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Version 1.5

War of the Ring

Sources

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SPECIAL RULES

Optional Rules

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Shieldwall

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Mandatory Charges

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Horde

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Warband

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UNIT TYPES

Bat Swarms

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Mûmakil

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Trolls

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Wargs

2

Wolfriders

3

Uruk-hai

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SPECIAL TERRAIN FEATURES

Trenches

3

Fire Trenches

3

Cavalry stakes

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OPTIONAL MULTI-PLAYER/ALLIES RULES Allied List

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Break Point

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Overall General

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Sub-generals

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Ordering Allies

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Fallen Generals

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CHARACTERS Characters not Included in the Lists

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Essential

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MAGIC

Galadriel

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Gandalf

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Saruman

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Sauron

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Witch-king of Angmar, & Khamûl

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The Mouth of Sauron

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Balrog

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ARMY LISTS

Celeborn

9

Corsair of Umbar

10

Dain II

11

Dale

12

Dunland

14

Easterlings

15

Fangorn

16

Gondor

17

Harad

19

Rangers of the North

20

Rohan

22

Saruman

24

Sauron

26

The Shire

30

Thranduil

31

Woodmen

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War of the Ring v1.5

War of the Ring

The following rules and lists are intended to represent Middle-earth at the time of the War of the Ring. They are intended to be used with Games Workshop Warmaster rules, including changes in listed in the first Warmaster annual All rules and army lists are still in ‘working’ form, and are far from complete, so any input is welcome.

SOURCES

My information has been gathered from Games Workshop Warmaster standard rules and army lists where possible, J.R.R. Tolkien’s The Lord of the Rings, Tolkien’s Unfinished Tales, SPI’s War of the Ring, David Brown’s DB(F) Middle-earth army lists, MERPS rule book, The Encyclopedia of Arda, the members of the Middle-earth Warmaster and GW Warmaster Groups, Stephen Hess’s Ancientmaster rules, and friends.

SPECIAL RULES

Where possible all existing Warmaster rules have been used, but in some cases it is necessary to alter rules to attain a Middle-earth flavor. Hopefully these changes have been kept to enough of a minimum as not to ruffle too many feathers. Many of the following rules modifications and additions are just ideas as of right now that still need to be thoroughly play tested before being finalized. Any suggestions, or additional ideas are welcome, and encouraged. The below rules are for playing Middle-earth battles during the time of the War of the Ring.

OPTIONAL RULES

The following are alternative rules other than those used in the Warmaster rules. They list either abilities that can be applied to existing units, or conditions that are applies during the course of a battle.

Shieldwall Certain infantry in the open can form into a shield wall if the need arises. Infantry must pass a successful command roll to form into a shieldwall (with Command modifiers applied for orders already issued in the current turn). All attacks to the front edge of a shieldwall have a -1 to Hit penalty (5+). If a unit in a shieldwall moves, all bonuses are lost, and the unit must again pass a Command roll to form the shieldwall.

Mandatory Charges When a unit is forced to charge on initiative, it will be moved into contact before any units that voluntarily use initiative to charge, or evade. When more than one unit is forced to charge, it is up to the controlling player to determine the order of the charges.

Horde (Really optional, as there is no precedence for them in Warmaster)

A Horde represents the untrained and ill disciplined masses in combat, lesser Goblin Hordes of Orc armies, and

Slaves of the Haradrim. A unit that is classified as a Horde has a unit of four stands, with no specific formation or facing. Horde units are arranged in a block formation with as many stands deep as wide if possible, the unit will

always maintain this formation when possible. Even though Horde units are considered to be in an Irregular formation, a Horde suffers no movement penalties as it assumed the drivers, or orc overseers are whipping the mass into combat. Hordes may be brigaded with other units, but if the brigade consists of only Hordes the maximum brigade size is increased to six units. Units charging a Horde never gain a flank bonus, but instead the charging unit may wrap on the initial round of

combat as if they were in pursuit. The charging unit places the closest stand in contact with the Horde as normal, the additional stands are placed into contact regardless of side as long as all stands remain in touch, and have movement

to do so. Horde units armed with ranged weapons have a range of 15cm, but may shoot all around.

Warband From the Ancientmaster rules by Stephen Hess, used with his permission.

Warbands are less well organized and trained than regular units. Especially strong is the effect of numbers and success and casualties on the units morale.

If all units of a brigade are classified as Warband and the brigade consists of at least 3 units, the brigades command

value is increased by 1. Remember: a command roll of 11 or 12 is always a fail.

If

a Warband has to roll for drive backs without loosing a stand, the unit rolls 1 dice less than usual. If a Warband has

to

roll for drive backs after loosing at least one stand, the unit has to roll 1 dice more than usual.

War of the Ring v1.5

Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each stand of a Warband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated).

Bodyguard This unit is the General’s personal bodyguard. If joined by the army’s General, the unit gains +1 Attack in any closed combat. If destroyed, the General gets a free 15cm move to a new unit as the last man dies in his General’s defence. If no unit is available for the General to flee to he is destroyed.

Battle Fury The unit’s Attack value is increased by +1 for the first round of each close combat. This only applies in the first combat round of each combat phase but it applies throughout the entire battle.

UNIT TYPES

Where possible, existing Warmaster units have been used to make up the Middle-earth army lists, but to capture the feel of Middle-earth it was necessary to modifiy some existing units, or completly add units types in certain cases. All the special units used are not listed here, some are listed with a specific army list where a unit is used by a single army.

Bat Swarms Swarms of bats were described as causing despair in the allied army, circling the heads and ears of elves and men, and attacking vampire like to the stricken. Swarms of bats are represented as an effect in combat, as opposed to an actual unit. When a unit from either side takes damage from shooting or combat it has a chance of taking an extra wound, at the end of the shooting or combat phase, before remaining hits are removed, roll a d6, if the result is a 5, or 6 the unit has taken an extra wound. This roll need only to be taken when the extra wound will cause the removal of a stand.

Mûmakil The great elephant beasts, also known as Oliphaunts brought to war by the Haradrim. Mûmakil cause terror in cavalry units, even for those units normally immune to terror. When Mûmakil take hits from shooting there is a chance they will run amok. If a 6 is rolled when determining drive back, in addition to being confused, the unit has also run amok, and will move it’s drive back distance in a random direction. When a unit of Mûmakil has run amok, roll a scatter dice, spin a pencil, roll a d10 (the dice will point in the direction of drive back), or any other useful method to determine the direction of drive back. The Mûmakil will move its full drive back distance in the direction indicated, even if the drive back takes the Mûmakil unit through another unit or character of either side. When a unit of Mûmakil is forced to move through a unit because it has run amok, the unit is considered to have been burst through. If the unit of Mûmakil contacts a character stand during drive back, the character is displaced as if it had been contaced by an enemy unit. The character must be able to attach to a unit within a 30cm move or be destroyed. Characters already attached to the unit when it runs amok are effected as normal for a character attached to a unit during drive back.

Trolls Trolls are cannibalistic, strong, fierce, and dim witted, with thick hides of overlapping scales, extremely resistant to most weaponry. It has been said that trolls were bred by Morgoth as a mockery of Ents, as Orcs were of Evles. Trolls were known to stop and bite the throats of their victims in combat, so a unit of trolls may never advance more than 10 cm after combat. Even though Trolls are quite stupid they have uncanny sense of smell. This sense of smell allows a unit of trolls to trace a LOS through friendly units to the enemy. A unit of Trolls will always use initiative to charge the closest enemy unit within 20cm, even if an unengaged friendly unit lies between the Trolls and their victims. When a unit of trolls is forced to charge an enemy unit and their path takes them through an unengaged friendly unit, a burst through is performed on the unit the Trolls were forced to move through. Remember this rule applies to unengaged friendly units only. Trolls will never trace a LOS through, charge through, or displace a friendly unit already in contact with the enemy.

Wargs Although they are monsters, Wargs are mounted facing the long edge of the base like infantry. As creatures of the forests and mountains, Wargs are able to move over or into any wooded or mountainous terrain features in the same way as infantry. This does not entitle them to claim defended status. Due to their irascible, ursine nature, Wargs cannot be brigaded with units of other troops, only with other Wargs. Due to their ferocity a Warg unit which scores more hits in the first round of a combat than the enemy will automatically strike 1 more Attack per stand before the combat result is worked out. Resolve these attacks as normal and then work out the results. Wargs must always pursue retreating enemy where possible and must advance if they are able to do so. Note that these rules apply only to Warg units – not to characters that ride Wargs.

War of the Ring v1.5

Wolfriders There is no evidence of Wolfriders having ranged attack capabilities in the world of Middle-earth, but instead they are described as performing ferocious charges against mounted units, the Wolfriders would ride through the ranks and strike at the bellies of the mounts. To show this, Wolfriders have no ranged attacks, but instead, when they are in combat with a mounted unit, and score more hits in the first round of a combat than the enemy, they will automatically strike 1 more Attack per stand before the combat results are worked out. Resolve these attacks as normal and then work out the results.

Uruk-hai The great soldier-Orcs that first appeared in the late Third Age; they were larger and stronger than their forebearers, and can withstand the light of the Sun with no adverse penalties. The Uruk-hai show disdain towards the lesser Orcs, so a regiment with Uruk-hai and Orcs suffers a -1 Command penalty. To represent the speed and aggression of the Uruk-hai they use the Warband rules, and may always advance 20 cm after combat regardless of how many rounds the initial combat engagement took.

SPECIAL TERRAIN FEATURES

A player uses army points to purchase terrain features. Terrain features may be placed by infantry units only. A player

may only possess features that are listed on the army list for the particular army, in the case of allied armies the features may only be placed by units from the same army list as the terrain features, although any unit may take advantage of the features after the battle starts. Terrain features are placed in touch with the units that built them. Each stand in a unit is capable of placing one stand of a terrain feature. Each terrain feature consists of 3 stands, each the same size as a normal infantry stand. Each terrain feature is placed with it’s stands end to end, contacting the front or sides of the stands in the unit that built it.

Trenches

Units of spearmen can dig trenches to hinder the opposing forces. Trenches count as low obstacles. Trenches cannot

be built in terrain that is already difficult, or in woods. Stands behind trenches count as defended as long as the stand

is touching a stand of the terrain feature.

Fire Trenches

Units can build fire trenches to hinder the opposing forces. Fire trenches count as impassable terrain for all units.

Fire trenches cannot be built in woods. Any unit conducting missile fire through a fire trench is at a -1 to Hit (remember a 6 always hits). Stands cannot be charged through a fire trench.

5 points

10 points

Cavalry stakes

Units can build cavalry stakes to hinder the opposing cavalry units. Cavalry stakes count as low obstacles. When cavalry units attempt to charge through stakes, each stand in a defending unit gains two attack dice for the first round

of combat. Stands behind cavalry stakes count as defended as long as the stand is touching a stand of the terrain feature.

10 points

OPTIONAL MULTI-PLAYER/ALLY RULES

Many battles fought throughout the different ages of Middle-earth constituted armies composed of many allied contingents. Allied contingents to armies can normally constitute a maximum of one-half of the fielded units, unless specified by scenario or under campaign situations. Allied units and characters are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. The maximum allowable characters is based on the total allied points, but every contingent must have at least one character to represent a general, or sub-general When allied contingents are used to comprise an army, one of the contingents must be designated as the primary contingent. This contingent will provide the overall army general, with each of the remaining contingents providing a sub-general.

ALLIED LIST

Army

Allies

Army

Allies

Celeborn

Woodmen, Fangorn Sauron Dale, Thranduil DainII, Thranduil Saruman Sauron Rohan

Harad

Sauron Gondor, Fangorn Dunland Corsairs, Easterlings, Harad Northern Rangers DainII, Dale, Woodmen Celeborn, Thranduil

Corsairs

Rohan

DainII

Saruman

Dale

Sauron

Dunland

Shire

Easterlings

Thranduil

Gondor

Woodmen

War of the Ring v1.5

BREAK POINT An army comprised of allied contingents will determine the armies break point by totaling all units from all contingents. When an allied army reaches its break point, all allied contingents will rout from the battlefield. The only time a contingent will rout independently from its allies is if it is not the primary contingent, and it loses its sub commander.

OVERALL GENERAL When allied contingents make up part of an army composition, the over all army general is selected from the primary army contingent. The selected general must be able to command all troops in the allied forces, for example, an Orc general who may only command Orcs, will never be the overall allied commander when human allied contingents are present. The allied commander will have the ability to issue orders to all allied troops. When the overall general fails to successfully issue an order the command phases ends. All other normal Warmaster rules for generals apply. If the overall general is killed, and no other characters are capable of assuming the generalship, or the general that is killed has already assumed command from the original general, the game ends.

SUB-GENERALS Allied contingents will have a character from their army list designated as the sub-general for their forces. This sub-general can be any character selected from the army list, but the selected character will retain its normal command radius, and have the ability to only issue orders to the allied units selected from the same army list as the character. Once the sub-general fails a command roll, the command phase for that contingent ends, no other characters from that contingents may issue commands When a sub-general is killed in a battle the rules for a fallen general apply. If no other character in the contingent has the ability to assume command, the overall general may attempt to assume command of the allied contingent, assuming that the fallen sub-general was not a character that has already assumed command from another.

ORDERING ALLIES The overall army general may issue orders to units in any contingent whose characters have already given orders, as long as the contingents command phase did not end due to a sub-generals failed command roll, or the unit being given the order must not have already received an order in the current turn. During the course of a battle it is possible for a general, or sub-general to take direct command of another allied contingent in addition to his own. This can only happen when a character assumes the command of a fallen general or sub-general. When a character has multiple allied contingents under his command, orders are issued as normal by all characters attached to the contingents, and the general or sub-general may order commands to any allied contingent under his command that have not already received an order. When the general or sub-general fails to issue an order the command phase is over for all allied contingents under his command. All other command rules apply as normal: characters may not continue to give orders once an order has failed. A character must issue all order before going to the next character. A unit may only receive orders from a single character.

FALLEN GENERALS Many battles in Middle-earth were fought, and won after the leaders of fielded armies fell. To show this, many characters have a special ability in that they may attempt to assume command of the army, or allied contingent, if the current army general, or allied sub-general falls. Once per battle a single character has a chance to assume the generalship, or sub-generalship of an army, or allied contingent. In order to assume command the character must make a successful Command roll. The roll is taken at the end of the combat phase in which the general fell. If the roll is passed the character has assumed the generalship of the army, or allied contingent in which the character is attached to, and may issue orders in the current command phase. If the roll is failed, and the fallen general is the overall general, the game ends as normal. If the character was a sub-general, the allied contingent in which the fallen general was attached routs from the board, remove all of the allied contingents units that have lost their general. This may bring the entire army to its break point and cause the game to end as normal. Characters that successfully assume the generalship will retain the command radius of a Hero, or Wizard which ever they were originally designated as. Remember this test can only be performed once during the course of a battle, once the second general or sub-general falls, no further tests may be taken and the game ends as normal.

War of the Ring v1.5

Per Uni tPoints

Command

Min/Max

Unit Size

Armour

Special

Attack

Type

Hits

CHARACTERS

The core of Tolkiens writings were the characters in the stories, whether for good or bad. I feel it is important to give characters a more active role on the Middle-earth battle field to try and capture some of the flavor of Tolkiens stories. To show this, characters may lead armies, take over for fallen leaders, and some can use magic. The army lists contain many characters from The time of the War of the Ring. These characters may be bought as generals, heroes, or wizards, with many of them having attributes of more than just one classification.

CHARACTERS NOT INCLUDED IN THE LISTS The following list includes characters that have not been listed on any single list because they can be purchased by multiple armies, used in scenarios, or to just add flavor to a game.

CHARACTER SELECTOR

Troops

Gandalf

Wizard

+1

-

-

9

1

95

-/1

*1

Aragorn

General

+3

-

-

10

1

175

-/1

*2

The Fellowship

Special

+1

-

-

-

1

50

-/1

*3

Balrog

Special

+3

-

-

9

1

125

-/1

*4

Special Rules

1. Gandalf. Gandalf may be fielded with any of the Free Peoples forces, although he will never take command of an

army, his spells will aid the commanders. The +1 Attack reflects Gandalf carrying Glamdring. Gandalf may ride Shadowfax if fielded in Rohan, or Gondor (See Mearas rules in Rohan army). When Gandalf is fielded a single unit of

Great eagles may be used (use standard rules). See Gandalf’s description in the magic section for his spell list.

2. Aragorn. Isildur’s heir. Aragorn may be used as the General or Hero any of Free Peoples armies. The +3 Attacks

represent Aragorn having Narsil/Andúril. When Aragorn is fielded for a battle Halbarads Grey Company may be used.

3. The Fellowship. The Fellowship represents members of the Fellowship of the Ring, but not necessarily all of the

members at once. Aragorn and Gandalf may be fielded separate from the rest of the Fellowship. The Fellowship may be fielded with any of the Free peoples forces. The main purpose of the Fellowship is victory points. If the Fellowship falls during a battle, the player that killed, or captured the Fellowship gains 100 victory points. If the fellowship is involved in melee combat, and survives the battle, the controlling player gains 100 victory points. Otherwise no victory points are awarded to either side. All character rules apply to the Fellowship as with normal characters.

4. Balrog. A Balrog causes terror. In the War of Wrath, Morgoth was assailed by the forces of the Valar. Most of the

Balrogs were destroyed in that War, but some few escaped over the Blue Mountains and hid in Middle-earth. Durin's Bane, the creature that drove the Dwarves from Moria, was one of these. A Balrog can use magic in addition to leading an Orc army. The Balrog may only be fielded with the Moria garrison.

ESSENTIAL Some characters are classified as Essential. When an essential character is killed, the game ends immediately (as if he were a normal general in the standard rules) and his side loses.

War of the Ring v1.5

MAGIC

Although many of the lists currently contain spell lists, I am rethinking the whole Middle-earth magic system. Many of the essays I have read treat magic as a natural ability by individuals in Middle-earth, and to show this, I am considering showing magic as special abilities possessed by characters. These abilities can be used before a battle takes place, in the setup phase, or during the battle depending on the character, but for now here is a standard list of characters that can use magic, and their spell lists. All magic users may attempt to dispel one cast spell once per battle as if they had the Dispel scroll.

OPTIONAL: The use of magic is restricted by limiting the casting of any single spell by a magic user to once per battle. This will force a player to better plan the casting of spells. I feel this gives a better Middle-earth feel to the use of magic. If this method is adopted, the number needed to successfully cast a spell should be lowered by 2 (4+ to cast becomes a 2+ to cast), except for spells cast before a battle. If the spell is successfully dispelled it still counts as if it had been cast, and casting may not be attempted again for that spell.

GALADRIEL

Galadriel was one of the most powerful Elves of Middle-earth, and has the ability to cast spells from afar.

Galadriel’s Mirror 5+ to cast

Range: N/A

Galadriel views into her mirror to see visions of the battle to come

Before a battle Galadriel may look into her mirror to have a look at the enemy forces. This spell may be cast whether or not Galadriel is present for the battle. If this spell is successfully cast, the opposing side deploys all forces before Celeborn’s forces are deployed, this includes any allies. Galadriel may see visions not to her liking that will effect the outcome of the battle, after the spell has been cast, roll 1d6, if the result is a 5+, all of Celeborn’s characters suffer a -1 Command penalty for the entire battle due to the disturbing visions revealed to Galadriel by the mirror.

Song of Galadriel 5+ to cast

The voice of Galadriel fills the air surrounding a unit, mesmerizing the fighters. This spell can only be cast on an enemy unit that is engaged in combat. An enchantment envelops the unit, confusing its warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is within 30cm and engaged

in combat. The unit suffers a –1 Attack modifier on each stand for the duration of the Combat Phase including any rounds of pursuit combat or new combats resulting from an advance.

Mist 4+ to cast

for good or bad.

Range: 30cm

Range: 30cm

A mist settles over the battlefield obscuring the sight of opposing units.

This spell can be cast on any enemy unit in range regardless of whether Galadriel can see it or not. The enemy unit cannot use its initiative whilst the mist persists and any order given to the unit or brigade of which it is a part will suffer a further –1 Command penalty. The spell lasts until the end of the opposing player’s next turn.

GANDALF

In origin a Maia of Manwë and Varda, Gandalf came to the northwest of Middle-earth with four others of his order. At the Grey Havens, Círdan entrusted him with the Red Ring, Narya, to aid him in contesting the will of Sauron.

Gandalf’s Staff 4+ to cast

The staff of Gandalf radiates with a brilliant light driving his enemies from him. Gandalf does not have to see his target to use this spell and it will effect all enemy units and characters within 30cm. Of Gandalf. All units and characters hit by Gandalf’s Staff will be driven back 3d6, directly away from Gandalf. All units hit are effected regardless of any special unit rules.

Force of Will 4+ to cast

Gandalf uses his will to direct and inspire commanders during a battle This spell is attempted at the beginning of the turn. When this spell is cast, all friendly characters within 30cm have their Command value increased by 1 for the current turn. (remember a 11 or 12 always fails)

Light of Ilúvatar 5+ to cast

Range: 30cm

Range: 30cm

Range: 30cm

A radiant light shines over Gandalf’s companions inspiring them in combat

This spell effects each friendly unit within range regardless of whether Gandalf can see the unit or not. The spell

takes effect for the following combat phase and adds +1 Attack to every friendly stand within.

War of the Ring v1.5

SARUMAN

Perhaps the most powerful wizard in Middle-earth. Saruman can cast spells. Saruman is an essential character when fielded with the army. There is no instances in Tolkien’s writings where Saruman ever took the field of battle, or commanded an army. To represent this, he may only be used as a wizard, never as a general, and he may never attempt to assume command if the armies current general falls in battle.

Light of Saruman 5+ to cast

Saruman causes a blinding flash to erupt in the midst of an enemy unit in combat temporarily blinding them. This spell can only be cast on an enemy unit that is engaged in combat. A blinding flash of light envelopes the unit, blinding its warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is within 30cm, and engaged in combat. The unit suffers a –1 Attack modifier on each stand for the duration of the Combat Phase, including any rounds of pursuit combat or new combats resulting from an advance.

Fingers of Light 5+ to cast

Great Fingers of light shoot from Saruman’s outstretched arms to strikes his foes. Saruman must be able to see his target to use this spell and it cannot be directed against a unit engaged in combat. The Fingers of Light is treated as 3 ordinary shooting attacks except that armor has no effect (ie all targets ignore armor). A unit can be driven back by an Fingers of Light as for normal shooting.

Shimmering Light 4+ to cast

A Shimmering light engulfs Saruman’s forces, making them hard to target from ranged attacks.

Saruman can cast this spell upon himself during his shooting phase. Once the spell is cast all Saruman units up to 15cm away may re-roll any failed Armor rolls from Shooting. The re-roll applies to failed Armor rolls against hits suffered from conventional missile fire, Dragon breath, magical attacks, or any other kind of shooting attack suffered during the Shooting phase. The re-roll also applies to any failed Armor rolls during a charge where the enemy shoot at chargers but only if Saruman was within 15cm of the unit at the start of its charge move.

Vision of Saruman 5+ to cast

Range: 30cm

Range: 30cm

Range: N/A

Range: 30cm

A vision of Saruman appears before his troops, leading them into battle

The spell can be cast on any friendly unit within 30cm range regardless of whether Saruman can see it or not. If successful, the unit can be moved just as if it had received an order in the Command phase. A unit can only be affected by one Vision of Saruman in one turn. Vision of Saruman affects only a single unit, never a brigade, and only the unit itself will be affected, not characters who might have joined it.

SAURON

Originally a Maia of Aulë's people, Sauron was early corrupted by Melkor and became his most trusted lieutenant. In the Wars of Beleriand, Sauron was the most feared of Morgoth's servants, but after the War of Wrath and the expulsion of the first Dark Lord, Sauron rose to become the greatest enemy of Elves and Men in the Second and Third Ages. Sauron is represented as an abstract character for the War of the Ring, therefor he in never fielded, and no cost is applied to him. His only spell may be attempted before any battle involving the forces of Mordor.

Death and Destruction

6+ to cast

Range: N/A

Visions of defeat and destruction are cast at the opposing generals and heroes, causing them to become demoralized

and cast doubt as to their command decisions. This is a spell cast by Sauron himself before the battle. After both sides have deployed, the Sauron player rolls for Death and Destruction, on a successful roll the opposing sides generals and heroes Command value is reduced by one for the entire game.

War of the Ring v1.5

WITCH-KING OF ANGMAR

The Lord of Minas Morgul. The most powerful Nazgûl of the Nine, the Witch-king is a Sorcerer in his own right, a renegade from Numenor who came to Middle-earth late in the Second Age and became prominent and powerful as an independent ally of Sauron. The Witch-king of Angmar was the title taken by the Lord of the Nazgûl in the middle of the Third Age, when he founded the northern realm of Angmar in opposition to the northern lands of the Dúnedain (Arthedain and its allies). The Witch-king can command all of Sauron’s troops and allied contingents, as well as cast spells.

Black Breath

5+ to cast

Range: 30cm

A vile invisible aura issues from the sorcerer to strike down his opponents.

The Sorcerer must be able to see his target to use this spell and it cannot be directed at a unit engaged in combat. The Black Breath is treated like three ordinary shooting attacks except that armor has no effect. A unit can be driven back by Black Breath as with ordinary shooting.

Doom and Despair

4+ to cast

Range: 60cm

A dark cloud of doom and despair settles over the enemy, sapping their courage and dampening their warlike

spirit. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. The enemy unit cannot charge whilst the dark cloud of doom and despair persists and if engaged in combat it will not pursue/advance. This spell lasts until the end of the opposing player’s next turn. Only one Doom and Despair can be successfully cast on a unit at a time. Characters are not effected

The MOUTH OF SAURON

The Mouth of Sauron was a Man of great power and importance in the land of Mordor, the Lieutenant, and ambassador of Sauron, and an accomplished sorcerer. He can use magic as well as command all of Sauron’s troops and allied contingents, but he must stay inside or at the borders of Mordor. The Mouth of Sauron must be the general of the Mordor home defense forces, unless he has been removed during a campaign.

Voice of Command

5+ to cast

Range: 30cm

The sorcerers voice booms across the battlefield directing troops above the tumult of combat with the magical voice of Command. The spell can be cast on any friendly unit within range regardless of whether the wizard can see it or not. If successful the unit can be moved just as if it had received an order in the command phase. The voice of command only effects a single unit, never a brigade. Characters are not effected by Voice of Command.

Sauron’s whip

4+ to cast

Range: 30cm

The sorcerer summons the fear of Sauron to whip his troops into a battle frenzy. The spell can be cast on any unit within range regardless of whether the sorcerer can see it or not. Every stand in a unit, including characters, adds +1 to it’s Attack value during the following combat phase.

BALROG

In appearance, the Balrogs were man-like, but fire streamed from them, and they were swathed in dark shadows. They carried whips of flame and induced great terror in friends and foes alike.

Shadow of Despair

4+ to cast

Range: 60cm

A dark menacing shadow of despair envelopes the enemy, sapping them of their courage and spirit.

The spell can be cast on any unit within range regardless of whether the Balrog can see it or not. The enemy unit cannot charge whilst the Shadow of Despair persists and if engaged in combat it will not pursue/advance. This spell lasts until the end of the opposing player’s next turn.

Whip of Flames

5+ to cast

Range: 30cm

The Balrog laches out with his whip of flames to strike down his opponents. The Balrog must be able to see his target to use this spell and it cannot be directed at a unit engaged in combat. The Whip of Flames is treated like three ordinary shooting attacks except that armor has no effect. A unit can be driven back by Whip of Flames as with ordinary shooting.

War of the Ring v1.5

Per Uni tPoints

Command

Min/Max

Unit Size

Armour

Special

Attack

Type

Hits

ARMY LISTS

MAGIC ITEMS

To limit the amount of magical items, all armies may have a Magic Standard as per the normal Warmaster rules. Any other available magical items are listed on the separate army lists.

Celeborn

This list represents the Elven army of Lothlorien during the latter part of the Third age of Middle-earth. Celeborn is an Elf of Doriath, who met with Galadriel daughter of Finarfin after the Return of the Noldor to Middle-earth, and wedded her. They became Lord and Lady of Lórien during the Third Age.

CELEBORN’S ARMY Units from this list do not count forests as dense so no -1 Command penalty is applied when Celeborn’s units are in forests. Units that cannot normally enter forests are as normal. Lothlorien archer units in forests can see for 2cm, and shoot out if within 2cm of the edge. Elven archers gain a +1 to Hit with their bows (3+ to hit)

ALLIES Players with armies listed on Celeborn’s allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Elven fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units listed on the Celeborn army selector are available as part of an allied contingent to the Woodmen, or Fangorn .

CELEBORN’S ARMY SELECTOR

Troops

Elven Spearmen

Infantry

3

3

5+

-

3

60

2/-

-

Elven Archers

Infantry

3/1

3

6+

-

3

75

2/-

-

Elven Riders

Cavalry

3

3

4+

-

3

110

-/2

*1

Elven Mounted Archers Cavalry

3/1

3

5+

-

3

100

-/3

-

Bolt Thrower

Artillery

1/3

2

0

-

2

70

-/1

*2

Celeborn

General

+2

-

-

10

1

155

-/1

*3

General

General

+2

-

-

9

1

125

-/1

*4

Hero

Hero

+1

-

-

8

1

80

-/1

-

Galadriel

Wizard

+0

-

-

8

1

80

-/1

-

Special Rules

1. Elven Riders. If Celeborn is present for a battle, a single unit of Elven riders designated as his household knights

can use the Bodyguard rule.

2. Bolt Thrower. -1 Armor save

STANDARD ARMY LIST All characters, and units listed on Celeborn’s army selector are available for standard battles.

War of the Ring v1.5

Per Uni tPoints

Command

Min/Max

Unit Size

Armour

Special

Attack

Type

Hits

Corsairs of Umbar

The Corsairs of Umbar were a constant menace for Gondor throughout the Third Age. The Black Númenóreans decline during the Third Age following the overthrow of Sauron, however, even when mingled with the lesser men of the area they proved a match for Gondor. In the Lord of the Rings the Corsair fleet is described as: “50 great ships and small vessels beyond count”, and later as “Dromunds, and ships of great draught with may oars’. Which could imply a range of possible classifications. Tolkien gives us no descriptions of naval combat to clarify whether Third Age vessels were built to ram each other. Allied contingents provided from this list may include naval

ALLIES Armies allied to the Corsairs of Umbar may send units requested by the Corsair player if available. Allied armies can normally constitute a maximum of one-half of the corsairs fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army.

CORSAIRS ARMY SELECTOR

Troops

Corsairs

Infantry

3

3

6+

-

3

45

2/-

*1

Umbar Militia

Infantry

3/1

3

0

-

3

60

-/4

-

Slaves

Infantry

2

3

0

-

3

25

-/6

*2

Galley

Ship

-

-

-

-

1

-

-/1

*3

Small Boats

Boat

-

-

-

-

1

-

-/3

*4

Captain of the Havens Hero

General

+2

-

-

9

1

125

1

-

Hero

+1

-

-

8

1

80

-/2

-

Special Rules

1. Corsairs. If the Captian of the Havens is present for a battle, a single unit of Corsairs may designated as the

Captian’s guard and use the Bodyguard rule.

2. Slaves. See Horde rules. (Optional unit if Horde rules are used)

3. Galley. A Galley can carry three infantry units. A Galleys movement is 15cm by sail, 20cm oared, 25cm with sails

and oars. All other ship rules apply as normal.

4. Boat. A Boat can carry one unit of infantry. A boats movement is 15cm by sail, 20cm oared, or 30cm if under sail

and oars. All other boat rules apply as normal.

STANDARD ARMY LIST All characters, and units listed on the Corsairs army selector are available for standard battles.

STANDARD ALLIED ARMY LIST

This is the list to use when selecting characters, and units as an allied contingent to Sauron.

Characters

Captian of the Havens, Hero

Allies

Sauron

Units

Corsairs, Captains Guard*, Umbar Militia, Galley, Boats.

*Only if the Captian of the Havens is fielded as part of an allied contingent.

War of the Ring v1.5

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Hits

Dain II

This list represents the Dwarven army of Dain II Ironfoot during the War of the Ring. Thráin I, founded the Dwarf kingdom of Erebor, the Lonely Mountain, and it was maintained by those Kings of Durin's Folk who dwelt there. The line was broken twice, once by Thorin I, and the four generations after ruled from the Grey mountains, and once by the dragon Smaug. In both cases, the line was restored to a rightful heir. Dain II was the descendant of Grór, the youngest son of Dáin I, and lord of the Dwarves of the Iron Hills. After the death of his cousin Thorin II Oakenshield in the Battle of Five Armies, Dáin inherited the titles King under the Mountain and King of Durin's Folk.

SPECIAL DWARF ARMY RULE

Dwarven Axemen Optional rule:

Each stand in a Dwarven Axemen unit gains an additional +1 to Hit (hit on 3+) when charging into combat. This bonus is only applied for the first round of combat in an engagement, never for pursuits, or advances. NOTE: This is still an unplaytested rule, increase the cost of any Axe unit by 15 points if this rule is used.

ALLIES Players with armies listed on Dain’s allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Dwarven fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units listed on Dain’s army selector are available as part of an allied contingents to Dale, and Thranduil.

DAIN II ARMY SELECTOR

Troops

Dwarf Axemen

Infantry

3

4

4+

-

3

110

2/-

*1

Dwarf Spearmen

Infantry

3

4

4+

-

3

110

2/-

-

Dwarf Archers

Infantry

3/1

4

5+

-

3

100

-/2

-

Heavy Bolt Thrower Artillery

1/3

2

0

-

2

80

-/1

*2

Stone Thrower

Artillery

1/3

3

0

-

1

75

-/1

*3

Dain II

General

+2

-

-

10

1

155

-/1

*4

Thorin III

Special

+2

-

-

9

1

125

-/1

*5

General

General

+2

-

-

9

1

125

1

*6

Hero

Hero

+1

-

-

8

1

80

-/2

-

Special Rules

1. Dwarf Axemen. Axemen may form a Shieldwall. If Dain II is present for a battle, a single unit of Dwarf Axemen

may be designated as his guard and use the Bodyguard rule.

2. Heavy Bolt Thrower. -2 Armor save.

3. Stone Thrower. See description.

4. Dain II. The king of Erebor.

5. Thorin III. The The son of Dain. If Dain is not present, Thorin can be used as the army general, Otherwise Thorin

III is used as a hero and counts against the hero max. If Thorin is a hero in a battle and Dain falls, Thorin becomes the army general with a successful Command roll.

6. Generals. Can only be used if Dain, or Thorin are not present for a battle.

War of the Ring v1.5

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Attack

Type

Hits

Dale

This list represents the towns of Dale and Esgaroth during the War of the Ring. Dale is a township of men lying between Erebor and Esgaroth. The first recorded Lord was Girion, who was slain by Smaug when he descended on Erebor. Girion's descendant, BardI, avenged his ancestor by slaying Smaug, and refounding Dale. Esgaroth (Lake-town) is located on the Long Lake, to the south of Erebor. A trading people, they dealt with Erebor and Dale in the times before Smaug's coming, and with the Wood-elves of Mirkwood. The list includes the forces both of dale, and lake-town, the forces of both are considered one and will fight under the same general.

ALLIES Dale and Esgaroth are considered Western Allies of the Free Peoples, and may ally with any other Free Peoples force. The men of dale have a strong alliance with the dwarves of DainII, and Thranduil, and if possible, will send units when requested these allies. Forces allied with Dale and Lake-town can normally constitute a maximum of one-half of Dales fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All characters,

units, and Artifacts on the Dale army selector are available as part of a Dale allied contingent to DainII, or Thranduil

DALE ARMY SELECTOR

Troops

Bardings

Infantry

3

3

5+

-

3

60

-/1

*1

Militia

Infantry

2/1

3

0

-

3

40

2/-

*2

Spearmen

Infantry

3

3

6+

-

3

45

2/-

-

Archers

Infantry

3/1

3

0

-

3

55

-/4

-

Riders

Cavalry

3

3

6+

-

3

70

-/-

-

Scouts

Cavalry

2/1

3

0

-

3

65

-/-

*3

Stone Thrower

Artillery

1/3

2

-

-

1

65

-/1

*4

Brand III

General

+2

-

-

9

1

125

-/1

*5

General

General

+2

-

-

8

1

95

1/1

-

Bard II

Special

+2

-

-

8

1

95

-/1

*6

Hero

Hero

+1

-

-

8

1

80

-/2

-

Black Arrows

Artifacts

+1

-

-

-

-

+10

-/1

*7

Special Rules

1. Bardings. Descendants of bard the Bowman. The best infantry Dale has to offer. Bardings may form a Shieldwall.

2. Militia. Levied troops from Dale and Esgaroth. Militia are armed with short bows and throwing spears so they only

have a 15cm range, but can shoot all around.

3. Scouts. Scouts are armed with short bows and throwing spears so only have a range of 15cm. Because their weapons are so handy they can shoot behind, or to the side without turning stands to face their target. Just measure the range from any stand edge, front, side or rear.

4. Stone Thrower. See description in Warmaster rules.

5. Brand III. The lord of Dale. Brand III may be purchased as the army General.

6. BardII. The son of Brand, he can be used as a General or Hero. If Brand is not present, BardII can be used as the

army General. If he is used as a hero he counts against the hero max. BardII cannot be used as a Hero unless Brand is the army General. During a campaign game BardII will become Lord of Dale if Brand is killed. If BardII is a Hero in a battle and Brand falls, he becomes the army General with a successful Command roll.

War of the Ring v1.5

7. Black Arrows. The The great bow twanged. The black arrow sped straight from the string, straight for the hollow by the left breast where the foreleg was swung wide. In it smote and vanished, barb, shaft, and feather, so fierce was its flight. - The Hobbit, Fire and Water.

These arrows were produced in the forges of the true king under the Mountain, and recovered from the lonely mountain after the destruction of Smaug. Once per battle a unit equipped with Black Arrows gains a +1 Attack dice for each stand during the shooting phase. It must be announced that Black Arrows are being used before rolling the Attack dice. Black Arrows may only be used by units equipped with bows. Black Arrows are considered unique and can only be bought for a single unit

STANDARD ARMY LIST All characters, units, and artifacts listed on the Dale army selector are available for standard battles.

War of the Ring v1.5

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Min/Max

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Special

Attack

Type

Hits

Dunland

Dunlanders or "Gwathuirim", fought against Gondor, Arnor, and later Rohan, they are based mainly upon the account of those fighting for Saruman in the War of the Ring. Tolkien uses the terms Dunland and Wild hill-men almost interchangeably when describing the troops attacking Helm’s Deep.

THE DUNLAND ARMY Messengers reaching Théoden before Helm’s Deep describe Saruman as having armed the "wild hillmen and herd folk of Dunland beyond the rivers" hence the two cultural groups. Dunland cavalry are compulsory if Spearmen are used, as are trenches, trenches may not be used without spearmen.

ALLIES The only ally to Dunland is Saruman, the forces of Dunland are at Saruman's beck and call. During a campaign game the forces of Dunland are controlled by Saruman. Allied armies can normally constitute a maximum of one-half of Saruman's fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army. All units on the Dunland army selector are available as part of an allied contingent to Saruman.

DUNLENDING ARMY SELECTOR

Troops

contingent to Saruman. DUNLENDING ARMY SELECTOR Troops Dunlending Warriors Infantry 3 3 5+ - 3

Dunlending Warriors

Infantry

3

3

5+

-

3

60

-/2

*1

Dunlending Spearmen Infantry

3

3

6+

-

3

45

-/-

-

Wild hillmen

Infantry

5

3

0

-

3

70

-/2

*2

Dunlending Horsemen Cavalry

3

3

6

-

3

70

2/-

-

Dunlending Scouts

Cavalry

2/1

3

0

-

3

55

-/4

*3

Chieftan

General

+2

-

-

9

1

125

1

-

Hero

Hero

+1

-

-

8

1

80

-/2

-

Trenches

Special

-

-

-

-

1

5

-/-

*4

Special Rules

1. Dunlending Warriors. If the Chieftan is present for a battle, a single unit of Dunlending warriors may designated

as the Chieftan’s guard and use the Bodyguard rule.

2. Wild hillmen. The most fanatical of the Dunland forces, Wild hillmen cannot be Driven back and will never retreat

in combat. The Wild hillmen will never evade and will always charge on initiative, no other order can be given. Wild

hillmen will always pursue/advance when possible.

3. Dunlending Scouts. Dunlending scouts are armed with javelins and so only have a short range (15cm). Because

their weapons are so handy they can throw behind, or to the side without turning stands to face their target. Just measure the range from any stand edge, front, side or rear.

4. Trenches. See description.

STANDARD ARMY LIST All characters, and units listed on the army selector are available for standard battles.

War of the Ring v1.5

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Min/Max

Unit Size

Armour

Special

Attack

Type

Hits

Easterlings

This list covers all the human nations of the east who fight for Sauron. At times Tolkien uses the terms, Rhûn, Khand, Variag, and Easterling almost interchangeably. Different petty kingdoms can be allied together to produce a composite force with one becoming the senior partner providing the General and the others allied contingents.

ALLIES

The only ally to the Easterlings is Sauron. The Easterling are at Sauron’s beck and call, and may constitute up to

one-half of a fielded Mordor army. All units listed on the Easterlings army selector except Khand Chariots are available as part of an allied contingent to Sauron.

EASTERLING ARMY SELECTOR

Troops

allied contingent to Sauron. EASTERLING ARMY SELECTOR Troops Easterling Spearmen Easterling Bowmen Infantry 3 3

Easterling Spearmen Easterling Bowmen

Infantry

3

3

6+

-

3

45

2/-

-

Infantry

3/1

3

0

-

3

55

-/-

-

Easterling Cavalry Rhun Horse Archers

Cavalry

3

3

6+

-

3

70

2/-

-

Cavalry

3/1

3

0

-

3

70

-/4

*1

Khand Chariots

Chariot

+3

3

5+

-

3

95

-/3

-

Khan

General

+2

-

-

9

1

+125

-/1

-

Hero

Hero

+1

-

-

8

1

+80

-/2

-

Chariot

Mount

+1

-

-

8

1

+10

-/3

*2

Special Rules

1. Horse Archers. Horse archers are armed with short compact bows and so only have a short range (15cm). Because their weapons are so handy they can shoot behind, or to the side without turning stands to face their target. Just measure the range from any stand edge, front, side or rear.

2. Chariot. A Easterling General or Hero can ride a chariot

STANDARD ARMY LIST All characters, units, and mounts listed on the army selector are available for standard battles.

War of the Ring v1.5

Points Per Unit

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Min/Max

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Armour

Special

Attack

Hits

Fangorn

A race of giant, tree-like people whose purpose was to protect the forests of Middle-earth. By the end of the Third Age, the great forests had dwindled, and so had the Ents, but they were still to be found in Fangorn Forest. Treebeard was the leader of the Ents of Fangorn forest, and immensely old Ent, and apparently immortal.

ALLIES

Ents are to be deployed as allies to the Rohan army. All units listed on Fangorn’s army selector are available to Celeborn, and Rohan as part of an allied contingent.

FANGORN ALLY SELECTOR

Troops

Type

Ents

Monster

6

8

5+

-

1

150

1/2

*1

Hourns

Monster

2

3

4+

-

3

100

2/-

*2

Treebeard

General

+2

-

-

10

1

150

-/1

-

Ent General

General

+2

-

-

9

1

95

-/1

-

Ent Hero

Hero

+1

-

-

8

1

80

-/2

-

Special Rules

1. Ents. Ents can only be brigaded with other Ents or Huorns. Ents are flammable, so fire attacks against them ignore

armor. Ents ignore the -1 modifier for dense terrain when in the woods. Ents have a great many hits, 8 in fact, which are almost impossible to inflict even during a fairly lengthy combat engagement. Because Ents have so many hits we must consider the possibility of hurting the Ent and reducing its effectiveness in subsequent turns. Therefore, if an Ent has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt. Once an Ent is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 3 Hits and 4 Attacks). Entmoot Ents take a notoriously long time to make decisions, and aren't easily ordered around. If you attempt to give an order to an Ent and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into account by the following rules. Roll a die an consult the Entmoot! chart. Where Ents are brigaded together roll for each separately. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder).

Entmoot chart

D6

EFFECT

1

The Ent becomes very concerned about being too rash with his decisions. He loses the ability to move by initiative for the remainder of the battle. The Ent finds the order `too hasty´ and stops moving to think things through (like a normal failed order).

2-5

6

Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that he can see. Move the Ent at double his normal full pace move. If he reaches an enemy unit, he doubles his attacks in the first round of combat.

2. Hourns. Hourns can only be brigaded with other Ents or Huorns. Hourns are flammable, so fire attacks against

them ignore armour. Ents ignore the -1 modifier for dense terrain when in the woods. Huorns can claim defended status in all terrain (this does not imply that they are defended when charging, advancing, pursuing, or retreating).

STANDARD ARMY LIST Fangorn is fielded as part of an allied contingent only.

War of the Ring v1.5

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Special

Attack

Type

Hits

Gondor

The second of the two great nations of Men founded in Middle-earth by Elendil after the Downfall of Númenor, the other being Arnor in the north. Gondor was at first ruled jointly by Elendil's sons Isildur and Anárion. Both Elendil and Anárion were lost in the Siege of Barad-dûr, and his brother Isildur soon afterwards in the Disaster of the Gladden Fields, and so the Kingship of Gondor fell on Anárion's son Meneldil. Thus, the Kings of Gondor were descendants of Anárion through many generations until the time of Eärnur. When Eärnur was lost in Minas Morgul in III 2050, the rule of Gondor was taken up by the King's Steward, Mardil Voronwë; the death of Eärnur was not certain, and so Mardil and the Stewards who followed him pledged to rule 'until the King comes back'. Gondor Infantry (the unit labeled Gondor Infantry only) may form a Shieldwall

ALLIES Players with armies listed on Gondors allied list may send requested units if available, but are not required to. Allied armies can normally constitute a maximum of one-half of Gondors fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army.

GONDOR ARMY SELECTOR

Troops

used with the allied army. GONDOR ARMY SELECTOR Troops Citadel Guard Gondorian Infantry Gondorian Spearmen Ithilien

Citadel Guard Gondorian Infantry Gondorian Spearmen Ithilien rangers Gondorian Militia Gondorian Bowmen

Infantry

4

3

5+

-

3

75

-/1

*1

Infantry

3

3

5+

-

3

60

2/-

*2

Infantry

3

3

6+

-

3

45

2/-

-

Infantry

3/1

3

6+

-

3

65

-/2

*3

Infantry

3

3

0

-

3

35

-/4

-

Infantry

3/1

3

6+

-

3

55

-/4

-

Gondorian Light Cavalry Gondorian Cavalry Knights of Dol Amroth

Cavalry

3/1

3

6+

-

3

90

-/2

-

Cavalry

3

3

5+

-

3

90

-/2

-

Cavalry

3

3

4+

-

3

125

-/2

*4

Denethor

General

+2

-

-

*

1

100

-/1

*5

Boromir

Special

+2

-

-

9

1

125

-/1

*6

Imrahil

Special

+2

-

-

9

1

125

-/1

*7

Faramir

Special

+2

-

-

8

1

100

-/1

*8

General

General

+2

-

-

9

1

125

1

*9

Hero

Hero

+1

-

-

8

1

80

-/2

-

Special Rules

1. Citadel Guard. The Elite infantry sworn to protect the Steward of Gondor. The Guard can only be fielded if

Denethor, Boromir, or Faramir are present for a battle, and only if the battle takes place at Minas Tirith. The Guard

may form a Shieldwall. This is a unique unit so no more than one unit of Citadel guards will ever be fielded at once regardless of points,

2. Gondor Infantry. May form Shieldwall

3. Ithilien Rangers. Troops who are at home in the forests of Middle-earth. Ithilien Rangers can see up to 2cm while

in forests, and may be positioned 2cm inside forests and still shoot from the forest. In addition, Rangers do not suffer the normal -1 command penalty while in forests

4. Knights of Dol Amroth. The Elite Knights of Dol Amroth. If this unit is charging against an enemy in the open it

receives an additional +1 Attack modifier in the same way as chariots and monsters. If Imrahil is present for a battle, a single unit of knights may designated as his household knights and use the Bodyguard rule.

War of the Ring v1.5

5. Denethor. The Steward of Gondor. Although Denethor was a valuable tactician his ability to command was

severely undermined by his use of the Palantíri. If Denethor is the army general in a battle against an army that contains forces from Mordor, the Gondor player must roll 2d6 before any side deploys to see of Denethor has been effected by the Palantíri. The effects of the roll are then applied, and Denethor will have the listed Command Value for the entire battle. This roll overrides any effects of Sauron’s Death and Destruction spell on Denethor although any other Gondor character will still be effected as normal. If Denethor is fielded as the Gondorian general against forces containing no troops from Mordor, his Command Value is a 9, and he does not have to take the command roll.

Denethor’s command table

2d6 Roll

Command Value

Effect

2

7

Sauron has shown Denethor visions of destruction, and wrestled

3-4

8

valuable information from him. Gondor forces setup first. No effect except for listed Command Value.

5-10

9

No effect except for listed Command Value.

12

10

Denethor’s will has overcome Sauron, and he has gained valuable information. Mordor forces setup first.

6. Boromir. The son of Denethor. Boromir may be used as the army general if Denethor is not present for the battle,

otherwise he is considered a hero, and counts against the hero max. During a campaign game Boromir will become the Steward of Gondor if Denethor is killed. If Boromir is a hero in a battle and Denethor falls, he becomes the army general with a successful Command roll, but still retains the command radius of a hero.

7. Imrahil. The prince of Dol Amroth. Imrahil can only be used as the general if Denethor and Boromir are not

present for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign game Imrahil will become The Steward of Gondor if Denethor, Faramir, and Boromir are killed. If Imrahil is a hero in a battle and the general falls, and Boromir is not present, Imrahil may become the army general with a successful

Command roll, but still retains the command radius of a hero.

8. Faramir. The other son of Denethor. Faramir can only be used as the general if Denethor and Boromir are not

present for the battle, otherwise he is considered a hero, and counts against the hero max. During a campaign game Faramir will become the Steward of Gondor if Denethor and Boromir are both killed. If Faramir is a hero in a battle and the general falls, and Boromir is not present Faramir may become the army general with a successful Command

roll, but still retains the command radius of a hero.

9. Generals. If Denethor, or Boromir are present for a battle one of them must be used as the army General.

War of the Ring v1.5

Per Uni tPoints

Command

Min/Max

Unit Size

Armour

Special

Attack

Hits

Harad

This list covers all the human nations of the south who fight for Sauron. At times Tolkien uses the terms Harad, Southron and Easterling almost interchangeably. Different petty kingdoms can be allied together to produce a composite force with one becoming the senior partner providing the General and the others allied contingents. Bowmen upon horse and chariots represent Frodo’s vision of migrating nations seen from Amon Hen in the Treason of Isengard. Haradrim use Mûmakil during the War of the Ring but are not recorded using them in the great wars with Gondor during the Third Age. No nationality may have more Mûmakil elements than Cavalry elements.

ALLIES The only ally to the Haradrim is Sauron. The armies of the Haradrim are at Sauron’s beck and call. During a campaign game players with armies listed on Mordors allied list must send all units requested by Sauron if available. Allied armies can normally constitute a maximum of one-half of Sauron’s fielded units, unless specified by scenario or under campaign situations. Allied units are selected from their respective army lists, and retain any special abilities and limitations normally used with the allied army.

HARAD ARMY SELECTOR

Troops

Type

Harad

Heavy Infantry

Infantry

3

3

5+

-

3

60

-/2

*1

Harad Spearmen Harad Bowmen Harad Slaves Far-Harad Troll-men

Infantry

3

3

6+

-

3

45

2/-

-

Infantry

3/1

3

0

-

3

55

-/-

-

Infantry

2

3

0

-

3

20

-/4

*2

Infantry

4

4

5+

-

3

105

-/2

-

Harad Heavy Cavalry Harad Light Cavalry

Cavalry

3

3

4+

-

3

110

-/2

-

Cavalry

3

3

6+

-

3

70

2/-

-

Mûmakil

Monster

5/1

4

4+

-

3

150

-/2

*3

Chieftan

General

+2

-

-

9

1

125

1

-

Hero

Hero

+1

-

-

8

1

80

-/2

-

Sorcerer

Wizard

+0

-

-

7

1

45

-/1

-

Chariot

Mount

+1

-

-

8

1

+10

-/3

*4

Special Rules

1. Heavy Infantry. One unit of Heavy infantry may have the Bodyguard honour.

2. Slaves. (Optional: Horde rules), or use Bretonnian Peasant rules for slave units.

3. Mûmakil. See description

4. Chariot. A Harad General or Hero can ride a chariot.

STANDARD ARMY LIST All characters, units and mounts listed on the army selector are available for standard battles.

STANDARD ALLIED ARMY LIST This is the list to use when selecting characters, and units as an allied contingent to Sauron.

Characters

Chieftan, Hero

Allies

Sauron

Units

Spearmen, Warriors, Bowmen, Troll-men, Heavy Cav, Cav, Mounted Archers, Mumakil*

*No Mumakil for the Anórian invasion force, or Mordor home defense force.

War of the Ring v1.5

Per Uni tPoints

Command

Min/Max

Unit Size

Armour

Special

Attack

Type

Hits

Rangers of the North

The Two Kingdoms founded by Elendil and his sons were originally intended to be two parts of a greater nation of the Dúnedain, ruled by a High King at Annúminas. This was not to be. The loss of Elendil's son Isildur in the Disaster of the Gladden Fields led to a chain of events that separated Arnor in the north from Gondor in the south, and the two kingdoms continued to follow different paths through history. Arnor, the North-kingdom of the Dúnedain, was ruled by the direct descendants of Isildur, beginning with Valandil, his youngest son. Though the bloodline of the Northern Dúnedain came directly from the old High King, theirs was a troubled realm. Internal strife and war with Angmar saw Arnor become fractured and eventually destroyed, leaving the Dúnedain of the North a dwindled and wandering people. Nonetheless, the line of Isildur was maintained through the Chieftains of this people. Aragorn II was Isildur's Heir through thirty-nine generations.

NORTHERN DÚNEDAIN After the loss of the kingdom of Arthedain, the descendants of Isildur's line survived in the wilds of Middle-earth, and became skilled in hunting and woodcraft; their warriors were known as the Rangers among the peoples of the north. There are not enough of the northern Dunadain left to field an independent army at the time of the War of the Ring, so they may only be used as an allied force to bolster the ranks of the other Free Peoples armies. The number of units listed in the selector are the maximum number of available units at any points total.

SPECIAL RANGER RULE Rangers do not count woods as dense, so no -1 Command penalty is applied. Rangers are never considered to be in an Irregular formation. Mounted Rangers may pursue retreating units into woods. Rangers are immune from terror. Mounted Rangers are still effected by the Múmakil rule.

ALLIES Rangers may be used as allies for all Free Peoples armies during the War of the Ring, but will never make up more than 25% of an armies units. All characters, units and artifacts listed on the Rangers of the North army selector, except for Halbarads Grey Company, are available as part of an allied contingent to the Shire.

STANDARD ARMY LIST The Rangers are only used as part of an allied contingent.

RANGER ALLY SELECTOR

Troops

Rangers

Infantry

3/1

3

5+

-

3

60

-/1

-

Halbarad’s Grey Company Special

5

3

4+

-

1

60

-/1

*1

Mounted Rangers

Cavalry

3/1

3

5+

-

3

110

-/3

-

Dúnedain General Dúnedain Hero

General

+3

-

-

9

1

145

-/1

-

Hero

+2

-

-

8

1

100

-/2

-

Westernesse Armor Westernesse Weapons Banner of Arnor Banner of the King

Artifact

-

-

-

-

1

30

-/1

*2

Artifact

-

-

-

-

1

50

-/1

*3

Artifact

-

-

-

-

1

+50

-/1

*4

Artifact

-

-

-

-

1

150

-/1

*5

Special Rules

1. Halbarad’s Grey Company. The Grey Company is a unique unit, there is only one. This unit represents the most valiant of the Rangers led by Halbarad. The high Attack and Armor values represent the unit being equipped with Westernesse weapons and armor. The grey company may be attached to another cavalry unit, bringing the total to 4 stands for the unit. When the grey company is attached to another unit, for simplicity it is considered to have the same armor save as that unit. They fight as part of that unit and can be removed as a unit casualty if the player wishes. Grey Company casualties never count as casualties for the purpose of issuing orders, which means there is no -1 penalty as there normally would be for units suffering a casualty. The Grey Company stand never counts as part of the unit's formation when determining whether they move at full or half pace. If the Grey Company is destroyed while attached to another unit it does not count against the break point of the army.

War of the Ring v1.5

If the company is not attached to another unit it will gain an additional +1 Attack when charging in the open, and have their first order in the command phase issued to them without the need of a Command roll. If the army general fails a command roll before the Grey Company is issued orders, the Command phase will end as normal. The company may attach to any allied free peoples cavalry unit listed on the Allied list.

Artifacts. Only 1 artifact may be purchased for each Ranger unit.

2. Westernesse Armor. The finest armor forged in Númenor before the downfall. Some of the Rangers in a unit are

equipped with Westernesse armor. One shooting Hit inflicted on a unit after Armor saves is ignored, due to the superior make of the armor. This stays into effect until the unit loses one