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ai oan GAME eae WAR #RING By Matthee Ward © Tereny Vetock ©} Contents INTRODUCTION .........+..:s:+-.6 THESHOOT PHASE . ‘An overview of the game, as well as explaining how to Choose Shooting Formation {get started collecting an army, Choose Target Calculate Number of Dice WHAT YOU NEED TO PLAY .....- Rolling To Hit To Hit Chart COLLECTING AN ARMY . “ Remove Casualties Points Target Driven Back The Size of a Game ‘THE CHARGE PHASE... OVERVIEW OF GAMEPLAY Choose Charging Formation » Choose Spearhead BATTLE IN THE WESTFOLD ee Choose Target Roll Charge Distance Move Spearhead THERULESI Ga... .... + Move Remaining Companies ‘The fist half ofthis secon deta the basic rules of Impacting Multiple Targets the game, The rest ofthe section covers the rules for defending buildings, mighty Heroes, different weapons, FIGHT PHASE . the use of magical powers and the special abilities of Choose Which Fight to Resolve ‘other unusual troop types. Determine Striking Order Calculate Number of Dice COMPANIES & FORMATIONS. ee Roll To Hit Movement Trays To Hit Chart Monsters Removing Casualties, Companies Determine Victor Formations Loser Tests for Panic Formations in Contact Earth-shaking Charge Multiple Fights DICE AND MEASURING aise Dice (06) DEFENSIBLE TERRAIN ‘Measuring Capacity Revolls & Roll-offs Occupying a Terrain Feature Exiting a Terrain Feature q CHARACTERISTICS Sires Shooting at a Defensibie Terrain Feature Wargear ‘Shooting from a Defensible Terain Feature Special Rules Charging a Defensible Terrain Feature Absolute Zero ‘Our Numbers Are Too Great! THHGAMETURN).«.005.0.6+e00-000 0-4 ARMS AND ARMOUR “Taking Sides Representing Wargear The Turn Sequence Hand Weapons Special Close Combat Weapons ‘THE PRIORITY PHASE ee Shooting Weapons Armour ‘THE MOVE PHASE . = Ee Who moves first? COMMAND COMPANIES ‘Moving the Formations ‘Models in a Command Company Difficult Terrain Impassable Terrain ‘SPECIAL RULES ‘Moving off the Board The Enemy are Upon Us! HEROES ‘Measurement Etiquette ‘At the Double! ‘Monsters and Movernent Heroic Profiles Flying Monsters and Movernent AHeroic Death Moving Disordered Formations Heroic Actions Fall Back! Epic Heroes: Epic Actions Epic Hero Special Rules. Using Magical Powers Magical Mastery Focus Counterspells Spell Disciplines Spells of Dismay Spells of Command Spells of the Wilderness Spells of Ruin ‘Spells of Darkness TO BATTLE! ... ‘Choose Forces Prepare the Battlefield Pay the Game! Winning the Game xMIES OF MIDDLE-EARTH ining how to forge your Citadel Miniatures into an ‘amy, This section aso details powerful fates and fortunes ‘that can 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 - ‘THE FALLEN REALMS ... COLLECTING, PAINTING & PLAYING BATTLES ....... Tips on collecting and painting an army, plus pages recreating the battles of the War of The Ring, WHAT ITS ALL ABOUT COLLECTING AN ARMY - ‘Assembling Miniatures Painting Painting an Army Marching to War Assembling Multipart Miniatures Banners of Middle-earth Modelling Tips Battlefields of Middle-earth Terrain GREAT BATTLES FROM ‘THE WAR OF THE RING - The Fords of sen Altering Scenarios Ughik’s Last Stand ‘The Relief of Helms Deep Multiplayer Games Fall of Isengard Battle for Osgiliath The Hammerstroke Falls The Battle for Pelargir 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 Fornost The Battle of Khazad-dam LINKING YOUR GAMES... .. EXPANDING YOUR GAMES . . ‘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 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 too 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 Gates of the Land of S opened issuing forth Orcs, Tals, Southrons, and Eastelings, the hosts of Mordor all bound under the banner of the Lidless Eye. From Lindon to Erebor the ground shak beneath the marching feet of ths endless swell of troops oldiery of darkness. inexorably, as deliberate asi i lestructive, the bastions of the Free Peoples are besieged. Gondor has long been assailed, but the force that presses upon its outer boundaries is far g seen in this Age of Middle-earth, Valour defence for the soldiers of Osgiath and Ithlien and Minas Tirth — valour, hig hope of aid from the Rohini. Yet the kingdom of Rohan must lok to its own border for a new power is rising, At long last Saruman has revealed his true intentions — he strives to daim The ‘One Ring as his own. The vale of tsengard is wreathed in smoke as forges toll endless, girding a new army for 1 sa it falls to the horse-ords of Rohan who must blunt the growing might of Saruman, or perish, trapped between the two towers of Orthanc and Barad-dor north, in Etebor and in Dale, i is only through nbined strength of Men and Dwarves fighting ‘one that Sauron's hand is denied, The Dark Lords oubtless enraged by the continued resistance yet sti they stand firm, a defiance that causes the forces of the Eye to break upon the Lonely Mountain like a dark forbidding sea In Mitkwood, Thrandull finds hi + embroiled in war conce more, and his people h d against the foul creatures that seek to lay low the syvan realm. Further south and west, Goblins and Orcs prowl the edges of Lerien and Fangor, seeking to humble the two woodland realms of ol, for Sauron hates and fears the power concealed by the trees. Even now his own might is ‘ot yet sufficient. Once more the Dark Lord is halted by those that oppose him, as the Elves have stood against him through all his long years of power Each ofthese battles, and more besides, have a part to play in these, the closing days ofthe Third Age To preserve anything that is wholesome in Middle-earth the forces of Good must withstand the storm of battle that now rises out from Mordor. “Sauron’s wrath will be retrbu The Battle for Middle-earth is about fob TATTTT cf & Introduction som f The Ring, The book that you nov During a game it will be up to you to command your hold in sis a gateway to tabletop battle gaming army of Citadel miniatures ~ manoewring your format in Middle-earth oss a tabletop batt pre they ae r your the great battles Relief of Hel right of Osgilath,o The Rings characters ready to join your batls, from the likes of Aragorn, Gandalf, and King Théoden of Rohan (0 Saruman, the dreaded Ringwraths, and even the Dat Lord of Mordor, Sauron himsel Getting Started & 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 find himse A Battlefield ~ Your battlefield ‘Armies of Citadel Miniatures — Both you and your opponent w n axmy to battle with When you fist start playing its a good idea to aim for roughly even numbers of madels on both side ANtera few games, however, you will want to use the points system found in this book to organi Your forces. This point system both ensures fair battles and stil allows for purposefully lopsided garnes. Dice - The game u sixsided dice to work out shooting and combat result Models ~ it may take a w Its handy to have quite a few puld up a good sized colection dice on hand for the bloody f painted figures, but a fnishet ce combats my arayed for batle on th Pen and Paper —In a War of The Ring battle it In the heat of a game its easy to forget key information, Jotting down notes will help playe keep track of any vital game statist ‘Movement Trays — In War of The Ring, models ae organised into companies ~ two cavalry or eight infantry per company. These companies are placed on trays or bases which can either be bought or custom made out of thin card or other durable material (ee page 230 for more information about basing your models) & Collecting an Army In order to play a War of The Ring battle you will need an Points army, It is possible to play with a collection of whatever War of The Ring uses a system of points values that models you have, calating a variety of different forces, _allow players to fight out evenly matched battles, but most players choose to focus on a particular army. oF to purposefully stack the odds’ and give one side an Choosing and collecting an army is one of the most ‘advantage. Each formation, Hero, oF monster given important (and enjoyable!) aspects of tabletop battle a cost that reflect its value in a game. For example, gaming, Inside this book you will find rues, army lsts and a formation of Warriors of Minas Tirith (made up of advice for building armies alongside plenty of examples one company of eight madels) is worth 25 points, while for inspiration. But how large an army should you collect? Aragorn, wldur’s Her is worth 200 points by hist ‘Armies can be any size ~ from a small force of three In game terms the Warriors of Minas Tiith are a sturdy formations led by an Epic Hero (about 50 models) to a ‘let, able to hold their own against like-pointed formations sprawling horde that covers the battlefield and contains wile Aragorn isan Epic Hero, capable of single-handedly many Heroes, monsters and even ald formations. changing the course ofan entire bat with his special There is no right or wrong, but the more models you ables, which can greatly increase both the fighting ‘vn, the larger the siz of game you can pay prowess and the manoeuvrability of friendly formations ha attack. Each forces things manageable - a mal amy ih nly a few Heres persis wl lon ployer 0 concentrate onthe bases | ‘made up of 750 pont of formations and Heroes and the like. Some scenarios are straightforward, wil add special rues or conditions. Isp recreate famous battles from The Locd of Th you can invent some from your own imaginatio & Overview of Game Play Profiles To represent the various ablities and sil levels of the diferent types of Warriors found in War of The Ring each compary of models has a profle sting the characteristics that make up their physical and mental demeanour. Each company has the folowing characteristics, which are explained briefly on these pages and more thoroughly on page 28. Race What kind of creature the model i Type Classification of either infantry, cavalry, ‘monster, fling monster, or Her. Move (M) How far the models can move (measured in inches) Fight (F) This number represents martial sil, The second number {if any) shows the companys shooting skil, oF Shoot value. This characteristic represents the force of the companys attacks. Strength (5) Defence (0) How tough or wel-armoured the ‘Company is. The second number in brackets (i any) accounts for shields. ‘Attacks (A) The number of dice @ company rolls when attacking Resilience (R) This presents how many hits the company can sustain before removing a madel asa casualty Courage (CQ) The bravery and determination of he company. Might (Mt) Allows Heroes to perform special actions ‘or modify dice rls. RACE TYPE MF S D AR C Mt Man infanty 6 3 3 50) 8 1 3 - 2) The Dnt Rangers may shoot any one of the Cave Tol as they can al be seen isan the front ac of the Dwar models. The Onerfs cannot shoot at the Clue of Bats as they are notin the Rangers fl offre. Seepage 36 fora Ilsa of the are of st rules The Turn System & Priority eH Vise totes io ets Outs each tar bo ates a roe hg mel igh a oo a etre wil go ist dry ol the phases ofa parc aed on pti he fst step cloth tart el ice to ee who wins pri withthe highest rol chosing et ete a er 1) The Move Phase In the Move phase a player may move any or all of his formations upto ther full Move dstance. After one player has moved al the formations he wishes, the {pposing payer meves any of his models. Caray and tore quickly than othets, 30 be way of fastermoving nem formatons outlanking your own toops! The Move phases uly covered on page 32. 2) The Shoot Phase The hol pee fel ie sie uaren th ova Patera tee oe ten ve sre oak cg loeat a oraete ee el ha a ge! Sit ied See) rol it. Page 3G has theres or the Shoot phase se | \ 3) The Charge Phase asada rat are raat ough mo Bem can stort to move no contct wth rem ts SR te te ie wth peiy goes eta at | the has maved any chargers the opposing player can make BR aeret hs oon Asmoses pay gon on fbmations charge tater than be charge three tering charges canbe urd on pope 2 4) The Fight Phase SRR cca ade lof tr charges itis tne for Bie sting kes known asthe Fit phase. The ste that fy crocs te ores which to esate combos B66 ce ital acs mols are rrr as Iasiniesand the reuts end vith oppeing ses reat Si eepmthopsbergdesroyed hoger bore cn be fandon Fight pase on page 6. Casualties AAs models take hits from shooting, combat, or magic they are removed from play as casualties. Mast troops have a sinale point of Resilience, meaning they will be } shan by a single successful hit. Some models, such as monsters or Heroes, can absorb a substantial amount of damage. A Troll or Mamak, for instance, can often take many hits before succumbing, Page 40 has more details 3) The Wargs make a sucessful charge contact with the Owart Warns. Magi In Middle-earth, magic sa potent and powerful force at players can use to aid endl formations, thwart Want to play the fet fe matches whut using any Feet ot al ebseeT eeeaaae charging and fighting, Te res for using magic can be found on poe 7 The Next Turn After both sides have completed their Move, Shoot, Charge and Fight phases itis time for anther turn, which starts anew by rong for priority Victory TSS tetoed eee (eee eet et Hits ear ease ee ere pee eT ee fey paint pened cbse ee pesca ware ot taraibioe eee Werle eoaiaten een aed bates ofthe Wor of The Rng can be ound page 244 fist inthe Fight phase After a! che to 308 wha has prio Se Rules ‘War of The Ring isan involing game with a host of armies, variables ~ there are endless combinations yes, tactics, weapons, spells, and more. This is gratifying news to most wargamers, however it may be off-putting if you are just getting started or want to {get playing without delay. But fear not! The basics of moving, shooting, charging, and fighting in War of The Ring can be picked up and learnt quickly, and these straightforward battles are immensely satatying, As players gain experience, the deeper levels can be more thoroughly ‘explored — adding in defensible terain, weapon options, special rules, and the extra rules fo Heroes. As befits The Lord of The Rings, the heroes and vilains from the rich tapesty of the 00ks and films raise the game to a whole new level, The scope for manoeuvre, momentum: turing actions, and what-wil-happen-next ter not just great battles, ut epic ones, ion, oF late game-saving hero Because ofthe vast range of possibilities and the wide varity of diferent gaming scenario, itis nceivable (or even probable) to 2 ulside of the writen rues. Or pethaps the occasion is covered inthe rules, but can be in correct seeming ways. An insightful Wizard once said “e and it certainly will 0 counter a situation that preted in several equally n the very wise can onally apply to your games. The point here is that players wil need to Be eEIi er ifr eaves Some nfl ftdas tthe ostiche usion losfeaptberat wie ol What ‘eels let the high scorer choose. The only right answer is what best suits you and your opponent or {gaming group. Ifyou make your own interpretations or change rules altogether over the course (of an exciting battle, then thats just fine, May all the late, battle-winning her forthe character of the armies involved, while many simply rll a dice and ee. %g Companies & Formations Ina War of The Ring game your warriors are organised into groups, which we refer to as ‘companies! ‘A company consists of a number of loose modes arranged on a rectangular base or movernent tray By placing models onto trays to make companies we can move around large 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 ae quite separate from one another. Atay, and all models upon it, are treated asa single entity for the purposes of the rules. They move together, shoot together and fight together. The actions of the whole tray are worked out rather than that of each individual model. Casualties suffered by the company are represented by removing models from the trays In this way, the number of madels in the company directly correlates to their combat effectiveness. Arranging models into companies in this fashion enables Us to swiftly resolve movement, shooting and combat for hundreds (or even thousands) of warriors. We can therefore fight battles of any size, from relatively small encounters between warbands and garrisons to epoch- ending confrontations fought by mighty armies. Movement Trays Ofcourse this means hat youl ned a numberof pesto ply a War cf The Rg pure = ere fr ech ee eae meee aren Car oF Seat pls fac, ay in of tn boa) {ato the mafia dnenons shown buon Tray Width Tray Depth Infantry company 10mm 60mm Cavalry company 80mm 50mm, Alternatively ~ you might wish to invest in some of the moulded plastic trays that have been produced to accompany the game. Whichever method you choose, be careful that your models are secure to prevent accidents while gaming. Our trays are designed to hold either eight infantry or two cavalry models in a cowenient fashion. You can find more information on ‘making your own movement trays on page 228. Our plastic rays are designed fo hold ght or two meds as rly a posse during ay 24 fanty are usualy arranged Jght model to tray ke this ry are usualy aranged two models Whilst there isa minimum size for movement trays, there is no maximum, They can be slighty larger if you wish ~it makes no diference in the game. Some dynamic ‘mode's, such as mighty Heroes, Banner Bearers and so fn, look even more impressive if given more space Provided the number of models on each tray is correct, we don’t need to worry about the exact position of those models, so fee! free to experiment with different configurations to customise your armys appearance. Monsters Some individual monsters ae so lage that a single ‘monster i considered to be a company unto ist. Even so its not necessary for a monster to have a movement tray ~ its own enormous base is quite sulficient. We will be discussing the roe of monsters later — for now all we need to know is that no trays are required for them movement tay as been made out of pasicard before being painted and textured Before we describe how to arrange companies into larger duting the game ~ they cannot turn to face their sides or formations it's important Companies ge gnise some basic terms Each company therefore has a defined front, rear ‘about companies and movement trays. This ial fairly and two sides (or flank ‘bvious, but worth getting straight from the start to Prevent potential confusion later in addition, the area around each company s divided into front, rear and side arcs as shown on the diagram below Allmodels in 3 company are arranged facing one of the This Concept is important because troops are only able Tong edges, thusly defining the front of the company s charge, enemies to ther fron Models in a company must continue to face this direction as explained later Front are Side (flank) are Side (flank) are Rear arc Formations Anumber of companies ofthe same type of warios are mipanies inthe same formation move and fight together aranged into whole regiments o infantry oF squadron forthe entire game. Formations must always be arranged of cavalry. These groupings of companies are called to.make a straight line as shown in the diagram below formation’. formation can consist of any number Each company is placed corner-to-corner beside the next of companies. any to make a legal format Bex aok 2% Ranked Formations Formations can be made deeper by arranging some companies behind those in front - which is to say by ranking some companies behind others. Companies ‘an be arranged into a thid, fourth or as many ranks {2s you wish, but each rank in the formation must be filled out before another can be started. Companies positioned ina rearward rank must always be placed directly behind a company to their front, comer-to-corner 2s shown in the examples below. Formations in Contact Different formations are not allowed to touch unless they are engaged in a fight (which we'l cove later ‘on in the ules). Therefore, if two formations should happen to move into contact accidentally they must be separated by atleast an inch. This makes it cleer that they ae separate formations In ose combat things are abit diferent. When opposing formations clash they are arranged so that they align into. what we call base contac. Base contact mea that the tees oftheir movement trays (or bases, they have no tray) touch, but not necessarily exactly corner-to-comer a5, we have described for companies in the same formation. As this only happens during a fight, we wal deal wth this ‘opel later on Dice and Measuring Dice (D6) Ina War oe Ring bate you often need to ol BR fer the sctons of your races tr out Betefecie thet shooting wht dorace tnyve Gonein combat, hw fr they al back rom enery fe, Badsoon. Amos allo the die rls in War of The ing Bee card ised ce laa refered to os "06 Rolling a D3 Inarecreumstances you may be told to roll a D3, As theres no such thing asa three-sded dice, use the folowing method for determining a score between 1 and 3. Rolla D6 and hale the score, rounding up. Thus 1 or 2 Bord=2and5or6=3 Modifying dice rolls Sometimes you may have to mexify the esuit ofthe dice fol This isnoted as D6 plus or minus a number, such as 16+ orD5:2. Roll the dice and add or subtract the umber to or from the score to get the final result. For example, 0642 means roll a dice and add 2 to the score, giving a total of between 3 and 8 You may ako be told to roll a number of dice in one go, Which s written as 206, 306, and so on. Roll the incicated umber of dice and add the scores together, so a 206 rolis two dice ralled and added together fora score of Between 2-12. Another method isto multiply the score Of adce bya certain amount, such as 06x5 fora total between 5 and 30. Finally a combination of met maybe used, such as 306-3 giving a total of 0-15, Measuring Inte Wr of The Ring, ayers can measure any tance at any ine reo dee nthe best fais and manoevres When measuring distances between tiwo companies, Ae the dosest point oftheir movement trays as your Ieference pomts (or the models base if it does not have a moverment tay). Some lage war machines models re Supplied without a base. tis handy to mount these on a ‘stom built base (see page 228), but if this is not possible, measure to the model's body instead, When measuring distances between tivo formations, Ue the dosest points ofthe closest companies as your feference pnts, as shown inthe diagram opposite. 0, for example, if any part of a company is within 6' Of any part of an enemy compary, the two companies ae said tobe within 6" of each other. Equally if these Companies ae each part ofa formation, then those formations are likewise sad to be within 6° of each other. ge Re-rolls & Roll-offs Re-rolls In some situations the rules allow you a ‘e-ol’of the dice. This is exactly as it sounds - pick up the dice you wish to re-oll and roll them again. The second score counts, even if it means a worse result than the fist, and no single dice can be re-olled more than once regardless of the source of the rel, f you reroll a 206 or 306 rol, you must e-ol al of the dice and rot jst some of them, unless the rule granting you the reroll explicitly specifies otherwise. Roll-offs If the rules require players to roll-off, ths simply ‘means that each player rasa dice and the player that scores the highest result wins the roll-off. Ifthe players rll the same resuit, both dice must be rolled ‘gain until one player isthe winner. 8" (measured base to base) 6" (measured base to base) i vie res “sie lole's The ctor 158 inches, We normaly say thatthe Tol i within aro ermation benveen the Minas Trth Warriors and the Tal aes The cstance between the Minas Tih Warors andthe Mordor Ore formation (e. between the two closest parts of the closest movement trays) is 6 inches, The two formations ae ‘thin 6 ofeach other a Sq Characteristics 2» Middle-earth is home to many kinds of warriors and ll ‘manner of Heroes, all of which have iffeent strengths and weaknesses. In War of The Ring, fighting capablites are expressed through characteristics. There are ten different attributes that define a troop type's battle prowess: Race, Type, Move (M), Fight (F, Strength () Defence (D), Attacks (A), Reslience(R, Courage (C) and ‘Might (Mi), Each ofthese attributes is written in the form of a characterstic profile. Race There are many races in Middle-earth, from graceful Elves and doughty Dwarves to verminous Goblins and brutal Trals. 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 al enemies inthe ‘game, but also inflicts hits on creatures designated as Spits. Certain Races also have ather special abilities, but these are denoted by the company’ special rules Type ‘There are four broad categories for troop types in War of The Ring: infantry, cavalry, monster and fying monster. As we saw eatli, troop type informs the number of models in the company. {A company’s Type is used for several other things determines the stage at which it strikes in close combat, as well as the bonuses it receives. can also affect how the Company interacts with terrain, magical powers or special rules, as well explain later on Move (M) Move (M) shows the number of inches a company can ‘ave on the battlefield, A company of Minas Tith Warriors, as shown below, could move 6° whilst a ‘Mocdor Troll could mave &* Fight (F) ‘company Fight value (F consists of two numbers died bya dash. The fist represents siln hand-to-hand fighting = the higher this umber, the beter The second number s the Shoot value. This s used to work cut the number af bonus dice the company will et when shoots. Ifa company does not have ranged weapons its Convenient to mis out the Shoot value and replace it with a dash (), Unlike other characteristics, the lower the Shoot vale, the better! A Fight value of 3 is about average for hand-to-hand fighting, and 4 is average for shooting Strength (S) The Strength value (5) represents the physical might of company, and how powerlully it cn strike its enemies ‘Minas Tiith Warriors have Strength 3, whist the saving ‘mount of the Warg Riders gives them a Strength of ‘A mighty Mordor Tl Chetan has a Stenath of 8 ~ just the thing fr crushing shietdwals Defence (D) ‘8 company’s Defence value (0) indicates how tough or hardy itis. Mary monsters are incredibly hardy, whist. armour and shields all increase a warrior’ resistance toa blow. A Defence value of 3s about average for a company of unarmoured Men, Defence § would be about average for the same warriors fully armoured for bal, A company equipped with shields will nocmally have a spt Defence characteris, ie, 517), with the fist number representing the base Defence and the number in brackets representing the increased Defence offered by the shield to the company’ font. ey, [Common 5). Minas Tirith Warriors Formation Wargear Comman 25 points per company d raters profile fra nd mi ompany of Minas Srrxayrohpay7C GF choy Be soxabygpod it have simar characteristic values, 1 Heres will have grater oles to represent ther super abies. ‘Attacks (A) The Attacks value (A) indicates how mary blows a company can strike in close combat, ané how many shots itcan fe Infantry companies have 8 Attacks. Cavalry Kimpanies have 2 Attacks. As a company suffers casualties, its Attacks value drops. For each casualty @ company has taken, its Attacks value is reduced by 1. For example, a {ompany of Minas Tirth Warirs that has taken two Casualties will have an Attacks value of 6 (@ Attacks on Profle, less 2 casualties) Fall, monsters have 3. more Attacks each, Monsters do otsuffercasuliesin the same way as other companies, so their Attacks value will not be educed until they are sain \ er Resilience (R) The Reslenc value (R) indicates how many his a company Aan suffer before a mode is removed as a casualty Inthe {@3¢ of most infantry comparies this value is 1; a single hit issufient oki. Cavaly ae mare durable and can sulfer 2 Tits before a casualty is taken, whist a monster can sufler 2 Boreven move his. Wel ds etal tein the es, Courage (C) The Courage value (C) shows the bravery and determination Of the company. The Minas Trith Warriors’ Courage of 3is about average, whilst at Courage 2, Warg Riders area tle more craven By contrast, Elves are stalwart indeed with thei Courage of 5, or even higher. Sometimes, a formation Igcalld upon to take a Courage test. Here, two dice are fold and added together, and the formation’ Courage Welueis added to te total. f the totals 10 or more, the fests passed - the formation’ leaders manage to hold their Iuoops together. f there is more than one Courage value in the formation, aivays use the highest ss casually removal in more Might (Mt) Might lows Heres to perform incredible feat of leadership and combat. It can be used to modity dice fll call Heroic actions that can drastically change the shape ofa batle Wargear epee eal ian et nal estore eieatapones Absolute Zero Some magical powers or special abilities can alter characteristics. It should be noted, however, that 2 characteristic cannot be reduced below 0, and can never be raised above 10 Special Rules crf co earn [eta oe ese erat od ane moar nee ear cicoer! ieee eae ee reveal erate Fearsome monsters orca gover Be asks have Pgh Fight, Srerth and Defence vues. Mordor Troll Chieftain 200 points Wargear Special Rules oping Lender oro ry Had Kt ESain «=O ney also take more ist slay than infantry %g The Game Turn ded into turns. During each tur ‘move, shoot, charge and fight in ‘The Turn Sequence ‘called the turn sequence Each part ofthe sequent Priority phas ith prioity has fnishe ide shoot Charge phase. Both sides charge into side with priority has chargee The Priority Phase - wo — - 5 > ) : - a £ \ = . 1 fo ; v4 4 - a \ oo : re mY Pater oak 4 Y RY Nae a > i %g The Move Phase 2 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 important areas ofthe battlefield The Move phase i the only part of the turn where 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 avy, 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 attacks later in the turn, or dictating the shape of the battle for several turns to.come. Who moves first? The side that has prionty moves fist. ‘There are advantages to both moving first and moving second, By moving first, a player forces his opponent to react to his manoeuvres, On the other hand, by moving second, a player can exploit weaknesses inthe other Side’ strategy. Once all of the first side's moves are Complete, the other side moves all of its formations. Moving the Formations Each player can move any oral his frations in any coder. The distance each formation moves depends upon its Move value - for example, Eves move 8° whilst Orcs ‘move 6°. Formations do not have to move tei full distance, and can move lessor not at al if desired — necessary if 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, To move a company, pick it up and move itin any direction, ensuring that no part of the company end move a distance greater than its Move value vay frm its start position. To ensue this does not occur its aga idea to keep an eye on the corners of each company a5 the formation moves if the formation does anything other than move directly forward or backward, ts the corners that will move furthest! As they move, companies can move through other ‘companies from the same formation. The companies themseives ae after all merely representations ofthe formation’ shape ~ they are not intended to represent the warriors’ precise postions. As the formation moves we assume the individual warrors exchange place, part ranks to let others through, and so onto allaw the formation to adopt its new shape with a minimum 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 invite chaos asthe two formations colde and collapse into a disordered mess - and that’s between two friendly formations. Trying to move through an enemy format would surely provoke carnage! ‘Asa formation moves, you can rearrange its companies as you wish. Companies must remain touching but ea be turned round or arranged into a diferent egal. configuration as you wish, This company of Ore Warriors (ove 6) ravels 6° rectly forwards. Peg sh PiggPe This company of Warg Riders (Move 10) travels erect forwards an tus ar _lckutse. No part ofthe company has moved more than 10” Ths company of Wary idea a 10° aect forwards and then ‘using it ight hard comers further than te Move vale nyepbygioe parte TYPE it Terrain ‘company’s Move value assumes thatthe warriors will be ‘moving over firm and level ground with a minimum (of obstructions. This is fine for genty sloping hil, fields, toads and other surfaces, but often a formation wil find it needs to traverse dificult terain, ‘tees of dificult terain represent various kinds of Iieacherous footing or obstructions such as swamps, sae or undergrowth and are largely fat. Larger Datlild terran elements, such as houses, forests {20d ruins, are called defensible terain features and ‘ne discussed later ee page 52), ‘Al distances moved over dificult terrain count as double ‘the actual distance, Ths means that a company that oxmally moves 6° would instead move a maximum ‘of through dificult terrain Impassable Terrain Some tein is 0 dict to traverse that movement of kind impossible! This impassable terrain comprises Such things 2s ova flows, fast or deep rivers and sheer ifs Formations may not move info or through impassable terrain. Moving off the Battlefield Formations ae not permitted to move off the playing area ~ the gaming table (sometimes refered to as the board) represents the extent ofthe bated, and all parcpants must remain unt the Bloody work i done. ‘Tis might perhaps seem a litle harsh after al batfilds are rarely enclosed environments — but itis necessary to Keep 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 have your view on the larger batl, but indhvidual wartors have eyes only for the nearest foe. the enemy gets too close the entire formation wil sow ‘down as its wartors draw swords, nock arrows and brace their shields To represent ths, f there is an enemy within 6 at the stat 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 difcut terran do not stack - the doubling of distance is counted only once. an change configuration as they move, provided that none ofthe inalvidual companies exceed their Move value. el the formation has taken acantage of thst turn right. In example 2 the formations alters fs fontage to pass two forests nthe thir example, the formation expands its frontage. 2209 » 7 P5979 Measurement Etiquette When changing direction or shape ofa formation, its a good idea to fist move the company with te furthest distance to travel. ln these situations, companies in the rear ranks ofa formation wil often be unable to keep pace with those atthe front. By moving the rea Companies fst, you can educe the distance travel by the front companies acordingly- thsi far easier than having to rearrange the entire formation when you discover one company cannot move fa enough! f course, when moving an entire formation in this likely that a company’ final position will be (ed by another part ofthe same formation tha yet to move. Don’t worry about this happening, simply mark the position as best you can (with a counter, or in relation to other companies perhaps) and move the rest 3 the formation until you can place your uncooperative company. A itl inaccuracy s bound to slip in when this, happens, but this should be seen not only as permissible, but inevitable, Its also worth remembering that you're never quite ‘going to be able to measure distances completely accurately. Models fll ver at inopportune moments, trays slide down hils and stray hands inevitably knock Companies into slightly different facings. As a result, you'l inevitably lose (or gain) the odd fraction of {an inch each time a company moves. This 's not to be worried about, Its far better to keep the game moving rather than fretting over being precise - distances are rely so crucial that these tiny inaccuracies w important. This isnot to say that players should seek to take advantage in an unsportsmanlike manner. As such ere a move is particularly important its a goad idea to agree what you are doing with your opponent before any les are actually moved, Monsters and Movement Remember that unlike other companies, monsters, such 25 Mordor Trols, are mounted on circular bases and therefore need not worry about corners ~ you jst need to ensure thatthe distance maved does not exceed the monsters Move value. Some monsters, such as Dragons and Momaki are mounted on oval bases. Remember to pay close attention to the extreme ends of the oval asthe monster moves ~ lke corners, these parts of the base may end up exceeding the model's Move if you'e not careful Flying Monsters and Movement Flying monsters, such as Great Eagles, Fell Beasts and Dragons, are able to sweep across the battlefield on thee powerful wings. A you might expect, this gives such lures a distinct advantage when it comes to moving 3 timely and efcient fashion A flying monster can fly over other companies (oth friendly and enemy) or impassable terrain and suffers no penalty for dificult terrain, i cannot land on other nies, in impassable terrain, or enter defensible g Disordered Formations }game goes on, 2 formation can become if thas ost a fight (see page 50). You'l not fany disordered formations inthe first turn of the ‘0 fel fee to sip this section for now if ths is fist read through of the rues. formation is of tie use unless it leaders restore order. A disordered formation must therefore f@ Courage test at the start of its move (with a-1 fan enemy is within 6"). If the tests passed, Gpline has been restored ~ the formation regroups and move, shoot, charge and so on as normal. Ifthe test the formation remains disordered for the on ofthe turn. A disordered formation can do litle iefend itself, and so may not move, shoot or charge leaders have theirhands full preventing the warriors their command from fleeing! =tdoes not have to do so, the controling player Spl choose fort to remain in place. Faling back is business, because any form of obstacle wil instil panic amongst the formation and cause wartiors dered formation may ony fallback in the Move immediately aftr it has fled a Courage test to up. When fang back, formations abways move tly towards the nearest board edge as described ‘The rate at which a formation falls back depends its type, 2 shown below. Type Fall Back Value Max. Fall Back 6+2" 8" bonuses De+4* 10"+ bonuses D6+6* 12"+ bonuses Monster D6+8" 14°+ bonuses that fal back moves are nt slowed by enemy ity ~ the retreating formation i akeady in fight cares lite for nearby foes. formation falls back, you need to nominate a nto lead the fall back move, This can be any in the formation. Once nominated, this is tured directly towards the nearest board ‘and moves forward the full fall back distance, ig other companies from its own formation. the final postion of the initial company has been Jed, the controling player then arranges the ‘ofthe formation around it in a legal fon, ensuring that these other companies do further than twice their Move value. Any es that cannot be placed inthis fashion are d fom play - ther warriors give up all hope and from the battlefield 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 terrain lies in the way, the entie formation is destroyed, The warriors see the ‘obstacle looming out of the batleshaze and realise their ‘only option isto dsperse and fle. Simla, ifthe intial company moves off the board (or even moves into contact with the board edge) the warriors escape the fray nd the entice formation is removed from the boar. Flying monsters can pass over intervening obstacles as. they move, As such they will nly be destroyed if their fll back move would cause them to land on another ‘formation, a defensible terran featur, or an area of impassable teran, Note that if formation survives its fall back move it is sil disordered and will have to test its Courage atthe start of is next move. Hopefully the formation’ retreat will have managed to put enough distance between itself land the enemy to gve ita further chance to reeroup ~ but that remains to be seen. & az oD 1B Tae ‘Nearest Table Edge ‘This formation of Orc Warns elects to fal hack. The intial company rls 4 fort fal back vale, therefore moving 2 total of 6" tonords the nearest table edge. Fortunately stops @ Ie short ofthe enemy formation ~ alls wel. | | Nearest Table Edge ‘This second formation af Ore Wators has not ben so fortunate Having led 6 for its fal back move thas Blundered into the ‘woods. Unless the rcs have some way of meliving ther dee ral theyre doomed, sia ae The Shoot Phase ‘Once both 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. fist, and can shoot with his formations in any order. ‘Once the first side has completed allo its shooting attacks, the other side makes its shooting attacks. ‘Though shooting wil rarely win the game outright, the hail of artows, crossbow bolts and artillery payloads can thin the enemy numbers before they can charge into battle. If you're lucky, your formations wil infict enough damage to drive the enemy back, giving you another turn to prepare for their onslaught Missile Weapon Characteristics Different kinds of missle weapons have different ‘characteristics. Some shoot futher than others, ‘whilst some are harder hitting. The chart below ‘covers two common shooting weapons ~ these are described in more detail on page 58. ‘Weapon Range _ Strength Bow 2a" 2 Longbow 36" 2 Shooting Procedure 1) Choose Shooting Formation 2). Choose Target 3) Calculate Number of Dice 2, Shooting Diecty bi. Accuracy Bonus Supporting Fire 4) Roll To Hit 5) Remove Casualties 6) Target Driven Back 1) Choose Shooting Formation Fist, the player nominates the famation which wll ‘make a shooting attack. A formation may not shoot iit iS dsordeed, or has moved more than half is Move value in the preceding Move phase. Once the fist formation has completed its shooting attacks, the player chooses another formation to shoo, and s0 on until all formations that are able to shoot have dane 50. A payer’ formations an shoot in any order he chooses, but each can only Shoot once each tun. company has a Shoot value of 0, or, it may not shoot. 2) Choose Target ' formation can shoot ata target within range as long as at least one company from the target formation lies within its arc of sight and can be seen by the fier. ll companies in a formation must fire atthe same enemy formation. it some companies in the fing formation cannot see the target (because it's out oftheir arc of sight. or because ‘another formation or terrain feature biock their view) those companies cannot shoot that turn. Fp REF ‘Am I In Range? ‘All mise weapons have @ maximum range that incicates the furthest distance they can shoot. Your formations may not shoot at enemies that ie outside thelr weapons’ maximum range Some companies are armed with weapons that hae a minimum range, normaly tebuchets and similar war engines, Where this the case, the company shoot at the target unless at least part ofits beyond! minimum range. As you can measure at any tie, fee to determine the range to al potential targets you select which to shoot at. Are of Sight The close press of bodies in a formation means that indwvidual warriors are limited in the amount they can’ turn to face a target the formation itself must be Positioned to face is target if a shooting attack if ‘made. This is where arc of sight comes i, ‘Arc of sight is not worked out fo the formation as 3 whole, but on 2 company by company bass. Enemies an only be shot at if they are within a company’s Of sight. Imagine projecting lines through the comp ‘comers. Ths isthe company’s arc of sight (its fo 2s explained on page 25) and thus its fed offre part of the intended target is within the fring co arc of sight, it can be shot at ~ provided, of couse, can be seen, as discussed opposite This will sometimes ead to some of a formations ‘companies having the target in ar of sight, whist {do not ~ in which cas, only those companies that the target in arc of sit can shoot. Enemies within front facing of a company are said to be in ts are of sight, and may be eligible targets For example: Only the two leftmost companies of Rangers may shoot at the Orc Warriors the target #5 not in the rightmost company's arc of sight Are of Sight ght asindidua, monsters and thing have a greater freedom of movement. than other troops. To represent ths, and flying monsters have a 360-dearee sight ie al around them 1 See? pany must be abe to see the target to shoot ly atit=a company that cannot see the target may de supporting fire, but well get on to that later. (an trace a straight line between any point on the {company and a point on atleast one company in gt formation, the enemy can be seen, of fie’ cannot be traced through other defensible terran features or hill. Players assume that the entire base of the terrain feature a company/ view in this manner, regardless of how feature is modelled. We assume that the 1s n question, which afterall do not have the jf ou eaple-cyed overview, can see only shadowy beyond gaps in trees, runs and so on, ention is used for two reasons. Firstly, terain are often modeled in 2 fairly syised fasion, 8 for example, only contain three or four this is fine as a representation, but doesn’t have the ject on ne offre as we might wish. Secondly, and ‘most importantly, formations can occupy terrain features as the game goes on. You might wish to remove one or more twees, walls of boulders to accommodate the occupying companies. By having ths rule to cover line offre and terrain features, \we allow players complete freedom in modeling their terrain, whist preventing unsportsmanlke behaviour, such as shuling the postions of a wood’ trees to benefit one side over the other, Hills and Elevated Positions Hills offer hugely important tactical postions, allowing archers to overlook the battlefield. This greater freedom Of vision allows troops armed with missle weapons to choose targets much more freely, making hills very valuable features ofthe battlefield ‘A company on a hill is assumed to be able to see {and be seen) over other troops, and even terrain features. You are therefore permitted to trace its line of sight through formations or terrain features that are ‘on the lower level. Conversely, a company on a hill can be seen by formations on the fat inthe same manner. Note that companies or terain features behind hil elsewhere (nthe battlefield cannot be seen, Other hills are assumed to be sufficiently lofty to block even an elevated company’ line of fire If players agree, tall buildings can aso be treated as elevated positions ~ these are treated in precisely the same manner as hils for the purposes of whether or ‘not formations can see. (A can see Company 12: ther are no intrveing tein features or formations, but cannot see Company 2352 forest ney. Company 8 can see neither Company 1 nor Company 2 because te forests inthe way. Because it's on a hill Company HGampanis 1 and 2, deste the presence of tran features inthe way. This ako meens that Companies 1 and 2 can see iC Stokes is of pH epg RE Ee 3) Calculate Number of Dice ‘The total number of dice rolled in a shooting attack is determined by three things: the combined Attacks value (of any companies shooting directly, the accuracy bonus o those companies and the amount of supporting fie. Shooting Directly Archery is more accurate if the company can see its target. While a company can sometimes shoot at things it cannot see (we'l get anto this with supporting fire late in this Section) such shots are far ess elective a company’s target i in arc of sight and can be seen the company shoots directly. Companies th shooting directly contribute their Attacks value worth of to the shot. Le. ifthe company has 8 Attacks, it will Contribute 8 dice. Remember — a company that has suffered casualties will have a reduced number of ‘Attacks, based on the number of models it has lost For example: A fullstrength company of Minas ith Archers (ateacks 8) fring directly would contnbute & dice tothe attack. Ifthe company had suffered two casu ‘t would only contribute 6 dc tothe shooting attack. Accuracy Bonus farrirs are not all equal in shooting sil. Whit an Elf stalk at thee hundred yard 8 Goblin would be lucky to hit a barn door at a quarter of he distance. We use a company’s Shoot value ~ and the accuracy bonus it provides - to diferentate between poor, fait and excellent shots ‘A company’s accuracy bonus is determined by its Shaot value, as shown inthe table below. Mast wartios in Middle-earth have a Shoot value of 4, and so recive ony a slight bonus. Exceptional shots, such as Ehes, receive a bonus of 2, whikst troops with a poor Shoot value, sich as G even suffer a penalty ins, will not receive any bonus at al, and might Shoot Value Accuracy Bonus 6 fl 5 0 4 1 4 subtracting your Shoot value from 5 ~ the results your Applying Accuracy Bonus Every company in the formation thats shooting directly contrbutes addtional dice (or loses them) based on its accuracy bonus. pany of G valve 3) would have a ac contribute wo extra lari Archers (Shoot racy boous of 2, and therefore (0 the shooting attack. On the OF Orc Archers (Shoot value 5) would have an accuracy bonus of 0 that have the target in range and arc of sight, ot see the target do not receive an accuracy contribute their Attack tothe shot. However, supporting fre. Supporting fire represents ‘Cannot see the enemy following the lead of ‘an, fring a wid voy in support of their f more precisely aimed shots, dle supporting fein a fairly abstract fashion, that most ofthese extra shots will miss as a of course, Supporting fire isnot accurate and es fa fewer dice than shots fred when the sible. However, it does allow: companies in the formation that could otherwise nt shoot to attack ~ these companies are referred to as 9 companies, ing companies in range of the target 1 dice each. Companies that are out of for whom the target does not lie in arc of not contribute any extra attacks. the number of dice contributed by supporting 1does nt decrease ifthe company has Companies in the Galadhvim formation. ae in range, but only two can see the target ‘two are inthe formation's second rank. {us with two companies shooting directly, companies providing supporting fre panies that are shooting directly each contribute to their full tacks plus ther aceuracy bonus. Archers have a Shoot value of 3, they accuracy bonus of 2- meaning that each shooting directly contributes 10 dice, ‘of 20 dice ‘company in the ear rank has the target in both din arc of sight, they can both contribute tng fre and add 2 dice. The shooting attack thas a total of 20-2) 22 dice 4) Rolling To Hit Now you knowhow many dc you shooting stack hs, Unleash the voleyt Nota he sts wl cause 9 ican Hon sk tio ele see wiist others wl lance off armeout or cause runes so ‘minor we ignore them forthe purposes of the game. To $ find out how many casualties you have caused, you now reed to roll 'To Hit’ with all the dice forthe attack ‘ Consult the chart below, and cross-eference the weapons Strength with the target's 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 single D6 and score a6, followed by a further dice that must, score either a 4, 5 or another 6, depending on the number after the slash. 6/5, for example, would require a rl of 6, followed by a 5. Note that i @ special rule ‘allows you to re-oll missed hits, then either or both of these dice can be re-oled. To Hit Chart CEP ET[s[e rye} sys ele fan’ eales 2/4/4/5|5|6| 6 |ealem rs [@yats | se Poppet al Bs ata 7 a : 3 3 Testes Tse 14] pels |2|3[3 [2 [3/3 Continuing the example, 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 a hit. The 22 dice are ralled ‘and score two 5s and three 65 ~ a total of five hits! Long Range -At ong range, attacks from missle weapons lose momentum, ad thus thei hitting power. 0 represent ths, if company shoots at a target that is more than half their weapons’ range away the Strength ofthe weapon is reduced by 1. For example, ‘a bow (Strength 2, Range 24") would only be ‘Strength 1 if the target is 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 are at long range and some are not. When. this happens, roll he dice separately for each set of shots 10 avoid confusion. 5) Remove Casualties Every dice that has succesfull rolled the required score has the potential to cause significant damage to the enemy, Infantry wil be killed or incapactated, but cavalry and monsters may just be wounded, or shrug off the damage atogether Where a troop type has a single point of Resilience, casualties are removed as follows. For each hit suffered, ‘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 inthe formation. If there are no depleted companies in the formation, the next casualty is removed from a full-strength company of the controling players choice in the rear rank. This keeps the formation neat and represents warriors stepping forward to take the place of fallen comrades. Ifthe formation is deployed ina single ran, Casualties are taken from one of the endmast companies (controling player's choice. The Mordor Orc formation has suffered five hits and its controlling player must remove fve casualties. The Ores have already suffered some casualties earlier in the game = one company has lost two models. The Orc player must ‘remove casualties from this depleted company first. | | Automatic Hits || Some attacks are so deadly that they do not require a | oll To Hit, but instead automatically cause damage | Ao attack that does automatic hits wl lays be | successful = there sno need 10 rll Hope is Lost! The final company in 2 formation removed as soonest seduced thal or tow to 4 modes orf and This represents the warrs losing heat and nce the majority of tar compat ae Note that a mores are ony eve ied as Single modes ths rule des not appt the Casualties and Resilience Warriors such as cavaly and monsters that have Resilience value of 2 or more are substantial kill or drive off than normal infantry. For caval, represents the chance of shots striking the horse Cf the rider and the fact that cavalry formations 0 densely packed as infantry. On the other monsters have higher Resilience to represent ‘and unstoppable mass and (in some cases) an incapable of registering pain ina timely fasion. In these cases, it takes one hit fr each point of ‘onthe target's profile to cause a casualty. nother when shooting at a company with Resilience 2, formation needs two histo kl a single made Resiience 3 requie three hits, and so on. Any his leftover are immediately discounted — the formation has alowed them to shrug ofthe Later in the game, the Galadtrim Archers shoot formation of Warg Riders and score three hits Riders have Resilience 2, and so the attack: ‘casualty with one hit eft over. The extra hits jimmediately dlscounted. There are no depleted companies in the War formation and the companies are aranged ina ran, s0 te Evil payer removes one War Rider company atthe end ofthe ne Redress the Ranks! Asa company takes casualties, the hale and inevitably push ther way tothe front, ready to blades against the enemy. Accordingly, {formation has finished any action, including shooting, fighting, taking casualties, fling fight and so on, the player must swap around companies to ensure that the depleted stand ‘one isin its proper place — i.e. in one ofthe positions on the rearmost rank, This reorga Cannot be used to alter the position or the formation as a whole fF inde bl ‘Arwen, The Fellowship of The Ring Li AS Pig he Hig pohly formation that i driven b recy aw attack fore target formato the new en pushing’ the target 03 oes not slow 3 formatir Providing theres formation can be aver Shoot phase How much sie? Wi although payers are terrain feature. Note that di tis being dr ‘Once both sides have made thelr shooting attacks, the Charge phase begins. In this phase, formations from both sides charge forwards, engaging their enemies in close combat. The actions taken in the Charge phase will determine which formations fight during the ensuing Fight phase, Charging is the only way that a formation is allowed to move into close combst. ‘The side that has priority makes all its charges fist. It'S 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 a distinct advantage. Charge Procedure 1) Choose Formation that will Charge 2) Choose Spearhead 3) Choose Target 4) Rol Charge Distance 5) Move Speathead 6) Move Remaining Companies 1) Choose Charging Formation I loer ea cia WilFs terra any der hat hewishes. A formation does nt have to charge often a ood idea wth archers rater valerie formations ‘Once the first formation has completed its charge, the player chooses another formation to charge, and so on ‘nti al formations that want (and are able) to charge hhave 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 and are determined, or perhaps even eager, to get 10 atips with the foe However, there are some important conditions under which a formation isnot permitted to charge A formation may not charge if itis disordered, ori it made a shooting attack in the preceding Shoot phase. Similarly, a formation may not charge if thas itself been charged earlier in the Charge phase it is now engaged in a fight and must battle for supremacy in the Fight phase. ee y The Charge Phase ce jou hol dear ox ths good Vid. 000 stand, ew of the West? ‘Aragorn, The Return of the King eer Cr ISTE. Py 2) Choose Spearhead With the charing unit chosen, you now need to spearhead. The spearhead is the company that leeds charge. It will move first, and itis the spearheads distance from the target that wil be used tod ‘whether or not the charge is successful. The location relative to the target will ako determine ‘the charge is made against the target’ front, side or You may select any company inthe charging fo front rank to be the spearhead. Normally this willbe closest company to the enemy, as this increases the chance of the charge being succesful. Sometimes, however, ou may find advantage in choasing a more distant spearhead whose postion offers a tactical advantage, such as charging into the enemy’ lank 3) Choose Target You must now select an enemy formation that you speathead wil attempt to charge. Choose your target Carefully if your spearhead cannot reach the no target, you wll not be able to select anther Remember that you are fre to measure the dstance between the spearhead and its potential targets) before dedaig will charge, so you don't need to wory about attempting a charge against a target that isto far ava ‘A spearhead may only attempt to charge a wsible ‘within its arc of sight. Remember that monsters and flying monsters can see all around them, and so an charge in any direction. Fer example: The Mins Tiith Waros may charge Or Fs A, but not Ore Formation 8, ast not with ar of sgh we ege POS F Roll Charge Distance ote toseeif the charge success I lac overed nonocuring Bie ore phase chong san uncertain bushes Bias tht re eaer forte oy wil chore further eteantn init, orer beaks down beomsion nada wars can tat etn I swing te charge cow, or cre bengeg to» gang at “Torepresent ti, each charging formation has a Charge: Unlike normal movement, Charge values include fandom element (provided by a handy D6) to represent ‘he kind of factors mentioned above. Some factors, Bich special abilities can further increase the maximum Ge dstance, but these ae covered elsewhere in les, s0 don't worry about them for now. Type Charge Value 642" Desa" D6+5* WngMonster 0648" its maximum charge distance - ie. the best formation can hope for when rong its charge ing bonuses). Infantry have a Charge value of 3,50 the maximum charge result they can manage “normaly 8° Bal Monsters and fying monsters have higher charge than infantry. They therefore can charge more fant targets, or more reliably charge close targets, ample A company of Minas Tirith Warriors is tN and therefore has a charge value of D642" may therefore normally attempt to charge an enemy 108" aay ble Charge! {note if the formation rosa 6 for its charge ~ means that it has made an unstoppable charge! Wallow it to strike more blows in the ensuing phase. talled Charge the D6 rl sat, the charge stalls and the formation snot move, The warriors in the formation lose their at the last moment, or manage to obstruct one fo such an extent that all momentum is lost f charge stalls, the formation does not charge ths tun, the DS rol anything other than a 1, the formation pts to charge towards the enemy, starting with the ck of the Flying Monster! monsters can ignore other formations terain features when they charge, just as they can when they move, providing that they pa'tend their move on top of another formation (6 tetain feature. PCF PTY 5) Move Spearhead With the charge stance determined, the peated eee ees without passing trough comparies rom other neler iT peateet nitine fe gere an Te eee taetkoraton, Ifthe speathead is most inthe target's front arc, it must move into base contact with the front Of the target. Similay if the spearhead is mostly in the flank or rear arc of the target, it must move into base contact with the flank or rear respectively As the chosen spearhead is mosty | in the Mook are of the enemy unt it must be moved | into contact with the flank Don't wory 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 10 be free, A company repositioning inthis fashion does. ‘not need to align coener to corner (indeed, sometimes this wil be impossible because the company sizes are different) — it just needs to touch edge-to-edge. The spearhead wth the enemy and aions so that it ‘sin base contact. If the spearhead cannot end the move in contact with the target formation, return the spearhead to its postion in its own formation ~ the charge stalls as described above, Charging Through Difficult Terrain ‘Charges are affected by difficult terrain, just as normal movement. a speathead charges through | fiat terain, every inch moved through the cific tran will use up two inches ofthe Spearhead charge move. However, the alignment | move of any remaining companies is unaffected — | they are assumed to keep pace with the spearhead 2 6) Move Remaining Companies ifthe spearhead successtuly moves into base contact with the target formation, the est of its own formation will then charge in alongside t ‘Arrange the companies in a legal configuration (see page 26) around the spearhead. Remaining companies may move up to twice their Move value (not their Charge. value) when aligning to the spearhead in ths way. You must bring as many companies into base contact The chargers change formation 2s they ‘move, i order t0 srcrase the number 4 of companies fighting drecty Impacting Monsters [As monsters have round bases, charging spearhead can move into contact with any part ofthe monsters base it ‘an reach, However, it should be noted that as a monsters base always cular or eliptcl, nly the spearhead wil be able to move into base contact. Essentially, despite the monsters bulk, only a relative handful of foes can bring thei weapons to bear aginst it smialy, a charging monster can only evr be placed in base contact with a single enemy compan. Itis possible that when moving either the speathead or the remaining companies, the charging formation comes into contact with enemy formations other than the target = we cll ths ‘clipping’ A Note on Charging and the Spirit of the Game Ina tabletop wargame, rues that govern charging are ‘always a somewhat inexact science. No matter how tightly the rules are written, there will aways be a situation that can’t be fully covered. The more the ‘ules attempt to cover all such possiblities, 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 stl no matter how many pages of rues and exceptions are written, there wil stil be situations that are not fully covered, ‘As such, these rules have been written specifically to keep charging simple whist covering as many situations 2s possible. inevitably players will sometimes have to ‘se common sense when applying the rules to a situation in which there is no obvious solution. When faced with such a situation its worth bearing Jn mind what you're trying to achieve in the game sao F Pigg ge withthe enemy formation as posible. This wil often ‘mean that your formation changes shape a it ‘This represents the warriors fanning out in their 10 get to arps with the foe ‘As with moving the spearhead, you don't need 10 ‘about your companies aligning exactly edgeto-edge' ‘the enemy companies — just make sure your formato ‘ends the charge in a legal configuration, Hf this happens, complete the charge as normal ‘one target. When all companies inthe charging formation have been moved, the opposing player ‘must immediately align with any other formations) contacted. We do this by ‘dosing the door, Le the other formations so they end up in base contac the charging formation. This move is free and im ‘When closing the door you must bring as many companies from the aligning formation into base with the charging formation as possible, although ‘may change their configuration. The charged always aligns to the nearest facing ofthe charging formation, ie. the facing that requires the smalest to close ~ see diagrams opposite. The first thing, obviousy, i forall the players fun! The second, and only slightly less importa principle, isto fight a battle that really captures spirit of Middle-earth, To this end, it's perfectly acceptable to shuttle a formation an inch or so one way or anather to rmake sure everything reaches base contact the: it should, providing both players agree fad formation can’t quite align agains its intended because another formation partially blocks the ‘nudge one or both formations just enough to, the charge to proceed. The important rule to 6 all the way through this game is that only fo that are in close combat can be touching = this rule isn't broken, the game will run fine for parties. Ths isn’t ‘cheating’ its just making sue sordid reality and inflexible geometry don’t int with enjoying the game and fighting great battles, iw bat not trast uw Vad ht bas fooaben ee Gul * Eomer, The Two Towers LES oybypoF” prey Iie 6 ®@ Fight Phase ‘Once bath sides have made their charges, the Fight phase begins. In this phase, formations in base contact clash 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 Which Fight to Resolve 2). Determine striking Order 3) Calculate Number of Dice 2 Fighting Directly b. Combat Modifiers Supporting Attacks Rol To Hit Remove Casualties Determine Victor Loser Tests For Panic 4 5) 5 D 1) Choose Which Fight to Resolve ‘The side that has priority that turn decides the order ‘that fights are resolved in, The deciding player chooses ‘which combat he wants to work out first, the players ‘work out the result, then the player with priory ‘nominates the second combat, and so on unti al fights have been resolved There are three fights inthis part of the battlefield 1) An Ent and a formation of Wario of Rohan fighting 2 formation of Orc Warriors. .2)A formation of Warg Riders and @ formation of Orc Warriors fighting a formation of Warriors of Rohan. 2) A Mordor Troll fighting a formation of Warriors of Rohan PIGGPC oF 2) Determine Striking Order Formations sik bowsin a speci ore Wim fat based on the too ype. Morse (nig eg mrovsten ste ft then exe af fal Warr of the sane ype aap sie nasil wath the foes — thought es does pot ne fa fave lo ol he de ate se ne, Sg Se important as companies that are depleted before their! tostrke wil ight wth ks tacks ad companies tre destoyed belo thet tr tke wal na For example’ In fght 1 ear, a formation of rc {fighting an Ent (monster) and a formation of Rohan Warriors (infantry). The Ent wil strike its blows fst then the Ores and Men wil stike simutaneousy, Casualties caused by the Ent are removed instantly and reduce the ‘number of Attacks made by the Orcs when ther tum ‘comes around. Casualties infcted by the Wamios of Rohan do not reduce the numberof Attacks made by te Cres, as they are fighting simultaneoush, For com sake, the Good player decides to rl his dice ist. A note ‘is made of how many casualties are inflicted, but models ‘aren't removed until after the Rohan Waris have stu 3) Calculate Number of Dice Tre total numberof cc roled ina ight is determined by three things. the combined Attacks value of any companies figiting cect, ay combat mos those companies and the numberof supporting tds Fighting Directly ‘Companies in base contact (ncluding those in comesto= comer contact) with the enemy fight direct Here, al thee companies of Ors wil fit as thay in base contact. In this example, only the middle three companies of Ors wil fight ~ the others are notin base contact. ‘Companies that are fighting directly stike blows equal +o their fll Attacks value. For ample, ifthe compan) has 8 Attacks, it will rll 8 dice. Remember — 2 company that has suffered casualties will have a reduced numb Cf Attacks, equal to the number of models it has ost Sf Ge gh vsepbygyi ‘Supporting Attacks Companies that are not in base contact with the enemy (out whose formation is engaged in a fight) do not receive combat modifiers or contbute dice based on their Attacks value. Instead they provide supporting attacks Supporting attacks represent Warriors pushing forwards adding ther mass to that of their comrades in an attempt to overwhelm the enemy. Supporting attacks contribute ar fewer dice but do alow companies notin base contact to make an attack ~ these companies are referred supporting companies. All supporting companies contribute 1 extra dice each Note that the number of dice contributed by supportin -ompanies does not decrease ifthe company has. casualties, Support | support Direct | direct | Direct iécr | oifeet | Dirge se | SupBiort | support Here, a formation containing five companies of Dwarf Warriors i of six companies of Haradrim War fanty Three full-strength companies of Owarf Warrior are 1g directly Each company has 8 Attacks and so ibutes 8 dice. In addition, the Dwarves charged {tor an additional +1 ace for each company that is fe one point higher than that of the Haradrim (fora further +1 dice per company that i fighting directly). Each company that is ing directly therefore contnbutes 10 dice, fora total (0f 30 dice in al. When combined with the supporting attacks ofthe fi ‘ther Dwarf Warrior companies inthe formation the total number of ce rolled by the Dwarves is (@0.+2)308 The Haradrim also have three full-strength companies fighting direct, Each Haradim company fighting Gee therefore contributes 8 dice, but receives 0 bonuses: (they have not charged and their Fight value owe When combined with the supporting attacks ofthe three companies in base contac, the total number of ice rolled by the Haradtim is (24 + 3) 27 4) Roll To Hit Reling To Hit na fight uses the sane shooting -in fa you noice that bo ese tre sheng sete sare To Ht chart