the battle for middle earth campaign rules (v2)

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    Foreword

    The Lord of the Rings Strategy Battle Game is

    enables players to re-tell their favourite

    moments from the Epic trilogy in miniature

    form, whether it is upon the walls of Helms

    Deep or upon the plains of the Pelennor. The

    sourcebooks provide a number of scenarios

    that when linked create short mini-campaigns.

    However it is missing a simple campaign

    system that gives players the control of

    multiple armies based on their miniatures

    collection. To fill the void I present this

    Campaign System. The rules are in plain form

    so are perfect for beginners and experiencedplayers alike. Whether you want to keep

    faithful to Tolkiens lore or instead focus on

    what if scenariosthis system can be used in

    whatever way you prefer. The Battle for

    Middle Earth is about to begin!

    Design Notes

    The rules are inspired by the Mighty Empire

    rules system and also the Middle Earth in

    Flames publication. My aim was to create a

    simple campaign system to be fought over by

    two or more opponents, directing multiple

    armies around a map of Middle Earth. As a

    result this set of rules will add greater meaning

    to your LOTR SBG experience; every battle

    won or lost has meaning, even perhaps the fate

    of an inspired warrior could tip the balance

    between good and evil!

    The rules place value in claiming areas of

    strategic value around the map and fighting forvarious lands to secure resources for their side

    whilst weakening the enemy. Players can

    reinforce their preferred strongholds and push

    for dominance on key areas of the map pitting

    multiple forces against one another. Included

    are special rules and random events to keep

    players on their toes and battlefield modifiers.

    Most importantly players can tailor the

    campaign towards their miniature collections

    and write a new history for Middle Earth.

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    Contents page

    Campaign Rules 4

    Campaign Layout 4

    Campaign Story 4

    Campaign Objectives 4

    Strategic Points 5

    Armies 5

    Stationed Garrison 5

    Campaign Turn 6

    Initiative Roll 6

    Turn Actions 6

    Event Phase 6

    Gather Resources 7

    Move Armies 7

    Scouting Roll 7

    Forced March 8

    Capturing a Strategic Point 8

    Splitting Armies 8

    Distribute Resources 8

    Reinforcing Armies 8

    Creating New Armies 9

    Building Outposts 9

    Destroying Strategic Points / Outposts 9

    Resolving Battles 10

    Selecting Forces 10

    Reinforcements 10

    Battlefield Setup 10

    Battlefield Objectives 11

    Determining Losses 11

    Battle Aftermath 12

    Defeated Armies 12

    Death of Named Heroes 12

    Special Rules 12

    Faction Bonuses 12

    Wild Creatures 13

    Turn Sheet 14

    Map 15

    This document is completely unofficial and in no way endorsed by Games Workshop Limited. Lord of the Rings

    Warhammer, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,

    locations, illustrations and images from the Lord of the Rings world are either , TM and/or Copyright GamesWorkshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission.

    No challenge to their status intended. All Rights Reserved to their respective owners.

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    Campaign Rules

    Campaign Layout

    Your campaign system can be focused around

    a small region of Harad, the realm of Gondor

    or even the whole of Middle Earth itself!

    Players may choose what they will be fighting

    over based on their miniature collections,

    terrain available and time constraints. A hex-

    based map built using the Mighty Empire tiles

    is the ideal choice for this system and I highly

    recommend them. There is also a map featured

    in White Dwarf 336 should players prefer. A

    campaign map is also provided at the end of

    this booklet. Failing this there is always the

    good old fashioned pen and paper route.

    Armies should be represented as well; painted

    markers, pennants/banners, single Strategy

    Battle Game miniatures or using collections of

    10mm miniaturesits up to you.

    Campaign StoryThe campaign story is important and should be

    given some thought. The suggested period is

    the War of the Ring at the end of Third Age

    given the hive of documented activity however

    you can choose any setting during any period

    of Middle Earths long history. All events have

    consequences and are linked in some way so

    players can pick and choose what and when

    and where they would like to fight over.Perhaps the involvement of the Rohirrim in the

    Battle of the Pelennor Fields would have been

    different if their own conflicts had turned ill.

    Campaign Objectives

    The campaign objective should be decided

    next and can be chosen by the participants

    from the list below. Choose one that best

    reflects the struggle both forces would likely

    fight over. Alternatively create your own.

    Make sure all players understand the endgame

    before beginning the campaign.

    After 20 Campaign Turns the side whocontrols the most Strategic Pointsis the

    winner.

    The campaign continues until one sideholds _______of the Strategic Pointsat

    which point they are victorious.

    The campaign lasts until one playermanages to accumulate ____________

    Resource Points at which point players

    gather all their strength and fight one last

    battle. The force with fewer points mayset up within a Strategic Point and so a

    Siege Battle will ensue. Victory goes to

    the side that kills or routs all the

    opposing force.

    After 20 Campaign Turns the playerwhose faction controls the most

    Resource Points(including value of

    Army and Strategic Points) is victorious.

    Note for this purpose Strategic Points

    count as 200 resource points each.

    The campaign continues until one sideis destroyed!

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    Strategic Points

    Strategic Points are places of great importance

    on the campaign map. They may be an outpost

    on the border of Harad or perhaps a great city

    of Gondor. Such places generate wealth

    through trade, bounties and other means (see

    Gathering Resources) and provide

    commanders with the means to recruit new

    soldiers (see Distributing Resources).

    Strategic Points begin as permanent features.

    There should be approximately one Strategic

    Point for every eight hexes, depending on the

    region and surrounding area within which the

    campaign is set. The key to success is inincreasing the resources at your disposal by

    winning battles, conquering territory and

    holding on to these Strategic Points.

    Each player begins with 2 Strategic Points

    (can be more if both players agree).

    Armies

    Each faction begins the game with two

    Armies, each made up of 600 points.

    Armies begin on or next to their Strategic

    Point tiles.

    Armies can be created and/or reinforced at

    Strategic Points (see Distributing Resources).

    A single army can split or two or more can

    merge to create a larger force during theMove Armies phase.

    An Army must be made up of at least 200

    points to be an effective fighting force - there

    is no limit to how large an army may be. If an

    army is reduced to below 200 points it cannot

    engage enemy forces and if attacked will

    always retreat one tile.

    If an army is reduced to below 100 points it is

    destroyed.

    Players must make it known if any of their

    armies are all mounted this is for

    movement purposes (see Forced March).

    Players should make note of each of their

    Armies and the total points within each,including names heroes.

    Every time an Army is engaged, players may

    select a force from the Armys points total.

    Stationed Garrison

    Each of the main Strategic Points in Middle

    Earth will have a small occupying forcepermanently based there to defend the local

    population, although their numbers will

    fluctuate from time to time as reserves are

    bolstered in times of prosperity and fall in

    times of strife.

    If a battle takes place at a Strategic Point

    consult the following table to determine the

    size of the Stationed Garrison.

    The Stationed Garrison may be used in

    addition to an Army present on the tile. If

    there is no Army present then the defendingplayer can only use the Stationed Garrison.

    Stationed Garrisons may not be used as

    reinforcements for battles adjacent to a

    Strategic Point tile; they are permanently

    stationed at their garrison.

    Ignore casualties suffered by Stationed

    Garrisons, they are assumed to be replaced.

    Note named heroes cannot be chosen fromStationed Garrisons.

    D6 Stationed Garrison1 100 points

    2 120 points

    3 140 points

    4 160 points

    5 180 points

    6 200 points

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    Campaign Turn

    Initiative Roll

    At the start of every Campaign Turn each

    player rolls a dice. Compare results to

    determine the order in which players will take

    their Turn Actions (much like a Priority Roll).

    The player that rolls highest goes first. Any

    ties are re-rolled.

    Turn Actions

    Once Initiative has been determined, players

    get to take their Turn Actions in the following

    order:

    i) Event Phaseii) Gather Resourcesiii) Move Armiesiv) Distribute Resources

    All players take their Turn Actions beforeResolving Battles. Once every player has

    taken their actions and any table-top battles

    have been fought, a new Campaign Turn

    begins with another Initiative Roll.

    Event Phase

    All players must roll a dice on the Event Chart

    below starting with the player who rolledhighest in the Initiative Roll. Apply the effects

    immediately.

    These events take effect immediately and last

    until the end of the Campaign Turn.

    D6 Event Effect1 Heavy Storm Driving rain and gale-force winds hinder all in their travels across this

    land. Pick a tile with an enemy army located there. They may notMove Armies or Attack during this Campaign Turn. Any armiesmoving into the tile will be unable to move further that turn.

    2 Local Flooding Flash flooding has devastated the area destroying crops and buildings.Choose an enemy Strategic Point. They may not Gather or DistributeResources at this location during the Campaign Turn.

    3 Pathfinder Scouts are hired to assist friendly forces through difficult terrain. All

    friendly armies receive +1 to their Scouting and Forced March rollsduring this Campaign Turn.

    4 Subsistence Shortfall Enemy forces begin to suffer as supplies run short. D6 x 20 resourcepoints are deducted from an enemy army of your choice. Note: this

    effect can apply to an enemy army located anywhere on the map.

    5 Raids Friendly forces have carried out successful raids against enemysettlements. D12 x 20 resource points are added to your treasury.

    6 Financial Turmoil War takes its toll on the enemy, blighting the land leading to famine

    and unrest amongst the population. As a consequence all enemy

    resources generated from Strategic Points this Campaign Turn arehalved.

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    Gather Resources

    Certain tiles on the map are identified as being

    Strategic Points. When your faction controls

    one of these points it has the potential to

    generate resources that you can later spend tocreate or reinforce armies.

    Roll a dice for each Strategic Point you

    control and add D3 x 100 resource points to

    your treasury.

    If one or more enemy armies are located on a

    tile adjacent to your Strategic Point, resources

    collected from there are halved.

    Note the effects of the Event Phase can affectthe total resources collected.

    Move Armies

    Moving an army involves two thingsfirst a

    Scouting roll, then a Forced March roll. If an

    army fails either of these rolls, it stays where it

    is and can move no further that Campaign

    Turn.

    There are a few other things that can restrict an

    armys movement:

    If an army moves into a tile occupied by a

    friendly army, they may continue their move

    as normal. Alternatively if the controlling

    player wishes it can merge the two armies

    (even after moving four spaces). Neither army

    will then be able to move any further that turn.

    If an army moves into a tile adjacent to one

    occupied by an enemy army, it can continue its

    move away. If it remains, it becomes engaged.

    When engaged the opposing army will not be

    able to move for the remainder of the turn.

    When two opposing armies are located in

    neighbouring tiles, no armies from any faction

    can pass through however they may finish

    their movement on an adjacent tile. They may

    then be used as reinforcements if a battleensues.

    Scouting Roll

    To represent the problems of moving armies

    over difficult terrain, an army needs to pass a

    Scouting roll before it can move into an

    adjacent tile.

    To do this, first check what type of terrain you

    want your army to cross. Consult the type of

    terrain on the Scouting chart and roll a dice.

    If the roll is passed the army has found safe

    passage and may move into the new tile. If the

    roll is failed the army can move no further this

    turn.

    If a tile has a river running through it and there

    is no visible crossing, a roll of 5+ is required

    in order to proceed.

    Failing the roll, the army can proceed to cross

    in the next turn without the need for a

    Scouting Roll. Treat the river as Flatland (it

    is assumed they build/scavenge rafts).

    If there is a crossing point on a river tile

    clearly shown then always treatit as Flatland

    for the purposes of crossing.

    Scouting Chart

    Terrain Type D6 Roll

    Flatland Automatic

    Forest/Marsh 3+

    Mountain 4+

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    Forced March

    To represent the exhausting effects

    manoeuvring an army can have, you will need

    to make a Forced March roll for each space

    moved.

    The Forced March chart tells you the number

    you need in order to successfully move into

    the next hex. As indicated on the chart, you

    must make a roll for each successive space

    you wish to move to.

    If a Forced March roll is failed the army

    remains where it is and can advance no further

    that Campaign Turn.

    An army cannot move more than four spaces

    in a single Campaign Turn.

    If the army is made up of allmounted

    (100%) units then add +1 to all Forced March

    rolls.

    Capturing a Strategic Point

    In order to capture a Strategic Point, an Army

    has to move into the hex and end the current

    turns movementthere. The player then places

    one of his Territory Markers to show that he

    retains control of the hex even if his army

    moves away in a later turn.

    If a players armymoves into a space next to a

    Strategic Point that already contains an enemy

    army a battle may be fought (see Resolving

    Battles) and control goes to the victor.

    Splitting Armies

    At the start of the Move Armies phase, a larger

    force may be split into two groups. Unlike

    with merging armies, splitting armies does not

    halt movement that turn.

    A player may choose to split his armies into no

    more than two separate forces providing each

    army totals at least 200 points and containswithin it at least one Hero.

    Distribute Resources

    Once a player has moved his armies, he may

    distribute resources from his Treasury.

    The points may be used to reinforce or create

    new armies or simply be kept safe for a

    subsequent Campaign Turn. They may also be

    used to build Outposts.

    Note: A Strategic Point engaged by an enemy

    Army cannot distribute any resources on

    creating or reinforcing an army during the

    Campaign Turn.

    Reinforcing Armies

    An army can be reinforced anywhere on the

    map providing it is not engaged by an enemy

    force. Multiple armies can be reinforced in the

    same turn.

    You may distribute up to 200 points from

    your Treasury to reinforce an Army.

    Note a player must advise whether the army is

    100% mounted otherwise it will be treated as

    normal.

    Forced March Chart

    Army Movement D6 Roll

    First space Automatic

    Second space 2+

    Third space 3+

    Fourth space 4+

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    Creating New Armies

    An army can be created only while it is at a

    Strategic Point and providing it is not engaged

    by an enemy force. Multiple armies can be

    created in the same turn.

    You may distribute up to 600 points from

    your Treasury to create a new army.

    Note a player must advise whether the army is

    100% mounted otherwise it will be treated as

    normal.

    Building Outposts

    A player may elect to build an Outpost using

    resources from his Treasury. The tile must

    have a friendly army present there and there

    must not be an enemy army in an adjacent

    space.

    An Outpost cannot be built on a Marsh hex nor

    a Strategic Point.

    Outposts are not strategic points but do have

    special Battlefield Effects (see below). These

    effects always apply whenever there is a battle

    within that hex.

    Place a marker on the Campaign Map to

    signify its location.

    Destroying Strategic Points / Outposts

    If the army defending a Strategic Point orOutpost is defeated, it falls into the hands of

    the enemy. They may then benefit from the

    effects of the Outpost in future Campaign

    Turns.

    Alternatively they may choose to destroy the

    settlement during the Distribute Resources

    phase.

    Once destroyed a Strategic Point cannot be

    rebuilt, the tile reverts to being a plain hexwith no effects. Outposts can be rebuilt.

    Building an Outpost

    Watchtower:150 points

    Watchtowers are tall structures, designed forsmall groups of warriors to keep watch overthe surrounding lands. On a clear day a sentry

    will be able to see for miles around, alwaysgiving the defending force the initiative.

    Battlefield EffectsThe defenders have seen the approaching army

    and prepared themselves. Once both sideshave deployed but before the first turn, thedefending player may fire one volley. Thevolley has a total number of shots equal to thenumber of bowmen in the defending army.

    Follow the normal rules for Volley Fire, withthe exception that the bowmen do not need to

    be in base contact with one another.

    Fort: 400 points

    Forces wanting to hold a region of importanceconstruct small fortresses. If held up in a fort

    they will benefit from the high walls andbattlements protecting defenders from enemymissile fire and assaults. In addition they willhave prepared for the oncoming siege.

    Battlefield Effects

    The defenders have seen the approaching armyand prepared themselves within the fort. Onceboth sides have deployed but before the firstturn, the defending player may fire D3 volleys.Each volley has a total number of shots equalto the number of bowmen in the defendingarmy. Follow the normal rules for Volley Fire,with the exception that the bowmen do notneed to be in base contact with one another.

    A Fort will always have a Stationed Garrison

    of 100 points.

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    Resolving Battles

    If an army becomes engaged (that is two

    opposing forces find themselves in adjacent

    tiles), a battle may take place.

    The player with Initiative can choose to attack

    an opposing force in an adjacent tile to theirs

    (even if they have moved four spaces), in

    which case they become the attacking player.

    If no attack comes, then the opposing army

    may choose to attack during their turn.

    Should one force attack, the other can always

    choose to retreat in which case it moves one

    space away from the attacking army. It may

    not retreat a second time that Campaign Turn

    however should another force declare an

    attack.

    If multiple armies declare attacks resolve them

    separately.

    Should players choose to resolve battles, they

    are all to be fought in the defending armys tile

    and control of the tile goes to the victor.

    Table-top battles are fought following the rules

    below. Once all the battles have been fought, a

    new Campaign Turn begins.

    Selecting Forces

    Both forces are chosen to their respective

    points totals.

    Names Heroes once chosen must remain with

    the army unless it splits (see Splitting

    Armies) or the Hero dies. If there are multiple

    Named Heroes the same applies.

    The rest of the forces can then be chosen.

    If a force falls below the number of points

    required to field the Named Hero, it is

    assumed they are no longer part of the army.

    Reinforcements

    If an allied army is located next to the hex

    where the battle is to take place and there is no

    river crossing between them they may arrive

    as reinforcements D3 + 3 turns into the game.

    If a river divides the two allied forces they will

    arrive D6 + 6 turns into the game.

    Reinforcements move onto the board as one

    unit from a direction that corresponds to the

    movements on the campaign map.

    Once the battle is over, the reinforcements are

    assumed to merge with the initial force into

    one army (see Merging Armies)

    Battlefield Setup

    The Battlefield Setup should be loosely based

    upon the area represented on the Campaign

    Map where the two sides meet.

    The type and amount of terrain is up to players

    to agree on. Take it in turn to place terrain

    pieces around the map.

    Battlefield Objectives

    The attacking player may roll on the

    Battlefield Objectives chart. This is the

    objective to be fought over in the ensuing

    battle.

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    Determining Losses

    Any models that are killed during a battle are

    removed permanently. However put aside any

    routed models and roll a D6 after the game.

    Note: you may select which of the routed

    returns (including heroes).

    Total all of your models who survived and any

    of the routed that returned.

    D6 Fate of the routed

    1 All that routed during the battle remainpermanently lost, no recoveries are

    made.

    2-3 1 in 3 routed return to the army. Theremainder are permanently lost. Roundfractions up.

    4-5 2 in 3 routed return to the army. Theremainder are permanently lost. Roundfractions up.

    6 All of the routed return to the army.

    Battlefield Objectives

    Objective D6 Details

    Drive them out! 1

    The game lasts until one side is reduced to 50% casualties in which

    case the player with Priority rolls a D6. On a 1-2 the game endsotherwise the game continues. If a 1-2 is rolled, the side with themost models within 6 of the defending players board edge wins.Note for siege games all the land on or behind the walls is includedinstead of the 6.

    Secure the Objectives 2

    Place 3 objectives around the map (For siege games they must be onor behind the walls). To secure an objective, one side must have

    more models within 3 of it.The Game lasts until one side isreduced to 50% casualties in which case the player with Priorityrolls a D6. On a 1-2 the game ends. The side with the mostobjectives secured wins.

    Leaderless Attackers 3

    The attacking force is held together by the strength of their leadersand is hopeless without them. The game continues until all of theHeroes on the attacking side are slain or routed. As normal bothsides take courage tests once casualties amount to 50% or more oftheir starting force.

    Leaderless Defenders 4

    The defending force has prospered under the leadership of itsexperienced commanders. The game continues until all of the

    Heroes on the defending side are slain or routed. As normal bothsides take courage tests once casualties amount to 50% or more oftheir starting force.

    War of Attrition 5The game lasts until one side is reduced to below 75% casualties inwhich case the remnants flee for their lives (treat as routed). If both

    armies fall below 75% in the same turn treat both forces as defeatedhowever the defending army remains within the tile.

    No Quarter 6Both forces value the surrounding land dearly and will sacrificemany lives in order to hold it. The game lasts until one side iscompletely destroyed or routed.

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    Battle Aftermath

    The victorious army remains in the contested

    space. In addition they are assumed to

    scavenge weapons, armour and other

    battlefield trophies. Add D6 x 50 points to thevictors Treasury.

    The defeated army takes a D6 x 10 points

    deduction from the remaining points total to

    represent those too injured and weak to go on,

    those that have fallen, claimed by their battle

    wounds and those too slow to keep up.

    Defeated Armies

    If an Army loses a battle, it immediately

    retreats 2 spaces towards its closest Strategic

    Point, ending its movement if it reaches it.

    They may not enter the hex if it is engaged,

    instead ending their movement next to the

    Strategic Point.

    They may not do anything further that turn, as

    the soldiers are too busy treating the injured.

    Defending Armies fighting in a Mountain hex

    cannot retreat and are destroyed if they lose a

    battle. This also applies to armies which are

    trapped on all sides on the campaign map.

    Defeated Armies must deduct 1 from all their

    Forced March rolls in the next Campaign

    Turn. In addition they may not engage

    opposing forces but can participate in any

    battles if attacked. Additionally they may beinvolved as reinforcements as normal if they

    are adjacent to an army or Strategic Point that

    is attacked.

    Death of Named Heroes

    If Named Heroes are killed in battle they are

    removed from the army as normal. They are

    not permanently lost however! You may

    choose to send a search party after them.

    At any point in a Campaign Turn you may

    distribute 50 resource points from your

    Treasury to seek out the hero. Roll a D6. On a

    4+ the search is a success, the Named Hero is

    taken to a nearby Strategic Point.

    You may choose to add the Named Hero to an

    existing army located at a Strategic Point or

    create a new army entirely by deducting the

    appropriate resources from your Treasury. All

    players should be made aware of these events.

    Special Rules

    These optional rules are examples of what you

    can include in your campaign. Why not create

    your own too!

    Faction Bonuses

    You may want to give each faction some kind

    of bonus to represent the character and

    background of the armies in play. As players

    may choose to use multiple factions, the

    special rules can be used in any arrangement.

    Here are a few suggestions:

    Dwarven Armies may add +1 to the Gathering

    Resource roll for one of their Strategic Points.

    The Armies of the Forgotten Kingdoms may

    re-roll their Initiative Roll.

    Elven Armies add +1 to all their Scouting

    Rolls.

    Gondor may re-roll on the Event Chart.

    Isengard receives an additional 100 resource

    points each turn.

    Mordor receives D6 x 100 resource points to

    their treasury for one of their Strategic Points.

    The Rohirrim add +1 to all their Forced March

    rolls (this is accumulative with the all

    mountedrule).

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    Wild Creatures

    You may wish to add the Wild Creatures

    special rule to your campaign, it works as

    follows.

    Middle Earth has become a dangerous place

    in r ecent years. Reports of savage attacks are

    common place now, tales of whole warbands

    disappearing in the dead of night. Wil d

    animals dri ven by hunger or something more

    sinister have emboldened these creatures to

    become more cunning than ever, preying

    nearer now to the outlying settlements. There

    are even stories of beasts hunt ing dur ing the

    course of battle, prowl ing the edges of the

    battlefi eld for their next meal.

    If an army has declared they are attacking an

    opposing force, a special event may occur, roll

    on the chart opposite.

    If the game is played as a Siege, then any Wild

    Creatures must set up outside the walls.

    During the battle the Wild Creatures arecontrolled by the player with Priority.

    Wild Creatures do not pick sides so will

    charge a model if they are in range. If there is

    no one in range they will always move towards

    the nearest model at full movement. Should

    there be multiple targets in range, then the

    player with Priority may decide which models

    they will engage.

    Wild Creatures wont back away if they lose afight. Treat them as trapped when rolling to

    Wound.

    All Wild Creatures have the Survival Instinct

    special rule

    The Wild Creatures are not considered to be

    part of a force; they are part of the wild!

    Therefore they never count as Broken.

    If the Wild Creatures are all destroyed the

    battle continues as normal.

    If the game objectives are achieved, the game

    ends immediately. The Wild Creatures run off

    into the wilderness.

    D6

    Roll

    Special Event

    1-4 The creatures of this region have all but

    fled from the land. No effect.

    5

    Whether it is hunger or something moresinister, the animals of this wood are

    drawn to the sound of battle. Select up to

    150 points of Spiders, Wargs and/or Bat

    Swarms. They will arrive D6 turns into

    the battle from multiple directions. Take

    it in turns to place newly arrived

    creatures along any of the board edges

    no closer than 6 to any other models.

    6

    The din of battle has awoken a group of

    Hill Trolls (use 3 Cave Trolls). Theywill arrive D6 turns into the battle from

    one board edge (chosen by the player

    with Priority) no closer than 6 to any

    other models.

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    Turn Sheet

    Starti ng Treasury: GOOD __________________ EVIL ________________

    I niti ative Roll: GOOD / EVIL Event Phase: GOOD / EVIL

    Effects: GOOD ___________________________ EVIL _______________________________

    Gather Resour ces:

    Strategic Point / Outpost Good / Evi l D3 roll Resources Notes

    Treasury Balance: GOOD ___________________ EVIL_________________

    Armies:

    Army name/ marker Good / Evil Total Notes

    Move Armies: ______________________________________________________________________

    __________________________________________________________________________________

    Di str ibute Resources: _______________________________________________________________

    __________________________________________________________________________________

    Treasury Remaining: GOOD ___________________ EVIL __________________

    Resolve Batt les

    Objective Forces Victor Remain ing Forces

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    Campaign Map

    This is an example campaign map covering the lands around Anorien and Lebennin. If you want to

    play a smaller campaign you could use a portion of the map. This could serve as a reference if you are

    building a map from the Mighty Empire tiles. Alternatively you could play over a much smaller area

    but increase the number of hexes within it.

    Flatlands Forest /

    Marshlands

    Mountain River

    Crossing

    Strategic

    Point