1. Sindar
Cold. Ag 1. Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.
Falas only: WW. Any except Mirkwood: V
- 1
- C-in-C - Irr Bd (O) @ 15 or Irr Sp (O) @ 14 or Irr Bw (O) @ 14
- 0-2
- Sub-generals - as above
- 12-30
- Axes - Irr Bd (O) @ 5
- 8-24
- Spears - Irr Sp (O) @ 4
- 0-2
- Mounted Scouts - Irr LH (F) @ 4
- 10-20
- Scouts - Irr Ps (O) @ 2
- 20-40
- Unarmoured archers - Irr Bw (I) @ 3
- Any
- Extra to upgrade archers if armoured and/or shielded to Irr Bw (O) @ 4
- Only Ossiriand in the first age:
- All
- Regrade generals as Irr Bw (O) @ 14
- All
- Replace Axes with Archers - Irr Bw (I) @ 3
- All
- Replace Mounted Scouts and Spears with light-armed archers - Irr Ps (O) @ 2
- Doriath Allies: List - Sindar
- Only Doriath or Falas in the first age:
- All
- Upgrade generals to Reg Sp (O) @ 25 or Reg Bd (O) @ 27
- 0-1/2
- Upgrade Irr LH to Reg LH (F) @ 4, Irr Sp to Reg Sp (O) @ 5, Irr
Bd (O) to Reg Bd (O) @ 7 and Irr Bw (O) to Reg Bw (O) @ 5
- 0-1
- Upgrade Spears to Reg Kn (F) @ 31 if a general, otherwise @ 11
- Only Falas in the first age:
- 0-6
- Ships - Irr Shp (O) @ 3 (Reg Sp, Reg Bd, Reg Bw)
- Pre-princedom Noldorin allies: List - Noldor
- Only Doriath in the first age:
- Haladin Allies:
- 0-1
- Ally-general - Irr Ax (S) @ 9
- 0-24
- Woodsmen - Irr Ax (O) @ 3
- 0-7
- Upgrade woodsmen with axes to Irr Ax(S) @ 4
- 0-2
- Woodsmen Druedain scouts - Irr Ps (S) @ 3, or, if with blow-guns,
Irr Ps (X) @ 6
- Onodrim allies:
- 0-1
- Ent ally-general - Irr El (O) @ 21
- 0-10
- Ents and Huorns - Irr El (O) @ 16
- Only after the first age:
- 0-2
- Horse archers - Irr LH (F) @ 4
- 0-8
- Light boats - Irr Bt (I) @ 1 (Bw, Ps)
- Only Mirkwood after the first age:
- All
- Replace Axes with Spears - Irr Sp (O) @ 4
- 0-4
- Wood-dwelling men -Irr Ax (O) @ 3
- Only Lorien after the second age:
- All
- Replace Axes with Archers - Irr Bw (O) @ 4
- 1/2+
- Replace spears with archers - Irr Ps (O) @ 2
- 0-4
- Upgrade Irr Bw (O) to mail-armoured Irr Bw (S), @ 15 if a
general, @ 5 otherwise
- Only Mirkwood after 3A2770:
- Lakemen allies - List: Dale
- Only Mirkwood in 3A2941:
- 0-14
- Iron Hills Dwarven allies - List: Khazad, which can in addition include:
- 1 or 2
- Beorn the Werebear - either one Irr El (O) @ 16, or two Irr Kn
(I), the first @ 8, the second @ 7
Eagle Allies:
- 0-1
- Eagle ally-general - Irr LH (S) @ 12
- 2*-6
- Eagles - Irr LH (S) @ 7
This list covers the Laiquendi (Green-elves) of Ossiriand and the
Sindar of Doriath and the Falas in the first age, plus the wood-elven
armies of Lorien and Mirkwood during the second and third ages. In
the first age, most Sindar (Grey-elves) lived in Doriath and the
Falas, although others were scattered all over Beleriand, some living
alongside their Noldor brethren. At the end of the first age, after
most of the Noldor and many of the Sindar had left Endor
(Middle-earth), the Sindar came to become the ruling classes in the
mostly Silvan-elf kingdoms of Lothlorien and Mirkwood. These
Wood-elven kingdoms were not war-like and most were poorly armed, and
suffered heavily in open battle. They excelled at forest warfare,
however, and were expert archers. Longbows were used in Lorien,
shortbows in Mirkwood. Most Wood-elves wore green, although the
Sindar favoured grey, and the nobility and professional soldiers
would be attired in brighter colours. Some Wood-elves dwelt
underground, some, especially in Lorien, lived in tree-houses. A BUA
may therefore be accompanied by a Wd feature in the same manner that
normal BUAs may be accompanied by enclosed fields. A Haladin
ally-general can only command Woodsmen and must command all Woodsmen
used. Woodsmen cannot be used with Ents. An Ent ally general can only
command Ents or Huorns, and must command all Ents or Huorns used, in
which case no more than 6 elements of regulars may be fielded. If
Dwarves are used, then Lakemen and Eagle ally contingents must both
also be fielded. The minimum marked * applies only if an Eagle
ally-general is used. He may only command eagles, and all eagles must
be in his command. Kn (F) can always dismount as Sp (O). The Kn(I)
must be on a double-element base.
DBA: 4 x 4/3Bw, 1 x 3Kn/4Sp or 3Bw, 3 x 4Bd or 3Bw or 4Sp, 2 x 4Sp or
2Ps, 2 x 2Ps
HotT: 1 x Hero or Magician, 5 x Shooters, 2 x Lurkers, 2 x Blades or
1 x Behemoth or 2 x Spears, 2 x Spears
Enemies: Khazad, Angband, Noldor, Easterners, Goblins, Mordor
Further notes on this army list, including justifications for all the
above options, can be reached at the Sindar army list notes section.
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This page last modified 19 November, 2002