The Battle for Middle Earth Campaign

The Lord of the Rings SBG

White Dwarf. The rules allow armies to move around the map. The sourcebooks provide a number of scenarios that when linked create mini-campaigns but these are often short and predictable.Foreword The Lord of the Rings SBG is fantastic gaming system. the White Dwarf logo. locations. Players can reinforce their preferred strongholds and push for dominance on key areas of the map pitting forces of varying sizes against one another. This document is completely unofficial and in no way endorsed by Games Workshop Limited. Used without permission. names. illustrations and images from the Lord of the Rings world are either ®. players are able to re-tell their favourite moments from the Epic trilogy whether it be upon the walls of Helms Deep or on the plains of the Pelennor. There are special rules and random events to keep players on their toes and battlefield modifiers such as the Watchtower/Fort special rules. The Battle for Middle Earth is about to begin! Design Notes The rules are inspired by the Mighty Empire rules and also the Middle Earth in Flames rules. All Rights Reserved to their respective owners. characters. perhaps wanting to steer away from Tolkien’s lore and instead focus on ‘what if’ scenarios. and all associated marks. My aim was to create a simple campaign to be fought over by two or more opponents. No challenge to their status intended. directing multiple armies around Middle Earth. 2 . To fill the void I’ve written this Campaign System for the enthusiast looking to create a detailed backstory. race insignia. TM and/or © Copyright Games Workshop Ltd 2000-2011. A number of key changes have been made. Lord of the Rings Warhammer. Most importantly players can tailor the campaign towards their miniature collections. The LOTR SBG is missing a simple campaign system that gives players the chance to control multiple armies based on their miniature collection. claiming areas of strategic value and fighting over various lands to secure resources. races. variably registered in the UK and other countries around the world.

Contents Campaign Rules Campaign Layout Campaign Story Campaign Objectives Strategic Points Armies Stationed Garrison Campaign Turn Initiative Roll Turn Actions Event Phase Gather Resources Move Armies Scouting Roll Forced March Capturing a Strategic Point Splitting Armies Distribute Resources Reinforcing Armies Creating New Armies Building Outposts Destroying Strategic Points / Outposts Resolving Battles Selecting Forces Reinforcements Battlefield Setup Battlefield Objectives Determining Losses Battle Aftermath Defeated Armies Special Rules Faction Bonuses Wild Creatures Turn Sheet page 4 4 4 4 5 5 5 6 6 6 6 7 7 7 8 8 8 8 8 9 9 9 10 10 10 10 11 11 12 12 12 12 13 14 3 .

The campaign continues until one side holds all of the Strategic Points at which point they are victorious. 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 Mighty Empire tiles are ideal for map building and I highly recommend them. The force with fewer points may set up within a Strategic Point (Minas Tirith. Alternatively create your own. The winner is the side which kills or routs all the opposing side. A campaign map is also provided at the end of this rules set. The constant harassment of the Corsair raiders in Southern Gondor may have prevented reinforcements reaching Minas Tirith had they been more effective. 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. The campaign continues until one side is destroyed! - Campaign Story The campaign story is important and should be considered prior to anything else. If you want to build your own hex based map you can by following the link below.com/index. - - - 4 . Note for this purpose Strategic Points count as 500 resource points each. Isengard etc) and so a Siege Battle will ensue. make sure all players understand the endgame before beginning the campaign. After 20 Campaign Turns the player whose faction controls the most Resource Points (including Army and Strategic Points) is victorious. http://www. The campaign lasts until one player manages to accumulate ____________ Resource Points at which point players gather all their strength and fight one last battle. terrain available and time constraints.Campaign Rules Campaign Layout The campaign system can be focused around a small region of Harad. All these events are linked so players can pick and choose what conflict they would like to fight over rewriting the history of Middle Earth.shtml Campaign Objectives The campaign objective should be decided next and can be chosen by the participants from the list below. After 20 Campaign Turns the side who controls the most Strategic Points is the winner. the lands of Gondor or even the whole of Middle Earth itself! Players may choose what they will be fighting over based on their miniature collections. There is also a map featured in White Dwarf 336 should players be unable to produce their own.hexographer. Choose one that best reflects the struggle both forces would likely fight over. A hex-based map is suggested.

Every time an Army fights against another. they are permanently stationed at their garrison. Minas Morgul. Andrast. there is no maximum point limit. Barad Dur. 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. conquering territory and holding on to these Strategic Points. Armies begin on or next to their Strategic Point hexes. Dol Amroth. There should be approximately one Strategic Point for every six hexes. Garrison Type Fort/Outpost Mountain/Hills/Forest Fortified Town/City Examples Cair Andros. Stationed Garrisons may not be used as reinforcements for battles adjacent to the Strategic Point hex. A single army can split or two or more can merge to create a larger force during the ‘Move Armies’ phase. Linhir. Such places generate wealth through trade. Dol Guldur. Each player begins with 2 Strategic Points.Strategic Points Strategic Points are places of great importance on the campaign map. Each Army Marker will have a points total that players should keep a note of. Pelargir. Lothlorien Minas Tirith. If an army is reduced below 150 points it is destroyed. An Army must be made up of at least 150 points. depending on the region and surrounding area within which the campaign is set. Armies Each faction begins the game with two Armies. Note named heroes are not available to choose from Stationed Garrisons. each made up of 300 points. Strategic Points are permanent features. They may be an outpost on the border of Harad or perhaps a great city of Gondor. players may choose a force equal to the army’s points total. Edoras. The key to success is in increasing the resources at your disposal by winning battles. Isengard. Players must make it known if any of their armies are ‘all mounted’ – this is for movement purposes (see Forced March). Misty Mountains. Army Markers should be used to mark the locations of armies on the campaign map. Helms Deep (see ‘Outposts’) Iron Hills. Stationed Garrison Each of the main Strategic Points in Middle Earth will have a small occupying force permanently based there to defend the local population. they are assumed to be replaced. If there is no Army present then the defending player will only have access to the Stationed Garrison. Ignore casualties suffered by Stationed Garrisons. Armies can be reinforced and created during the campaign (see Distributing Resources) at Strategic Points. Mirkwood. The Black Gate. Cirith Ungol Stationed Garrison 100 points 150 points 200 points 5 . Umbar. If a battle takes place at a Strategic Point consult the following table to determine the Stationed Garrison This may be used in addition with an Army present on the hex.

Event Phase Turn Actions Once Initiative has been determined. Compare results to determine the order in which players will take their Turn Actions (much like a Priority Roll). Friendly forces have carried out successful raids against the enemy. Scouts are hired to assist friendly forces through All friendly armies receive +1 to their Scouting and Forced March rolls this Campaign Turn. Any armies moving into this hex will be able to move no further than turn. players get to take their Turn Actions in the following order: i) ii) iii) iv) Event Phase Gather Resources Move Armies Distribute Resources All players must roll a dice on the Event Chart below starting with the player who rolled highest in the Initiative Roll. Choose an enemy Strategic Point. Enemy forces begin to suffer as supplies run short. These events take effect immediately and last until the end of the Campaign Turn. 2 Local Flooding 3 Pathfinder 4 Subsistence Shortfall 5 Raids 6 Financial Turmoil 6 . All players take their Turn Actions before Resolving Battles. blighting the land leading to famine and unrest amongst the population. a new Campaign Turn begins with another Initiative Roll. Flash flooding has devastated the area destroying crops and buildings.Campaign Turn Initiative Roll At the start of every Campaign Turn each player rolls a dice. Consult the rules and pick an army/hex were appropriate. The player that rolls highest goes first. As a consequence all enemy resources generated this Campaign Turn are halved. An army located there may not move this Campaign Turn. D6 1 Event Heavy Storm Effect Heavy winds and driving rain hamper the land. They may not Gather Resources at this location this Campaign Turn. D5 x 12 resource points are deducted from an enemy army of your choice. War takes its toll on the enemy. Any ties are re-rolled. Note: this effect can only be targeted against an army located outside of a Strategic Point. D6 x 10 resource points are added to your treasury. Once every player has taken their actions and any table-top battles have been fought. Pick an enemy hex.

The other army cannot move either. • If an army moves into a space occupied by an enemy army. After crossing on a roll of a 5+ an army may move no further that turn. Roll a dice for each Strategic Point you control and add D3 x 25 resource points to your treasury. Neither army can then move any further that turn. If the roll is failed the army can move no further this turn. If an army fails either of these rolls. To do this. then a Forced March roll. it stays where it is and can move no further that Campaign Turn. it can move no further. they may continue their move as normal. 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 your faction controls one of these points it has the potential to generate resources that you can later spend to create or reinforce armies. an army needs to pass a Scouting roll before it can move into an adjacent hex. If a hex has a river running through it and there is no visible crossing on the hex then a roll of a 5+ is necessary in order to proceed. first check what type of terrain you want your army to cross.Gather Resources Certain spaces on the map are identified as being Strategic Points. Note the effects of the Event Phase can affect the total resources collected. Alternatively if the controlling player wishes it can merge the two armies (even after moving four spaces). They may be used as reinforcements in the ensuing battle. 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. even when it is its turn to move. Move Armies Moving an army involves two things – first a Scouting roll. Scouting Chart Terrain Type D6 Roll Flatland Forest/Marsh Mountain Automatic 3+ 4+ 7 . Consult the type of terrain on the Scouting chart and roll a dice. no armies from any faction can pass through however they may finish their movement on an adjacent hex. If there is a crossing point clearly shown on the map then treat it as Flatland for the purposes of crossing. Scouting Roll To represent the problems of moving armies over difficult terrain. If the roll is passed the army has found safe passage into the next space. • When two armies are locked in combat.

An army can be reinforced while it is at a Strategic Point. you must make a roll for each successive space you wish to move to. A player may choose to split his armies into no more than two separate forces providing they follow the ‘Creating New Armies’ requirements in regards to points totals.Forced March To represent the exhausting effects manoeuvring an army can have. If the army is made up of 100% mounted units then add +1 to all Forced March rolls. an Army has to move into the hex and end the current turn’s movement there. They may also be used to build Outposts. First space Second space Third space Fourth space Automatic 3+ 4+ 5+ Reinforcing Armies Capturing a Strategic Point In order to capture a Strategic Point. The points may be used to reinforce or create new armies or simply be kept safe for a subsequent Campaign Turn. Points from your Treasury may be spent in multiples of 50 to increase the Army points total. Unlike with merging armies. splitting armies does not halt movement that turn. Note a player must advise whether the army is 100% mounted otherwise it will be treated as normal. Distribute Resources Forced March Chart Army Movement D6 Roll Once a player has moved his armies. If a player’s army moves onto a Strategic Point that already contains an enemy Army a battle is fought (see Resolving Battles) and control goes to the victor. Note each force must have at least one Hero. The Forced March chart tells you the number you need in order to successfully move into the next hex. 8 . Note: A Strategic Point engaged by an enemy Army cannot spend any resources on creating or reinforcing an army during the Campaign Turn. As indicated on the chart. An army cannot move more than four spaces in a single Campaign Turn. he may distribute any resources he has in his Treasury. a larger force may be split into two groups. Splitting Armies At the start of the Move Armies phase. 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 Forced March roll is failed the army remains where it is and can advance no further that Campaign Turn. you will need to make a Forced March roll for each space moved. It however must not be engaged by an enemy force.

with the exception that the bowmen do not need to be in base contact with one another. always giving the defending force the initiative. Building an Outpost Watchtower: 100 points Watchtowers are tall structures. The defenders have seen the approaching army and prepared themselves. the tile reverts to being a plain hex with no effects. In addition they will have prepared for the oncoming siege. From the second turn onwards. Roll to hit. Once a Strategic Point is destroyed. Resources are deducted from your Treasury equal to the cost of the outpost. the defending player may fire D3 volleys. the defending player may make one bombardment (treat as a trebuchet/catapult fire). Once both sides have deployed but before the first turn. Once both sides have deployed but before the first turn. it falls into the hands of the opposing force. designed for small groups of warriors to keep watch over the surrounding lands.Creating New Armies A new army can be created at any Strategic Point under your control providing there is not an army already present there. 9 . A Fort also has a Stationed Garrison of 100 points. Forces held up in a fort will benefit from the high walls and crenellations protecting defenders from enemy missile fire and assaults. Resources are spent from your Treasury as described in ‘Reinforcing Armies’. The tile must have an army present there and must not be engaged. 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 arms! Destroying Strategic Points / Outposts If the army defending a Strategic Point or Outpost is defeated. Fort: 400 points Forces wanting to hold a region of importance can construct small fortresses. to scatter and to wound as normal. A new army must be made up of a minimum of 150 points and must include at least one Hero. Follow the normal rules for Volley Fire. On a clear day a sentry will be able to see for miles around. during the Shoot Phase the defending player may fire 1 bombardment per turn. Once destroyed a Strategic Point cannot be rebuilt however an Outpost can. Outposts are not strategic points but do have Special Battlefield effects (see below). Each volley has a total number of shots equal to the number of bowmen in the defending army. An Outpost may not be built on a Marsh hex nor a Strategic Point. a marker may then be added to the Campaign map. As above players must disclose if the army is 100% mounted. Alternatively they may choose to destroy the settlement during the Distribute Resources phase. Building Outposts A player may elect to build an Outpost using resources from his Treasury. They may then benefit from the effects of the Outpost in future Campaign Turns.

trees etc Can use 3 or more tree/ swamp terrain features Can use an elevated terrain feature Can use a portion of a river with at least 2 crossing points River Reinforcements If an allied army is located next to the hex where the battle is to take place. Note: they do not have to be the same Warriors that were present in previous battles. A table-top battle is to be fought using forces selected from their respective point totals and following the rules below. . they may arrive as reinforcements D6 + 3 turns into the game. the reinforcements are assumed to merge with the initial force into one army (see Merging Armies) Battlefield Objectives 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. The rest of the forces can then be chosen. Once all the battles have been fought. Reinforcements move onto the board as one unit from a direction that corresponds to the movements on the campaign map.Resolving Battles An Army can attack an opposing force in an adjacent hex to theirs (even if they have moved four spaces). Once the battle is over. Take it in turn to place terrain pieces around the map. 10 The attacking player may roll on the Battlefield Objectives chart. If there are multiple Heroes the same applies. Forest/ Swamps Mountain Can use more than 3 low-lying hills. bushes. The following table lists some suggestions. a new Campaign Turn can begin again. in which case they become the attacking player. Terrain Details Clear Selecting Forces Both forces are chosen to their respective points totals. This is the objective to be fought over in the ensuing battle. If a Hero has already fought a battle with one of the Armies then he is assumed to remain with that army unless otherwise stated (see Splitting Armies).

Battlefield Objectives Objective D6 Details The game lasts until one side is reduced to 50% casualties in which case that side rolls a D6. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The game continues until all of the Heroes on the defending side are slain or routed. The defending force has prospered under the leadership of its experienced commanders. It is assumed the remnants flee for their lives (treat as routed). one side must have more models within 3” of it. The side with the most models within 6” of the defending players board edge wins. Place 3 objectives around the map (For siege games they must be on or behind the walls). those that have fallen. Note for siege games all the land on or behind the walls is included instead of the 6”. Secure the Land 1 Secure the Objectives 2 Leaderless Attackers 3 Leaderless Defenders 4 War of Attrition 5 No Quarter 6 Determining Losses Any models that are killed during a battle are removed from play. 11 Add up all the points of the remaining force for each Army (including the routed who returned). . The Game lasts until one side is reduced to 50% casualties in which case that side rolls a D6. The game lasts until one side is completely destroyed or routed. To secure an objective. On a 1-2 the game ends. On a 4+ they return to the army after the battle is over. The attacking force is held together by the strength of their leaders and is hopeless without them. On a 1-2 the game ends. On a 12 the game ends. The game lasts until one side is reduced to below 75% casualties in which case that side rolls a D6. The victorious army does not suffer any further losses however the defeated side must take a further 10% deduction from the remaining points total to represent those too injured and weak to go on. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The game continues until all of the Heroes on the attacking side are slain or routed. claimed by their battle wounds and those too slow to keep up. The side with the most objectives secured wins. A player may spend 25 resource points from their Treasury to modify this roll by +1 (much like a point of Might). However put aside any routed models and roll a dice for each at the end of the game. Both forces value the surrounding land dearly and will sacrifice many lives in order to hold it.

armour and other battlefield trophies. Defeated Armies must deduct 1 from all their Forced March rolls in the next Campaign Turn. Wild Creatures You may wish to add the Wild Creatures special rule to your campaign. Gondor may re-roll on the Event Chart. 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. instead ending their movement next to the Strategic Point. The Rohirrim add +1 to all their Forced March rolls (this is accumulative with the 100% mounted rule). Elven Armies add +1 to all their Scouting Rolls. it immediately retreats 2 spaces towards its closest Strategic Point. Dwarven Armies may add +1 to the Gathering Resource roll for one of their Strategic Points. They may not do anything further that turn. tales of whole warbands disappearing in the dead of night. “Middle Earth has become a dangerous place in recent years. prowling the edges of the battlefield for their next meal. as the soldiers are too busy treating the injured. the special rules can be used in any arrangement. it works as follows. Reports of savage attacks are common place now. In addition they are assumed to scavenge weapons. Additionally they may be involved as reinforcements as normal if they are adjacent to an army or Strategic Point that is attacked. roll on the chart below. Isengard receives an additional 25 resource points each turn.Battle Aftermath The army that wins remains in the contested space. Defending Armies fighting in a Mountain hex cannot retreat and are destroyed if they lose a battle. preying nearer now to the outlying settlements. The Armies of the Forgotten Kingdoms may re-roll their Initiative Roll. There are even stories of beasts hunting during the course of 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 If an Army loses a battle. a special event may occur. Mordor receives D6 x 25 resource points to their treasury for one of their Strategic Points as opposed to the normal D3 x 25 resource points. Here are a few suggestions: 12 . Wild animals driven by hunger or something more sinister have emboldened these creatures to become more cunning than ever. Add D6 x 10 points to the victors Treasury.” If an army has declared they are attacking an opposing force. They may not enter the hex if it is Under Siege. They cannot attack opposing forces but can participate in any battles if attacked. ending its movement if it reaches it.

- - - - - Should there be multiple targets in range. Select up to 100 points of Spiders. If the Wild Creatures are all destroyed continue the battle as normal. Wargs and/or Bat Swarms. then any Wild Creatures must set up outside the walls. they are part of the wild! Therefore they never count as Broken. If the game objectives are achieved. 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. 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. - Wild Creatures are not skilled warriors and so won’t back away if they lose a fight.D6 Roll 1-4 Special Event The creatures of this region have all but fled from the land. the game ends immediately. 5 6 - If the game is played as a Siege. All Wild Creatures have the Survival Instinct special rule The Wild Creatures are not considered to be part of a force. The din of battle has awoken a group of Hill Trolls (use 3 Cave Trolls). the animals of this wood are drawn to the sound of battle. If there is no one in range they will always move towards the nearest model at full movement. During the battle the Wild Creatures are controlled by the player with Priority. then the player with Priority may decide which models they will engage. Treat them as trapped when rolling to Wound. No effect Whether it is hunger or something more sinister. The Wild Creatures are assumed to run off into the wilderness. Wild Creatures do not pick sides so will charge a model if they are in range. - 13 .

of Strategic Points: Armies: Notes: ___________________________________________________________________________ __________________________________________________________________________________ __________________________________________________________________________________ __________________________________________________________________________________ _________________________________________________________________________________ Watchtowers: Forts: Resolving Battles Objectives Roll: Force: _________________________________________________ Reinforcements: ________ Losses: ______________________ Objectives Roll: Force: _________________________________________________ Reinforcements: ________ Losses: ______________________ Objectives Roll: Force: _________________________________________________ Reinforcements: ________ Losses: ______________________ Objectives Roll: Force: _________________________________________________ Reinforcements: ________ Losses: ______________________ Faction Bonuses: _________________________ Wild Creatures: _______________________ 14 .Turn Sheet Initiative Roll: ____________________________ Resources Gathered: _______________________ Event Phase: _________________________ Treasury Total: _______________________ No.

If you want to play a smaller campaign use a portion of the map. use the Mighty Empires tiles. This map can serve as a reference should you get stuck. Flatlands Forest / Marshlands Mountain River Crossing Strategic Point 15 . Alternatively. Also note the Strategic Points.The entire map can be used for a campaign.

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