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ST WATS ei GAME Se ee ete WAR #:RING Bu Matthew Ward (® Jeremy Vetock & Contents INTRODUCTION .......- ‘An overview of the game, as well as explaining how to ‘get stared collecting an ary. WHAT YOU NEED TO PLAY .. 8 COLLECTING AN ARMY : 10 Points 10 The Size of a Game 4 OVERVIEW OF GAMEPLAY ........2.....12 BATTLE IN THE WESTFOLD 4 THE RULES .....- aoe) The first half ofthis section details the basic rules of the game. The rest of the section coves the rules for defending buildings, mighty Heroes, diferent weapons, the use of magical powers and the special abilities of ‘other unusual troop types. COMPANIES & FORMATIONS. ‘Movernent Trays Monsters Companies Formations Formations in Contact DICE AND MEASURING Dice (06) Measuring Re-ols & Roll-offs CHARACTERISTICS . Wargear ‘Special Rules Absolute Zero ‘THE GAME TURN “Taking Sides: The Turn Sequence ‘THE PRIORITY PHASE .. ‘THE MOVE PHASE Who moves first? ‘Moving the Formations Difficult Terrain Impassable Terrain ‘Moving off the Board The Enemy are Upon Us! Measurement Etiquette Monsters and Movement Alying Monsters and Movement Moving Disordered Formations Fall Back! poset h oxy Ene peoyhygoe oofatigigp ‘THE SHOOT PHASE ‘Choose Shooting Formation Choose Target Calculate Number of Dice Rolling To Hit To Hit Chart Remove Casualties Target Driven Back THE CHARGE PHASE . Choose Charging Focration Choose Spearhead Choose Target Roll Charge Distance Move Spearhead Move Remaining Companies Impacting Multiple Targets FIGHT PHASE 4 ‘Choose Which Fight to Resolve Determine Striking Order Calculate Number of Dice Roll To Hit To Hit Chart Removing Casualties Determine Victor Loser Tests for Panic Earth-shaking Charge ‘Multiple Fights DEFENSIBLE TERRAIN Capacity (Occupying a Terrain Feature 3 Exiting a Terain Feature P Shooting at a Defensible Terrain Feature ‘Shooting from a Defensibie Terrain Feature Charging a Defensibie Terain Feature ‘Our Numbers Are Too Great! a ‘ARMS AND ARMOUR. Representing Wargear Hand Weapons Special Close Combat Weapons Shooting Weapons Armour COMMAND COMPANIES ......-.+- ‘Models in a Command Company SPECIAL RULES .......-2220+ 0000 HEROES . .. ‘At the Double! Heroic Profiles A Heroic Death Heroic Actions Epic Heroes Epic Actions Epic Hero Special Rules eg Nieges roves Mesa! Mase a Spel Discipines _Spels of Dismay Spel of Command Beal he Wickes ‘Spel of Ruin. Spells of Darkness ‘Choose Forces... Prepare the Battlefield Determine Objectives Deployment . Reinforcements Pay the Game! Winning the Game 3MIES OF MIDDLE-EARTH ....... planing how to forge your Citadel Miniatures into an ‘This section ao detas powerful fates and fortunes ‘an aid your forces, FORGING YOUR ARMY (Choose a Faction . Choose a Leader The First Formation ‘The Rest of the Army FORTUNES AND FATES - ‘Choose Your Fortune ‘Using Fortunes and Fates, Fortunes Fates GONDOR AND ARNOR ... ‘THE KINGDOM OF ROHAN . . ‘THE ELVEN KINGDOMS . .. ‘THE DWARF HOLDS .. ‘THE FORGOTTEN KINGDOMS MORDOR .....----- ‘THE FORTRESS OF ISENGARD ‘THE MISTY MOUNTAINS COLLECTING, PAINTING & PLAYING BATTLES oe Tips on collecting and painting an army, plus pages recreating the battles af the War of The Ring WHAT ITS ALL ABOUT 214 COLLECTING AN ARMY ‘Assembling Miniatures Painting Painting an Army Marching to War ‘Assembling Mul-part Miniatures Banners of Middle-earth Modeling Tips Battlefields of Middle-earth . Terrain meee eaie 224 226 228 230 232 234 236 240 242 GREAT BATTLES FROM ‘THE WAR OF THE RING . The Fords of sen Altering Scenarios . UglOk’s Last Stand ‘The Relief of Helms Deep Multiplayer Games| Fall of sengard Battle for Osgiliath The Hammerstroke Falls ‘The Baitle for Pelargit Battle of the Pelennor Fields air Andros Siege of Lothiorien Dain’ Last Stand The Black Gate ‘SCENARIOS BEYOND ‘THE WAR OF THE RING .....- The Last Alliance Disaster at Gladden Fields ‘The Doom of Forost The Battie of Khazad-dam LINKING YOUR GAMES ... EXPANDING YOUR GAMES . . 312 ‘THE LORD OF THE RINGS STRATEGY BATTLE GAME... GETTING INVOLVED . FINDING OUT MORE... REFERENCE . ‘Quick Reference Sheet Rules Index... Index of Warriors Sequence of Play ~ 320 322 +326 2327 328 Now is a time of war and strife throughout Middle-earth. From out of the black lands of Mordor Sauron’s power has grown, his iron rule has been +00 long unchallenged. His confidence fed by the unbridled and ever-growing might that is his to ‘command. A storm is rising that will cover the lands in darkness The War of The Ring has begun The Black Gate issuing forth Seen in this Age of Middle-earth, Valour is now the defence f diets of Osgiliath and Cair Andro Ithilen and Minas Tirth — valour, high walls, and the hope of aid Roh Yet the kingdom af Rohan n one Ring as his own smoke as forges toll endlessly, girding a new army for 1d 50 it falls to the horse-ords of Rohan whio must Far to the north, in Erebor and in Dale, its only through he combined strength of Men and Dwar doubtless enraged by the continued resstar hey stand firm, 3 defiance that causes the Eye to break upon the Lonely Mountain tke In Mir hrandul finds his borders embroiled in war ‘once more, and his people hard ‘against the fou! Creatures that seek to lay low the sylvan reat south and west, Goblins and Ores prowl the edges of Lerien and Fangorn, seeking to humble the two woodland realms of old, for Sauron hates and fears the power concealed by the tees. Even now his own might is ot yet suficient. Once more the Datk Lord is halted by those that oppase him, as the Elves have stood against him through all his long years of power h of these battles, and more besides, have a part 0 playin these, the closing days of the Third Age To preserve anything that is wholesome in Middle-earth the forces of Good must withstand the storm of battle that now tses out from Mordo Sauron’s wrath willbe temible, his retnbution swt arthis about to begin. Gandalf, The Two Towers sturdy Dwan dle What You Need to Play In order to play a game of War of The Ring you will need the items shown here. ‘The Rules Manual ~ When fi The table Real ralinghils of Rohan or the ea ‘Armies of Gitadel Miniatures ~ Both you and your opponent will ned an army to battle with, ‘When you first start playing it @ good idea to aim for roughly even numbers of models on both side ‘Aer afew games, however, you wall want to use the points system found inthis book to organise Your forces. This points system both ensues fair battles and stil alows for purposefully lopsided game Dice 1 uses ordinary shesided dice to work out it handy to have quite a few dice on hand for the biood lose combat Pen and Paper — in a\ ‘Movement Trays - in War of The fing, models ae organised into companies ~ two cavalry or eight infantry pe ‘company. These companies are placed on trays or bases which can eitér be bought or custom made out of thin 3rd or other durable material (see page 230 for more information about basing your models) Soi 9 ©& Collecting an Army In order to play a War of The Rng battle you will need an ‘army, Itis possible to play with a collection of whatever models you have, collating a variety of different forces, but most players choose to focus on a particulat army. Choosing and collecting an army is one of the mos important (and enjoyable!) aspects of tabletop ‘gaming Inside this book you wil find rules, army lists and ‘advice for bulding armies alongside plenty of examples for inspiration. But how large an army should you colect? ‘Armies can be any size ~ from a small force of three formations led by an Epic Hero (about 50 models) to a sprawling horde that covers the battlefield and contains many Heroes, monsters and even alled formations. There is no right or wrong, but the more models you ‘own, the larger the size of game you can play. Each force 8 Points War of The Ring uses a system of points values that allow players to fight out evenly matched battles, to purposefully stack the ods’ and give one side an ‘advantage. Fach formation, Hero, oF mor a cost that reflects its value in a game. For example, 2 formation of Wartiors of Minas Trt (made up of cone compary of eight models) s worth 25 points, while Aragom,tildur’s Hei is worth 200 points by himself In game terms the Warriors of Minas Tith ave a sturdy lot, able to hold their own agains ike-pointed formation while Aragorn isan Epic Hero, capable of single-handedly changing the course ofan entire batle with his special abilities, which can greatly increase both the fighting prowess and the manoeuvrability of friendly formations. things manageable - a smal amy ith ‘only a few Heras per side vil aon 2 Overview of Game Play Profiles The Turn System & Priority Ta eprefat the ars ables adsl ev of affair ok Tis Rig 1 len ooe a re the iferent types of Wario foundin War of The of tn Dunng eah tum both ses ean move, shoot Feros cxpenverieceehars mite etry he cae mein yatiel det tating Ore ea (Gararieks bot see bp thee pifecaand naval val poet dung the cnoces of parc ta demeanour £2 company haste okowing asd on poy The frst step of enh ust oie dereentcbe yee yield RANT on cae in ye eee pare ye apean ecw eice gore 2 {5 goin or second fora the peas oF ta Race: What kind of creature the model is. Type Classification of either intantry, cavalry, 1) The Move Phase ‘monster, fing monster, or Hero, In the Move phase a payer may move any ora of his Move (M) How far the models an move formations up to their ull Move distance, After one (measured in inches) player has moved al the formations he wishes, the Fight (F) This number represents martial ski ‘opposing player moves any of his modes. Cavalry and The second number if ary) shows the monsters are faster than infantry, and some races move company’s shooting sil, Shoot value, more quickly than others, so be wary of faster moving Strength (5) This characteristic represents the force enemy formations outlanking your own troops! The of the company’ attacks. Move phase is fully covered on page 32. Defence (0) How tough or well-armoured the company is, The second number in Saceet fan) accamnis‘orsuets 2) The Shoot Phase Aragon ea Kasia The sho phases when thesis date with rows ibehay aac Pei est eee ree ee erent 0) Th reotact may Scie slened oisen Gang toresioys Alec hits the company can sustain before ‘and Shoot value a player determines how many dice to removing a madel as casualty roll To Hit. Page 36 has the rules for the Shoot phase Courage (C)__ The bravery and determination of the company. Might (MY) Allows Heroes to perform special actions 1) wart Wario have 2 (or modify dice ros. Move of 5 and 30 RACE TYPE M F Man infantry 6 3/44 d \ 2) The Dart Rangers may shoot any one made. The Dwarfs cannot shoot Ranger’ fel of re. Seepage 36k full explanation ofthe arc of ght rls 3) The Charge Phase Iechrce phase rations that ae near enough to an Bese charge The Sa win pty gos ft ond ahr hhe has moved any chargers the opposing player can make any charges of his own. As models typically gain an Advantage for charging, it's usualy better to ensure your formations charge, rather than be charged themselves Ful details on moving chargers can be found on page 42 ) 4) The Fight Phase Once bath sides the swing melee known asthe Fight phase. The side that 3 pioty chooses the order in which to resale combats inthe couse of these brutal ashes models are removed as asuates and the resuits end with opposing sides breaking off or perhaps being destroyed altogether. More can be found on the Fight phase on page 46. ave made al oftheir charges itis time for Casualties As models take hits from shooting, combat, or magi they are remaved frm pay as catuaes. Most have a Sng point of Reslence, meaning they wil be Skin by a single successful ft Some models, such as BO tenses Heroes, can abs substanal amount of damage. & Wo or omak, for instance, cn often tke many his before sucumbing, age 40 has moe details. rake a succesful chav Magic fo MEG prank em potent and power foe Thal peck lott er eee te havin ad fing. The les or ng mag can be ee, The Next Tu Alter both sides have completed their Move, Shoot, CCharge and Fight phases itis time for another turn which starts anew by rolling for priority, Victor The scenario, the guidelines set out for a particular bat dictate how one side wins the game. There are a range of Victory conditions, such as wiping out the other side, slaying particularly powerful or important Heroes, Ccepturing objectives, and sa on. Some scenarios las nti a victory condition is met, and some stop after a predetermined number of turns. More on scenarios can be found on page 76, and recreating the legendary battles ofthe War of The Ring can be found on page 244 the combats have been inne it begins vith players sgn roling ice 0320 who has ee Rules Gf The Ring isan involving game with a hast of variables ~ there are endless combin ies, Loop types, tactics, weapons, spells, and more. This is gratifying news to most experienced wargamers, however ft may be off-putting if you are just getting started or vant to 92% playing without delay. But fear not! The basis of moving, shooting, charging, and fighting in War of The Ring can be picked up and learnt quickly, and these straightforward battles are is pliers experienc, tha dapat levels can bate tHioraughy explored ~ adding in defensibe terrain, weapon options, special Heroes, As befits The Lord of The Rings, the heroes and vilans from t books and fi oles aa te extra les ich tapestty of the raise the game to @ whole new level, The scope for manoeuvre, momentum: urning actions, and What-wil-happen-next tension, orl just reat battles, but epic e game-saving heroics make for not Because of the vast range of ties and the wide variety of different Uation that les outside of the written rules, Or perhaps the occasion is covered in the rues, but can be interpreted in several correct seeming ways. An insightful Wizard once said “e (or even prot sally nthe very wise cannot see all ends int here is that players wil need to ‘Some prefer to debate 1Les options using logic, others prefer doing il occasionally apply to your games. T what ‘feols ight’ for the character of the armies involved, while many simply rll a dice and let the high scorer choose, The only right answer is what best suits you and your opponent or ‘gaming group. i you make your own interpretations or change rules altogether over the ‘of an exciting battle, then that just fine. May al the late, battle-winning heroics be yours! eee) %g Companies & Formations Ina War of The Ring game your warriors are organised into groups, which we refer to as ‘companies ‘A company consist of a number of loose models arranged on @ rectangular base or movernent ray By placing medals onto trays to make companies we can ‘move around lerge armies much more quickly and easily than if we were moving one model ata time, Note that we do not glue the models onto the trays at all - the trays and models are quite separate from one another. A tray, and all models upon it, are treated asa single Infantry are usualy aranged eight model toa tray ike this entity for the purposes ofthe rules. They move together, shoot together and fight together. The actions of the whole tray are worked out cather than that of each individual model. Casualties suffered by the company ate represented by removing models from the trays In ths way, the number of models in the company directly correlates to thelr combat effectiveness. Acranging models into companies in this fashion enables Us to smiflly resolve movement, shooting and combat for hundreds (or even thousands) of warriors. We can therefore fight batles of any size, ftom relatively small encounters between warbands and garisons to epoch- ending confrontations fought by mighty armies. Cava ae usualy ranged two modes ‘sde-byside on a ay hke ths Movement Trays (OF course this means that you'll need a number of Whilst there isa minimum size for movement trays, trays to play a War of The Ring game — one for each there is no maximum, They can be slighty larger if you ‘company in your army. Trays can easily be made from wish ~it makes no difference in the game. Some dynamic card, or sheet plastic (h fact, any kind of thin board) ‘models, such as mighty Heroes, Banner Bearers and so cut tothe minimum dimensions shown below. 10n, look even mare impressive if given more space Provided the number of models on each tray is core Tray Width Tray Depth we don’t need to worry about the exact position of Infantry company 10mm ‘60mm those models, so fee! free to experiment with differen Cavalry company 01mm somm Configurations to customise your army’s appearance. ‘Alternatively ~ you might wish to invest in some of Monsters the moulded plastic trays that have been produced ‘Some individual monsters are so large that a single to accompany the game. Whichever method you ‘monster is considered to be a company unto ise. choose, be careful that your mode's are secure to Even so its not necessary for a monster to have a prevent accidents while gaming. Our trays are designed movement tray — its own enormous base is qute {to hold either eight infantry or two cavalty models in a sufficient. We wil be discussing the ole af monsters Convenient fashion, You can find mote information on _later~for now all we need to know i that no trays ‘making your own movement trays on page 228, ‘are required for them, a (Our past trays ate designed to hold tht or two models 2s This movernent ray has been made cut of postcard, before being securely 25 possible during lay. painted and texture. m . ‘ , ‘i npanies Side (flank) arc Side (flank) are Ranked Formations Formations can be made deeper by arranging some Companies behind those infront - which i to say by ranking some companies behind others. Companies can be arranged into a thre, fourth or as many ranks Formations in Contact Different formations are not allowed to touch unless ‘they are engaged in a fight (which we'll cover later ‘on in the rules). Therefore, i two formations should happen to move into contact accidentally they must be separated by atleast an inch. This makes it clear that ‘they are separate formations, 425 you wish, but each rank in the formation must be filled out before another can be started. Companies positioned in 2 rearward rank must always be placed directy behind a company to thei front, comer-to-corner 25 shown in the examples below. In close combat things are a bit different. When opposing formations cash they are arranged so that they align into, ‘what we call base contact. Base contact means that the edges of their movernent trays (or bases, if they have no. tray) touch, but not necessarily exactly corner-io-corner as ‘we have described for companies in the same formation. ‘As this only happens during a fight, we will deal with this properly later on. pa Dice and Measuring Dice (D6) tha War of The Ring battle you often need to ral {ee to see how the ations of your models turn out ~ how effecine their shooting is, what damage they've done in combat, how far they fll back from enemy fre, and soon. Almost all of the dice alsin War of The Ring Use standard siesided dice (usually refered to as '06'), Rolling a D3 Ifare excumstances you may be told to rll a 3 As theres no such thing asa three-sided dice, use the folowing method for determining a score between 1 and 3-Roll 205 and halve the score, rounding up. Thus 1 or 2 30r4=2and5or6=3 Modifying dice rolls Sometimes, you may have to modiy the result ofthe die fol. Ths is noted a5 D6 plus or minus a number, suchas Dé +1 oFD6-2. Roll the dice and add or subtract the umber to oF from the score to get the final result. For eample, 0542 means rola dice and add 2 to the score, ging a total of between 3 and 8 You may a0 be told to roll a numberof dice in one go, Which 5 written as 206, 306, and so on. Roll the indicated fhummber of dice ard ad the scores together, so a 2D6 Tol two dice rolled and added together fora score of beeen 2-12, Another method is to matily the score (fade bya certain amount, such as D6x5 fora total [between 5 and 30. Finall, a combination of methods maybe used, such as 306-3 giving a total of 0-15, Measuring Inthe War of The Rng, players can measure any stance at any time, inorder to decide onthe best tacts and manoeuvres. Wien measuring distances between two companies, ts the desest point of their movement trays 25 your Ieference points (or the made! base fit does not have a ‘movement tay). Some large war machines models are supplied without a base. ts handy to mount these on ‘custom-built base (see page 228), but if this is not Possible, measure tothe model's body instead When measuring distances between two formations {5 the dosest points ofthe closest companies a5 your Ieference points, as shown in the diagram opposite 50 for example, it any part of a company is within 6* Cf any part of an enemy company, the two companies ae sid tobe within 6" of each other. Equally if these companies ae each part ofa formation, then those formations are likewise said to be within 6° of each other. Re-rolls & Roll-offs Re-olls In some situations the rues allow you a 'e-ol’ of the dice. This s exactly as it sounds ~ pick up the dice you ‘wish to reoll and roll them again, The second score counts, ever if it means a worse result than the fis ‘and no single dice can be re-olled more than once regardless ofthe source of the roll. f you reroll a 206 or 306 rol, you must re-ol al of the dice and nat just some of them, unless the rule granting you the re-oll explicitly specifies otherwise, Roll-offs ifthe rules requir players to rol-of, this simply means that each player roils a ice and the player that scores the highest result wins the roll-off. f the players rol the same result, both dice must be rolled ‘again until one player isthe winner. The distance berween the Minas Trth Warriors and the Tl 158 ches, We normaly say thatthe Tol within & ofthe Warriors formation. The stance betwen the Minas Tith Wario ad the Mondo Or formation ie. between the two closest parts of the closest movement trays) 6 ches. The te formations are within 6° ofeach other 2 Sq Characteristics 2B Middle-earth s home to many kinds of warriors and all ‘manner of Heroes, all of which have different strengths and weaknesses. In War of The Ring, fighting capable are expressed through characteris. There are ten diferent attributes that define a troop types battle prowess: Race, Type, Move (M), ght (, Stenath (), Defence (0), Attacks (A), Resilience (Rl, Courage (C) and. Might (MY), Each of these attrbutes is written inthe form of ‘a characeristc profile Race There are many races in Middle-earth, from graceful Elves and doughty Dwarves to verminous Goblins and brutal Tro. Certain special abilties or magical powers only work (on a particular race. For example, the Light of the Valar magical power reduces the Courage of all enemies inthe game, but also inflict hits on creatures designated as Spirits. Certain Races alo have other special abies, but these are denated by the company’s special rules Type There are four broad categories for ro types in Wa of The Ring: iafanty, cavalry, monster and fing monster. AS we Saw eater, t09p type informs the number of models inthe company ‘A company’s Type is used for several other things It determines the stage at which ft strikes in close combat, as well as the bonuses it receives. It can also affect how the Company interacts with teran, magical powers or special rules, as well explain later on Move (M) Move (M) shows the numberof inches a company can ‘move on the battlefield, A company of Minas Tih fairs, as shown below, could move 6” whist a ‘Mordor Tol could move 8° Common fq), Minas Tirith Warriors Formation Wargear Fight () ‘companys Fight value (F consists of two numbers divided bya slash. The fist represents siln hand-to-hand fighting ~ the higher ths number, the better! The seconed number's the Shoot value. Thiss wed to work ‘out the number of bonus dice the company wil get when it shoots, I a company does not have ranged weapons i Convenient to miss out the Shoot value and replace it wth 1a dash (), Unlike other characteristics, the lower the Shoot vale, the better! A Fight value of 3 is about average fr hand-to-hand fighting, and 4 is average for shooting Strength (S) “The Strength value (5) represents the physical might ofa company, and how powerfully it can strike its enemies Minas Tiith Wares have Strength 3, whist the davering ‘mount ofthe Wara Riders aves them 2 Suenath of 4 ‘Armighty Mocdor Tol Chetan has a Stength of 8 it the thing for crashing shied! Defence (D) {A company’ Defence value (0) indicates how tough or hardy itis. Mary monsters are increaby hardy, whist armour and shields al increase a warrior resistance toa blow. A Defence value of 3 about average for a company of unarmoured Men, Defence 5 would be about average forthe same warirs fully armoured for battle. A company equipped wit shields will normally have a spt Defence characteristic ie. 5(7), with the fst number representing the base Defence and the number in brackts representing the increased Defence offered by the shield to the compary/ front. 25 points per company 81 the characteristic profile fora company of Mi th Warriors. Most ordinary Men wi have sina carace values to represent their superior abies Attacks (A) The Atacs value (A) indicates how mary biows a ompany can stike in close combat, and how many shots HRean fire. Infantry companies have 8 Attacks, Cavalry Kompanies have 2 Attacks. As a company suffers casualties, HiAttaks value crops. For each casualty a company has fale, its tacks vale is reduced by 1. For example, a fompany of Minas Tiith Warirs that has taken two {asualtes wil have an Attacks value of 6 (@ Attacks on the Profle, less 2 casuals Fall, monsters have 3 oc more Attacks each, Monsters Botsuffer casualties the same way as ather companies, so thei Attacks value wil not be reduced unt they are sian \ —— J (R) indicates how many bits a company Kansuffer before a model is removed as a casualty inthe {se of most infantry companies this values 1; a single hit Issufcient to kil. Cavalty are mere durable and can suffer 2 Tits before a casualty is taken, whist a monster can Boreven more hits. We etal later in the ules. Courage (C) The Courage valve (C) shows the bravery and determinaton Gl the company The Minas Trth Warriors’ Courage of 3is about average, whilst at Courage 2, Warg Riders are a ite more craven. By contast Eves are stalwart indeed wth thei Courage of 5, or even higher. Sometimes, a formation Scaled upon to take a Courage test. Here, two dice are ‘ole and adced together, and the formations Courage Nalueis added to the total. ifthe totals 10 or more, ty testis passed ~ the formation’ leaders manage to hold their Hops together. theres more than one Courage value in the fermaton, always use the highest Rare Fre rosters, sch a orca, shige Mordor Troll Chieftain Formation Might (Me) Might allows Heres to perform incredible feats of leadership and combat. can be used to modiy dice fols and call Heri actions that can drasically change the shape of a battle Wargear argea This catcra ie cover any weapons, amour be aca ons ie crit ore paket moe cal fe tonal on umes Absolute Zero Some magical powers or special abilities can alter characteristics, It should be noted, however, that a characteristic cannot be reduced below 0, and can never be raised above 10, Special Rules Some companies also have special rules, These cover any anusual ablites that a company has that are nat covered by the main rues, Detalis of the most common spec! ules can be found on page 61 200 points Wargear Special Rules InSiing Leader, Teo, ery Har 0 Kat 6 %g The Game Turn : - a . ~ . A , ra Toe n ®%g The Move Phase With priority established, the Move phase begins. During the Move phase, each side gets to move its formations, attempting to outmanoeuvre the enemy and seize vitally ienportant areas ofthe battlefield The Move phase isthe only pat of the turn were the player is completely in control of what his warriors do. Unlike subsequent phases, there ae few dice to blame (or thank) for strategies gone aviy, so careful manoeuvre of your troops can prove decisive. A canny ‘general will use the Move phase to great effect, setting the stage for devastating attack later in the tur, Or dictating the shape of the battle for several turns to come. Who moves first? The side that has priority moves first. There are advantages to both moving fist and moving second. By moving first, a player forces his opponent to feact to his manoeuvres, On the other hand, by moving second, a player can exploit weaknesses inthe other side’ strategy, Once all ofthe first side’ moves are Complete, the other side moves al of is formations. Moving the Formations ach player can move any oral his formations in any coder. The distance each formation moves depends upon its Move value - for example, ves move 8° whilst Orcs ‘move 6°. Formations do not have to move their full distance, and can move less or nota al if dered — necessary i the player wishes the formation to shoot Formations move one company at a time. You must move all the companies in a formation before you start moving Companies from a different formation. Yo move a company, pick it up and move itn any direction, ensuring that no part of the company ends move a distance grater than its Move value away from its start position. To ensure this does not occur it a geal idea to Keep an eye on the comers of each company as the formation moves ~ if the formation does anything other than move directly forward or backward, tthe comers that will move furthest! 'As they move, companies can move through other ‘Companies from the same formation. The companies themselves are after all merely representations ofthe formation’ shape ~ they are not intended to represent the warriors precise postions As the formation move we assume the individual warriors exchange places, part ranks to let others through, and so on tallow the formation to adopt its new shape with a mining of delay and confusion. That said, companies are not permitted to move through (or even come into contact with) companies from other formations. To do so would be to ive chaos asthe two formations cold and colaps into 2 disordered mess ~ and that’s between two fendly formations. Trying to move through an enemy fo would surely provoke carnage! ‘Asa formation moves, you can rearrange its companies ‘as you wish. Companies must remain touching but can bbe tured round or arranged into a diferent egal configuration 2s you wish, ‘This compary of Ore Wartors (Move 6) ravels 5° direct foros Ths company of Wary Riders (Move 10) travels rect forwards and tus ant clockwise. No part of the compary has ‘moved more than 10° "Ths company of Wang ier has 10° direct forvars and then causing is rgnthand cs further than ts Move value 2 woh yaIee ge ShxeryBe oo ile Terrain [company's Move value assumes thatthe warriors will be Imoang over frm and level ground with a minimum Iof obstructions This is fine for gently sioping hil, fields, foads and other surfaces, but often a formation wil ind it Reeds to traverse dificult terrain, 2Aseas of cifficult terain represent various kinds of Hieacherous footing or obstructions such as swamps, for undergrowth and ar largely fat. Larger titled terain elements, such as houses, forests itd mins, are called defensible terrain features and “er discussed later (see page 52). ‘Al dsiances moved over dificult terrain count as double “te actual dstance. This means that a company that orally moves 6 would instead move a maximum 113" through dificult terrain Impassable Terrain Some teins 0 dificult 1 traverse that movement of fy kd impossible! Ths passable terran compres Such ths as lave flows, fast or dep rivers and sheer “ls Formations may not move into or tough ‘Impassable terain. Moving off the Battlefield Formation ae not permitted to move off the playing area the gaming table (sometimes reterted to as the ‘board represents the exent ofthe battlefield, and al participants must rain unl the Bloody work i done. Ths might perhaps seem a litle harsh ~ after a buatleild are rarely enclosed environments —but iis necessary to heap the game moving, ‘The Enemy are Upon Us! Formations do not move as swiftly ifthe enemy are nearby. As the commander ofthe army you may hhave your view on the larger battle, but individual warriors have eyes only forthe nearest fe. the enemy gets too cose, the entire formation wil slow down a5 its warriors draw swords, nock artows and brace their shields To represent this, if there is an enemy within 6* atthe star of a formation’s move, al distances moved by the formation count as double the actual distance. Note thatthe penalties for nearby foes and moving through dificult terrain do not stack — the doubling of distance is counted only once. 1 the fomaton has akon achantageof tis 0 tun ght n example 2 the formations alters its rontage to pass 90 oes the ti exam, the formation express frontage siphygich” apohsiy %@ Measurement Etiquette When changing direction or shape of a formation, its a ve the company with the furthest {900d idea to fi distance to travel. In these situations, companies in the tear ranks of 2 formation will often be unable to keep ace with those a you can reduce the dist traveled he front. By movin the front companies accordingly ~ tis than having to reatrange the entire formation ne company cannot move far enough Of course, when moving an entre formation inthis manner, its likely that a comparys final postion wil be blocked by another part of the same formation that has yet to move, Don't worry about this happening simply a5 best you can (with a counter, oF in -ompanies perhaps) and move the rest mark the post ‘elation to ot ne formation until you can place your uncooperative company. A litle inaccuracy s bound to skp in when this, happens, but this should be seen not only as permissible, Its also worth remembering that you're never quite ‘going to be able to measure distances completely ately, Models fll oer at inopportune moments, inevitably kno rays slide down hils and stray han -ompanies into slightly afferent facings. As a result you'linevtaby lose (or gain) the odd fraction of {an inch each time a company moves. This snot to be vortied about, Its far better to keep the game moving ather than fretting over being precise ~ distances are ately so crucial that these tiny inaccuracies wil prove important. This isnot to say that players should seek to take advantage in an unsportsmanlike manner. As such ' a good idea to t before any where a move is particularly important agree what you are doing with your opp Monsters and Movement Remember that unlike other companies, monsters, such ‘3s Mordor Trolls, are mounted on citcuar bases and therefore need not worry about corne's~ you jst need to ensure thatthe distance moved does not exceed the Some monsters, such as Dragons and Momaki are mounted on oval bases. Remember to pay dose attention to the extreme ends of the oval asthe mansee moves - like corners, these parts of the base may end tp exceeding the model's Move if you'e not careful Flying Monsters and Movement rng Monsters, such as Great Eagles, Fell Beats and Dragons, are able to sweep across the battlefield on thee powerful wings. As you might expect, this gies such eatures a distinct advantage when it comes te moving and efficient fashio ter can fly over other companies (ooth ‘A fying mo or impassable terain and sues no friendly and enemy) o penalty for difficult terrain. It cannot land on other Companies, in impassable terrain, or enter defense Disordered Formations same goes on, a formation can become if thas lost fight (see page 50). You'll not sordered formations inte fst turn of the 0 fee fee to sip this section for now if this is list ead though ofthe res. Hormation is of ite use unless its leaders estore oder A disordered formation must therefore (Courage test at the start of its move (with 2-1 lyifan enemy is within 6"). the testis passed, has been restored the formation regroups and ove, shoot, charge and so on as normal. Ifthe test 4, the formation remains disordered for the falion ofthe tum, A disordered formation can do litle defend itself, and so may not move, soot or charge Jeaders have their hands full preventing the warriors their commend from fleeing! choose for it to remain n place. Fling backs business, because any frm of obstace wil insti Panic among the forration and cause warriors formation may ony fall back in the Move immediately after it has failed a Courage test to ‘When fling back, formations always move ly towards the nearest board edge as described low The ate at which a formation fai back depends is ype, a5 shown below. Fall Back Value Max. Fall Back 642" 8° bonuses D6+4" 10"+ bonuses D6+6* 12"+ bonuses D618" 14° bonuses 1a formation falls back, you need to nominate a tea the fal back move. Ths can be any ‘inthe formation. Once nominated, this 5 tue cirectly towards the nearest board ,and moves forward the full fal back distance, ring other companies from its ov formation final poston ofthe inital company has been 3d, the corvling payer then aranges the of the formation around tna legal ton, ensuring that these other companies do further than tice thet Move valve. Any that cannot be placed in this fashion ae wed from play ~ their warriors give up all hope and rom the bated a You Cannot Pass! Hf the intial company cannot make its full move because another formation (friend or foe) a defensible terrain feature or area of impassable terain lies in the way, the entire formation is destroyed. The warriors see the ‘obstacle looming out of the batle-haze and realise their ‘only option isto dsperse and flee. Silay, if the initial ‘company moves off the board (or even moves into contact withthe board edge) the warriors escape the fray {and the entice formation is removed from the boar. Flying monsters can pass over intervening obstacles as they move, As such they will only be destroyed if thet fall, . back move would cause them to land on another formation, a defensbieterain feature, or an area of impassable terain. Note that if @ formation survives its fall back move iis stil disordered and will have to test its Courage at the start ofits next move. Hopeful the formation’ retreat vill have managed to put enough distance between itself ‘and the enemy to give it further chance to regroup ~ but that remains to be seen. | Nearest Table Edge Tis formation of Orc Warrior lect ofa back The intial company rls 4 for ts fal back vale, therefore moving a total of 6° tonards the nearest table edge. Fortunately stops ie short ofthe enemy formation ~ al val Nearest Table Edge This sacand frrmaton of Ore Wao has not bse so fortunate Hoving role for its fal back move, thas blunder into the woods. Unless the Ores have some way of moakyng ther ce rol they doomed eens The Shoot Phase ‘Once beth sides have moved, the Shoot phase begins In this phase, formations from both sides can shoot ‘with their bows and other ranged weapons at enemy {targets they can see. The player that has priority shoots. first, and can shoot with his formations in ary order. Once the first side has completed all of ts shooting attacks, the other side makes its shooting attacks, ‘Though shooting wil rarely win the game outright, the hall of arrows, crossbow bolts and artilry payloads can thin the enemy numbers before they can charge into battle. If you'e lucky, your formations wil inflict encugh ‘damage to drive the enemy back, giving you another turn to prepare for their onslaught. Missile Weapon Characteristics Different kinds of missile weapons have different characteristics, Some shoot further than others, ‘whilst some are harder hitting. The chart below ‘covers two common shooting weapons ~ these are described in more detail on page 58. Range Strength 2a 2 36" 2 Shooting Procedure 1). Choose Shooting Formation 2) Choose Target 3) Calculate Number of Dice 2 Shooting Diecty 0. accuracy Bonus Supporting Fre Rol To Ht Remove Casualties, Target Driven Back 4 3 ® 1) Choose Shooting Formation Fist, the player nominates the formation which wll rake a shooting attack. & formation may not shoot i i 'dsordered, or has moved more than half is Move value {n the preceding Move phase. Once the frst formation hha completed its shooting attacks, the player chooses another formation to shoot, and soon unt ll formations that ae abl to shoot have done so. A players formations an shoo in any order he chooses, but each con only Shoot once each tur. ita company has a Shoot valve of 0,017, ft may not shoot 2) Choose Target ‘A formation can shoot ata target within range as long as at least one company from the target formation ies within ‘tsar of sight and can be seen bythe fire All companies. ina formation must ire atthe same enemy formation. Some companies in the firing formation cannot se the target (because it out oftheir arc of sight, or because anather formation or terrain feature blocks thir view) those companies cannot shoot that turn. deicg enh: josie ‘Am In Range? All missile weapons have @ maximum range that indicates the furthest distance they can shoot. ‘Your formations may not shoot at enemies that lie outside their weapons’ maximum range. Some companies ae armed with weapons that have a ‘minimum range, normally trebuchets and simiar ‘war engines. Where this isthe case, the company shoot atthe target unless a least part of ts beyo ‘minimum range. As you can measure at anytime. i free to determine the range to all potent target you select which to shoot at Are of Sight The close press of bodkes in a formation means that individual warriors are limited inthe amount they can turn to face a target ~ the formation itself mast be Positioned to face its target if. a shooting attack St ‘made. This where arc of sight comes in ‘Arc of sight is not worked out fr the formation as. whole, but on a company by company basis ‘an only be shot at if they are within 2 companys Of sight. Imagine pxojecting lines through the comp ‘comers. This isthe company’s arc of sight (ts fo 2s explained on page 25) and thus its fl of fie ‘art ofthe intended target is within the fing comp {arc of sight, it can be shot at ~ provided, of cus ‘an be seen, as discussed opposite This will sometimes ead to some ofa formations companies having the target in are of sight, whist {0 no =n which case, ony those companies that a the target in are of sight can shoot. Enemies within front facing of a company are said to be in tare Sight, and mey be eligible targets For example: Only the two leftmost companies of angers may shoot atthe Ore Warriors - the target {5 not inthe rightmost company's are of sight. than other troops. To represent this, sets and fying monsters have a 360-degree eof sight i. all around them, See? l/ must be able to see the target to shoot fatit=a company that cannot see the target may Ke supporting fre, but well get on to that later. Can trace a straight ine between any point on the ‘and a pont on atleast one company in Hormaton, the enemy con be seen of fre’ canot be raced trough other 5 deersible eran fetus or his, Players that teenie base of the tran feature a company’ ve inthis manne’, regards of how ede features modeled. We assume tnt the otsin question, whch ater all do not have the ny fou eage-yed ever, can see only shadowy ‘beyond gaps in trees, ruins and so on, enon i sed fortwo reasons. Firstly, terrain fare often modeled in a fay syised fasion, Ets, for example, only contain tree or four Is fine asa representation, but doesnt have the 100 ine of fie as we might wish. Secondly, and ‘most importantly, formations can occupy terrain features a5 the game goes on. You might wish to remove ane of more ‘tees, wals oF boulders to accommodate the occupying compenies. ‘By having this rule to cover ine of fire and terran features, we allow players complete freedom in modeling their terrain, whist preventing unsportsmaniike behaviour, such 25 shuffling the postions of a wood’ tres to benefit one Side over the other. Hills and Elevated Positions Hils offer hugely important tactical postions, allowing archers to overlook the battlefield. This greater freedom Cf vision allows troops armed with missile weapons 10 ‘choose targets much more freely, making hils very valuable features ofthe battlefield ‘A company on 3 hil s assumed to be able to see {and be seen) over other troops, and even terrain features. You are therefore permitted to trace is line Of sight through formations or terrain features that are (nthe lower level. Corwersely, a company on a hill can be seen by formations on the fat inthe same manne, Note ‘that companies or terrain features behind hills elsewhere fn the battlefield cannot be seen, Other hills are assumed ‘0_be sufficient lofty to block even an elevated companys line of fire. if players agree, tll buildings can aso be treated as «elevated positions ~ these are treated in precisely the same manner as hil forthe purposes of whether or not formations can se. Jan see Company 1 thee are ao intervening tran features or formations but canet see Company 2 asa forest at Company 8 can ee either Company 1 nor Company 2 because the forest in te way. Because it on a hil Company y PIGIFE Ky 37 hithggsyic 3) Calculate Number of Dice Shooting Directly Archery is more accurate if the company can see ts cannot see (wel get onto this ting ire late in this section) such shots are far ess effective arget, While @ company Hf a company’s target is in are of sigh ompany shoots directly. Companies that are shooting ditectly contribute their Attacks value worth of 2 to the shot. Le, ifthe company has 8 Attacks, it wil contribute 8 dice. Remember ~ a company that has suffered casualties will have 2 reduced number of Attacks, based on the number of models it has lost. For example A fullstrength company of Minas Trth Archers (Attacks 8) fring drecty would contribute 8 ace to the shooting attack. ifthe company had suffered two casualties, woul only contribute 6 dice tothe shooting attack. Accuracy Bonus Warriors are not all equal in shooting skil. Whist an Ef be able to split a cornstak at three hundred yards, a Goblin would be lucky to hit a barn door at a quarter of the distance. We use a company’s Shoot value ~ and the accuracy bonus it provides ~ to differentiate between oo, fair and excellent shots. A company’s accuracy bonus is determined by its Shoot value, as shown inthe table below. Mast wartos in ‘Middle-earth have a Shoot valve of 4, and so recive on a slight bonus. Exceptional shots, such as Ehes,reeie bonus of 2, whist troops with a poor Shoot value, sich a5 Goblins, will not receive any bonus at al, and might even suffer @ penalty Shoot Value Accuracy Bonus Ahandy way of remer subtracting your Shi ering your accuracy bonus is by value from 5 ~ the result is your Every company inthe formation that is shooting rectly contibutes additional die (or loses them) based on its accuracy bonus. npany of Galadbrim Archers (Shoot us of 2, and therefore For eample, a other hand, a company of Ore Archers (Shoot valve) would have an accuracy bonus of 0 fies that have the target n ange and arc of sight, ee the target do not receive an accuracy -conribute ther Attacks tothe shot. However, supporting fire. Supporting fre represents that eannot ee the enemy folowing the ead of more precisely aimed shots. le supporting fre in afarly abstract fashion, that most ofthese extra shots will miss as a couse Supporting fre is not accurate and far fewer dice than shots fred when the visible, However, it does alow companies in the formation that could otherwise not shoot to attack ~ these companies ae referred to as companies in range of the target ‘dice each. Companies that are out of Jat a formation of Mordor Ore Archers. There are ‘companies in the Galadivim formation. {aren range, but only two can see the target ‘by are inthe formaton’s second rank. us with two companies shooting direct, companies providing supporting fre. that are shooting directly each contribute to ther full Attacks plus ther accuracy bonus. Archers have a Shoot value of 3, they jaccuracy bonus of 2 meaning that each | shooting directly contributes 10 dice, fof 20 dice. din ac of sight, they can both contribute fre and add 2 dice. The shooting attack 4) Rolling To Hit Now you know how many dice your shooting attack has, Unieash the volley! Not all the shots wil cause a significant it on ther target. Some will miss altogether, hist others will lance off armour or cause injures so ‘minor we ignore them forthe purposes of the game. To find out how many casualties you have Caused, you now ‘need to rll "To Ht’ with all the dice forthe attack Consult the chart below, and cross-reference the weapons Strength with the targets Defence. The number shown is ‘the minimum score needed To Hit on with each dice. A score of 6/4, 6/5 etc means that you must roll a sinole 6 and score a 6, folowed by a further dice that must score either a4, 5 or another 6, depending on the number after the slash. 6/5, for example, would require a roof 6, followed by a 5. Note that i a special rule ‘allows you to re-ol missed hits, then either or both of ‘these dice can be reviled To Hit Chart Defence rT 34/5/67 8/9 10 1 5/6] 6 |aa|ea|es| a5 |e [2] 4]4|s|5|6| 6 |ealea|es|os 3 4/5/56 | 6 |ealeales sls 4[4[5|5[6|6 [ealea Peers gle] 3/3i4l4[slslele 7 Teale els] ele refalai3(siai3i«l4isis| | PSS SPSS 1s LeEbEBBPE [+ /« Continuing the exemple, the Galadrim Archers must ‘now roll To Hit. They are armed with longbows (Strength 2), The Orcs have a Defence of 4. Cross-eferencing on the chart, it can be seen that the Galadhrim require a score of 5 or more to cause @ hit. The 22 dice are rolled ‘and score two 5s and three 65 ~ a total of five hits! Long Range ‘At long range, attacks from missle weapons lose momentum, and thus thet hitting power. 70 represent this, if a company shoots at a target that is ‘more than half their weapons range away, the Strength ofthe weapon i reduced by 1. For example, a bow (Strength 2, Range 24") would only be Strenath 1 ifthe target & more than 12° away. Note that this means that different companies in the same formation might end up making shooting attacks at two different Strengths because some ‘companies ae at long range and some are not. When this happens, roll the dice separately for each set of shots to avoid confusion. 39 5) Remove Casualties Every dice that has successfully rolled the required score has the potential cause significant damage to the enemy, Infantry willbe kiled or incapacitated, but cavalry and monsters may just be wounded, o shrug off the damage altogether Where a troop type has a single point of Resilience, Casualties ate removed as follows. For each hit sufered, ‘one model is removed as a ‘kill, Casualties are removed fone ata time, If there is a depleted company in the formation, the next casualty is removed from that depleted ‘company. Casualties may only be removed from a full- strength company if there are no depleted companies In the formation If there are no depleted companies in the formation, the next casualty is removed from a fullstrength ‘company of the controling players choice in the rear rank. This keeps the formation neat and represents ‘warriors stepping forward to take the place o fallen comrades. Ifthe formation is deployed in a single ran, casualties ae taken from one of the endmast companies (controlling player's choice), The Mordor Orc formation has sutfered five hits and its controlling player must remove five casualties. The Ores have alteady suffered some casualties earlier in the game ane company has lost two models. The Orc player must remove casualties from this depleted company fist. ‘Automatic Hits | Some attacks are so deadly that they do not require a | toll To Hit, but instead automatically cause damage. ‘An attack that does automatic hits wil aways be successful - there is no need to rail Eee j “The Shednur does ‘Arwen, The Fellowship of The Ring PISS Pitt KGS pli Hope is Lost! ‘ ‘The final compary in 2 formation i instantly removed as soon a its reduced to half tena ‘This represents the warios losing heat a ‘once the majority of their compatriots are Note that as monsters are only ever ilded as single models, this rule does not apply to th Casualties and Resilience ‘Warriors such as cavalty and monsters that have Resilience value of 2 or more are substantial kill or drive off than normal infantry. Foreava represents the chance of shots striking the horse (ofthe rider and the fact that cavalry formations 0 densely packed as infantry. On the othe monsters have higher Reslience to represent ‘and unstoppable mass and (in some cases) an i incapable of registering pain in a timely fashion. In these cases i takes one hit for each point of ‘on the target's profile to cause a casualty. no ‘when shooting at a company with Resilience 2, the fi formation needs two histo kl a singe made Reslience 3 requie three hits, and so on. Any leftover are immediately discounted ~ the dua formation has allowed them to shrug ofthe later in the game, the Galadbrim Archers formation of Warg Riders and score three hits Riders have Reslience 2, and so the attack causes ‘casualty with one hit leftover. The extra itis ‘immediately discounted. There are no depleted companies inthe War formation and the companies are arranged in ‘rank, 3 the Evil player removes one Warg company at the end of the fine Redress the Ranks! ‘As a company takes casualties, the Hale and inewtably push their way to the front, ready to blades against the enemy. Accordingly, formation has finished any action, including shootin, fighting, taking casualties, fling fight and so on, the player must swap around companies to ensure thatthe depleted stand) ‘one) in its proper place ~ i.e. in one ofthe positions on the rearmost rank. This reagan Cannot be used to alter the positon of co the formation as a whole, not oll sug 6) Target Driven Back ee ne io ge” Providing thet is room fort to be deve ‘Once both sides have made their shooting attacks, the Charge phase begins. In this phase, formations from both sides charge forwards, engaging their enemies in ‘dose combat. The actions taken in the Charge phase will determine which formations fight during the ensuing, Fight phase. Charging isthe only way that a formation is. alowed to move into close combat. ‘The side that has priority makes all its charges fist. It’ important to charge your foes before they can charge you, as although both sides strike blows in the Fight phase, the formation that charged is at distinct advantage. Charge Procedure 1) Choose Formation that wil Charge 2) Choose Spearhead 3) Choose Target 4) Rll Charge Distance 5) Move Speathead 6) Move Remaining Companies 1) Choose Charging Formation A player can charge with Ris formations in any order that he washes. A formation does nat have to charge —often a Good idea wth archers or other wulnerable formations. ‘Once the first formation has completed its charge, the player chooses another formation to charge, and so on Lunt al formations that want (and are able) to charge have attempted to do so. Who can charge? Formations are normally free to charge. Most formations in an army are equipped and trained for close quarters battle ad are determined, or perhaps even eager, to get 0-orps with the foe, However there are some important conditions under which a formation is not permitted to charge ‘A formation may not charge if itis disordered, or it made a shooting attack in the preceding Shoot phase. Similaty, @ formation may not charge if thas itself been ‘charged earlier in the Charge phase - its now engaged in 2 fight and must batle for supremacy in the Fight phase. a The Charge Phase 2) Choose Spearhead With the charging unit chosen, you now need to spearhead. The spearhead is the company that leeds charge. It will move first, and its the spearheads distance from the target that willbe used to 6 ‘whether or not the charge is succesful. The speahe location relative to the target wil also determine whet the charge is made against the target’ fron, side or ‘You may select any company in the charging fa front rank to be the spearhead. Normally ths willbe closest company to the enemy, as this increases the chance of the charge being successful. Sometimes, however, you may find advantage in choosing a more distant spearhead whose postion offers a tactical ‘advantage, such as charging into the enemy flank 3) Choose Target ‘You must now select an ener formation that your Spearhead vil attempt to charge. Choose your age carefully —f your spearhead cannot reach the no target, you wil not be able to select another ‘that you are free to measure the distance between the Speafhead ands potential target) before delaing will charge, s0 you don't need to worry abut acide attempting a charge against a target thats too fr ‘A spearhead may only attempt to charge a visible ee ‘within its arc of sight. Remember that monsters and fiying monsters can see all atound them, and so cam charge in any direction. For example: The Minas Tit Woes may charge Or Fa A, but not Orc Farmation 8, ast is ot within rc of Sh hat. you nk Hae ths yok th J bid soa stand, New of the Westl? ‘Aragorn, The Return of the King Roll Charge Distance ese oe curge ssucest Bie tepincd and rived rerocurrg ihe Move phase, charging is an uncertain business, Bia eager ty val rye fares Foner inlay 1 oer beats down Iii retin fet wore cn santo gen Bey song te urge ves ren dogo gna rte Tbrepesent this, each charging formation has a Charge & nike normal movement, Charge values include element (provided by a handy D6) to represent ind of factors mentioned above. Some factors, ch sspcil ables can further increase the maximum ge distance, but these are covered elsewhere in ype Charge Value 642" esd" De+6* Monster D6+8* head may only charge an enemy that is iS maximum charge distance ~ i.e. the best formation can hope for when rolling its charge bonuses). Infantry have a Charge value of 50 the masimum charge result they can manage rol 3° a monsters and flying monsters have higher charge than infantry, They therefore can charge more Hage, or more reliably charge close targets. ‘A company of Minas Trth Warriors s fay ad therfore has a charge valve of D642" therefore normally attempt to charge an enemy stoppable Charge! Nake anote ifthe formation rol a6 for its charge ~ 1ths means that thas made an unstoppable charge! alow itt stike more blows in the ensuing Db al sat, the charge stals and the formation fat more. The wari’ nthe formation lose their atthe st momert, or manage to obstruct one het such an extent that all momentum i lost. charge tal, the formation does not chrge this turn. the D6 ois anything other than a 1, the formation Bis to charge towards the enemy, starting with the ck of the Flying Monster! monsters can ignore other formations features when they charge, just 25 when they move, providing that they En6 ther move ontop of anther formation om 5) Move Spearhead ‘ht ange saree terme the peace irmerlatly makes a move up tls charge ance vathout pang trough companies rom other Pm Teme en eee ie font in base contact wih one ormore cmparisin the a ee Ifthe spearhead is mostly in the target’ front arc it must move into base contact with the front ofthe target. Simla, ifthe spearhead is mostly in the flank or rear arc ofthe target, it must move into base contact with the flank or rear respectively As the chosen speathead mostly inthe flank are ofthe enemy uni, | it must be moved } into contact with the flonk ‘Don't worry ifthe spearhead only has enough movement to touch the enemy formation, but not move into ‘true! ‘base contact. Once the spearhead touches the enemy formation, the charge is Considered to be successful and any move required to complete the charge is considered. to be free. A company repositioning in this fashion does not need to align comer to corner (indeed, sometimes ‘this wil be impossible because the company sizes are diferent) ~ it just needs to touch edge-to-edge. The spearhead ‘comes into contact with the evan, and ans 50 that it isin baze contac. If the spearhead cannot end the move in contact with the target formation, return the spearhead to its position in its own formation ~ the charge stalls as described above | Charging Through Difficult Terrain | Charges are affected by dificult terrain, just as ‘normal movement. It a spearhead charges through dificult terrain, every inch moved through the dificult terrain will use up two inches of the spearhead’ charge move, However, the alignment move of any remaining companies is unaffected ~ they are assumed to keep pace with the spearhead, of wn ege a prey; 5 se Sooscbygih cpohittgyeeG 2 6) Move Remaining Companies We speatead sicestly moves nto base contact wy the target frat, the est offs own formation vl then charge in alongside it ‘Arrange the comparies in 3 legal configuration (see page 26) around the spearhead. Remaining companies may ‘move up to twice their Move value (not their Charge: value) winen aligning to the spearhead in this way You must bring as many comparies into base contact The charges change | formation as they ‘mow, in order t0 increase the number ‘of compares fighting drecty, | with the enemy formation as possible This will often ‘mean that your formation changes shape a it This represents the warriors fanning outin the 10 Get to grips withthe fe, ‘As with moving the spearhead, you don't need to about your companies aligning exacty edge-to-edgai the enemy companies — just make sure your fo ends the charge in a legal configuration. Impacting Monsters ‘As monsters have round bases, 2 charging spearhead can ‘move into contact with any part of the monster base it ‘can reach. However, it should be noted that as a monsters base i always circular or eliptical, only the spearhead will be able to move into base contact. Essentially, despite the monster's ui, only a relative handful of foes can bring thei weapons to bear against it Similarly, a charging monster can only ever be placed in base contact witha single enemy company. Impacting Multiple Targets Its posable that when moving ether the spearhead or the remaining companies, the charging formation comes into contact with enemy formations oter than the target = we call his ‘clipping A Note on Charging and the Spirit of the Game In tabletop wargame, rules that govern charging are ‘always a somewhat inexact science. No matter how tightly the rules are written, there will ahvays be a situation that can't be fully covered. The more the ‘ules attempt to cover all such possibilities, the more labyrinthine the rules become, The more labyrinthine ‘the rules become, the more you lose the spirit of the very game you're trying to write. Worse stil, no matter ‘how mary pages of rules and exceptions are written, ‘there wil Stil be situations that are not fly covered, ‘As such, these rules have been written specifically to keep charging simple whist covering as many situations as possible. Inevitably players will sometimes have 10 ‘use common sense when applying the rules to a situation in which there is no obvious solution ‘When faced with such a situation it's worth bearing in mind what you're trying to achieve in the game. Pig ARF Wigght HiggiSl fot Hf this happens. complete the charge as normal ‘one target. When all companies inthe charging formation have been moved, the opposing payee ‘must immediately align with any other formation) contacted. We do this by ‘dosing the door, ma the other formations so they end up in base contac the charging formation. This move i free and: \When closing the door you mast bring a5 many companies fom the aligning formation into base with the charging formation as possible, althoueh ‘may change thei configuration, The charged always aligns tothe nearest facing ofthe hating formaton, Le. the facing that requires the mals an to dose ~ see disarams opposite “The fist thing, obviously, s for al the pla fun! The second, and only slight esi principle, isto fight 2 battle that really ca spirit of Middle-earth, To this end, it’s perfectly acceptable to shuffle a formation an inch or so one way er anather to make sure everything reaches base contact the it should, providing both players agree. tra formation can't quite align agains it intended ‘because another formation partially locks the ‘nudge one or both formations just enough 10 the charge to proceed. The important rule 1 all the way through this game i that only that are in close combat can be touching — this rule isn’t broken, the game will un fine for parties. Ths isnt cheating’ ~ its just making su sordid realty and inflexible geometry don't i ay tha the rest ofthe Eves are abe to ead has akgned tothe Tol in such a tht as wl ‘Look; gee eM i ee ee a not trust | LE cn Mee hese bade a %@ Fight Phase ‘Once both sides have made thei charges, the Fight phase begins. n this phase, formations in base contact lash in. bloody melee. This is often the most important phase of the game — a solid victory in the Fight phase can change the course of the battle, Fight Procedure 1) Choose Wich Fight to Resolve 2) Determine Stiking Order 3) Cakulate Number of Dice 2 Fighting Drecty . Combat Modifiers Supporting Attacks 4) Rol TO 5) Remove Casualties 8) Determine Victor 7) Loser Tess For Panic 1) Choose Which Fight to Resolve Theside tet has pry tht ta deciles the err Aut gh are weaied ih The Seciing flyer chooses which combot he wens to work out fs he payers two ou the rest then the player wth priory esmiates the second combat, and so on unt ll fights have been seabed There are three fights inthis part of the battlefield! 1) An Ent and a formation of Warriors of Rohan fighting 2 formation of Orc Warriors. .2)A formation of Warg Riders and 2 formation of Orc Warriors fighting a formation of Warriors of Rohan. 3), Mordor Troll fighting a formation of Warriors of Rohan jepolnpehe Hohegegx iE gh 2) Determine Striking Order Formations strike blows in a specfic order within each fight, based on thec troop type. Monster (ncuding ig ‘monsters ste fst, then cavalry and finaly infant \Wartos ofthe same tye always tke smultaneousy with ther foes though ths doesnot mean you ite have to rol the dice at the sare time. Striking onde important as companes that are depleted before thet to strike wil fight wth less Attacks, and companies tha ae destroyed before ther turn to sks wl ot ab at For example: In fight 1 ear a formation of Ore War 's fighting an Ent (monster) and a formation of Rohan Waris (infantry). The Ent wil strike its blows fist then the Orcs and Men wil strike simultaneously. Casals caused by the Ent are removed instantly and reduce the ‘number of Attacks made by the Ores wien ther tum: ‘comes around. Casualties infcted by the Wamios of Rohan do ot reduce the rune of Atacks made yh (Orcs, as they are fighting simultaneously, Fo co sake, the Good payer decides to rol his de fist Ante |5 made of how many casualties ae infted, but modes ‘aren't removed unt after the Rohan Warr have stu 3) Calculate Number of Dice The total numberof dice rolled in a fight is deteminad by three things: the combined Attacks value of any companies fighting directly, any combat modifies of those companies and the numberof supporting ata Fighting Directly ‘Companies in base contact Grcluding those in cornet commer contact) with the enemy fight rectly Here, al three companies of Orcs vl ight as they in base contact. In this example, only the middle three companies of Os vill fight ~ the others are no in base contact Companies that are fighting directly strike Diws equal to their full Attacks value. For example, if the company. has 8 Attacks, it will roll 8 dice. Remember a company that has suffered casualties will have a reduced number of Attacks, equal tothe number of models it has lost Supporting Attacks but whose formation i engaged ina fight) do not receive Imodtiers or contbute die based on the Attacks value. Instead they provide supporting attacks Suppor represent Warriors pushing forwards, adding their mass to that oftheir comrades in an attempt 10 overwhelm the enemy. Supporting attacks contribute at fewer dice bi ‘ompanies notin ba Contact to make an aftack ~ these companies are referred 0.25 supporting companies, All supporting companies contribute 1 extra dice each Note that the numberof dice contributed by supporting Companies does not decrease ifthe company has suffered casualties sb Dre | Direct iret oination containing five companies of Dwarf Warriors is fighting a formation of six companies of Haradrim Warriors. As both formations are infantry al strikes are simultaneous Three fi contnbutes & (for an addi fighting i than th companies of Dwarf Warriors are has 8 Attacks in ad ) and their Fight value is one point highar of the Haradnm (fora further +1 dice per Company that i fighting directly). Each company that is fighting directy therefore contributes 10 dice, for a total of 30 dice ina When combined with the syaporting attacks ofthe Bd ‘other Dwarf Warrior companies in the formation th total number of dice roled by the Dwarves is GOs 2)3ae The Haradrim also have three full-strength companies fighting dlrectly Each Haradrim company fighting ree therefore contributes 8 dice, but receives no bonuses (they have not charged and ther Fight value ower When combined with the supporting attacks ofthe twee in base contact, the total number cf by the Haradhi (24 + 3) 27, 4) Roll To Hit Rolin To Hitin a fight uses the sane proce a shooting - infact, youl notice that oth as a and shooting use the sare To Hit chart Rl the de Calclted previous and const the To Hit an ‘os-referencing the atackers Seng with the Score fequied on DS to As before, a score of 6/4, 6/5 etc meats that you mast roll a single D6 and score a6, followed by a further a that must score either a4, 5 or another 6, depending Of rhumber shown after the sash ‘To Hit Chart Tae 1[2/3[4]s|6]7)9)ana 1 « [51s [6/6 |ea/ealaanai 2/4/4/5 |= |6| 6 /eled aa 3/3) 4| 4/5) =e) 6am ga +5 [5/6] ¢ ae Bays «s/s e haa Blels[s ++ 5/5) 7/ 3/3 3/4) 4/5 )S0 s[31s 73/4) «hae 2373 > 3 ww 3/3/3/3/3/3/3) aan ‘Combat Modifiers ‘Combat modifiers can be hugely important to the |Brery company that is fighting directly is subject to a series outcome of a fight. Skilled warriors can find themselves fofmodies. These madifirs cover such things as the _overwhelmed because the foe has the momentum of the “onbatanis' relative melee skis, whether or not the ‘charge, or has assailed them to the flank or the rea. Sommation has been attacked to its front, side or rea, [ahd whether or not the formation charged into combat. The most common combat modifiers are shown below: COMBAT MODIFIER (infantry and +1 dice, onsters) Note the company receives ths bonus even if itis itself charged later in Thecompany charged this turn. | the Charge phase - the momentum has aready been built up! Cavalry Charge (Cavalry and +5 dice/+2 dice vs Cavaty and Flying Monsters Fiying Monsters oniy) Note the a cavaly charge grants +6 dice, unless the charge was against atleast Tecompany cheroed this tum. one formation of cavaty ora flying monster, in whch case it grants +2 dice. Cavalry charges are less effective against other cavaty (and flying monsters) 35 the enemy are able to spur towards the charging formation and rab them of ‘crucial momentum, Note the company receives this bonus even i tis itself charged later in the Charge phase. +1 dice per point of difference. ‘has a higher Foht For example, a company of Galadhrim (Fight 5) would receive +3 dice against a the enemy, ‘company of Moria Goblins Fight 2). ‘A company always compares Fight value with the formation it striking, So, if the Elves were fighting not only Moria Goblins, but also a Cave Tol (Fight 6) they would receive +3 dice if they chose to strke the Moria Goblins, but no extra dice if they attempted to strike the Cave Troll, as it has a higher | Fight value than they do. tng to the Flank 3 dice (to a minimum of 1) fcompany has been charged | Note that this penalty applies to any attacks the company makes, not just those the flank by an enemy Girected at the foe inthe flank. Ths represents the company’s order being disrupted by the flank attack to the Rear “5 dice (to a minimum of 1). hasbeen charged Note thet this penalty applies to any attacks the company makes, not just those by an enemy. ‘directed at the foe in the rear. This represents the company’s order being

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