Archer in green

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