Showing posts with label Moria. Show all posts
Showing posts with label Moria. Show all posts

Thursday, July 28, 2016

WFMC Mobile - Art for Misty Mountains Companies and Formations of Various Supported Types [Part 8/11]

Here is the set for the Misty Mountains! The army list is very varied and comprised of Infantry Formations, Cavalry Formations, Monsters of all shapes and sizes and the Small Artillery-like Formation (the Goblin Scribe).



Let's go through each of the formations shown above, so you can get an idea of what they represent. I'll start at the top-right ... There is a medium sized monster (50 mm base) which is one of the Cave Trolls from the Moria List. To the left of that is a formation of Cloud of Bats comprised of 9 companies in 3x3 Configuration. Below the bats is a formation of Moria Goblin Warband - comprised of 9 companies in 4x3 Configuration. Up and to the left, there is a small monster formation (25 mm base) - this is a Gundabad Blacksheild Goblin and provides a more "skirmish" feel to the army. Down and to the left is the Extra Large Monster oval base - This is a Dragon of Ancient Times, ready to wreck havock on some Dwarves! Up and to the left is a Large Monster Base (60 mm) ... this is a Balrog. And finally, in the bottom left corner is the Goblin Scribe, also a Monster Hero.

How exciting! Moria definitely has their share of Monster Formations ... with all those ready to run amock, I wish i was playing and not just drawing art!

Any input, thoughts, concerns, suggestions or idea? As always they are all welcome!








LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    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]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      Tuesday, October 20, 2015

      Status Update for Progress on Profile Creation and Army List Document Writing - Evil Armies [Part 2b/13]

      Here is the current progress that I have made for putting together the new army lists with the updated profiles that have already been created for the missing models in WotR for Evil Armies.

      Similar to what we did for the Good Armies is in the Post for Part 1/2, I will include the current progress and the lists for each document. Recall that the headers for the colored matrix include:
      • Order Correct
      • Name Correct
      • Points Correct
      • Image Correct
      • Image Text Correct
      • Stats Correct
      • Type Correct
      • Company Size Ranges Correct
      • Wargear Correct
      • Command Correct
      • Special Rules Correct
      • Updated H2Kill Rule Used
      • Monster Striking Order
      • Cavalry Striking Order
      • Cavalry Charge
      • Unique Character/Unique Weapon
      • Heroic Actions Included
      • Epic Actions Included
      • Magic Included
      • Profile Proofread
      • Borders Correct
      Each cell is marked with a Red No, a Green Yes, or a Yellow N/A. If the header item hasn't been implemented or verified it is marked Red, if it is completely correct it is marked Green - and if the profile does not have any applicability to a header (i.e. the profile is not a monster or cavalry) then they are marked Yellow.

      1) Mordor



      Here is a close-up of the profile list on the left:



      As you already know (from the previous post) Mordor's Army List is 100% complete. When finished it turned out be a 63 page document - Mostly due to the large number of Magic Casting Monsters that are included in the Army! Everything has been written and the only remaining thing to do is to create it and secure it via PDF and put it up on the downloads page.

      The current completion status for the 34 profiles within Mordor: 100%

      2) The Fortress of Isengard



      Here is the profile list for The Fortress of Isengard:



      The profiles for The Fortress of Isengard are the next closest set to be ready to be done. There are a few Legendary Formations that need to be completed - including the new Legendary Formation for Sharkey and Worm! Notice that there is also a name change for the Ruffians - to distinguish it from the Legendary Formation that is coming. I'm fairly certain that this one will be the next one to have its post put up for the purple profiles.

      The current completion status for the 29 profiles within The Fortress of Isengard is: 100%

      3) The Misty Mountains (Moria)



      Here is the profile list for The Misty Mountains:



      This Army List still has a ways to go - and has the majority of impacts for new profiles (including Smaug and Gollum, Riddler in the Dark - necessitating the name change in Mordor's Army List). Once this is done in conjunction with the Dwarf List - everyone will be pretty excited, I'm sure. Actually, it's been a while since I've done the Audit on this list ... it is actually mostly likely further along than this is indicating - because I know that Durburz and Druzhag's profiles are both complete.

      The current completion status for the 26 profiles within The Misty Mountains (Moria) is: 16%

      4) The Fallen Realms



      Here is the profile list for The Fallen Realms:



      The Army List for the Fallen Realms is complete! It has been updated with a full set of profiles that existed in SBG but had been omitted from WotR..

      The current completion status for the 38 profiles within The Fallen Realms is: 100%

      5) Angmar



      Here is the profile list for Angmar:



      This is another list that required a lot of new profile updates. The only reason that this one is so "incomplete" is just due to the fact that there are so many new profiles to be added to this Army List. The updates that have been made make Angmar a more "smart-person" type of Army ... it will require a lot of anticipation for enemy movements and puts more emphasis on the importance of Priority.

      The current completion status for the 33 profiles within Angmar is: 100%.

      So, there we go - keep you eyes peeled for more updates coming soon!! It is definitely getting exciting!










      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]


        Thursday, September 3, 2015

        WotR Magic - Updates to the Rules for the Spells of Wilderness [Part 3/7]

        The Spells of Wilderness are mostly a Good Army set, existing within the Elven Army and with the Istari (Wizards) - namely Radagast. Here is the list of models which can use the Spells of Wilderness:


        As you can see above, the only original Evil Hero that had access to the Wilderness Spells is Durzhag the Beastcaller. With the release of Ashrak the Spiderkin, we've included the Spells of Wilderness (similar to Durzhag) when porting his profile from SBG to WotR, as well.

        The set of Magic Users that are Spell Mastery 1 include the Elven Stormcaller, and Ashrak the Spiderkin. They cannot of course use Focus Rolls to make multiple spell casts.


        The other remaining Heroes have a Spell Master of 2 or greater.


        Thanks to Calum for suggesting the update to the clarification of Nature's Wrath when used in conjunction with the Special Rule for Pathfinder (Master). In the near future there will be a series of posts about the order of resolution for Fates, Fortunes, Magic, Standard Actions, Heroic Actions, and Epic Actions that will provide additional detail about the decision that was made above. Furthermore, after a little more thought, the case where Entangle and Nature's Wrath are used in conjunction should have some occurring effect - so that was added to the Note for Nature's Wrath, as well.

        Similarly, a little more clarification was also added to the Entangle Spell for the effect of the Pathfinder (Master) Special Rule. Any other thoughts?








        Wednesday, May 20, 2015

        WFMC - Movement Modifier Checkboxes Work Properly and Zoom Capability [Part 7/11]

        The last two weeks has been a struggle with the functionality for the color of the Formation Configuration items in the Combo Box. It was causing crashes and display problems with the view, so I finally decided to comment it out and go back to the straight black text for now - until I can refactor the whole thing and convert it in its entirety over to Attributed Strings (instead of trying to juggle between those and normal Strings). Once I finally gave up on that battle, I managed to make a few other changes that were needed.

        WHERE WE LEFT OFF WITH PART 6/10

        Here is what the application looked like on the 8th May 2015.


        We had added in the Grid Mark Reference Lines and also made the changes for Round-to-Round non-persistence of the Expended Move Value (i.e., so that it doesn't continue to compound).

        MORE PROGRESS THAT HAS BEEN MADE

        One of the problems that have been in existence since implemented has been the Move Enhancing checkbox options. We put them in back during Part 2/10, but they didn't "do" anything to the Remaining Move Value. I wanted the process of checking the checkboxes to increase/decrease the Remaining Move Value - and when unchecked they could reverse the effect - but not impact the Expended Move Value that had been accumulated.

        During the post for part 4/10, we also added the logic to enable and disable the Hornblower checkbox based upon the selected Desired unit (i.e., whether or not the Unit supports it as an upgrade or has it as a default included in the profile).

        Here, we have selected the Faction "Gondor & Arnor" and selected the Unit "Minas Tirith Archers" - which allow for the Hornblower upgrade (hence the checkbox is enabled). Notice that the profile's Move Value (just under the Desired Unit) shows the baseline value of 6.00" for the Archers. Since the Hornblower checkbox is unchecked the Remaining Move Value is equal to the baseline profile Move Value (6.00") - since there are no modifiers applied to the formation.



        Here, we have checked the Hornblower checkbox. The baseline value for the unit is still unchanged (as expected) and the Remaining Move Value has been updated to include the extra 1" provided by the upgrade (so now it is reading 7.00").



        Recall that in order to enable the other checkboxes (which are impacted on a Round-by-Round basis of activation), the first Round must be established by Baselining the Formation and its configuration. The baseline configuration is set to be the 2x3 Configuration of the Formation of 6 Infantry companies.

        Next, we checked the "At the Double!" checkbox. From the description in the rulebook on page 64 - this effectively allows the Remaining Move Value to be doubled. Again, notice that there is a Hornblower in the formation, and the formation is performing an "At the Double!". This means that the formation can move its full 7.00" (from the baseline Move Value + the Hornblower) and then move another full 7.00" immediately, again. If you look at the Remaining Move Value for the formation - it is under this combination now a value of 14.00" (double 7.00"). Something else to notice, here, is that before - checking the "At the Double!" checkbox disabled both itself and the Heroic Move checkbox ... this wasn't correct - so that disabling feature has been removed. Just because a formation performed an "At the Double!" does not disqualify it from performing a Heroic move - and checking it by accident should not disallow unchecking the option.



        In the following figure, the "At the Double!" checkbox has been unchecked and the Difficult Terrain checkbox has been checked. From the rulebook on page 33, it mentions that Difficult Terrain movement counts as double (effectively meaning that the Move value is halved while in effect). Here we have the formation that still includes the Hornblower (7.00" Move Value) in Difficult Terrain - so the remaining Move Value has been reduced to 3.50" under these circumstances.



        Similarly, from page 33 - the same rules apply for the "Enemy Upon Us" condition. here the formation also has 3.50" Remaining Move Value due to those conditions.



        If you were curious, yes - Difficult Terrain and "Enemy Upon Us" modifiers do stack. In other words, if both the checkboxes are checked then the remaining Move Value would be 1.75" (one-quarter of the original baseline Move Value + Hornblower upgrade for the Unit).

        Note that this is a little controversial of a subject - some would suggest that the rule should not be quadrupled, but instead tripled - meaning if the Formation were moving forward 1", it would cost 1" for the Move, +1" for double cost due to difficult terrain, & +1" for the Enemy Upon Us rule = 3" total cost.

        The way that we have treated it is that if the Formation were moving forward 1", it would cost 1" for the Move and +1" for double cost due to difficult terrain = 2" subtotal cost; and then for double cost due to the Enemy Upon Us rule would be +2" = 4" total cost.

        Here we have the Formation with a Hornblower Upgrade that has called a Heroic Move via a Hero. According to Page 66 of the rulebook, this effectively triples the Move Value for the formation. So, in this case, the base move Value of 6.00" is upped by +1" for the Hornblower = 7.00" subtotal and then tripled for the Heroic Move = 21.00" Total Move Value.

        Now we are talking ... we can perform quite a few of the Reconfiguration Costs with a Move Value like that or we can take full advantage of rotating and translating!



        One nuance that we were trying to accommodate for was the condition where the "At the Double!" checkbox had been checked but then as an afterthought it was decided to spend the Might and perform a Heroic Move. In this case, we decided that checking the checkbox for a Heroic Move should "overwrite" the "At the Double!" - so it unchecks the checkbox and disables it (so that you cannot get into a situation where both are checked at the same time.



        However, if you then decide to go back and turn off the checkbox for the Heroic Move - the "At the Double!" checkbox is re-enabled and allowed to be re-selected if so desired.


        Here is a situation where the Formation started at the location above at the beginning of Round 1. They have a Hornblower, so they had 7.00" Move Value. As they begin to rotate and move to the left and back they expend the entire 7.00" of Move Value, so they decide to call an "At the Double!" (which they roll for [not modeled, yet] and pass). They then continue to move left and down to the current position, with using up 11.26" of their 14.00" of Move Value.


        Here is the same type of movement, but this time the Formation is within Difficult Terrain and has decided to use a Heroic Move to accomplish the full move of 10.50" (6" + 1" ==> 7" / 2 ==> 3.5" * 3 = 10.5" Total).


        Here we have a Formation of Moria Goblin Warband comprised of 9 companies in 1x9 Configuration. Their base Move Value is 8.00".



        Adjusting nothing else, if we attempt to reconfigure this Formation from 1x9 Configuration to 9x1 Configuration, as we saw from Part 5/10 the warning dialog will pop-up to indicate that there is not enough remaining Move Value to accomplish this reconfiguration. In fact, the cost to reconfigure is 25.64" - as indicated in the pop-up.


        To accomplish this, the formation has been upgraded to include a Hornblower (now has a 9.00" Move Value) and then uses a Might Point from a Hero to call a Heroic Move (it now has a 27.00" Move Value). This is enough to accommodate the reconfiguration cost of changing from a 1x9 Configuration to a 9x1 Configuration.



        Now that there is sufficient Remaining Move Value, the Formation can be Reconfigured!



        This led to the next change that I wanted to implement... Notice that the formation is so wide that it now goes off the left and right side of the view. To help with this problem, I added a zoom in/out capability. It is located off to the top right of the view. Clicking + zooms the view in, and clicking - zooms the view out. In the image below, I have zoomed out twice, so now the formation shows up in its entirety within the view again.



        Everything still works ... I can rotate and the zoom factor does not change any of the functionality.



        Here we have zoomed back in after performing the rotation.



        One more cosmetic change that I wanted to point out - if you look at the line for Rotation, I've change the degree symbol to actually be superscripted (instead of just an "o") - so it looks a little more pretty.

        So, there we have it. Hopefully everyone reading this is just as excited about this as I am ... It is really starting to come together - and become something that could be useful!







          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]

            Friday, May 15, 2015

            The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]


            The nice thing about the Misty Mountains is that there are only two Epic Heroes in the baseline version of the rules. This made the list nice and short and easy to compile! Let's get right to it … here is the list of Epic Hero Actions for Moria and the intended re-write of the rules and rule applicability.



            There we have it … In spite of being few in number - it looks like the majority are intended for Full Formations to be within range (i.e., the only one that isn't formation targeted is Iron Fist - although I guess you could argue that it would imply that other formations with Heroes would have to be at least close together).

            I guess that this makes sense given that Moria is typically a swarming Army and having multiple formations would thusly be implied.



            LINKS TO OTHER SPECIAL RULE EVALUATION POSTS
            1. Gondor & Arnor Epic Heroes' Special Rules [Part 1/10]
            2. The Kingdom of Rohan Epic Heroes' Special Rules [Part 2/10]
            3. The Elven Kingdoms Epic Heroes' Special Rules [Part 3/10]
            4. The Dwarf Holds Epic Heroes' Special Rules [Part 4/10]
            5. The Forgotten Kingdoms Epic Heroes' Special Rules [Part 5/10]
            6. Mordor Epic Heroes' Special Rules [Part 6/10]
            7. The Fortress of Isengard Epic Heroes' Special Rules [Part 7/10]
            8. The Misty Mountains (Moria) Epic Heroes' Special Rules [Part 8/10]
            9. The Fallen Realms Epic Heroes' Special Rules [Part 9/10]
            10. Angmar Epic Heroes' Special Rules [Part 10/10]

            LINKS TO OTHER UNIT COST ANALYSIS POSTS

            Monday, December 22, 2014

            The Misty Mountains (Moria) Unit Cost Analysis

            The Misty Mountains ... (aka Moria) ... swarms and swarms of goblins and gargantuan monsters. It is an army that requires a lot of real world money - because who wants to field a formation of 3 companies? No one, of course - we want to go for the full 9 companies per formation!

            Also, Moria is the only army that has access to the "Extremely Hard to Kill!" monsters. That alone makes it an even more appealing army; and as we see from the previous post, with 11-12 rounds to kill an NEH2K monster makes it a very fun model to field!

            MORIA WARRIORS


            Keys:
            (C) = Common Formation, (R) = Rare Formation, (L) = Legendary Formation
            [I] = Infantry, [H] = Cavalry, [A] = Artillery, [M] = Monster, [MH] = Monster Hero
            • (R) [I] Gundabad Blackshields - Underpriced by 50%
            • (C) [I] Moria Prowler Warband - Underpriced by 33%
            • (C) [I] Moria Goblin Warband - Underpriced by 25%
            • (R) [M] Spider Queen - Accurately Priced (0% deviation)
            • (R) [M] Cave Troll - Overpriced by 7%
            • (C) [H] Giant Spider Brood - Overpriced by 17%
            • (C) [H] Cloud of Bats - Overpriced by 17%
            • (R) [M] Cave Drake - Overpriced by 23%
            • (C) [H] Warg Pack - Overpriced by 33%
            • (R) [MH] Spellcaster Dragon of Ancient Times - Overpriced by 51%
            • (R) [MH] The Balrog of Morgoth - Overpriced by 59%
            • (R) [MH] Dragon of Ancient Times - Overpriced by 63%
            • (R) [M] Stone Giant - Overpriced by 67%
            • (R) [H] Spider Broodling Swarm - Overpriced by 167%
            Applying the template from cheapest (weakest stat-wise) to most expensive (most powerful) gives the following. Of course, the Monster Heroes are at the bottom where they should be.
            • 15 Points per Company:
              • (C) [H] Warg Pack
              • (R) [H] Spider Broodling Swarm
            • 20 Points per Company:
              • (C) [I] Moria Goblin Warband
            • 30 Points per Company:
              • (C) [H] Cloud of Bats
              • (C) [I] Moria Prowler Warband
              • (R) [I] Gundabad Blackshields
            • 70 Points:
              • (R) [M] Cave Troll
            • 130 Points:
              • (R) [M] Cave Drake
            • 145 Points:
              • (R) [M] Spider Queen
            • 150 Points:
              • (R) [M] Stone Giant
            • 245 Points:
              • (R) [MH] Dragon of Ancient Times
            • 315 Points:
              • (R) [MH] Spellcaster Dragon of Ancient Times
              • (R) [MH] The Balrog of Morgoth
            GOBLIN DRUM UPGRADE

            The Goblin Drum is a command upgrade that is available to the Moria Goblin Warband, the Moria Prowler Warband, and the Gundabad Blackshields. This is actually a pretty interesting upgrade since it combines the effects of a Banner, Drummer, and Taskmaster - and gives a little extra bonus, too, for "At the Double!" failed rolls.


            If we consider the individual costs of each of the upgrades that are included in the Goblin Drum Upgrade we can get a pretty good idea of what it should cost:
            1. For a Banner Bearer, we have been using a base of 25 points for that upgrade and it basically  allows re-rolls for charging and panic tests. So basically, it is 5 points for being an "re-roll" upgrade, 10 points for the first re-roll that it allows for charging and 10 point for the second re-roll that it allows for panic tests.
            2. For the Drummer, it works effectively the same as a Hornblower - and we understand fairly well from the post on Hornblowers that it provides an additional inch to the Move Value (which is already 8" ... 2" more than a standard rank-and-file unit - then adding the additional 1" gives 9" for the goblins, meaning that the get effectively 1.5x the amount of move of other units ... not too bad!) Hornblowers and Drummers cost 5 points for each 2 companies in the formation.
            3. For the Taskmaster, it is the same thing as a Hornblower - but instead of Move Value bonus it gives an additional point to the Courage Value. Similarly, that means that that would cost 5 points for each 2 companies in the formation, as well.
            4. For the "At the Double!" re-roll, this would effectively be the same as the Banner Bearer upgrade ... in other words, if it were considered simply by itself it would cost 5 points for being a "re-roll" upgrade and then 10 points for the re-roll it allows for failed "At the Double!" rolls. However, since the Banner Bearer upgrade that is part of the Goblin Drum has effectively already "paid" for the re-roll upgrade 5 point cost - that is done ... so adding it into the combined total would only cost an additional 10 points for the re-roll that it provides.
            Goblin Drum Cost = Banner Bearer Cost + Drummer Cost + Taskmaster Cost + "At the Double!" Re-roll Cost

            Goblin Drum = [(Re-roll Upgrade Cost) + (Charging Re-roll Cost) + (Panic Re-roll Cost)] + [(+1 Move Cost)] + [(+1 Courage Cost)] + [(Re-roll Upgrade Cost) + ("At the Double" Re-roll Cost)]

            {NOTE: Again, notice that since the Re-roll Upgrade Cost is already paid by the Banner, it doesn't need to be re-paid by the "At the Double!" one ...}

            Goblin Drum = [(5 points) + (10 points) + (10 points)] + [2.5 points / company] + [2.5 points / company] + [(5 points) + (10 points)] = 35 points + 5 points / company

            So this means that if there is only 1 Company in the Formation of Moria Goblin Warband, the Goblin Drum Upgrade would cost 35 points + 5 points for the 1 company = 40 Points for the Upgrade! (When I updated the rule for the profiles I wrote it such that it costs 40 Points for the command company - meaning the 1st company in the formation.)


            If we took the entire 9 companies worth of goblins, this would cost:

            Goblin Drum = 35 points + [5 points/company*(9 companies)] = 35 points + 45 points = 80 points

            Let's just spell it out, so there is no confusion:


            THE SPIDER QUEEN & SPIDER CHARGE SPECIAL RULE

            Similar to what we mentioned in the Forgotten Kingdoms Unit Cost Analysis for Gwaihir, It seems like whenever there is a Monster Hero that is worthy of being a "leader of monsters" (e.g., Treebeard or Mordor Troll Chieftain) they come along with a "<Race> Charge" special rule that applies to the race of which they are a member. It would make sense for the Spider Queen to have the "Spider Charge" special rule as well [in fact we have already included that in her cost above].


            CAVE DRAKE'S GAPING MAW SPECIAL RULE

            OK, so this is only useful if it the formation that the Cave Drake is fighting has an enemy Hero? Furthermore, the Cave Drake is not a Monster Hero and has no might - yet we are going to give him a free Heroic Duel ... really?

            I think this is one of the more "broken" and "unused" rules in the game. The rule is very conditional (the target formation must have a Hero in it) and doesn't really make sense for what it is trying to accomplish. I'm not usually for an entire re-write of a rule, I try to keep to the original intent - but this one is just plain "broken". So, here is my suggested update to the rule:


            This change makes the rule a lot more versatile and able to be used regardless of there being a Hero in the target formation or not, but still allows the Drake to be a Hero-killer if the situation presents itself. In fact, now that the Drake has Striking Order (Monster), Terror, Hard to Kill!, and Gaping Maw, he is a lot more of a scary beast to go up against. In fact, any formation that goes up against it will have multiple D3 casualties unless they include a Hero ... but then losing a fight with a Hero in the formation runs the risk of that Hero getting eaten! Now that is an interesting twist of tactics! Since this is an uncommonly powerful special rule - I suggest that it cost 3-times the normal special rule cost for a non-heroic Warrior-Monster ... 15 Points. This cost is included in the Cave Drake's Point Cost listed above.


            DRAGON OF ANCIENT TIMES' BREATHE FIRE SPECIAL RULE

            Within the WotR rulebook (pg 186), they give the Range and the Strength of the Breath Fire special rule, but what about the Movement Penalty Associated (none, half or full) with the attack and what about Long Range rule on pg 39? Also, does it does not mention if it covers a swath or if is it single target ...

            As per pg 37 of the rule manual, dragons have full 360-degree Line of Sight for the shooting attack.

            I think the "right answer" for this special rule is that it has no movement penalty (i.e., the dragon can move its full flying move distance and still use the Breathe Fire special rule during the shoot phase and then can subsequently charge during the charge phase). This makes the rule a lot more "epic", which I think Moria needs that to compensate for its weaker profiles for the rank-and-file troops.

            I suggest that the special rule read as follows:

            FLYING MONSTERS IN MORIA

            Just looking at the models of the various monsters that are included in the Moria Army List, there are several formations where the monster has wings. In fact, I distinctly recall playing against a Balrog and the player insisted that since the Balrog has wings on the model, he has the Flying Monster Movement and Charge - even though his profile only says "Monster". Let's clarify it once and for all.
            • Cloud of Bats = Counts as a Flying Monster for moving and charging (due to its Flock of Doom Special Rule) … It counts as Cavalry for base size (for rotation, translation and reconfiguration Move costs), charging and associated bonuses to charge (+6 dice against Infantry, Artillery & Monsters; +2 dice against Cavalry & Flying Monsters), and Earth-shaking charge.
            • Cave Drake = Not a Flying Monster or Monster Hero ... just a regular Monster. The argument for this one being a Flying Monster always confused me - GW's model doesn't have wings on it, either.
            • Dragon of Ancient Times = Flying Monster Hero. Scary beyond all reason (especially if it has its magic upgrade and uses Breathe Fire! per the change above).
            • The Balrog of Morgoth = Not a Flying Monster, but a Monster Hero. Has magic that can be cast in 360-degree Line of Sight, but CANNOT fly over a formation of Gondor Warriors of Minas Tirith to get a rear attack every turn! (/Exasperated huff!)
            SWOOP ATTACK Special Rule for Flying Monsters

            Just as we talked about the Eagle in the Forgotten Kingdoms army list - it makes sense for any Flying Monster to have the Swoop Attack Special Rule. I have included this in the profile costs that are already provided above. Specifically, the rules for the two Flying Monsters in Moria's Army List should be:
            • Dragon gets D3 Stg 6 Hits


            • Bats get D3 Stg 1 Hits per company in the Cloud of Bats' formation

            MORIA HEROES


            Key: (C) = Command Hero, (L) = Legendary Hero, (E) = Epic Hero
            • (E) Druzhag the Beastcaller - Underpriced by 55%
            • (E) Durburz, Goblin King of Moria - Underpriced by 42%
            • (C) Blackshield Captain GB - Underpriced by 38%
            • (C) Goblin Captain MPW - Underpriced by 29%
            • (C) Goblin Captain MGW - Underpriced by 9%
            • (C) Goblin Shaman GB - Underpriced by 5%
            • (C) Goblin Shaman MPW - Accurately Priced (0% deviation)
            • (C) Goblin Shaman MGW - Overpriced by 18%
            • (C) Warg Chieftain - Overpriced by 43%
            Sorting by the cost calculated by the template from cheapest (weakest stat-wise) to most expensive (most powerful):
            • Heroes that should cost 35 Points:
              • (C) Warg Chieftain
            • Heroes that should cost 55 Points:
              • (C) Goblin Captain MGW
            • Heroes that should cost 70 Points:
              • (C) Goblin Captain MPW
            • Heroes that should cost 80 Points:
              • (C) Blackshield Captain GB
            • Heroes that should cost 85 Points:
              • (C) Goblin Shaman MGW
            • Heroes that should cost 100 Points:
              • (C) Goblin Shaman MPW
            • Heroes that should cost 105 Points:
              • (C) Goblin Shaman GB
            • Heroes that should cost 120 Points:
              • (E) Durburz, Goblin King of Moria
            • Heroes that should cost 220 Points:
              • (E) Durzhag the Beastcaller