the battle for middle earth campaign rules
DESCRIPTION
A Campaign System for use with the Lord of the Rings SBG rules and figures.TRANSCRIPT
The Battle for Middle Earth Campaign
2
Foreword
The Lord of the Rings SBG is fantastic system, with players able to re-tell their favourite moments
from the Epic trilogy whether it be at Helms Deep fighting off hordes of Uruk Hai or on the plains of
Pelennor, deciding the fate of Middle Earth. But the system only details how individual battles are
fought. There are a number of scenarios in the sourcebooks and when linked create mini-campaigns
but these are often short and predictable. That is why I’ve written a simple campaign system that
gives players the chance to control multiple armies based on their miniature collection.
A campaign fought over by two or more opponents, directing multiple armies around Middle Earth.
Armies will move around the map, claiming areas of strategic value and fighting over various lands to
secure resources just as would happen in reality. The campaign system incorporates battle strategy
with financial and geographical factors, which will influence the course of the war. Players can
reinforce their preferred strongholds and push for dominance on key areas of the map as well as on
the battlefield.
The rules are inspired by the Might Empire rules and also the Middle Earth in Flames rules. A number
of key changes have been made and these are addressed in the Designer Notes. What is important is
for players to create forces as small or as large as their collections allow. There are special rules and
random events to keep players on their toes and battlefield modifiers that could make or break the
defence of a stronghold.
The Battle for Middle Earth is about to begin!
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 Games
Workshop 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.
3
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 Outposts 9
Resolving Battles 10
Battlefield Objectives 10
Selecting Forces 11
Reinforcements 11
Battle Aftermath 12
Special Rules 12
Faction Bonuses 12
Wild Creatures 13
Turn Sheet 14
4
Campaign Rules
Campaign Layout
The campaign system can be focused around a small region of Harad, the lands of Gondor or even
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 is suggested, so Mighty Empire
tiles are suitable alternative. There is also a map featured in White Dwarf 336 should players be
unable to produce their own. A campaign map is provided however players can create their own too!
The following website provides all you need for creating a region of Middle Earth to fight over.
http://www.hexographer.com/index.shtml
Campaign Story
The campaign story should be considered prior to commencing. The suggested period is the War of
the Ring at the end of Third Age however the campaign can be set around any time during Middle
Earth’s long history. Perhaps the involvement of the Rohirrim in the Battle of the Pelennor Fields
would have been different if their own conflicts had turned ill. The constant harassment of the Corsair
raiders in Southern Gondor may have prevented reinforcements reaching Minas Tirith. All these
events are linked and so players can have great fun in playing out their own scenario using whatever
characters they wish.
Campaign Objectives
The campaign objective can be chosen by the participants from the list below. Choose one that best
reflects the struggle both forces would likely fight over.
- After 20 Campaign Turns the player whose force controls the most Strategic Points is the winner.
- The campaign continues until one side manages to claim 75% of the hexes at which point they
are victorious.
- The campaign lasts until one player manages to accumulate more than 5000 Resource Points at
which point players gather all their strength and fight one last battle. The force with fewer points
may set up within a Strategic Point (Minas Tirith, Isengard etc) and so a Siege Battle will ensue.
The winner is the force which kills or routs all the opposing side. Count up all Resource Points
after including the remnants of the battle and value of Strategic Points. The winner is the side
which has the most Resource points.
- After 20 Campaign Turns the player whose faction controls the most Resource Points (including
Army and Strategic Points) is victorious.
- The campaign continues until one side is destroyed!
5
Strategic Points
Strategic Points are places of importance on the campaign map. They might signify an outpost on the
border of Harad or perhaps a great City. Such places generate wealth through trade, bounties and
other such means (see Gathering Resources) and give players the option to recruit new soldiers (see
Distributing Resources) much like Generals would use such assets as pawns in their grand game.
Strategic Points are permanent features. There should be approximately one Strategic Point for every
10 hexes, depending on the region and surrounding area within which the campaign is set. The key to
success is in increasing the resources at your disposal by winning battles, conquering territory and
holding on to these Strategic Points. Each player begins with 2 Strategic Points.
Armies
Each faction begins the game with two Armies, each made up of 300 points. Armies begin on their
Strategic Point hexes. Army Markers should be used to mark the locations of armies on the campaign
map.
Armies can be reinforced and created during the campaign (see Distributing Resources) at Strategic
Points. A single army can split or two or more can merge to create a larger force during the ‘Move
Armies’ phase. There are no minimum or maximum point restrictions for Armies. Players must make
it known if any of their armies are ‘all mounted’ – this is for movement purposes.
Each Army Marker has a points total that players should make a note of. Every time an Army fights
against another, players may choose a force equal to the army’s points total, from the appropriate
army lists in the Legions Of Middle Earth.
Stationed Garrison
Each of the main Strategic Points in Middle Earth will have a small occupying force permanently
based there. If a battle takes place consult the following table to determine any appropriate forces
which may be used in addition to an Army present on the hex. If there is no Army available then the
defending player may only use the Stationed Garrison present there. Note named heroes are not
available.
Strategic Point Examples Stationed Garrison
Fort/Outpost Cair Andros, Andrast, (see ‘Outposts’) 100 points
Mountain/Hills Iron Hills, Misty Mountains 100 points
Forest Mirkwood, Lothlorien 100 points
Minor Town/City Helms Deep, Isengard, The Black Gate, Osgiliath,
Linhir, Pelargir, Dol Guldur, Cirith Ungol
150 points
Fortified City Minas Tirith, Dol Amroth, Umbar, Edoras, Minas
Morgul, Barad Dur
250 points
6
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 Phase
ii) Gather Resources
iii) Move Armies
iv) Distribute Resources
All players take their Turn Actions before Resolving Battles. Once every player has taken their
actions and any table-top battles have been fought, a new Campaign Turn starts with another Initiative
Roll.
Event Phase
All players must roll a dice on the Event Chart below starting with the player who rolled highest in the
Initiative Roll. Consult the rules and pick an army/hex were appropriate. These events take effect
immediately and last until the end of the Campaign Turn.
D6 Effect
1 Heavy Storm Heavy winds and driving rain hamper the land. Pick an enemy hex.
Armies located there may not move this Campaign Turn.
2 Local Flooding Flash flooding has devastated the area destroying crops and buildings.
Choose an enemy Strategic Point. They may not Gather Resources at
this location this Campaign Turn.
3 Pathfinder All friendly armies receive +1 to their Scouting, Forced March and
Conquest Rolls this Campaign Turn.
4 Subsistence Shortfall Enemy forces begin to suffer as supplies run short. D12 x 5 resource
points are deducted from an enemy army of your choice. Note: this
effect can only be targeted against an army located outside of a
Strategic Point.
5 Raids Friendly forces have carried out successful raids against the enemy.
D12 x 10 resource points are added to your treasury.
6 Financial Turmoil War takes its toll on the local population, blighting the land and
leading to civil unrest. As a consequence all enemy resources
generated this Campaign Turn are halved.
7
Gather Resources
Certain spaces on the map are identified with red flags as being Strategic Points. When your faction
controls one of these points it has the potential to generate resources that you can later spend to create
or reinforce armies. Roll a dice for each Strategic Point you control and add D3 x 25 resource points
to your treasury. Note the effects of the Event Phase can affect the total resources collected.
Move Armies
Moving an army involves two things – first 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 army’s movement:
• If an army moves into a space 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 can then move any further that turn.
• If an army moves into a space occupied by an enemy army, it can move no further. The other army
cannot move either, even when it is its turn to move. The two become locked in combat and a battle is
fought at the end of the Campaign Turn to see which army will remain in that space.
• When two armies are locked in combat, no armies from any faction can pass through however they
may finish their movement on an adjacent hex. They may be used as reinforcements in the ensuing
battle.
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 hex. To do this,
first check what type of terrain you want your army to
cross – determined by the colour of the hex. Consult
the colour on the Scouting chart and roll a dice. If the
roll is passed the army has found safe passage into the
next space. If the roll is failed the army can move no
further this turn. If a hex has a river running through it
and there is no visible crossing then a roll of a 5+ is
necessary in order to proceed. If there is a crossing
point then treat it as a Flatland.
Scouting Chart
Terrain Type
D6 Roll
Flatland
Automatic
Forest/Marsh
3+
Mountain
4+
8
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 100% mounted 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 turn’s
movement there. 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 player’s army moves onto a Strategic Point
that already contains an enemy Territory Marker, that marker is removed and replaced by one
belonging to the new arrival. However, if the enemy has positioned an army in the hex to guard the
Strategic Point, a battle must be fought (as described below), 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 they follow the ‘Creating New Armies’
requirements. Note each force must have at least one Hero.
Distribute Resources
Once a player has moved his armies, he may distribute any resources he has in 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 an Outpost.
Reinforcing Armies
An army can be reinforced while it is at a Strategic Point. It however must not be engaged by an
enemy force. Points from your Treasury may be spent in multiples of 50, transferring the points total
directly into the army. These may then be used when the army fights subsequent battles. 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
3+
Third space 4+
Fourth space
5+
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Creating New Armies
A new army can be created at any Strategic Point under your control providing there is not an army
already occupying it. Resources are spent from your Treasury as above and transferred directly into
Army Points. A new army must be made up of a minimum of 150 points and must include at least one
Hero. As above players must disclose if the army is 100% mounted.
Building Outposts
A player may elect to build an Outpost using resources from his Treasury. The tile must have an army
present there and must not be engaged. An Outpost may not be built on a Marsh hex nor a Strategic
Point which already contains a major defensive feature for example Minas Tirith. Outposts are not
strategic points but do have Special Battlefield effects (see below). A Fort has a Stationed Garrison of
100 points. Resources are spent from your Treasury equal to the cost below; the Outpost Marker may
then be added to the Campaign map.
Watchtower: 100 points Fort: 400 points
Watchtowers are strategic structures, designed for
small groups of warriors to protect the
surrounding lands. On a clear day a sentry will be
able to see for miles around, always giving the
defending force the initiative.
The defenders have seen the approaching army
and prepared themselves. Once both sides have
deployed but before the first turn, the defending
player may fire D3 volleys. Each volley has a
total number of shots equal to the number of
bowmen and follows the normal rules for Volley
Fire, with the exception that the bowmen do not
need to be in base contact with one another.
Forces wanting to hold a region of importance
can construct small fortresses. Forces held up in a
fort will benefit from the high walls and
crenellations protecting defenders from enemy
missile fire. In addition they will have prepared
for the oncoming siege.
Once both sides have deployed but before the
first turn, the defending player may fire D3
bombardments (treat as a trebuchet/catapult).
Roll to hit, to scatter and to wound as normal.
From the second turn onwards, during the Shoot
Phase the defending player may fire 1
bombardment per turn. This rule continues until
the attacking force has breached the walls (either
one model on or behind the walls) in which case
it is assumed all men are called to the walls!
Destroying Outposts
If the army defending an Outpost is defeated, the Outpost falls into the hands of the opposing force.
They may then benefit from the effects of the Outpost in future Campaign Turns. Alternatively they
may choose to destroy the Outpost during the Distribute Resources phase. The Outpost Marker is
removed and ruins may be added to the hex. The special effects of the Outpost cease.
10
Resolving Battles
If an army moves into a space adjacent to enemy army they may declare they are attacking in which
case a table-top battle is fought. Any player can choose to attack an army in an adjacent hex to theirs
during their turn (even if they have moved four spaces), in which case they become the attacking
player. Note no scouting roll is necessary when attacking.
Battlefield Objectives
If a battle is declared the attacking player may roll on the Battlefield Objectives chart. This is the
objective to be fought over in the ensuing battle.
Battlefield Objectives Chart
Objective
D6
Details
Secure the Land
1
The game lasts until one side is reduced to 50% casualties in which
case that side rolls a D6. On a 1-2 the game ends. The side with the
most models within 6” of the defending players board edge wins.
Note for siege games all the land on or behind the walls is included
instead of the 6”.
Secure the Objectives
2
Place 3 objectives around the map (For siege games they must be on
or behind the walls). To secure an objective, one side must have
more models within 3” of it. The Game lasts until one side is
reduced to 50% casualties in which case that side rolls a D6. On a 1-
2 the game ends. The side with the most objectives secured wins.
Leaderless Attackers
3
The attacking force is held together by the strength of their leaders
and is hopeless without them. The game continues until all of the
Heroes on the attacking side are slain or routed. As normal both
sides take courage tests once casualties amount to 50% or more of
their starting force.
Leaderless Defenders
4
The defending force has prospered under the leadership of its
experienced commanders. The game continues until all of the
Heroes on the defending side are slain or routed. As normal both
sides take courage tests once casualties amount to 50% or more of
their starting force.
War of Attrition
5
The game lasts until one side is reduced to below 75% casualties in
which case that side rolls a D6. On a 1-2 the game ends. It is
assumed the remnants flee for their lives (treat as routed).
No Quarter
6
Both forces value the surrounding land dearly and will sacrifice
many lives in order to hold it. The game lasts until one side is
completely destroyed or routed.
11
Selecting Forces
Both forces are chosen to their respective points totals. If a Hero has already fought a battle then he is
assumed to remain with the army unless otherwise stated (see Splitting Armies). If there are multiple
Heroes the same applies. The rest of the forces can then be chosen. Note they do not have to be the
same Warriors that were present in previous battles.
Reinforcements
If an allied army is located next to to the hex where the battle is to take place, they may arrive as
reinforcements 2D6 turns into the game. Reinforcements move onto the board as one unit from a
direction that corresponds to the movements on the campaign map.
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 turns to
place terrain pieces around the map. The following table lists some suggestions.
Determining Losses
Any models that are killed during a battle are removed from play. However put aside any routed
models and roll a dice for each at the end of the game. On a 3+ they return to the army after the battle
is over. A player may spend 25 resource points from their Treasury to modify this roll by +1 (much
like a point of Might).
Add up all the points of the remaining force for each Army (including the routed who returned). The
victorious army does not suffer any further losses however the conquered side must take a further
20% deduction from the remaining points total. This represents those too injured and weak to go on,
likely to have perished or been too slow to keep up as the defeated force flees the land.
For example, two 600 point forces are reduced to 300 points (victor) and 150 points (loser). The
losing force then gains back 50 points worth of routed models on the score of a 3+ taking their total to
200 points. 10% is then deducted for the percentage of those too weak to flee leaving the force with
180 points.
Terrain Details
Clear Can use more than 3 low-lying hills, bushes, trees etc
Forest/ Swamps Can use 3 or more tree/ swamp terrain features
Mountain Can use an elevated terrain feature
River Can use a portion of a river with at least 2 crossing points
12
Battle Aftermath
The army that wins remains in the contested space. In addition they are assumed to scavenge
weapons, armour and other battlefield trophies. Add D6 x 10 points to the victors Treasury.
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 Under Siege, instead ending their
movement next to the Strategic Point.
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 (although this is
unlikely to ever happen).
Defeated Armies are unable to move in the next Campaign Turn but can participate in any battles if
attacked. Additionally they may be involved as reinforcements if they are adjacent to an army or
Strategic Point that is attacked.
Once all the battles have been fought, a new Campaign Turn can begin again.
Special Rules
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 25 resource points each turn
Mordor receives D6 x 25 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 100% mounted
special rule)
13
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 recent years with many tales of armies disappearing in
the dead of night. But reports have suggested evil creatures have attacked during conflicts, picking off
the injured in a desperate attempt to feed. If an army has declared they are attacking an opposing force
in an adjacent hex, a special event may occur, roll on the chart below.
- If the game is played as a Siege, then any Wild Creatures must set up outside the walls.
- During the battle the creatures are controlled by the player with Priority.
- Wild Creatures do not pick sides so will charge a model if it is in range.
- They will also move towards the nearest model at full movement if there is no one in range.
- Should there be multiple targets in range, then the player with Priority may decide which models
they will engage.
- Wild Creatures are not skilled warriors and so won’t back away if they lose a fight. Instead treat
them as trapped when rolling to Wound (this is not accumulative with the trapped rule).
- All Wild Creatures have the Survival Instinct special rule
- The Wild Creatures are not considered to be part of a force; therefore they never count as Broken.
- If the game objectives are achieved, the game ends immediately. The Wild Creatures are assumed
to 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 more sinister, the animals of this wood are
drawn to the sound of battle. Select up to 100 points of Spiders, Wargs and/or
Bat Swarms. They will arrive D12 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 3” to any other models.
6
The din of battle has awoken a group of Hill Trolls. Use 3 Cave Trolls. They
will arrive D6 turns into the battle from one board edge (chosen by the player
with Priority) no closer than 3” to any other models.
14
Turn Sheet
Initiative Roll: ____________________________ Event Phase: _________________________
Resources Gathered: _______________________ Treasury Total: _______________________
No. of Strategic Points: Armies:
Move Armies: _____________________________________________________________________
__________________________________________________________________________________
Distribute Resources: ________________________________________________________________
__________________________________________________________________________________
Watchtowers: Forts:
Resolving Battles
Objectives Roll: Force Total: ____________ Heroes: ______________________
Reinforcements: ________ Losses: ______________________
Objectives Roll: Force Total: ____________ Heroes: ______________________
Reinforcements: ________ Losses: ______________________
Objectives Roll: Force Total: ____________ Heroes: ______________________
Reinforcements: ________ Losses: ______________________
Objectives Roll: Force Total: ____________ Heroes: ______________________
Reinforcements: ________ Losses: ______________________
Faction Bonuses: _________________________ Wild Creatures: _______________________
15
The entire map can be used for a campaign. If you want to play a smaller campaign use a portion of
the map. Alternatively, use the Mighty Empires tiles. This map can serve as a reference should you
get stuck. Also note the Strategic Points.
Flatlands
Forest /
Marshlands
Mountain
River
Crossing
Strategic
Point