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  • The Lord of the Rings Strategy Battle Game

    Unofficial Campaign Rules

    Extended Edition

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    i

    Table of Contents

    Introduction .................................................................................................................................................. 1 Credits ........................................................................................................................................................... 2 Overview ....................................................................................................................................................... 3 What You Need to Play................................................................................................................................ 3 Rules .............................................................................................................................................................. 4

    The Map...................................................................................................................... 4 The Forces................................................................................................................... 4

    The Forces of Good ................................................................................................ 5 The Forces of Evil................................................................................................... 8

    The Roster................................................................................................................. 12 Deployment............................................................................................................... 12 Battalion Actions ...................................................................................................... 12

    March ................................................................................................................. 12 Attack ................................................................................................................. 13 'March and Attack' ................................................................................................ 13 Double March..................................................................................................... 13 'Double March and Attack' ................................................................................... 13 'Ready for Battle'................................................................................................... 13 'Fortify' .................................................................................................................. 13 'Fortify Quickly' .................................................................................................... 13 Lend Support ...................................................................................................... 14

    Combat...................................................................................................................... 14 'Normal' ................................................................................................................. 15 'Prepared'............................................................................................................... 15 'Un-Prepared'......................................................................................................... 15

    Ending Combat ......................................................................................................... 15 Withdrawing From Combat .................................................................................. 15 Retreating from Combat ....................................................................................... 16 Eliminated Units ................................................................................................... 16

    Reinforcements ......................................................................................................... 16 Gandalf.................................................................................................................. 17 Ringwraiths ........................................................................................................... 17 The Witch King..................................................................................................... 17

    The Power Scale ....................................................................................................... 18 Ending the Campaign................................................................................................ 19

    Special Rules ............................................................................................................................................... 19 Mounted Forces ........................................................................................................ 19 Siege Points............................................................................................................... 20 Unique Locations ...................................................................................................... 20

    Barad-dur .............................................................................................................. 20 Barrow Downs ...................................................................................................... 21 Bree ....................................................................................................................... 21 Bridges .................................................................................................................. 21 Carn Dm.............................................................................................................. 21

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    ii

    Caras Galadhon..................................................................................................... 21 Cirith Ungol (the Pass).......................................................................................... 21 Cirith Ungol (the Tower) ...................................................................................... 22 Dol Guldur ............................................................................................................ 22 Edoras ................................................................................................................... 22 Erebor, the Lonely Mountain................................................................................ 23 Fangorn ................................................................................................................. 23 Fords ..................................................................................................................... 23 Gates of Morannon ............................................................................................... 23 Helms Deep........................................................................................................... 23 Isengard................................................................................................................. 24 Lrien.................................................................................................................... 24 Minas Morgul........................................................................................................ 24 Minas Tirith .......................................................................................................... 24 Moria..................................................................................................................... 25 Paths of the Dead .................................................................................................. 25 Old Forest.............................................................................................................. 26 Osgilliath............................................................................................................... 26 Rivendell (The House of Elrond).......................................................................... 26 The Shire............................................................................................................... 26 Tharbad ................................................................................................................. 26 WeatherTop........................................................................................................... 26

    Battalion Record Form .............................................................................................................................. 27 Blank Battalion Record Form ................................................................................... 29 Example Battalion Record Form .......................................................................... 30

    Optional Rules ............................................................................................................................................ 31 Palantri ..................................................................................................................... 31 Siege Factories .......................................................................................................... 32 River Crossings......................................................................................................... 32

    Building Boats ...................................................................................................... 32 Mountain Crossings .................................................................................................. 32

    Mountain Climbing............................................................................................... 33 Secret Battalion Disposition ..................................................................................... 33

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    1

    Introduction I have been interested in the Lord of the Rings since I was about 11 years old over a quarter of a century. With the recent release of the movies by Peter Jackson, the whole world has gotten a taste of the magic that is Middle-Earth. It is a great time to be a fan. For years I have wanted to play out the battles of the War of the Ring, often wondering what would have happened if open war had been declared earlier what if the elves of Lrien took the initiative and marched on Moria what occurred during those skirmishes at Rivendell, the borders of the Shire, near Dale and Laketown If I were commanding the forces of Sauron at the Pelennor Fields, would my forces have achieved victory? So many questions, so many scenarios. And now, so many more options to experience these battles, using the Lord of the Rings Strategy Battle Game! The Lord of the Rings Strategy Battle Game by Games Workshop is a great way to relive the battles of Middle-Earth on the tabletop. Many scenarios are given to play the game in one-off battles, and there are even some rules to play several scenarios linked together. However, I still feel the need to battle in a real campaign, where the ebb and tide of the struggle between good and evil is played out in all of its glorious detail. With these rules it is hoped that the spirit of that struggle comes to life, and the outcome of each battle influences the next in some way. Hopefully these rules will assist others with a similar interest in creating and playing their own War of the Ring campaign. If you try them, let me know. I want to hear how your battles go. I can be reached at [email protected]. I am also interested in any questions, rule updates, suggestions, or additional rules you might have, so dont be shy. It is important to note, that you will need the Lord of the Rings Strategy Battle Game (the latest edition, Return of the King is suggested) plus the supplements Shadow and Flame, and Siege of Gondor. In addition, several issues of White Dwarf Magazine have been referenced including US issues 288 and 290. Finally, it is my intent to update these campaign guidelines as new rules are released in the future. I hope you enjoy these rules, and find them to be an exciting addition to the battles you already play. Stephen D'Amato This is version .9.8.1 of these rules, 22 April, 2004

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    2

    Credits Like so many works today, this one has been influenced by many people, some who I have only met over the net, mostly at the Games Workshop Lord of the Rings online forum. Without further ado, here is the list of credits; though by no means can I say it is complete:

    J.R.R. Tolkien, for sharing with the rest of us his visions of Middle Earth Peter Jackson for his brilliant work in interpreting Middle Earth for the big screen Games Workshop for creating and supporting The Lord of the Rings Strategy

    Battle Game The Encyclopedia of Arda (http://www.glyphweb.com/arda/default.htm)

    where many of the notes scattered throughout this document were sourced. And from the official The Lord of the Rings Strategy Battle Game Forums at

    the Games Workshop message board http://us.games-workshop.com/community/forums/lotrforum.htm

    the following contributors: Arahadofgondor the person responsible for outlining the original

    conception of these rules. Even at the time of inception, they were well thought out and clearly written.

    BlackOmega for his rules and thoughts on Special Places which is now Unique Locations

    EowynIsABabe for his work on the Un-Prepared status Andreander for lots of ideas, answers to open questions, and general

    support! In order to fully appreciate and utilize the guidelines contained in this document, you will need to have copies of the following articles and publications.

    The War of the Ring: The Lord of the Rings in a Flash!!! - US White Dwarf issue 288

    War of the Ring Campaign Rules - US White Dwarf issue 290 The Darkness Dwells in Durins Halls US White Dwarf issue 291 The Elves of Mirkwood US White Dwarf Issue 292 Ugluk Stats are from Battle Games in Middle Earth, issue # 16

    Lastly, it is important to note that document is completely unofficial and in no way endorsed by Games Workshop Limited.

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    3

    Overview The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition are meant to allow players to experience much more depth and continuity in their battles to dominate the kingdoms and lands of Middle-Earth. Using these guidelines, a player can take on the role of Saruman, or Elrond Dain or the Witch King and lead his forces into sweeping conflicts, where the outcome of each battle influences the entire struggle of Good versus Evil. The game takes place in two phases the Strategic Turn and the Tactical Combat. During the Strategic Turn phase, battalions are moved across a hexagon map of Middle-Earth. In the Tactical Combat phase, rules from The Lord of the Rings Strategy Battle Game are used to resolve battles between the forces of Good and Evil. The outcome of each battle influences the Power Scale, an abstract means of representing which side is winning the war. As your side gains momentum, it may also gain certain additional privileges in the way of extra forces, advantages in combat or special abilities. Unique Locations are identified and rules provided for modifying battles that take place at those places. Although the campaign guidelines are designed for 2 12 players, really lucky players may have enough people to try the campaign with more. A central location to post the map and the Power Scale is needed to play, and participants can anticipate weeks (if not months) of ongoing game play before the campaign reaches its conclusion.

    What You Need to Play The Lord of the Rings Strategy Battle Game, Return of the King Edition, by

    Games Workshop White Dwarf US issues 288, 290 and 291 A large map of Middle-Earth broken up into regions or with a hexagon grid

    overlaid which should be displayed at a central location and/or distributed to each player every week

    A painted army of appropriate Citadel Miniatures to represent your forces One player has to act as the Campaign Moderator, and takes on the chores of

    updating the map, monitoring the status of each battalion, scheduling the games, reporting status of the Power Scale, recruiting and championing the campaign, etc. This person can also play, though a dedicated moderator is preferred.

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    4

    Rules

    The Map Like any epic struggle played over a land mass the size of Middle-Earth, a good map is going to be needed. There are many maps of Middle-Earth available from a variety of sources. You are going to want to get one that is large and easy to see as it will become the focal point of the campaign. Battalion locations, ownership of Capitals and Unique Locations, and sites of epic struggles will all be marked on this map. Included in the boxed set of the Return of the King version of The Lord of the Rings Strategy Battle Game is a two part map of Middle Earth that will do if all else fails. Once you have your map, it should be overlaid with hexagons, so that troop movement and location can be easily determined. The size and quantity of hexagons should equal roughly . This will ensure that there are enough territories to battle over, and the Battalion movement system works properly. Alternatively, you can replace the use of hexagons with some measure that works well for the scale of the map you are using. For example, instead of March order moving a battalion one hexagon, it could move them one inch. This method is much more flexible, but also requires careful attention of the Campaign Moderator, especially if Battalion Record Forms are not delivered in person each turn. Otherwise a regional map of Middle-Earth will do just fine, with some people saying that the one from the Trilogy Edition of the LOTR Risk game is good.

    The Forces Each player in the campaign needs to select one force. The forces are broken up into two sides: Good and Evil. The force you are playing will dictate which heroes you can use, which location is your Capital, and may also provide you with some special abilities and rules unique to your force. Only painted Citadel miniatures should be used for these battles. In addition, the game is played with the model as WYSIWYG so if you want Haldir to carry a bow, the model in use needs to have a bow. Since this game is assumed to take place during the time of the War of the Ring (Third Age 3018-3019) the models representing heroes outside of that time frame are not used. This includes Gil-Galad, Elendil, Isildur and Balin. Of course, you can use them in your game if you so desire. Though some of the named heroes are available to multiple Forces (for example, Aragorn can be selected by the Rohan Player, the Gondor Player or the Rivendell player) only one named hero may ever be used per campaign game. The only exceptions to this are

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    5

    Gandalf, The Witch King and the Ring Wraiths (see their entries in Reinforcements, below). It is a good idea to create names for your battalions and generic captains. It will add flavor and excitement to the campaign, and also provide a great foundation for campaign battle-reports and stories! Below are the forces available to each of the two sides:

    The Forces of Good

    Dwarves of Erebor Forces: Dwarf Warriors, Khazd Guards Heroes: Dain Ironfoot, Gimli, Dwarf Kings, Dwarf Captains, Gandalf the Grey Capital: Erebor, the Lonely Mountain Campaign Rules:

    Iron Resolve When the Power Scale is 4+ on the side of Evil then any Dwarven model may reroll any Courage test (once per turn). This represents the legendary resolve of the Dwarves and their stubborn defense of hearth and home. (See US White Dwarf issue #290, page 99 for more details)

    Notes: In nature, the typical Dwarf is stubborn and secretive. Though they make loyal and good friends, they are also a proud and stern race. They do not suffer grievance or insult, and their enmity is long-lasting. They are said, though, to be quick to learn new skills. Probably the best known aspect of the Dwarvish character, though, is their strong instinctive skills in the working of metal and stone, no doubt derived from Aul their maker, the Vala whose province these things were. In ancient times, they were said to have preferred working with copper and iron, though in later days they wrought gold and silver, and the mithril they found in the Mines of Khazad-dm

    Men of Gondor Forces: Warriors of Gondor, Rangers of Gondor, Warriors of Minas Tirith, Fountain Court Guards, Citadel Guards, Knights of Minas Tirith, Battlecry Trebuchets and Avenger Bolt Throwers.

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    6

    Heroes: Boromir (either variation, but not both at once), Faramir, Denethor (only at Minas Tirith See below in Unique Locations), Damrod, Kings of Men, Aragorn, Captains of Men, Beregond, Gandalf the Grey, and Pippin Capital: Minis Tirith Campaign Rules: see US White Dwarf issue #290

    Notes: The Men who dwelt in Gondor and defended the western World from Sauron, in part descended from Elendil and his followers, who founded Gondor after the Downfall of Nmenor.

    High Elves of Rivendell Forces: High Elf Warriors, Rangers of Gondor (count as Rangers of the North) Heroes: Elrond, Elladan and Elrohir, Arwen, Glorfindel, Radagast the Brown, Gandalf the Grey, Aragorn, High Elf Captains, Frodo Baggins, Bilbo Baggins, Sam Gamgee, Meriadoc Brandybuck, and Peregrin Took Capital: Rivendell Campaign Rules:

    Twilight of the Elves: The Noldorin Elves and their followers have all but vanished from Middle-Earth. If ever a force is mustered of any strength, it is often accompanied by great heroes. All Rivendell Force players may select one extra named Hero at no extra cost at the beginning of the campaign, and place it with any battalion. Note: Elladon and Elrohir count as one hero.

    Notes: The hidden refuge of Elrond Halfelven, founded in the Second Age against the assaults of Sauron in Eriador. It lay in a deep valley in the western foothills of the Misty Mountains, and endured under the Lordship of Elrond through the War of the Ring and beyond. Many of the Noldorin (high Elves) took refuge here when the kingdom of Eregion was overcome by the forces of Sauron in the Second Age.

    Men of Rohan Forces: Riders of Rohan, Warriors of Rohan, Rohan Royal Guard Heroes: Theoden, Eomer, Gamling, Eowyn, Gandalf the Grey, Aragorn, Meriadoc Brandybuck, Kings of Men, and Captain of Men Capital: Edoras. However, forces may also deploy at Helms Deep. See Unique Locations for more information. Campaign Rules: see US White Dwarf issue #290

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    7

    Notes: The hardy men are originally descended from the othod of the North. When Eorl was granted the land of Rohan, his people became known as the Rohirrim, from the Elvish for 'People of the Horse-lords'.

    Wood Elves of Lrien Forces: Wood Elf Warriors Heroes: Haldir, Celeborn, Galadriel (only in Lrien), Gandalf the Grey, Radagast the Brown, and Elven Captains Capital: Caras Galadhon in Lothlrien Campaign Rules:

    Woodland Warriors Wood Elves excel in natural environments, especially Forests and Glades. Therefore, Wood Elf battalions may always set up 10% (up to 100 points) of their force in any wooded terrain feature on the board. The remaining elements of the Wood Elves battalion will then set up according to the scenario being played.

    The Lady Galadriel will not set foot outside of Lrien, as her powers are needed to protect its borders. Therefore, she cannot be fielded in a battalion that leaves Lrien. She may, however, serve in battalions that are kept within the forest realm.

    The dwarf breathes so loud we could have shot him in the dark - Slightly more trusting then their cousins in Northern Mirkwood, the Elves of Lrien will come to the aid of any other race, except dwarves, who they still hold in contempt for unleashing the Balrog in Moria. Therefore, unless the Power Scale Favors Evil by 4 or more, they will not Lend Support (see Battalion Actions, below) or ask that support be lent from a neighboring force of Dwarves.

    Notes: The Galadhrim, the Elvish people who inhabited the land of Lrien to the east of the Misty Mountains. These were Silvan Elves, descended from the Nandor, who at the time of the War of the Ring were ruled by Celeborn and Galadriel.

    Wood Elves of Northern Mirkwood Forces: Wood Elf Warriors, Warriors of Mirkwood (US WD 292), Mirkwood Sentinels (US WD 292), and Taurdirim (US WD 292) Heroes: Thranduil (US WD 292), Legolas, Gandalf the Grey, Radagast the Brown, Mirkwood Captains (US WD 292) and Elven Captains Capital: the Woodland Realm in Northern Mirkwood Campaign Rules:

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    8

    We trust you not The Wood Elves of Thranduils realm are notoriously suspicious of all but their own kin. Therefore, unless the Power Scale Favors Evil by 3 or more, they will not Lend Support (see Battalion Actions, below) or ask that support be lent from a neighboring force of non elves (Lorien or Rivendell).

    Woodland Warriors Wood Elves excel in natural environments, especially Forests and Glades. Therefore, Wood Elf battalions may always set up 10% (up to 100 points) of their force in any wooded terrain feature on the board. The remaining elements of the Wood Elves battalion will then set up according to the scenario being played.

    Notes: The Elves of Greenwood the Great, (later known as Mirkwood), had a much less settled existence than their fellow Silvan Elves in the west. Their original dwellings were in the far south of the great Wood, but as Sauron's power grew, they gradually withdrew farther and farther northward. Eventually Sauron chose to settle within the Forest itself, and in fact built his fortress of Dol Guldur on the hill of Amon Lanc, where the Silvan Elves had originally dwelt. Though his identity remained secret during this time (he was known simply as the 'Necromancer') he brought darkness and shadow to Greenwood the Great, and the Elves retreated farther still. In the later years of the Third Age, their King Thranduil (the son of Oropher, who was slain in the War of the Last Alliance) dwelt with his people in the far northeast of Mirkwood, in underground dwellings protected by magic. Their history of fleeing from Sauron's darkness had made them a suspicious and unwelcoming people, as Thorin and his companions discovered during the Quest of Erebor. It was from Thranduil's underground halls that his son Legolas journeyed at the end of the Third Age, to play a great part in the War of the Ring.

    The Forces of Evil

    Angmar Forces: Orc Warriors, Warg Riders, Orc Trackers, Cave Trolls, Mountain Troll (use Mordor Trolls), Angmar Catapult (use Mordor War Catapult), Angmar Siege Bow (use Mordor Siege Bow), Barrow Wights, Wild Men of Rhudaur (use Wild Men of Dunland) Heroes: Orc Captains, Ringwraiths, the Witch King, Orc Shamans, Troll Chieftain, Wild Men Chieftain Capital: Carn Dm Campaign Rules:

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    9

    Troll Home In years past, Trolls of many varieties stood in service of the Witch King and their loyalty holds still. Battalions of Angmar may include one Cave Troll or One Mordor Troll for every full 200 points. (The cost of the cave troll still needs to be paid).

    In the service of the Witch King The Witch King of Angmar, the head Ringwraith whose devotion is to the dark lord Sauron, was responsible for the defeat of Arnor, sister state to Gondor in years past. If the Witch King is part of an Angmarian battalion then the following rules apply for that battalion:

    o The battalion may move (march, march and attack, double march, double march and attack) as if every unit were mounted (see mounted movement below, in Battalion Actions)

    o When the Witch King is introduced to the campaign for the first time only (either at the start or as a reinforcement) the battalion he is with may include one free Barrow Wight (or Orc Captain) to represent the animated spirit of a long dead Captain of Angmar, returned from the grave to once again serve his King.

    Notes: Angmar was the realm of the Witch King (the Lord of the Nazgl) in the far north of the Misty Mountains; Angmar made war unceasingly with Arnor and its allies, and eventually destroyed them, but was itself later destroyed by an army of Gondor and Elves.

    Dol Guldur (Southern Mirkwood) Forces: Orc Warriors, Warg Riders, Orc Trackers, Cave Trolls Heroes: Orc Captains, Ringwraiths, the Witch King, and Orc Shamans Capital: Dol Guldur Campaign Rules:

    Vast Hordes Once, not so long ago, Sauron himself dwelt in Dol Guldur, not yet ready to reveal himself to the forces of good. As such, his evil still lingers here. The forces that come forth from this dark place are many, bred in the deep pits below the dark mountain. As such, when the Power Scale is 4 or more in favor of the Forces of Evil, each Orc Warrior or Orc Tracker slain may be replaced on a roll of 5+. Note; only Orc Warriors and Orc Trackers may benefit from this rule, not Orc Captains or heroes. The model enters play on the next turn from the Dol Guldur players table edge.

    Troll Home Some trolls are known to be in service of Darkness in the region. Dol Guldur war hosts may include one Cave Troll for every full 250 points. (The cost of the cave troll still needs to be paid.)

    Notes: The stronghold of Sauron in the southern regions of Mirkwood, where he dwelt in secret as the Necromancer, until discovered by the Wise. When they

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    10

    assaulted him, he withdrew to Mordor, but the Nazgl soon returned to reclaim Dol Guldur

    Isengard Forces: Orc Warriors, Warg Riders, Uruk-hai, Wild Man of Dunland, Uruk-hai Berserkers, Uruk-hai Siege Assault Ballista, Uruk-hai Demolition Team Heroes: Saruman, Lurtz, Uruk-hai Shaman, Wild Man Chieftains, Uruk-hai Captains, Orc Captains, Sharku, Grishnakh, Grima Wormtongue, and Uglk Capital: the Tower of Orthanc Campaign Rules: see US White Dwarf issue #290, for Ugluk stats, see Battle Games in Middle Earth, # 16 Notes: A Gondorian fortification at the southern end of the Misty Mountains, at the source of the River Isen. Steward Beren of Gondor granted it to the Wizard Saruman.

    Minas Morgul Forces: Orc Warriors, Warg Riders, Orc Trackers, Morannon Orcs, Mordor Trolls, Uruk-hai Warriors, Mordor War Catapult, Mordor Siege Bow Heroes: Orc Captains, Ringwraiths, the Witch King, Orc Shamans, Gothmog, and Gorbag Capital: Minas Morgul Campaign Rules:

    Notes: 'Minas Morgul' was the name given to this city after its capture by the Nazgl in Third Age 2002. The city itself, though, was much older - as Minas Ithil, it had stood since the late Second Age, and was some 2,100 years old when it was renamed.

    Mordor Forces: Morannon Orcs, Warg Riders, Easterlings, Orc Warriors, Orc Trackers, Mordor Trolls, Uruk-hai Warriors, Mordor War Catapult, Mordor Siege Bow Heroes: The Mouth of Sauron, Grishnakh, Gothmog, Shagrat, Ringwraiths, the Witch King, Uruk-hai Captains, Orc Captains, Easterling Captains, Troll Chieftains, Orc Shamans and Sauron (only at Barad Dur, see the Unique Locations entry, below).

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    11

    Capital: Barad Dur Campaign Rules: see US White Dwarf issue #290 Notes: After the destruction of the strongholds of evil in the north of Middle-earth at the end of the First Age, Sauron fled southwards seeking new lands. At the end of the first millennium of the Second Age, he chose a land walled by mountains, and there built his great fortress of Barad-dr. After Sauron settled there, the land became known as Mordor (the Black Land) - no record of an earlier name for this region exists.

    Moria Forces: Moria Goblin Warriors, Moria Goblin Drum, and Cave Trolls Heroes: Goblin King, Moria Goblin Captain, Goblin Shamans, and the Balrog (but only in Moria) Capital: Dwarrowdelf Campaign Rules: see US White Dwarf issue #290 Include courage tests fighting outside, Balrog in Moria, troll home, Moria actually spans 3 hexes underground, and the rules outlined in White Dwarf issue 291 should be used for playing out those battles. Notes: The Black Chasm; the name given to Khazad-dm after its desertion by the Dwarves, after which it became a dark and evil place. The monster of Moria - a Balrog of Morgoth, as was later known - lurked alone in Moria for nearly five hundred years. After that time, the old city of Khazad-dm began to be peopled again, but not by Dwarves. Sauron directed his creatures there, and it began to fill with orcs and trolls.

    If more people want to play the campaign, you can split some forces into smaller subdivisions. For Example, High Elves can be split into Rivendell and Grey Haven. Mordor can be split into Barad Dur, and the Black gates of Morannon. Here is a list of some more armies if you are fortunate enough to need this many different Forces: Easterlings, Rangers of the North, Mount Gundabad, Goblins of the High Pass, Men of Dale and Laketown, Elves of the Grey Havens, Dwarves of the Iron Hills and I am sure there are many, many more. If only a few people want to play, say two to four, you may want to consider combining some of the forces mentioned above. It might mean that one player selects Rohan and Gondor, while the opponent plays Isengard and Mordor. Each player should still represent the same side (i.e. the Forces of Good or the Forces of Evil).

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    12

    The Roster Each player starts the campaign with four Battalions of 250 points each. You can double up models in forces, as the forces will not be playing at the same time. Named characters and heroes can only be taken once. Therefore, if more than one force wants one of these named character models, the Campaign Moderator should hold an auction for it. The person willing to pay the most points gets the named hero in his/her army. Named character and heroes that are not purchased at the start of the campaign go into a surplus status, and can be purchased by an appropriate force at a later time, assuming that player has saved enough Reinforcement Points to make the purchase. The Witchking is considered a named hero. In addition, there can only be eight Ringwraiths in play at any given time, across all of the forces able to field Ringwraiths. Horses and other mounts also need to be purchased, using the costs outlined in the rulebooks. This applies to standard rank and file models as well as heroes.

    Deployment Now you have your four 'Battalions', it is time to deploy them on the map. One group must start in the Capital, two groups in a hexagon next to your Capital, and one group no further than two hexagons from the Capital. It will help if you use some sort of marker like a numbered piece of paper or flag to show where each Battalion is. Well done, you are now ready to start the campaign!

    Battalion Actions The game is divided into two parts; Strategic Rounds and Tactical Combats. The Strategic Turn takes place using the hexagonal map of Middle-Earth, with battalions doing one of the actions listed below. The Tactical Combats are played out using the rules as presented in The Lord of the Rings Strategy Battle Game.

  • The Lord of the Rings Strategy Battle Game Unofficial Campaign Rules Extended Edition

    The Lord of the Rings Strategy Battle Game, White Dwarf, Shadow and Flame, and Siege of Gondor are Games Workshop 2004. All rights reserved. Used without permission.

    13

    information on status). If the entire force is mounted, then the March is up to 2 hexagons instead of one.

    Attack

    A battalion adjacent to an enemy battalion at the start of the turn may elect to simply attack into the adjacent hex or region. The attacking battalions status is considered Normal in this case. Note, it is possible for multiple adjacent allies to attack together into the same hex or region. In this case, a larger battle will ensue, with each Player commanding their own force, and acting in their own turn. Priority should be rolled for each player engaged in such a battle. However, if a battalion is attacked from a location other than the one they are attacking, then they may not contribute to the multiple attack, and instead must defend against the other attacker.

    'March and Attack'

    A battalion may move one hexagon and then attack an enemy battalion in an adjacent hexagon. Their status is 'Normal'. (See below for more information on status). If an entire battalion is made up of mounted units, then that battalion can move at double pace. This means that they may March and Attack two hexagons or regions, and then attack an enemy in an adjacent hexagon or region. There are Optional Rules for Winged battalions, below.

    Double March A battalion may move two hexagons. Their status is Un-Prepared if they are later on attacked in someone elses turn during the Strategic Round. (See below for more information on status). If the entire force is mounted, then the Double March is up to 4 hexagons or regions instead of two.

    'Double March and Attack' A battalion may move two hexagons and attack an enemy battalion in an adjacent hexagon. Their status is 'Un-prepared' If a battalion is made up entirely of mounted units, they can move double pace, which means they may Double March and Attack four hexagons or regions, and then attack an enemy in an adjacent hexagon or regions.

    'Ready for Battle' A battalion may not move this turn, nor attack. If attacked they count as 'Prepared'

    'Fortify' A battalion may not move nor attack. They may add one extra Siege point to the square they are on. If attacked they count as 'Normal'

    'Fortify Quickly'

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    A battalion may not move nor attack. They may add three extra Siege points to the square they are on. If attacked they count as 'Un-prepared' Fortification Notes: These siege points are only in play while the unit that built them is there to maintain them. In other words if the battalion that built the fortifications moves away from the hex or region, that hex or region reverts to its starting siege points, before any additional siege points were added due to Fortify and Fortify Quickly orders.

    Lend Support Friendly units of a different Army may Lend Support to an ally that is attacking or defending. To do this, the following conditions must be met:

    The hex must be adjacent to the hex of the ally where the force is being lent (whether attacking or defending, doesnt matter).

    The battalion lending support cannot have moved this turn. The battalion lending support cannot also be engaged in combat at

    the start of the strategic turn. In some instances the Friendly unit Lending Support may become engaged, such as when a unit is forced to retreat into its hex. In that condition, any part of the battalion which was used to Lend Support will not be included in the battle (battles are considered to take place nearly simultaneously, and so the forces would have been in the other hex, doing battle there.

    The composition of the Lent Force must be drawn from the available models in the lending hex.

    Up to 50% of the point value of the battalion may be lent in support.

    All casualties taken during the battle count as real casualties, and thus will be removed from the game at the end of the battle

    In order to do this, and to encourage as much fun as possible, the Player that is lending his force to help may want to take control of his forces for the Tactical Combat. Alternatively, he may lend his models to the player that is borrowing them for the Combat. Lastly, the player may substitute his/her own models to represent the Borrowed Force. In any case, the models borrowed should be drawn from those available in the adjacent friendly hex or region.

    Combat If a battalion attacks another battalion, a combat ensues. Combats can take place on any size board with any amount of terrain. If a hexagon has any Siege points on it the defender deploys them first.

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    Combats take place when one of the following conditions is met: Opposing forces are located in adjacent hexes Opposing forces have move orders that place them in the same hex

    The status of a battalion (from their Battle Actions, above), will dictate the sequence of deployment and where and how each force deploys. The different statuses are described below: 'Normal'

    A force with Normal Status deploys on their board edge. If both forces have Normal status, roll off. The winner (high roller) deploys of his force, then the other player deploys 100% of his force, followed by the winner deploying the remainder of his force.

    'Prepared' A force with Prepared Status deploys second and wins priority for the first two turns.

    'Un-Prepared' A force with an Un-Prepared Status is split into two (as close as possible) numerically equal groups. The opponent chooses which of the two groups deploys initially. The other units may come on individually on a roll of 4+ after the controlling player's move phase is completed. The newly entered models may move and shoot but not charge. This rule would represent the disorganized state of the Un-Prepared force.

    Note these penalties are cumulative, so a prepared force fighting an unprepared force would win priority for the first two turns and the unprepared force would have to roll 4+ to see if each of their remaining models come onto the battlefield.

    Ending Combat A combat ends when a force is reduced to 25% or when a force Withdraws (see below) completely from the battle. If the attacker wins, they move into that hexagon on the Strategic Map and the defender retreats to a touching hexagon. If the defenders win, the defender remains in that hex, and the attacker moves back to the hex it attacked from.

    Withdrawing From Combat A battalion may withdraw willingly. To do so, all units most move off a board edge. The game continues until all units are off the board edge unless both players agree that there is no way to prevent the retreating force from exiting, in which case they may agree to end the battle early.

    For Attackers - It is assumed that withdrawing units re-group in the hex they attacked from.

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    For Defenders the defending player may place his force in any adjacent hex which is unoccupied, or occupied by friendly/allied units. If there are no hexes that meet the above criteria, then the withdrawing battalion will have to fight another battle this turn, with the force that is in the hexagon they retreated into.

    Withdrawing forces should first look to withdraw in a direction that leads them toward friendly units on the Strategic Map, if at all possible.

    The battalion that withdraws is ALWAYS considered to have lost the battle for purposes of influencing the Power Scale.

    Retreating from Combat In some circumstances, a force may lose a battle as a result of retreating off the table edge do to failed courage tests. Any model that retreats in this fashion is still considered a casualty. A battalion that is defeated in this manner (all models are forced to flee off the table edge, or fleeing models reduces the force to 25% or less) is considered to have been Routed. Routed battalions follow the same rules for Withdrawing battalions, above, but the fact that they were routed can be used in a narrative or battle report!

    Eliminated Units Any unit that dies in combat is removed from the campaign. However, most units may be brought back via the reinforcements rule (see below). This rule makes a war of attrition possible, where attackers throw themselves at a well-entrenched battalion turn after turn, until the defenders literally run out of men!

    There are some exceptions to this rule: specifically Gandalf, the Ringwraiths and the Witch King. See below in Reinforcements for further information.

    Reinforcements For every Capital you hold, you get 50 points per game turn of reinforcements for any of your battalions. There are some exceptions to this, and the rules in the Unique Locations clarify the exceptions. Named heroes cannot be re-bought if they are slain (with some exceptions, see below). You can save up points and use them at the start of any turn. If the optional Siege Factory Rule is in effect, then Siege Engines cannot be bought unless you have a Siege Factory. (See Optional Rules). Each player may purchase the units outlined above under the Forces section as reinforcements, with the exception of named characters. The only way named characters can be introduced to the game as reinforcements is if they are of the correct side (army disposition, see Roster, above) and no player has chosen them so far. See the Roster section for more information. Here are the general guidelines for Reinforcements:

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    Reinforcements may be distributed to each, any or every one of a players existing Battalions on the map. Not all 50 points need to be allocated to one Battalion. These points can be distributed any way the controlling player sees fit (e.g. 20 points to the 1st battalion, 15 points each to the 2nd and 3rd battalions, and no reinforcements to the 4th battalion). In this way, Battalions can grow to a size of more than the starting 250 points.

    Reinforcement points may be saved from turn to turn (to buy expensive models). Some additional Unique Locations (below) also provide reinforcements points. Reinforcements must always be chosen from the Roster for the force of the

    player. For example, if Lrien captures Dol Guldor, the Lrien player cannot field orcs.

    Hero equipment and mounts may be purchased with the Reinforcement Points, at the discretion of the Player in control. These items may never be turned in for Reinforcement Point credits

    There are certain Heroes that are eligible for return to the game as reinforcements. They are:

    Gandalf If Gandalf the Grey is slain in battle, Gandalf the White may be brought back as a reinforcement if the following conditions are met:

    The player has to be on the Forces of Good side, and have a force that can take Gandalf as a Hero option

    The player must pay the reinforcement cost of Gandalf the White (200 points) The Power Scale must also be at 5 or higher, in favor of the Evil Side. If two or more players want to include Gandalf the White as reinforcement, an

    auction is held to resolve who gets him. See above for the details of holding the auction.

    Ringwraiths If a Ringwraith is slain in battle, an Evil Force player may pay the purchase cost and bring the Ringwraith back as reinforcements at the start of the next turn. Unlike other reinforcements, the Ringwraith appears in the Capital of the Force, where he must reside for one turn (the turn he is returned as reinforcements). He may participate in battles at that location that turn, however. On the next turn, the Ringwraith may be placed with any battalion the player controls. It is important to note that there can never be more than eight Ringwraiths (+ the Witch King) in play at any one time.

    The Witch King The Witch King follows the rules for Ringwraiths, above, with the additional exception outlined below:

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    But no man am I - If the Witch King is slain (the final wound is delivered) by a female named model or hero (currently Eowyn, Arwen or Galadriel) then he cannot be returned to the game as a reinforcement. He is dead!

    The Power Scale The Power Scale is an abstract means of representing which Force is winning the battle. It is influenced, to some extent, by every victory or loss achieved at the Tactical Combat level. The Power Scale should be a visual tool as well, displayed centrally at the place where most of the games are held for all participants of the campaign to see. One means of doing that is to paint the plastic ring that came with the Return of the King boxed set and fit it over a wooden dowel that has been painted black on one end fading to white on the other, and numbered from 10 to 0 and back to 10.

    These rules are an extrapolation of the Full rules for the Power Scale covered in White Dwarf US Issue # 291. The reader is encouraged to check those rules along with the campaign rules in that issue. The Power Scale will begin at zero at the start of the campaign. This represents the equality of both sides of the conflict. For each battle played, 10 points will be awarded to the victor. A draw will earn each team 5 points. A loss earns zero points. The Campaign Organizer will sum all of the points earned for the forces of Good and the Forces of Evil. After tallying the turn totals, the lower score is subtracted from the higher score and divided by the total number of battles fought. The resulting number is then cross referenced on the chart (below) and the scale movement is determined. The final step is for the campaign organizer to set the new score on the scale for all to see.

    Score 0 1 2 3 4 6 7 8 9 10 Scale Movement 0 1 2 3 4

    Here is an example:

    Lets say for a given turn 10 total battles are fought. The forces of Evil win seven of these battles earning them 70 points. The forces of Good earn only 30 points from their 3 victories. The campaign organizer would then do the following math: 70 30 = 40. 40 / 10 (the # of battles played) = 4. Cross referencing the score of 4 on the chart above shows that the scale movement is 2. Therefore the Power Scale would slide two points toward the side of darkness.

    Power Scale Influences When the Power Scale reaches certain thresholds, additional special rules come into play. It is important to note that the rules below are in addition to any other rules (such as those found for Gandalf and some of the Unique Locations) found in this guide.

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    Power Scale

    Rating Special Rules

    0 - 1 No Impact or change.

    2 - 3

    If Good holds sway, then each Player on the good side will receive 10 bonus Reinforcement Points the next turn.

    If Evil is dominating, then each Player on the evil side will receive 10 bonus Reinforcement Points the next turn.

    4 - 5

    If Good is in power, then each Good player receives 25 bonus reinforcement points the next turn.

    If Evil is in power, each Evil player receives a reinforcement point bonus of 25 points the next turn.

    6 - 8

    If Good holds sway, then each Player on the good side will receive 50 bonus points of reinforcements the next turn.

    If Evil is dominating, then each Player on the evil side will receive 50 bonus points of reinforcement the next turn.

    9 - 10

    These are the end of times. The Force with this kind of momentum is nearly unstoppable. If Good is in control, then each Good player receives 100 points of extra reinforcements the next turn.

    If Evil is in control, then each Evil player receives 100 points of extra reinforcements the next turn.

    Ending the Campaign Battles of this magnitude across the face of Middle-Earth can last a long time, and indeed this campaign may last months as well. However, there are times when even the best fought battles come to an end, and a victorious side is declared. For this campaign, such an ending occurs when one of the following objectives have been reached:

    1. The Power Scale reaches 10 for either team. In this case one last turn is played to see if the scale tips back.

    2. One side, Good or Evil, is reduced to 25% or less of their initial starting points 3. All Capitals of one side have been captured by the other side 4. One side surrenders to the other

    Special Rules The following additional rules are in effect for the duration of the campaign.

    Mounted Forces Forces made up entirely of mounted units may move double pace during the movement turn. Check above, in the Movement Section, for further explanation. Please note that every model in the Battalion must be mounted for this rule to be in effect. If a force is completely mounted on winged creatures (Giant Eagles, or Fell Beasts) they may March up to 4 hexes and Double March up to 8 hexes.

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    Siege Points If a battalion fortifies a hexagon, it gets Siege Points (or SPs). Siege Points can be used to purchase walls and towers and other fortifications. Below are the costs for different items:

    Wooden Wall (Per 12"): 1 SP Stone Wall (Per 6"): 1SP Wooden Tower: 2SP Stone Tower: 2SP Gatehouse: 3SP

    All Capitals start with 15 SP. Some locations, like Helms Deep, have enough siege points to build the pre-requisite stronghold. See Unique Locations below for more details.

    Unique Locations There are many places in Middle-Earth that hold magic, deep history, secrets or mysteries yet undiscovered. To reflect some of these places, the concept of Unique Locations is introduced. These rules allow some special conditions to be in place for battles fought at these locations. In some instances, special models will need to be included. (For Example, the Old Forest, where Tom Bombadil and Goldberry will help those of the good side). Other places maintain a standing garrison to protect or fortify a region of Importance (like Helms Deep). It is important to note who remains in control of each of the unique territories. The Campaign Organizer should either make note of either the force occupying or the last Force to occupy each Unique Location to determine who owns it and benefits from its special traits. For the strategic map, special icons may be used to indicate ownership. Below you will find the rules that cover many of these special places feel free to add more if you feel the need!

    Barad-dur 1. The Fortress of Sauron. Starts with 30 SP, and cannot be fortified further. 2. Includes a free 300-point garrison. This garrison cannot leave this location. 3. If Barad-dur is lost to the forces of good, every Evil player loses a battalion as

    Dark Forces quail at the fall of their great Capital. The battalion to be disbanded is random, but the forces may be redistributed into the other battalions if there is room. These points cannot bring a battalion above its starting points. Any points not redistributed are lost.

    4. If attacked directly, Sauron may be included at his normal cost. However, he may NOT be equipped with the Ring.

    5. Slain Ringwraiths (under control of the Mordor player) will return to play at Barad-dur.

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    6. This location generates 50 reinforcement points per turn to any Evil controlling player, but no reinforcement points per turn to any Good controlling player.

    7. If the Siege Factory optional rule is in effect, then this location receives a free siege factory

    Barrow Downs 1. Evil Player receives an additional 100 points of Barrow Wights to aid his force for

    battles that take place at this location 2. The good player may receive help from Tom Bombadil. From the 3rd turn on, the

    good player should roll a D6. On a 1,2 or 3 Tom does not show up. On a 4, 5, or 6 Tom shows up on the Southern Table edge (or the edge facing closest to the Old Forest). Tom is under the control of the good player.

    3. This location does not generate reinforcement points.

    Bree 1. This location generates 25 reinforcement points per turn to any controlling player.

    Bridges 1. Bridges are used to cross major rivers, usually where they cross well trafficked

    roads. Therefore, they have significant strategic importance. Each bridge is marked on the map as a separate location, and when battle occurs there, the playing board needs to be split down the middle by a river, with a suitable bridge represented in the mid point. Each battalion should set up on opposite sides of the river. If a team has accumulated siege points, they may set up first, choosing the river side.

    Carn Dm 1. The Kingdom of Angmar is a blasted and ruined land. Carn Dm itself is a ruined

    fortress town that has been mostly abandoned for centuries. Appropriate scenery should be used to represent this.

    2. This location generates 50 reinforcement points per turn to any controlling player.

    Caras Galadhon 1. If attacked, this location may include Galadriel for free, if controlled by Wood

    Elves, Lorien Elves or High Elves. This rule is not in effect if controlled by any Evil force.

    2. Includes a free 100-point garrison of Elven Warders (Wood Elf warriors, may NOT be equipped with Armour.). These warders cannot leave this location.

    3. This location generates 50 reinforcement points per turn to any controlling player.

    Cirith Ungol (the Pass) The Pass of Cirith Ungol is the lair of the monstrous spider Shelob. Any army marching through her domain may be ambushed by her. Follow these guidelines to determine what happens:

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    1. When a battalion either a) moves into that hex or region designated as her lair or- b) starts and ends a turn (camps) in that hex or region designated as her lair, the Campaign Moderator should roll a die. On a result of 1 3 she ambushes the lead or trailing elements of the battalion. If the result is a 4 6, she does not ambush them (maybe she is busy

    devouring something else). 2. Once ambushed, the battalion is forced to stop in that hex or region, regardless of

    the type of movement order it was initiating. 3. As Shelob is ambushing the battalion, only 100 points of models (either the

    Vanguard or Rearguard) of the force may be used for this encounter. The controlling player may choose the models as he/she sees fit.

    4. The Campaign Moderator, or a player of the opposite side as the ambushed player, should control Shelob for the battle.

    5. Use the In the Clutches of Shelob scenario from the Return of the King Rulebook on page 101, to play out this battle.

    6. Any casualties received are taken from the battalion, just as if they were received in any battle.

    7. Shelob is a cowardly creature, so make sure her Hunting Instinct Special Rule is used for this encounter.

    8. If she survives the encounter, she will heal all wounds before her next encounter. 9. Once Shelob is slain, the pass will be cleared, and battalions can move through

    this region or hex freely without fear of ambush. 10. If a battle is fought in Cirith Ungul between two battalions, only the winning

    battalion (the one occupying the location at the end of the turn) need worry about the ambush. For that battalion, follow the rules outlined above to see if an ambush takes place..

    Cirith Ungol (the Tower) 1. This location includes a free 30 point garrison. This garrison cannot leave this

    location. 2. This location should be a separate Hex or region from the Pass of Cirith Ungol,

    (the lair of Shelob, above).

    Dol Guldur 1. This location generates 50 reinforcement points per turn to any controlling player. 2. Slain Ringwraiths (under control of the Dol Guldur player) will return to play at

    Dol Guldur.

    Edoras 1. The Player of the Men of Rohan may use both Edoras and Helms Deep as

    Capitals. This is the only player that may do so. Forces may be deployed at either or both Capitals, as long as all other rules are followed.

    2. Grima Wormtongue is provided for free to any Evil player attacking this location. All rules noted on page 89 of The Return of the King rulebook are in effect.

    3. This location generates 30 reinforcement points per turn to any controlling player.

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    Erebor, the Lonely Mountain 1. This location includes a free 150 point garrison. This garrison cannot leave this

    location. 2. An additional garrison of 50 points of Men of Dale (use Warriors of Rohan) can

    be taken to represent refugees assisting the dwarves in defending the halls of the Lonely Mountain.

    3. This location generates 50 reinforcement points per turn to any controlling player. 4. If the optional rules on Siege Factories are being used, then this location includes

    a free siege factory.

    Fangorn 1. If controlled by a Good player (except Dwarves), Treebeard and 1-2 Ents may be

    included for free if it is attacked. Determine the # of Ents randomly. 2. This location does not generate reinforcement points

    Fords 2. Fords are used to cross major rivers at shallow points. Therefore, they have

    significant strategic importance. Each ford is marked on the map as a separate location, and when battle occurs there, the playing board needs to be split down the middle by a river, with a suitable ford represented in the mid point. Each battalion should set up on opposite sides of the river. If a team has accumulated siege points, they may set up first, choosing the river side

    Gates of Morannon 1. The Gates of Morannon start with 10-15 SP (enough to buy the fort itself). Cannot

    be fortified further, SP's are automatically spent on walls, etc. If attacked, use appropriate siege scenarios.

    2. This location does not generate reinforcement points. 3. A free 250-point garrison for the controlling player's nation will always reside

    here. This garrison cannot leave this location.

    Helms Deep 1. The Player of the Men of Rohan may use both Edoras and Helms Deep as

    Capitals. This is the only player that may do so. Forces may be deployed at either or both Capitals, as long as all other rules are followed.

    2. Helms Deep starts with 10-15 SP (enough to buy the fort itself). Cannot be fortified further, SP's are automatically spent on walls, etc.

    3. This location generates 20 reinforcement points per turn to any controlling player. 4. If attacked, use appropriate siege scenarios. 5. A free 100-point garrison for the controlling player's nation will always reside

    here. This garrison cannot leave this location.

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    Isengard 1. The workshop of Saruman. Isengard must be controlled for an Evil player (note:

    not necessarily by an Isengard player!) to build Uruk-hai demolition charges. 2. This location generates 50 reinforcement points per turn for any controlling

    player. 3. If owned by the Evil side, a free 50-point garrison of Orcs for the controlling

    player's nation will always reside there. This garrison cannot leave this location 4. Crebain of Dunland are at the command of the ruler of Orthanc. Therefore, no

    battalions can catch Isengard by surprise. The owners forces residing here are always considered Prepared for purposes of deploying & priority (see above), no matter what action they just took.

    Lrien 1. Any Force attacking into any hex or region of Lrien will be ambushed by

    whatever force is there + 25 points of elven warders. These warders cannot wear armor. Use the following rules to set up the ambush: The player in control of the Lrien force may choose not to deploy the Elven

    Warders during the deployment phase. Instead, the player will put three markers on the table (coins or slips of paper will do). On each of the Lrien players subsequent turns , a d6 is rolled. On a 4+ the ambush is sprung! The player may then deploy all of his warders within 6 of any marker that has no enemy models within 6. The player may even split the warders between multiple markers.

    2. The realm of Lrien is protected by the Lady of the Golden Wood, Galadriel, and her elven-ring, Nenya the ring of water. To represent this, the wood may not be assaulted by the forces of Evil unless the Power Scale is in Evils favor by 3 or more.

    Minas Morgul 1. The Tower of Sorcery. If attacked, then the Witch King, a Ringwraith or

    Gothmog (whoever is closest, still alive and controlled by the Minas Morgul player) may return to the city to defend it for free.

    2. Slain Ringwraiths (under control of the Minas Morgul player) will return to play at Minas Morgul.

    3. Includes a free 100 point garrison. 4. This location generates 50 reinforcement points per turn to any controlling player. 5. If captured by good, should be referred to as Minis Ithil.

    Minas Tirith 1. The White City. Starts with 30 SP, and cannot be fortified further. Includes a free

    300-point garrison. This garrison cannot leave this location. 2. If Minas Tirith is lost to the forces of Evil, every Good player loses a battalion as

    the Free People quail at the great defeat. The battalion to be disbanded is random, but the forces may be redistributed into the other battalions if there is room. These

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    points cannot bring a battalion above its starting points. Any points not redistributed are lost.

    3. A madness strikes - When Minas Tirith is controlled by the Side of Good and attacked by Evil the following rule applies: Denethor, and six Warriors of Gondor (his loyal servants) are provided free

    (above and beyond the 300 point garrison that starts at this location). These loyal servants must stay within 6 12cm of Denethor.

    These forces may set up on the Forces of Good side of the table, and are under the control of the Good player.

    The rule for Denethor, Steward of Gondor, Broken Mind, is in effect, and must be played as described on page 72 of The Return of the King rulebook. However, if Denethor is struck with madness, his loyal servants will go under the control of the Evil player as well.

    4. This location generates 50 reinforcement points per turn for the controlling player. 5. If the Siege Factory optional rule is in effect, then this location receives a free

    siege factory.

    Moria 1. Only has 6 Siege Points, rather then the usual 15 for a Capital. This location may

    not be fortified further, and may not buy walls. However, for battles inside the caves, the table scenery should include many rooms and caves to represent an underground battle. If the Mines of Moria are attacked from the outside, appropriate scenery should be used to represent either one of the two main entrances, Westgate (or Durin's Door) for attacks made on Moria from West of the Misty Mountains and Eastgate for those attacks which come from the East.

    2. If attacked, this location may include the Balrog for free, if controlled by Moria Goblins or another Evil Force. This rule is not in effect if controlled by any Good force.

    3. This location generates 50 reinforcement points per turn for any Evil controlling player. Any Dwarf controlling player receives 75 reinforcement points per turn. For other races, Moria does not generate reinforcement points.

    Paths of the Dead 1. Any battalion moving through the paths of the Dead will have to fight a host of

    the Army of the Dead of 300 points. The coordinator of the campaign, or any player on the opposite side should control this army. The full 300-point force is always used for these battles, as casualties to the army are replaced in full the next turn. This force always includes the King of the Dead.

    2. If a force with Aragorn moves into this hex, then Aragorn is considered to have recruited them to his side as a fulfillment of their oath. If this is done, Aragorns battalion will receive extra reinforcements of 300 points. All of these points must be spent on Army of the Dead models. These models need only fight in the next battle with Aragorn, and then they are freed from their oaths.

    3. Once Aragorn binds the oath breakers to him, and moves his battalion out of the Paths of the Dead, -or- the entire Army of the dead is completely defeated in

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    combat in a single turn, then the way is clear and other battalions may move through the Paths of the Dead without the need to fight the Army of the Dead. In this case, the Army of the Dead is considered vanquished, and will not haunt the Paths any longer.

    4. This location does not generate reinforcement points.

    Old Forest 1. Good player receives the use of Tom Bombadil and Goldberry to aid their

    battalion. Goldberry never leaves the old forest, and only fights on the side of Good for battles that take place there. Tom rarely leaves and when he does it is to help those in trouble along its borders in the Barrow Downs (see Barrow Downs above, for more on Tom).

    2. This location does not generate reinforcement points.

    Osgilliath 1. Starts with 3d3 Siege Points to represent the shifting defenses built out of the

    ruins. The city spans two hexagons or regions, one on either side of the River. Each side rolls separately.

    2. Due to its blasted and ruined condition, this location does not generate reinforcement points.

    Rivendell (The House of Elrond) 1. If attacked, any High Elf named Hero fighting at this location (Elrond, Elladan,

    Elrohir, Arwen and Glorfindel) will pass Fate saves on a 3+ rather then the normal 4+.

    2. Any good force fighting here does not need to make courage checks they will fight to the end defending the Last Homely House.

    3. An additional 55 points of High Elves are considered to be on garrison here, and can be included with the good players force for free.

    4. This location generates 50 reinforcement points for any controlling player.

    The Shire

    Tharbad

    WeatherTop

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    Battalion Record Form In order to maintain control of a campaign of this magnitude, some bookkeeping is in order. Each turn, each player will have to fill out a Battalion Record Form for each Battalion in his/her Army. Examples are included on the next two pages, and a blank form is included at the end of this document for use in the campaign. Each player should fill these out and submit them to the Campaign Organizer before the deadline each turn (maybe it is every Saturday morning at 10am for a Weekly game). The Campaign Organizer will audit them for accuracy, make any corrections clarifications needed, and then execute the instructions on the campaign map (basically move the battalions). Depending on the results, the campaign Organizer will then declare any Battles that take place (and the status of those battalions in those battles), any Capitals or Unique Territories that change hands, any other pertinent campaign information (deadlines for battles to be played, etc). Each Field on the form is explained below, and a completed example is also provided:

    Player Name The name of the player controlling the Army Force Either Good or Evil, depending on the disposition of the army the

    player is running Turn # - the Turn for which the sheet is being filled out Army The specific Army taken from the Forces section of these guidelines,

    that is under the control of the player Name of the Battalion A unique identifier for the battalion for which the

    specific form is filled out. Each player will be filling out up to 4 of these per turn, one for each active battalion.

    Source of Reinforcements The Capitals and unique locations under the players control that generate reinforcement points (as indicated in the Unique Locations section of these guidelines). The player should include any Leftover or unspent reinforcement points from last turn, as well as the total number of Reinforcement points he now has available.

    Reinforcement Points Allocation The breakdown of how many points the player wants to allocate to each of his battalions. These numbers, added together cannot exceed the # of Reinforcement points the player has to spend.

    Battalion Composition, Start What models, mounts, and equipment the battalion had at the start of the turn, before reinforcements were added.

    Models Added this Turn The Reinforcements for this battalion. The point total of these reinforcements must match the Reinforcement Points Allocated line item for this battalion.

    Battalion Orders Any Orders, as outlined in the Battalion Actions section of these guidelines. Note, using a hex system, a Battalion can move in the following directions (terrain allowing) North, Northwest, Southwest, South, Southeast, and Northeast. There is no East or West.

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    Casualties Taken this turn List any models lost from this battalion in combat this turn here. Note, you wont be able to do this until after the turn is over and any battles this battalion is involved in have been resolved.

    Battalion Composition End The models that remain in this battalion after removing casualties.

    On the next page is a sample blank form, and the page after, a form that is filled out. In addition, at the end of these guidelines you will find a full size Blank Form for use in your campaign. Print out lots of copies for your use!

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    Blank Battalion Record Form

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    Example Battalion Record Form

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    Optional Rules The following optional rules are provided to add further depth. They should be reviewed by the campaign organizer and a decision made as to whether or not to include them. The Campaign Organizer should then clearly communicate to the players which optional rules are in effect for the duration of the campaign to avoid confusion later on.

    Palantri There were originally seven Palantri in Middle-earth (there were evidently others in Aman, too). Three of these were definitely lost or destroyed: those of Annminas, Amon Sl and Osgilliath. The Stone of Elostirion in the Tower Hills was taken back to Aman on the Ring-bearers' White Ship. The Anor-stone and the Orthanc-stone both survived into the Fourth Age. The fate of the seventh, the Ithil-stone, is not completely certain. It was in Barad-dr during the War of the Ring, and was most likely destroyed in the downfall of Sauron. The substance used to make the Palantri, though, was exceptionally strong, and there remains a very slight chance that the Ithil-stone also survived into the Fourth Age. For the campaign, any player controlling one of the following locations has access to one of the known Palantri: Isengard, Barad Dur, or Minis Tirith. During the strategic turn, a player in control of a Palantri may attempt to use it for the following action:

    1. Determine the disposition of any Battalion on the board The Player makes a request to the campaign organizer to determine the type and total number (not specific unit numbers or the presence of named heroes) of the models in a battalion. The Campaign Organizer rolls a D6 and consult one of the following charts: Isengard, Mordor On a roll of 1 the attempt backfires, and the Campaign Organizer may

    misinform the player. Stretching or shrinking the truth about the force in question.

    2 3 Attempt Fails 4+ Attempt succeeds, and the Campaign Organizer informs the Player

    of the disposition of the troops in question. Minis Tirith On a roll of 1 -3 the attempt backfires and the Campaign Organizer

    may misinform the player. Stretching or shrinking the truth about the force in question.

    On a roll of 4-6 the attempt succeeds, and the campaign Organizer informs the Player of the disposition of the troops in question.

    Notes: 1. Only Saruman may make use of the Palantri in the Battle Sequence, as outlined

    in the Rule Book. No other model gains that advantage.

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    2. This optional rule works best if the Campaign Organizer is not playing, as he/she may have difficulty being unbiased using this rule.

    Siege Factories To add more realism to the game, the Campaign Organizer may want to introduce the concept of Siege Factories. These factories, normally built at Capitals, will allow the production of siege engines during the reinforcement phase. Without a siege factory, no Siege Engines can be purchased. Siege Factories allow Siege Engines to be purchased in the Reinforcements phase. The basic cost of a Siege Factory is below:

    Siege Factory: 6SP If this optional rule is not in effect, then Siege Engines (Catapults, Assault Ballista, Trebuchet, Bolt Throwers and Siege Bows) can be purchased at regular cost per the appropriate rulebook.

    River Crossings Certain locations along rivers will be crossable, either via bridge or ford. Common knowledge of Middle-Earth should be used to determine these locations if they are not clearly marked on your map. For river crossings over bridges or fords, no special rules need apply. These locations will likely make for valuable territories, and you can expect lots of battles to take place there! Normally there are no other means of crossing a river. However, optional rules are provided in case you want to add flexibility to your campaign. If a battalion wishes to cross a river at a location that does not include a bridge or ford, they may do the following action during the Strategic Move phase:

    Building Boats A battalion may make boats to cross the river. To do so it must not move that turn, and has to issue orders to Build Boats, just like it was fortifying. The next turn the battalion can move to the other side of the river. It may move across and attack a battalion on the other side (this is one way to attack Osgilliath from either shore).

    Mountain Crossings It should be obvious where passes exist across major mountain ranges in Middle-Earth. These passes (such as the High Pass in the Misty Mountains near Rivendell) can be moved through with normal Strategic Movement orders. However, there may be times when unusual Mountain Crossings may be attempted by a battalion. Note however, that mounted units or those including mounts may never attempt to cross mountains. For those occasions where an attempt is being made, the following alternate rules may be utilized:

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    Mountain Climbing A battalion may attempt to cross a mountain where no pass exists. The battalion must roll on the following chart to determine the outcome of such an attempt 1 A terrible accident occurs midway in the crossing attempt. A full 33% of the battalion is lost in a terrible accident (landslide, collapse, winter storm). The survivors are able to cross the mountains into the desired hex. The controlling player may determine which specific models are casualties. Point cost should be used, rounded up. 2 3 - Fail to act. The battalion makes no progress in their attempt to cross and cannot move. 4 5 Crossing the mountain takes longer than expected. A full 2 turns is used to move each hex of the crossing. 6 Success. The battalion crosses the mountain, moving at a pace of 1 hex per turn, with no mishaps.

    These rules do not apply to Goblins, Dwarves and Cave Trolls, as they can pass through any mountain Terrain as though it were normal terrain, finding secret ways and underground passages to take. Fell Beasts and Giant Eagles (as well as those mounted on these creatures) may also freely fly over the mountains.

    Secret Battalion Disposition In some campaigns, it may be decided to leverage the Campaign Organizer in a much stricter role. In these cases, the campaign organizer will act more like a referee, adjudicating rule disputes, overseeing each battle, and taking on more ownership and control of the campaign overall. In this case, you may want to introduce the concept of Secret Battalion Disposition. Using this rule, only the Campaign Organizer and the battalions player know what models the battalion is made up of. This rule works especially well with the Palantri rule, above. Allies may be free to discuss what their forces consist of, but it should always come as a surprise when enemy forces collide on the field of battle.

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