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Master of Middle Earth Army Lists

FORCES OF GOOD

Unit Name Type Attacks Hit Armour Command Size Points


s
Elves Inf 3 3 6+ - 3 50
Elf Archers Inf 2/1 3 0 - 3 45
Elf Cavalry Cav 3 4 6+ - 3 80
Dwarfs Inf 3 4 4+ - 3 110
Dwarf Archers Inf 2/1 4 5+ - 3 80
Men Inf 3 3 6+ - 3 45
Men Archers Inf 2/1 3 0 - 3 30
Eagles Mon 2 3 6+ - 3 70
Giant Bear Mon 6 4 4+ - 1 125
Ballista Art 1/2 2 0 - 2 65
Catapult Art 1/3 3 0 - 1 75
Wizard/Elven Char +1 - - 8 1 110
Mage
Hero Char +2 - - 8 1 80
Special Rules:
Elves: Add +1 to their dice when rolling attacks for shooting in the first round of each combat engagement.
Eagles: Flying monsters
Giant Bears: Cause terror

FORCES OF EVIL

Unit Name Type Attacks Hits Armour Command Size Points


Goblins Inf 2/1 3 0 - 3 30
Goblin Guard Inf 3 3 6+ - 3 45
Trolls Inf 5 3 5+ - 3 100
Wolf Riders Cav 2/1 3 6+ - 3 60
Wargs Cav 3 3 0 - 3 60
Spiders Monster 3 3 6+ - 3 70
Gigantic Bats Monster 2 3 0 - 3 60
Storm Giant Monster 8 8 5+ - 1 150
Smaug Monster 6/3 6 4+ - 1 350
Ballista Art 1/2 2 0 - 2 65
Catapult Art 1/3 3 0 - 1 75
Hero Char +1 - - 8 1 80
Shaman Char +0 - - 7 1 45

Goblin infantry and wolf riders: Allowed to shoot with 15cm range
Wolf Riders: Can see all around, therefore shoot, charge, evade in any direction
Trolls: Command penalties for distance are doubled
Storm Giants: Cause terror, cannot be brigaded with other units, must take giant goes wild test if an order is faield,
can charge fortified enemies, attacks and hits halved after taking 4 hits
Spiders: Can move and see through forests, can shoot at troops charging their unit when in forests without line of sight
Bats: Flying monsters

Ballistas are Bolt Throwers


Catapults are Stone Throwers

MASTERS OF THE AGES

The characters available to armies and the min/max of each unit will depend upon which of the great armies of Good
and Evil that the player chooses. These armies are divided into Ages for thematic purposes.

WAR OF THE LAST ALLIANCE

LAST ALLIANCE OF ELVES AND MEN


Units available (min/max):
Elves (2/-)
Elf Archers (2/-)
Elf Cavalry (-/2)
Men (2/-)
Men Archers (2/-)
Hero (-/1)
Wizard (-/1)

Characters (attacks/command/type):
Gil-galad (1/9)
Elrond (2/8/Elven Mage)
Elendil (2/8)
Isildur (1/8)
Gil-galad: Must be the army’s General.
Elendil: Although he is not a wizard and cannot
therefore cast spells, Elendil can combat the magic
of his enemies. If an enemy Wizard who is within 50cm of
Elendil casts a spell Elendil can attempt to 'antimagic'
it. Note that it does not matter what the spell is or
where it is cast, Elendil can 'anti-magic' it so long as the
caster is with 50cm. To determine if this works roll a D6 - on
the score of 4, 5 or 6 Elendil has succeeded and the spell
doesn't work, it is dispelled by Elendil's defiant efforts.
If he fails then Elendil's efforts come to nothing and the
spell works as normal. Elendil can attempt to anti-magic
any number of spells in a turn, but only one attempt can be
made to anti-magic any individual spell.

Isildur: If Isildur joins a unit that unit may re-roll a failed hit roll or armour save in the first round of combat.

SAURON, THE LORD OF THE RINGS


Units available (min/max):
Goblins (2/-)
Goblin Guard (1/-)
Trolls (-/2)
Wolf Riders (-/2)
Hero (-/3)
Shaman (-/1)

Characters (attacks/command/type)
Sauron (4/10/Shaman)

Sauron: Causes Terror, +1 to casting spell rolls, can shoot with 2 attacks at range 30cm. Negates doubling of distance
penalties to Trolls. If Sauron is killed the army immediately breaks. Choose a unit of Goblin Guard before the game –
that unit is Sauron’s Guard and gain +1 to hits and attacks while sauron is with them.

THE BATTLE OF FIVE ARMIES


(Same as the book, fill in later)

WAR OF THE RING

ISENGARD
Units available (min/max):
Uruk-hai (2/-)
Uruk Scouts (2/-)
Uruk Berserkers (-/2)
Dunlending Men (-/-)
Dunlending Bows (-/-)
Dunlending Cavalry (-/-)
Ballista (-/1)

Unique Units
Unit Name Type Attacks Hits Armour Command Size Points
Uruk-hai Inf 4 3 6+ - 3 60
Berserkers Inf 5 4 0 - 3 80
Scouts Inf 3/1 3 6+ - 3 90
Special Rules
Berserkers: A Berserker unit will always use its initiative
to charge an enemy if possible and cannot be given orders
instead. They will never use their initiative to evade. Two or
more Berserker units cannot be given the same brigade order -
only a single Berserker unit can ever be included in a brigade.
Berserkers cannot be driven back by shooting and never roll
for drive backs. Berserkers must pursue or advance if
victorious in combat where they are permitted to do so. Berserkers are unaffected by enemy that cause terror in combat
- they don't suffer the -1 Attack modifier.
Berserker units earn victory points differently to other units
as follows:
1. If a Berserker unit has any stands remaining at the end of
the battle then the full points value of the unit is awarded to
the opposing side as victory points. It doesn't matter if the
unit has 3, 2 or 1 stand remaining - if there are any stands left
at all the enemy gets the full victory points.
2. If a Berserker unit is destroyed no victory points are scored
by either side.
Berserker units that have been destroyed still count towards the
Isengard army's losses for purposes of calculating withdrawal.

Scouts: Scouts can pursue any type of retreating enemy.

Characters
Saruman (1/9/Wizard)
Lurtz (Hero)

MORDOR
Units available (min/max):
Goblins (2/-)
Goblin Guard (1/-)
Trolls (-/2)
Wolf Riders (-/2)
Black Guard (-/2)
Ballista (-/1)
Catapult (-/1)
Corsairs of Umbar (-/-)

Characters
Ring Wraith

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