host of Moria
- Beasts of the Wild
Fallen Realms
- Khamul's Easterling
- Dalamyr's Corsairs
- The Army of Umbar
- Swords of the Serpent Lord
- The Golden Army of Abrakhan
- Mahud Wartribe
- Mumak War Herd
- The Host of Karna
Angmar
- The Hordes of Angmar
- Spirit Legions of Angmar
- Buhrdur's Warband
MORDOR BATTLEHOSTS
The Decree of Rarity does not apply to battlehosts, neither counting Rares or Commons taken.
When allies are included in a battlehost, they do not count towards the Decree of Allies.
Whenever numbers are giving in parenthesis, that is the number of companies required per formation.
Whenever rules refer to formations, they only apply to formations bought within that battlehost, and not other formations which may be in range for the effect. Mainly it saves me saying battlehost formations each time...
Gorgoroth Orc Horde - 75 points
1 Mordor Orc Warband (12-18) [Must include a Captain and Taskmaster]
* The Eye of the Master is upon us: If a 3 or less is rolled by the player for Priority, the Horde can re-roll Courage for the turn.
* Might Makes Right!: If the Captain is killed, then an ordinary member of the formation will be promoted to Captain, gaining D3 Might points. It is possible for the Horde to go through multiple Captains.
* Mob Weaponry: The Horde count as being armed with shields, bow and two-handed weapons, and can choose each fight what they are using.
The Fortress of Barad-dur - 100 points
Mouth of Sauron
Black Guard of Barad-dur
1-2 Morgul Knights (3+)
1-2 Morannon Orcs (3+)
1-2 Mordor Orcs (6+)
0-2 Black Numenorean
* The Will of Sauron: Whenever a formation spends Might, if they are within 12" of the Mouth of Sauron [including the Mouth of Sauron himself], roll a d6, on a 5+ that Might is regained.
* Do Not Fail the Eye: All formations are steadfast on a 5-6.
The Black Legion of Mordor - 75 points
1 Mordor Troll Chieftain
3-6 Morannon Orcs (3+)
3-6 Mordor Trolls
* The Dark Lord's Chosen: All formations re-roll To Hit on the tuen they successfully charge.
* Commanding Bellow: All infantry formations within 12" of the Troll Chieftain automatically pass At The Double!, whilst all Trolls can re-roll their charge dice for distance.
* Yer Skull fer a Trophy!: The Troll Chieftain can re-roll 1's on the Heroic Duel table.
Gothmog's Morannon Orcs - 50 points
Gothmog
4-8 Morannon Orcs (3+)
* City Rats: All formations gain Pathfinder (Mountains) and +1 Defences whilst occupying ruins and buildings
* Hunters of Men: All formations within 12" of Gothmog are automatically steadfast against Men.
* Kill All in your Path: If Gothmog calls a Heroic Fight, then all formations within 12" may also call a Heroic Fight without costing any Might.
Mordor Siege Lords - 75 points
Gothmog AND/OR Grishnak's Trackers
1-3 Mordor Orcs (3+)
0-2 Siege Bow Batteries
1-2 War Catapult Batteries
0-6 Mordor Trolls [Cannot have more Trolls than War Catapults]
* Flaming Ammunition: At the start of the Shoot phase, all Siege Bow and War Catapult Batteries within 12" of Gothmof or Grishnak gain flaming ammunition, which negates the Defence bonus for occupying defensible terrain.
* Troll Loaders: If a Troll is in base contact with a Catapult, it may act as a loader during the Shoot phase. The Catapult rolls 2 dice on the artillery table, picking the highest. The Troll is unable to use its Thowing Weapons or charge however.
The Hunters of Cirith Ungol - 25 points
Shagrat's Tower Guard (3)
1-3 Mordor Uruk-hai (3+)
1-3 Mordor Orcs (6+)
* Discipline Through Fear and Brutality: All formations within 12" of Shagrat count as having a Taskmaster, and may also re-roll Terror & Panic. If Shagrat dies, then animosity breaks out, with every formation rolling a D6 at the start of the Priority phase. On a 1, they suffer D3 casualites.
Morgul Rat Warband - 50 points
Gorbag's Morgul Rats (3)
2-4 Mordor Orcs (3+)
1-2 Orc Trackers (2+)
1-2 Morgul Stalkers
* Skulk in the Shadows: All formations have Ambusher. In addition they can re-roll any dice to determine when and when they arrive if placed as reinforcements.
* A Knife in the Back: All formations have Prowler. In addition, if within 12" of Gorbag they can re-roll Terror when charging the flank or rear.
The Knights of Morgul - 75 points
Dark Marshal AND/OR Mouth of Sauron
4-8 Morgul Knights (3+)
* Cruelty and Malice: Enemy formations that lose against this battlehost suffer Onset of Dismay on a 1-2.
Ordered as Shadows: Whilst within 12" of the Dark Marshal or Mouth of Sauron, formations gain Stalwart and automatically pass At The Double!.
* Devestating Charge: Whilst within 12" of the Dark Marshal, they get Earth Shaking Charge on a 5-6.
The Nazgul
4-9 Winged Nazgul
* The King of the Wraith Host: If fielded, the Witch King is Very Hard to Kill. If within 12" of the Witvh King, all Nazgul are Very Hard to Kill.
* Terror Unbound: If charged by two or more Nazgul, enemy formations roll 3D6 and discard the highest for Terror.
* Wraiths on Wings: If a Nazgul makes a Swoop Attack against a formation that has already suffered a Swoop Attack, inflict an addition D3 S6 hits, which is cumulative for every previous Swoop Attack. [so 2D3 S6 for the second, 3D3 for the third, all the way for 9D3 if it is the ninth Nazgul to Swoop Attack a formation.]
MORDOR FATES
You can only buy these Fates if you have taken at least one Mordor Battalion.
You cannot have more than ONE copy of the same Fate.
Death! Death! Death! - 75 points
Intervention. Target infantry or cavalry formation at the start of any Fight phase. Re-roll all failed To-Hit rolls. If you win the fight, cause D6 automatic hits on the enemy formation.
Despoilers of Cities - 50 points
Persistent. Nominate a building or ruin during deployment, and lower the Capacity by D3. [Does not state minimum 1.]
Doom and Despair - 50 points
Intervention. Use before your Mordor formation causes an enemy to take a Terror test - it is automatically failed.
Enamoured by Evil Knowledge - 50 points
Intervention. Use after an enemy spellcaster has failed a Focus roll. You may immediately cast a single spell known by the wizard (which may be one they have already cast this turn), exactly as if he was one of your models.
The Eye of Sauron - 50 points
Persistent. Represented with a small token or coin, and placed anywhere on the board after deployment but before the first turn. Evil may move it up to 18" in the Move phase. All friendly Mordor within 6" gain +1 Courage.
Morgul-spells - 50 points
Persistent. Choose one Mordor Shaman or Black Uruk Shaman, it gains +2 Mastery. If they fail a Focus roll, their formation suffers D3 S6 hits.
Severed Heads - 50 points
Intervention. Use at the beginning of the Shoot phase, nominate one Catapult formation. Any formation they shoot which suffers at least one casualty must pass a Courage test or become disordered.
Blasted Stronghold - 25 points
Persistent. Before deployment, nominate a building or ruin. Whilst inside, Good gets -1 Courage and Evil gets +1 Fight.