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Silly Armies: The Spider and the Wolf

Writer's picture: Jack Jack

The first of our lists from the Department of Silly Armies is the trifecta of evil creatures: spiders, bats, and wargs. We don't need no stinking trolls in this list. No green alliances with anyone means we are going at this alone. We are also going to include every model from the ones available in the list!


Denizens of Mirkwood

Spider queen 

7 giant spiders 

3 Mirkwood spiders 

2 bat swarms 

14 feral wargs 

Totals 497 points, 1 hero, 26 warriors


There are no army bonuses that will effect how these play on the table, only the Mirkwood bonus which is all about army composition and warbands. There is only one hero available for the Denizens army, the Spider Queen. She is a formidable fighter in close combat, paired with a bat swarm to lower the enemy fight value. Let us look further at the good, the bad, and the ugly of this silly list.


Mirkwood Spiders are the only ones still available on the GW website.


The good

• This army excels at speed, the spiders and wargs run at 10", and the bats fly at a whopping 12". This army can reposition and capture points before your opponent has moved out of their deployment. 

• The spider queen and the 6 giant spiders is the only decent source of high fight, with f4 for the spiders and f6 for the Queen. This is where bat swarms shine. With their Blinding Swarm special rule, halving the enemy's fight, means those pesky fight 5 elves are now a terrifying fight 2! 

• Dealing with high fight heroes is much the same for normal low fight armies. Feed them one throw away model until you're ready to swarm them. With this army you have your bat swarms and the spider queen's Fight 6 into combat, and roll a 6. 

• Poisoned fangs on the spiders allow for rerolling 1s to wound. A nice buff to their two attacks! 

• The spider queen is a formidable character, F6 S6 A2 with monstrous charge and venom allowing rerolling all failed to wound rolls. She's a dangerous character when used with a bat swarms to ensure she has the higher fight value. 

• Paralysing spider webs being shot from the Mirkwood spiders can paralyse enemies if it hits, but it doesn't damage them. 

• Spiders cause terror, I'm terrified to even touch them to move them!

• Spiders have 2 attacks and 2 wounds. Gives them an extra chance to

• Numbers, 16 feral wargs running around and focusing on picking off weaker models


The bad

• The Mirkwood spiders have fight 2. 

• Courage 2 wargs and Mirkwood spiders, giant spiders have c3. 

• No cavalry charge bonus for anyone. Just their base attacks.

• Only two attacks from the queen, for 115 points i was expecting more, but venom and monstrous charge almost make up for it. 

• Low defence d3 spiders and bats, this isn't an army that runs around with thick plate armour and shields. 

The ugly

• One hero, with three might. Save for important combat results and heroic moves. 

• Giant spiders and the Spider queen are now out of production

Overall not a terrible 500 point list. The speed advantage would allow you to capture any objectives needed, and use the wargs to screen you spiders holding the objects. It will struggle against very high defence armies, and against large heroes.

 
 
 

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