Showing posts with label Taskmaster. Show all posts
Showing posts with label Taskmaster. Show all posts

Monday, March 28, 2016

Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]


This post will cover formation that are comprised of 6 infantry companies and will provide images to help determine the proper initial and final location of companies while undergoing the reconfiguration and provide the movement costs associated with the movement.


WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!


So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 1 (5x2) configuration would require a move distance of 13.21".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".


So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 3 (3x2) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to compact 4 (2x3) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 4 (2x3) configuration to column (1x6) configuration would require a move distance of 8.31".


So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 3 (3x2) configuration would require a move distance of 17.48". This means that a formation with a move value of 6" would require a Heroic Move to perform this reconfiguration move.


So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to Column (1x6) configuration would require a move distance of 17.56".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 3 (3x2) configuration would require a move distance of 13.21".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to Column (1x6) configuration would require a move distance of 12.82". Again, this would require a Heroic Move to accomplish this reconfiguration for a formation with a move value of 6".


So, it appears that Company 3&4 have the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 4 (2x3) configuration would require a move distance of 4.93". It is interesting to note that this is the only reconfiguration for 6 infantry companies that does not require an "At the Double" or Heroic Move.



So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to Column (1x6) configuration would require a move distance of 11.19".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to Column (1x6) configuration would require a move distance of 10.39".


SUMMARY (for Infantry Formation Comprised of 6 Companies with Move Value of 6")






LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]

    Sunday, October 11, 2015

    Extending the Mordor List with Missing Profiles [Part 9/13]

    The next Army List to be extended is Mordor. Recall from Part 2/12 that the set of missing profiles for the Mordor Army List included the following:
    • Guritz
    • Great Beast of Gorgoroth
    • Black-Hearted Trees
    • Shagrat, Warleader of Cirith Ungol
    • Gollum the Murderer
    Each of the SBG profiles were considered carefully and determined the best means by which they would be integrated into the WotR list. It was finally decided that there would be 2 new rare formations, 2 new epic heroes and an updated epic hero from the list above. Also, to "tie up loose ends" there are also updates for the Orc Tracker Warband, the Mordor Battering Ram and The Necromancer of Dol Guldur.

    UPDATED COMMON FORMATIONS FOR MORDOR
    1. Orc Tracker Warband

    The Orc Tracker Warband did not have any of the options for upgrading their command company. Since there is nothing particularly distinct about them as a formation, they should have the option to include the standard set of upgrades:
    • Banner
    • Drummer
    • Taskmaster
    They still do not have a distinct Command Hero in the form of a Captain, but that should be ok since there are plenty of Epic Heroes within Mordor to choose from. The cost of the three upgrades follows the standard cost for them:



    UPDATED RARE FORMATIONS FOR MORDOR
    1. Mordor Battering Ram
    As for the Mordor Battering Ram ... We never really knew how to treat this model ... Is it an Infantry model with 4 warriors? If so, shouldn't it have the special rule Indomitable? Or is it an Artillery Warmachine model? But then it would have 0" move and would be rather un-useful...

    We finally decided to leave it a Monster and thus let it be treaded just like a Troll. So we adjusted the Move Value down, and gave it a unique ability to be more effective against Artillery (so now it has an actual purpose within an army instead of just a "light troll"), with the Disarmament Special Rule. Likewise, since it is literally a Monster profile, now - we gave it the Striking Order (Monster) Special Rule - now this is actually a more useful model to include with an Army of Mordor!

      NEW RARE FORMATIONS FOR MORDOR
      1. Great Beast of Gorgoroth
      2. Black-hearted Trees

      1) GREAT BEAST OF GORGOROTH

      Up to this point, the only behemoth WarMachine has been the Mumak in the Fallen Realms Army List. Recall that we made quite a few changes to its profile wording and description in THIS POST.

      It makes sense that the Great Beast follow the model of the Mumak, however we wanted it to be a more predicable model and not have the random element that the Mumak possesses.



      I'm actually quite pleased with the way that this profile turned out ... I'm anxious to see it in action and watch it yield the destruction that it warrants!

      2) BLACK-HEARTED TREES

      These are the "fallen Ents" that have turned to support the dark plans of Sauron. This profile provides a fun new way for the Evil Armies to get in on the tree war. They have been created as Infantry (in lieu of being Monsters - since Mordor already has enough Monsters already). Ooh ... should I create a Mordor Ambusher Army?? Shelob, Grishnakh's Trackers, Orc Trackers, Morgul Stalkers, and Black-hearted Trees?? Yes, I should!



      UPDATED LEGENDARY FORMATIONS FOR MORDOR
      1. The Necromancer of Dol Guldur

      The Necromancer is a model that I was surprised not to have seen more of in games. For the Vanilla Cost of 300 Points, he was a total steal! I think it was the broken mechanic of the Hard to Kill Special Rule that was initially prohibitive ... Remember that we fixed that problem in THIS POST. So, to make him more worthy of being the Dark Lord we have upgraded his Hard to Kill to be Very Hard to Kill. He has the Epic Ability of Epic Ruination right out of the gate, as well ... we decided to give him the option of upgrading to include 2 additional Epic Abilities that will effect spell efficiency, as well:
      • Epic Distress
      • Epic Shadow



      There will be a post very soon that will be dedicated strictly to these new upgrades (and additionally Epic Direction and Epic Naturalization).

      I think that the Necromancer wins the award for the longest profile, too ... 4 pages long! That alone should show you how awesome he really is!

      UPDATED EPIC HEROES FOR MORDOR
      1. Gollum the Murderer

      The existing profile for Gollum is a little lack-luster. Also, once Gandalf, Aragorn or Elrond were included within the opposing Army ... he was pretty much a sitting duck. He has been given the new Special Rule Instill Terror and has had his Strangling Horror Special Rule updated. Also, he has a new Epic Ability: Epic Debilitation - this will allow him to have more impact on the opposing army and will put the precious heroes of Gandalf, Aragorn, and Elrond in harm's way to attempt to "discover" him.


      NEW EPIC HEROES FOR MORDOR
      1. Guritz
      2. Shagrat, Warleader of Cirith Ungol
      1) GURITZ

      This Epic Hero is the anti-Gondor master! Just as he shows up on the pillage of Osgiliath in the films, he can wreck havoc on destroying the new Faramir profile and his precious little veterans! He fills the gap of Inspiring Leader for Mordor and provides some additional flair with his other Special Rules and Epic Abilities.


      2) SHAGRAT, WARLEADER OF CIRITH UNGOL

      It has always bothered me that Legendary Heroes (those heroes that are included within their Legendary Formations) could never leave the Legendary formation to aid support to other formations in the Army. I guess that's why the Epic Heroes are so much more expensive - their ability to jump around the battlefield to provide the support where they are most needed. Now Shagrat can do that, too! He provides an amazing Defense Value boost to even the most feeble of Orc Warriors ... this can make him useful in that right alone!



      Well, there we have it for Mordor! Any thoughts? I know I still need to get the Status Update for Evil together and posted ... but just to pique your curiosity, yes - Mordor is also 100% complete and just needs to be put up on the Download Page!!
















      LINKS TO OTHER PARTS OF THE SBG TO WOTR CONVERSION SERIES

      1. Describing the Process [Part 1/13]
      2. Creating the Full List of Needed Profiles and Assigning WotR Armies [Part 2/13]
        1. Status Update for Progress on Profile Creation and Army List Document Writing - Good Armies [Part 2a/13]
        2. Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]
      3. Extending the Gondor & Arnor List [Part 3/13]
      4. Extending The Kingdom of Rohan List [Part 4/13]
      5. Extending The Elven Kingdoms List [Part 5/13]
      6. Extending The Dwarf Holds List [Part 6/13]
        1. Sneak Peak at the Profiles for Thorin [Part 6a/13]
        2. Common Formations [Part 6b/13]
        3. Legendary Formations [Part 6c/13]
        4. Epic Heroes [Part 6d/13]
      7. Creating The City of Dale List [Part 7/13]
      8. Extending The Forgotten Kingdoms List [Part 8/13]
      9. Extending the Mordor List [Part 9/13]
      10. Extending The Fortress of Isengard List [Part 10/13]
      11. Extending The Misty Mountains (Moria) List [Part 11/13]
      12. Extending The Fallen Realms List [Part 12/13]
      13. Extending the Angmar List [Part 13/13]
        1. Common and Rare Formations [Part 13a/13]
        2. Legendary Formations [Part 13b/13]
        3. Epic Heroes [Part 13c/13]


        Monday, March 23, 2015

        WFMC - After 3 Weeks Continuing to Come Together… Now With Configuration Selection Capabilities [Part 3/11]

        It has been another 3 weeks of squeezing in 30 minutes to 1 hour a night - literally coding myself to sleep, trying to make more progress on WFMC (WotR Formation Movement Calculator). Over that time, there has been a lot of refining happening to the core functionality - and it continues to get better-and-better. There really is a pleasure that comes with creating something from scratch and seeing it come together.

        WHERE WE LEFT OFF WITH PART 2/10

        Here is what the application looked like on the 6th of March 2015. Where we left off with it from the Part 2/10 post is shown below:


        To recap the state of WFMC on the 6th of March, I had created the workflow by disabling controls and then re-opening them as other controls were populated. I also had the OpenGL View displaying a generic formation of configuration 3x2 comprised of 6 companies. However, there were several controls that were hard coded (for example the number of companies) and the checkboxes that adjust move value were functional - but did not provide their bonus or penalty to the Remaining Move Value. I had set a goal to get the Formation Configuration combo box operational and use that to draw to the view. About 2 to 3 days into work, I ran into a problem where the OpenGL View was not getting any of the information from my controls (e.g., "Infantry" vs "Cavalry" or the number of companies). After working on it for several days, I finally figured out that the problem was that the view from an Xcode perspective wanted the initializer to be - (id) initWithCoder: for the view, where OpenGL wanted the initializer to be - (id) initWithFrame: for the view. I tried every variation of those two, with calls out to "super", and finally after spamming my NSLog with "self's", I realized that the view was actually getting double initialized (one with the global variables and a second without them). Once I got them both in code and called both of them - it miraculously started working and I was able to continue with making progress.

        PROGRESS THAT HAS BEEN MADE

        First off, having the fields disabled really helped with the workflow; however, the dialog still had "Label" in place for the Unit Type and the Move Values, and not only that but the default 3x2 Infantry Configuration was displayed in the view on the right. I went through and cleaned that up first - to make sure that when nothing was selected it looked "clean and nice".


        The Desired Faction combo box is still the starting field, and the only one that is enabled at the start. Clicking on any of the others will result in no functionality. The list still contains the full set of Armies in WotR.


        Once an army is selected from the Desired Faction combo box, the Desired Unit combo box is enabled and allows the selection of the company unit. All the units that have been covered on the blog so far are included in the list as well as several user defined units from SBG (as discussed in the previous post).


        As soon as the Desired Unit is selected, the remaining fields begin to open up. The Unit's Type ("Infantry" vs "Cavalry") is populated based upon the selection, as well as the profile's default Move Value and the maximum number of companies that are allowed for the unit. The number of companies that are included within the formation is initially set to the maximum number of companies that are allowed for the unit (because who wants to take less than the maximum number, right). Likewise, all the checkboxes that have been implemented are now open and available to be checked as well (and as I'll show later apply the appropriate bonus to the Remaining Move Value). The "Hornblower" checkbox is currently enabled for everyone, regardless of Good/Bad affiliation (i.e., the Bad side should have a "Taskmaster" as appropriate) and the rules specify which units can support the upgrade - and that database column has not yet been added ... I suspect this will be one of the next changes that gets implemented.

        The Formation Configuration combo box was disabled 3 weeks ago, but now it is enabled and is populated with the appropriate permutations based upon the current number of companies that are included within the formation (from 2 companies up to 9 companies in the formation). As seen in the image below, the formation of Feral Uruk-hai Warband has 4 companies in the formation (the maximum allowed), so as we have seen in previous posts about reconfiguration, the valid permutations of reconfiguration are 1x4 (column), 2x2 (compact1), 3x2 (compact 2), and 4x1 (line). Finally, the Expended Move Value is set to 0.00", since there has been no adjustment made to the formation's rotation or translation, yet; and the Remaining Move Value is set to the maximum Move Value Characteristic, since none of the modifiers have been checked.


        As I mentioned above, when I selected the Desired Unit and the Unit Type was populated, I was expecting the OpenGL View to get the type ("Infantry" vs "Cavalry"), so that I could draw in the correct dimensions of the "tray" within the view (e.g., 110mm x 60mm for Infantry). I was also using the selection of the Formation Configuration to draw the formation in the proper configuration with the companies within their appropriate locations; however, due to the double initialization of the view, I was getting nothing but a blank view. Once things got working, I was able to draw the formation based upon selection. Below is the formation of Feral Uruk-hai Warband in 1x4 Configuration. I also made it where changing the selection of the Formation Configuration will update the view to the newly selected configuration. So as seen, the formation went from 1x4 configuration, to 3x2 configuration, and finally to 4x1 configuration.


        I haven't put in the math to reconfigure the formation, yet - so as of right now, the reconfiguration costs are "free" (which will be "the way" when the "Use Vanilla WotR Move Limit Rules" is implemented and checked). Everything else is still fully functional - the formation can still rotate, and translate. One other thing that has changed is the math to calculate the distance for translational movement. The Expended Move Value used to use the full x-translation and full y-translation values for calculating - and not the resultant hypotenuse of the right triangle. This made translations usually 2x as expensive as they should have been, so the math has been updated to use the square-root of the sum of the squares. (/pushUpNerdGlasses) LOL!

        Another thing you can see in the following image is the "At the Double" checkbox is checked. If you look under the view at the Remaining Move Value - you will notice that it now has been updated to include a successful "At the Double" being executed. The others perform their expected adjustment of doubling, tripling, halving, or modifying the base Move Value as appropriate.


        As soon as I began testing all the implemented functionality, I quickly exposed a pretty substantial problem. I could enter the number of companies to be large than the maximum number of companies supported by the selected unit! (oops). When Update was clicked - it drew a nice 4x2 formation comprised of 6 companies ... so at least the View was accepting it - but it still didn't make sense.


        In code I did a check to ensure that the entered value was not larger than the maximum number of companies that the rules specified for the unit. I made it so that when this case is entered and the Update button is clicked, then a warning dialog will pop-up that indicates that the entered value is not valid. Once the OK button is clicked on the warning dialog, then the number of companies is automatically changed back to be the maximum allowed by the unit.


        Similarly, I added a check to make sure that anything less than 1 could not be entered, either. There is another warning dialog that indicates that the minimum number of companies that can be in the formation must be 1 - and if anything less than 1 is entered, when OK is clicked on the pop-up, the number of companies is then automatically changed to be 1.


        Something to note about the number of companies being 1 ... Notice that there is technically no Formation Configuration associated with a single company in the formation; hence, the combo box is blanked out and disabled and the View, of course, is updated with the single company.


        Similarly, when the Reset Round button (on the bottom right) was clicked, the intent of this button was to return all the checkboxes, combo boxes, number of companies and movement slider positions back to the value that was committed at the end of the previous round. If there was a substantial amount of changes that were made during the round, and the Reset Round button was accidently clicked (instead of say the End Round button - which would commit the changes for the current round), it could be really frustrating to have to recreate all the modifications again ... Because of that reason, I added a warning dialog on the button to confirm the "delete" - to make sure that this was truly the intended operation. The Cancel button doesn't make the changes, and the OK button resets everything back to the previous round's end state.


        Everything else works as expected. Here are a few other screenshots of various units in various configurations:




        WHERE TO GO FROM HERE

        So, there we have it. The goals that I have for the next few weeks include:
        • Hornblower/Taskmaster applicability to units based upon upgrade capabilities.
        • Add the math to do the reconfigurations
        • Add the math for rotation based upon configuration dimensions
        Stay tuned, I'll post more updates as it continues along.



          LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


            LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
            • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
            • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
            • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
            • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
            • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
            • Using WFMC to Verify Movement Examples [Part 23/23]



            Wednesday, November 5, 2014

            The Fortress of Isengard Unit Cost Analysis

            My buddy, Jeremy, would be infuriated with my blog … all the examples for Warriors and Heroes and Legendary Companies have been focused around Gondor & Arnor. He would want to see the analysis from a "bad guy's" perspective and have that resource available, also.

            My initial response would probably be a little passive aggressive: "I've laid out the equations and process for doing the calculations - why can't you just do it and figure it out yourself?!?" However, thinking about it in the sense that "If he doesn't have the information available easily, then who exactly am I going to play against?".

            OK, bad guys, here you go … Don't ever say I am "Gondor-biased", again, Jeremy!

            ISENGARD WARRIORS

            Keys:
            (C) = Common Formation, (R) = Rare Formation, (L) = Legendary Formation
            [I] = Infantry, [H] = Cavalry, [A] = Artillery, [M] = "Monster", [MH] = "Monster Hero"
            • (R) [I] Wild Men of Dunland - Underpriced by 25%
            • (L) [I] Mauhur's Marauders - Underpriced by 25%
            • (L) [I] Ugluk's Raiders - Underpriced by 14%
            • (R) [M] Isengard Troll - Underpriced by 5%
            • (C) [I] Uruk-hai Warband - Accurately Priced (0% deviation)
            • (C) [I] Uruk-hai Scout Warband - Accurately Priced (0% deviation)
            • (R) [I] Uruk-hai Sappers - Accurately Priced (0% deviation)
            • (R) [I] Ferel Uruk-hai Warband - Accurately Priced (0% deviation)
            • (R) [I] Dunlending Huscarls - Accurately Priced (0% deviation)
            • (R) [H] Warg Rider Warband - Accurately Priced (0% deviation)
            • (R) [A] Isengard Assault Ballista - Accurately Priced (0% deviation)
            • (L) [H] Sharku's Hunters - Accurately Priced (0% deviation)
            • (C) [I] Uruk-hai Phalanx - Accurately Priced (0% deviation)
            • (R) [MH] Isengard Troll Captain - Overpriced by 3%
            • (R) [A] Isengard Battering Ram - Overpriced by 11%
            • (L) [I] Vrashku's Talons - Overpriced by 17%
            • (R) [H] Dunlending Horsemen - Overpriced by 33%
            • (C) [I] Isengard Orc Warband - Overpriced by 50%
            • (R) [I] Uruk-hai Berserker Warband - Overpriced by 100%
            • (R) [I] Sharkey's Ruffians - Overpriced by 100%
            Applying the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives:
            • 5 Points per Company:
              • (R) [I] Sharkey's Ruffians
            • 10 Points per Company:
              • (C) [I] Isengard Orc Warband
            • 15 Points per Company:
              • (R) [H] Dunlending Horsemen
            • 20 Points per Company:
              • (R) [I] Wild Men of Dunland
              • (R) [H] Warg Rider Warband
            • 25 Points per Company:
              • (R) [I] Dunlending Huscarls
              • (L) [H] Sharku's Hunters
            • 30 Points per Company:
              • (C) [I] Uruk-hai Scout Warband
              • (R) [I] Uruk-hai Sappers
              • (L) [I] Vrashku's Talons
            • 35 Points per Company:
              • (C) [I] Uruk-hai Warband
              • (C) [I] Uruk-hai Phalanx
              • (L) [I] Ugluk's Raider
            • 40 Points per Company:
              • (R) [I] Ferel Uruk-hai Warband
              • (L) [I] Mauhur's Marauders
            • 45 Points per Company:
              • (R) [A] Isengard Battering Ram
            • 55 Points per Company:
              • (R) [I] Uruk-hai Berserker Warband
            • 75 Points per Company:
              • (R) [A] Isengard Assault Ballista
            • 105 Points per Company:
              • (R) [M] Isengard Troll
            • 145 Points per Company:
              • (R) [M] Isengard Troll Captain
            ISENGARD HEROES



            Key: (C) = Command Hero, (L) = Legendary Hero, (E) = Epic Hero
            • (E) Thrydan Wolfsbane - Underpriced by 47%
            • (E) Saruman the White Hand - Underpriced by 9%
            • (C) Uruk-hai Captain UP - Underpriced by 9%
            • (C) Uruk-hai Captain UW - Accurately Priced (0% deviation)
            • (C) Orc Captain WRW - Accurately Priced (0% deviation)
            • (L) Sharku - Accurately Priced (0% deviation)
            • (E) Grima Wormtongue - Accurately Priced (0% deviation)
            • (C) Dunlending Chieftain DHu - Overpriced by 11%
            • (E) Lurtz - Overpriced by 17%
            • (C) Uruk-hai Shaman UP - Overpriced by 18%
            • (C) Uruk-hai Captain USW - Overpriced by 25%
            • (C) Dunlending Chieftain DHo - Overpriced by 25%
            • (C) Uruk-hai Shaman UW - Overpriced by 25%
            • (C) Isengard Shaman WRW - Overpriced by 25%
            • (L) Mauhur - Overpriced by 33%
            • (L) Ugluk - Overpriced by 35%
            • (L) Vrashku - Overpriced by 36%
            • (C) Orc Captain IOW - Overpriced by 43%
            • (C) Uruk-hai Shaman USW - Overpriced by 43%
            • (C) Isengard Shaman IOW - Overpriced by 54%
            Applying the template and sorting by the cost calculated by the template for Isengard heroes, we get the following from cheapest (weakest stat-wise) to most expensive (most powerful):
            • Heroes that should cost 35 Points:
              • (C) Orc Captain IOW
            • Heroes that should cost 40 Points:
              • (C) Uruk-hai Captain USW
              • (C) Dunlending Chieftain DHo
            • Heroes that should cost 45 Points:
              • (C) Dunlending Chieftain DHu
            • Heroes that should cost 50 Points:
              • (C) Uruk-hai Captain UW
              • (C) Orc Captain WRW
            • Heroes that should cost 55 Points:
              • (C) Uruk-hai Captain UP
            • Heroes that should cost 65 Points:
              • (C) Isengard Shaman IOW
            • Heroes that should cost 70 Points:
              • (L) Vrashku
              • (C) Uruk-hai Shaman USW
            • Heroes that should cost 75 Points:
              • (L) Sharku
              • (L) Mauhur
              • (E) Grima Wormtongue
            • Heroes that should cost 80 Points:
              • (C) Uruk-hai Shaman UW
              • (C) Isengard Shaman WRW
            • Heroes that should cost 85 Points:
              • (C) Uruk-hai Shaman UP
              • (L) Ugluk
            • Heroes that should cost 95 Points:
              • (E) Thrydan Wolfsbane
            • Heroes that should cost 150 Points:
              • (E) Lurtz
            • Heroes that should cost 265 Points:
              • (E) Saruman the White Hand
            TASKMASTERS COMMAND UPGRADE
            "By ensuring that their fellows fear them more than the foe, Taskmaster can instill an enthusiasm for battle in even the most cowardly of Orcs! A formation with a Taskmaster adds 1 to its Courage characteristic, on top of any other bonuses."  
            - WotR Rule Book pg 60
            Similar to the analyses that were done for Hornblowers, a profile line increase of 1 for the Courage Value costs +2.5 points [0.5*+5 points].

            So, what I am suggesting is that the Taskmasters upgrade should be based upon the number of companies within a formation - and not just a flat rate upgrade point cost, thus it would be as if simply upping the Courage Value by 1 of the companies within the formation:
            • 1-2 Company in Formation = 5 Points
            • 3-4 Companies in Formation = 10 Points
            • 5-6 Companies in Formation = 15 Points
            • 7-8 Companies in Formation = 20 Points
            • 8-9 Companies in Formation = 25 Points