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CONTENTS INTRODUCTION ........................................................................................3 HISTORY OF THE NORTH.....................................................................4 SCENARIOS......................................................................................................6 Crossing of the River Carnen...........................................................................8 The Hosts Clash ............................................................................................10 Plains of Erebor .............................................................................................12 Death of Brand..............................................................................................14 Dáin’s Last Stand .........................................................................................16 Retreat to Erebor............................................................................................18 Siege of Erebor ...............................................................................................20 The Tide Turns ..............................................................................................22 Gollum’s Escape.............................................................................................24 An Uneasy Alliance.......................................................................................26 Attack on the Beornings ................................................................................28 Burning of Mirkwood ...................................................................................30 Battle under the Trees....................................................................................32 Crossing of the Anduin ..................................................................................34 Attack on Lórien............................................................................................36 Trapped on both Sides....................................................................................38 Final Assault on Lothlórien ..........................................................................40 Fall of Dol Guldur ........................................................................................42
DEFENCE OF THE NORTH CAMPAIGN ....................................44
ARMIES ...........................................................................................................50 Garrison of Dale............................................................................................52 Erebor Reclaimed...........................................................................................58 Lothlórien.......................................................................................................62 Halls of Thranduil ........................................................................................64 The Beornings................................................................................................66 The Easterlings ..............................................................................................70 Mordor ...........................................................................................................78 Dark Denizens of Mirkwood.........................................................................82
LEGENDARY LEGIONS..........................................................................84 The Army of Dale ..........................................................................................86 Defenders of Erebor........................................................................................88 The Beornings................................................................................................90 Host of the Dragon Emperor .........................................................................92 Fell Beings of Mirkwood...............................................................................94 Assault on Lothlórien ....................................................................................96
APPENDIX.....................................................................................................98 Destruction of Dale......................................................................................100 Battle for Dale.............................................................................................102 The Battle of Five Armies ...........................................................................104 The High Pass .............................................................................................108
SHOWCASE ................................................................................................110
Produced by the Middle-earth team at Games Workshop Thanks to ‘The Ringwraiths’ for their playtesting endeavours, special thanks to Frank Barron, Dustin Rodriguez, and Chaz Fitzhugh from Warner Bros, Fredrica Drotos, Sam Benson, Rebecca Hanson and Joseph Mandragona at Middle-earth Enterprises, Daniel Falconer from Weta Workshop, and Michael Pellerin. © Warner Bros. Entertainment Inc. All rights reserved. MIDDLE-EARTH, THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG and THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc. (s22) © 2022 New Line Productions, Inc. All rights reserved. MIDDLE-EARTH, The Lord of the Rings: The Fellowship of the Ring, The Lord of the Rings: The Two Towers, The Lord of the Rings: The Return of the King and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc. Mithril, the Middle-earth logo, The Lord of the Rings and the names of the characters, events, items and places therein, are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises (SZC) used under license to Games Workshop Limited. All rights reserved. All quotations from The Lord of the Rings literary trilogy by J.R.R. Tolkien (and any volumes thereof), © The Tolkien Estate 1954-55, 1966. © Copyright Games Workshop Limited 2022. Citadel and Games Workshop are ® and all associated logos are either ® or TM and/or © Games Workshop Limited. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of New Line Productions and Games Workshop. British cataloguing-in-Publication Data. A catalogue record for this manual is available from the British Library. Pictures are used for illustrative purposes only. ISBN: 978-1-83906-724-2
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Introduction
INTRODUCTION
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elcome to Defence of the North, the latest supplement for this edition of the Middle-earth Strategy Battle Game. This 112-page sourcebook covers the events surrounding Sauron’s invasion of the northern kingdoms of Middle-earth during the time of the War of the Ring. This includes the Easterling invasion of Erebor and Dale, as well as the Mordor assaults on the Elven realms of Mirkwood and Lothlórien. There is also an appendix at the back of this sourcebook covering some more of the historical events that happened to the northern kingdoms of Middle-earth. Within Defence of the North, you will find the following: NARRATIVE PLAY SCENARIOS There are a total of 22 Narrative Play Scenarios in this sourcebook, representing all aspects of the Defence of the North. Ranging from the Easterling siege upon Erebor, to the Orc assault on Mirkwood, and from the Galadhrim defence of Lothlórien to the destruction of Dol Guldur at the hands of Galadriel. LINKED CAMPAIGN There are three small campaign systems, each focusing on one of the regions Sauron attacked: Erebor and Dale, Mirkwood or Lothlórien. Each of these links the Scenarios in that campaign together, forming a flowing narrative where the result of each battle will have an impact on one, or more, future games in the campaign. The result of each individual campaign will even impact the other campaigns if they are played together and will, of course, have a huge impact on the fate of the northern lands of Middle-earth! THE HISTORY OF THE NORTH A background section detailing the history of the kingdoms found within Rhovanion and the role they played in defending their lands from Sauron’s forces in the Third Age. There is a timeline showing all of the key events and dates.
ARMY LISTS Defence of the North contains an in-depth look at the forces that fought within Rhovanion, featuring background, tactics and army lists for the Garrison of Dale, Erebor Reclaimed, Lothlórien, Halls of Thranduil, the Beornings, the Easterlings, Mordor, and the Dark Denizens of Mirkwood. Some of these also contain a selection of brand-new profiles representing more of the heroes and villains that fought to protect their kingdoms, or who followed Sauron’s orders to destroy all that stood before them. LEGENDARY LEGIONS This sourcebook contains six brand-new Legendary Legions for you to use in your Matched Play games. These allow players to recreate key scenes and battles from the wars in the north in their games, and give players opportunities to use their collections in new ways that they may not have thought of before. APPENDIX Here we present a further four Narrative Play Scenarios which focus on some of the key events that happened in the northern lands: the Destruction of Dale, the Battle of the Five Armies, the Battle for Dale, and the High Pass.
History of the North
HISTORY OF THE NORTH INTRODUCTION The northern region of Rhovanion encompasses the wide lands to the east of the Misty Mountains, and is home to the numerous realms and kingdoms of the free peoples of Middleearth. Elven realms can be found within the forests of Mirkwood and Lothlórien, largely keeping within their own borders and not concerning themselves with the troubles of others. To the east of Mirkwood is the Lonely Mountain, a single solitary peak containing the great Dwarven kingdom of Erebor. At the foot of the mountain is Dale, a city of Men that has long been an ally of Erebor and boasts the finest trade in the northern reaches of Middle-earth.
BATTLEOF THE FIVE ARMIES Some 170 years later, the coming of the company of Thorin Oakenshield to reclaim the mountain put into motion a series of events that would once more thrust the lands of Rhovanion into war. Having infiltrated the Lonely Mountain only to anger the slumbering Smaug, the Dwarves bore witness to the Dragon leaving the mountain to enact his vengeance on the Men of the lake who aided the Dwarves in their insolence to confront him. However, it was above Esgaroth where the mighty Smaug would ultimately fall; being felled by a Black Arrow fired by Bard the Bowman, the descendant of Girion, into the flesh beneath Smaug’s missing scale.
On the whole, Rhovanion had not been embroiled in too much turmoil as the Third Age has progressed; yet, as the years roll on, and the Dark Lord’s power grows once more, evil begins to creep back into the dark places of the world and much of Rhovanion is about to be plunged into conflicts that will last until the end of the Age.
Yet the Dragon’s death did not bring peace. Instead, the Men of Lake-town and Elves of Thranduil’s Halls marched upon Thorin’s newly-reclaimed homeland to demand that he pay them what he had promised in return for their help. Thorin’s refusal threatened to plunge these allies into war with each other, and the arrival of Dáin Ironfoot and his Iron Hills Dwarves only made conflict all the more likely.
THE COMING OF SMAUG In the year 2770 of the Third Age, devastation came upon the kingdoms of Erebor and Dale. From the north, a fierce wind blew, heralding the arrival of the great fire-drake, Smaug. The vast wealth that lay within Erebor had drawn Smaug towards the Lonely Mountain, for Dragons covet gold more than they do anything else. However, before sacking Erebor, Smaug turned his attention to the nearby city of Dale. Raining down fire and death upon it, Smaug razed Dale to the ground in great gouts of flame leaving many of the buildings naught but smouldering rubble; a far cry away from the grandeur and beauty they once held. As the city burned, the Men of Dale gave their all to try to slay the beast; led by Girion, Lord of Dale, they stood defiant against Smaug. Using a Dwarvish Windlance, Girion loosed Black Arrow after Black Arrow at the beast yet even these were not enough to fell the Dragon, and Girion and his city were consumed by flame. Though, despite his fate, Girion had left his mark upon the beast; loosening a scale which would one day prove to be Smaug’s undoing. With Dale left utterly destroyed, Smaug turned his attention to Erebor. Crashing through the mountain’s great gates, Smaug took the great kingdom of Erebor for his own; feasting upon any Dwarves that stood before him and claiming the great treasure hoard of the mountain. The Dwarves of Durin’s line that had survived were driven out from their home; a home they would not reclaim for many years.
However, as Men, Elves and Dwarves stood upon the brink of war with one another, a different threat marched upon the Lonely Mountain. A host of Orcs from Gundabad and Dol Guldur had come to claim Erebor in the name of the Dark Lord, who had finally revealed himself to have returned to Middle-earth. On the fields outside Erebor, the Battle of the Five Armies took place as the legions of Azog the Defiler fought to lay claim to the Kingdom of Erebor. Yet whilst the forces of Men, Elves and Dwarves were ultimately victorious, Thorin Oakenshield and his heirs, Kíli and Fíli, were slain in the battle and so rule of Erebor passed to Thorin’s cousin, Dáin Ironfoot.
THE WAR OF THE RING In the years following the Battle of the Five Armies, the city of Dale was rebuilt and it once more became a beacon of trade in the north. Bard the Bowman took up the mantle of king and ruled over a time of relative peace until his death in the year 2977 of the Third Age. Rule of Dale passed to Bard’s son Bain, who led Dale through times of great prosperity and wealth until he himself died in the year 3007 of the Third Age, and rule of the city passed to his son Brand. Erebor itself continued to be a powerful kingdom. Its forges were relit, making many fine weapons and armour, and many of the Dwarves of Thorin’s Company and the Iron Hills remained in Erebor thereafter. Dáin Ironfoot remained King Under the Mountain until the time of the War of the Ring. When the War of the Ring plunged Middle-earth into turmoil, the northern kingdoms felt Sauron’s wrath as much as any other. Having refused to join Sauron, Erebor and Dale had marked themselves as enemies of the Dark Lord. To crush those that stood against him, Sauron sent a glittering host of Easterling warriors from Rhûn. This army of Evil Men descended upon Erebor and Dale and forced them into the greatest battle their kingdoms had ever had the misfortune to be part of. Both King Brand of Dale and King Dáin of Erebor were slain upon the battlefield, and those who survived were forced back into the Lonely Mountain, which was then besieged.
The Elves of Mirkwood and Lothlórien were also themselves dragged into the wars against the Dark Lord’s armies. Sauron sent a host of Orcs and foul creatures of the forest to assail the realm of Mirkwood, whilst to Lothlórien another army of Orcs was joined by the Goblins of the Misty Mountains as they set about trying to destroy the forest, and with it the Galadhrim that lived there. However, Sauron’s armies were ultimately undone. The Elves of Mirkwood and Lothlórien proved themselves to be not as weak as Sauron had believed, and the Easterlings began to falter when news of the destruction of the One Ring and subsequent fall of Barad-dûr reached their ears. Such was the dismay that swept through the Easterling ranks that, Bard II and Thorin III Stonehelm, the heirs of Dale and Erebor, were able to lead their people out from beneath the mountain, force the Easterlings back and claim victory. FALL OF DOL GULDUR With Sauron defeated, and much of the north made safe, Galadriel and a host of Galadhrim Elves set off to the fortress of Dol Guldur; the former stronghold of Sauron that had played host to him when he had returned. There, Galadriel used her immense power to tear down the walls of the old fortress to ensure that Evil could no longer linger within its walls. With the fall of Dol Guldur, the north could once more hope for peace as it entered the Fourth Age of Middle-earth.
TALE OF YEARS Year of the Third Age 2770
Smaug destroys Dale and lays claim to Erebor. 2941 Smaug is slain by Bard the Bowman. The Battle of the Five Armies and the death of Thorin II Oakenshield. Dáin Ironfoot becomes King Under the Mountain. 2977 Death of Bard the Bowman. His son, Bain, succeeds him as King of Dale. 3001 Beginning to suspect that Bilbo’s magic ring is the Ring of Power, Gandalf and Aragorn begin their search for Gollum. 3007 Death of King Bain of Dale. His son, Brand, succeeds him as king. 3017 Gollum is released from captivity in Mordor. 1st February 3017 Gollum is captured by Aragorn on the borders of Mordor. 21st March 3017 Aragorn completes his journey northwards and delivers Gollum to the Woodland Realm.
Year of the Third Age 20th June 3018 11th March 3019 14th March 3019 15th March 3019 17th March 3019 20th March 3019 22nd March 3019 25th March 3019 27th March 3019
28th March 3019
Sauron’s forces attack the Woodland Realm; Gollum escapes. The War of the Ring begins. Sauron launches his first assault on Lothlórien. The Easterling forces cross the River Carnen. Battle under the Trees. Second assault on Lothlórien. The Battle of Dale begins. King Brand and Dáin Ironfoot are slain. End of the Battle of Dale. Erebor is besieged. Sauron’s third assault on Lothlórien. The One Ring is destroyed and Sauron defeated. News of Sauron’s defeat reaches the Easterlings, who begin to despair. The Easterlings are driven back and defeated by Bard II and Thorin III Stonehelm. The destruction of Dol Guldur.
Scenarios
Crossing of the River Carnen
CROSSING OF THE RIVER CARNEN
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hen an envoy of the Dark Lord came to the city of Dale in order to try to secure their allegiance, King Brand quickly dismissed them, stating firmly that he and his people would not bow to Sauron. Yet Brand knew that such an act would clearly incur the wrath of the Dark Lord, and so he began preparing Dale and its people for a potential attack that could come at any time. Though initially nothing came of Brand’s encounter with the envoy, Sauron was biding his time; gathering his armies to strike out at his enemies simultaneously. When the time was right, Sauron sent a huge army from the east to assault both Erebor and Dale. When news of this advancing army reached the ears of Brand, he led a contingent of his army to confront them at the River Carnen and try to negotiate.
Yet, when Brand and his people reached the banks of the river, the Easterling army was far bigger than they had ever imagined – thousands of golden-clad warriors were relentlessly marching towards their lands. With no hope of a peaceful resolution, the only way to prevent the Easterling army from reaching Erebor and Dale was to stop them crossing the fast-flowing river. Should Brand and his army succeed in pushing back the eastern threat upon the banks of the river then they might be able to prevent war on a massive scale. However, the army of Dale is severely outnumbered by the legions of Easterlings that have marched relentlessly from Rhûn, and the odds are stacked against them. If Brand cannot hold back the Easterlings as they approach the city, then their next act will be to wage war upon Dale and Erebor.
OBJECTIVES Brand has come to the banks of the River Carnen to negotiate with the Easterlings; however, Sauron’s army will not be dissuaded and are intent on crossing the river and marching to war. The game lasts for 10 turns. The Evil player wins if at least 33% of their models have reached the western side of the river by the end of the game. The Good player wins if they can prevent this. Additionally, if Brand is slain then the best result the Good player can achieve is a draw. SPECIAL RULES The River – The Carnen is fast flowing and dangerous to cross. The River counts as Deep Water. Onwards to Erebor! – The Easterlings are relentlessly marching to the Lonely Mountain and will cut down any who stand in their path. Easterling models may re-roll failed To Wound rolls in the Fight phase. LAYOUT The board represents the River Carnen and the surrounding area. There should be a 6" wide river running through the centre of the board from north to south. In the centre of the board there should be a ford that is at least 6" wide that crosses the river, allowing for an easy place for the forces to cross. The rest of the board should be relatively barren and so should have the odd tree, bush and hedge dotted around. STARTING POSITIONS The Good player deploys their forces within 12" of the western board edge. The Evil player then deploys their force within 12" of the eastern board edge.
PARTICIPANTS Good: Brand, King of Dale; Captain of Dale with shield; 20 Warriors of Dale: 6 with shield, 8 with spear and shield, 6 with Esgaroth bow. Evil: Rutabi, General of the Dragon Legion; Easterling Captain with armoured horse, sword and shield; Easterling War Priest; 20 Easterling Warriors: 8 with shield, 4 with pike and shield, 8 with bow; 5 Easterling Kataphrakts.
The Hosts Clash
THE HOSTS CLASH
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aving been driven back from the River Carnen, Brand and his people warn King Dáin of Erebor about the legions of Easterling warriors that are now all but on their doorstep. Upon hearing this news, Dáin readies his armies for war and prepares to stand alongside Brand and the people of Dale in defence of their lives and homelands. With the collective armies of Dale and Erebor gathered upon the fields outside the Lonely Mountain, the armies of the Easterlings come into view as they crest over the hills. Rank upon rank of Easterling warriors now bear down upon them, the sound of their relentless march heard across the valley, and their golden armour glinting in the sunlight. At the head of the army is the fabled Dragon Emperor of Rhûn himself; carried into battle atop his royal palanquin.
Pointing his blade towards the armies of Men and Dwarves, the Dragon Emperor commands his forces forwards into battle to claim Erebor and Dale in the name of the Dark Lord. Readying their weapons, Brand and Dáin begin their charge towards the golden host of the Dragon Emperor, preparing to fight side-by-side against seemingly impossible odds. The Battle for Dale has begun.
SPECIAL RULES To War! – With the Battle of Dale having begun, both sides will fight until the bitter end to achieve victory. Models from both sides, apart from those armed with a bow, Esgaroth bow or crossbow, must Charge if able to do so. A Bond Forged in War – The friendship forged between the two kings, Dáin and Brand, is one that has stood for many years. Should either be in danger, the other will risk all to save them. If either Dáin or Brand would be Trapped in the Fight phase, then the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, they must move as close as possible to their Trapped ally. Heroes of the Easterlings – The Easterlings are a proud warrior culture whose leaders relish the chance to fight; and the assault on Erebor provides them with a platform to claim the glory they seek. LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. STARTING POSITIONS The Good player deploys their forces within 12" of the northern board edge. The Evil player then deploys their forces within 12" of the southern board edge. OBJECTIVES The Battle of Dale has begun, embroiling both sides in a desperate war. The game lasts for 15 turns; at which point the side which has killed the highest number of points worth of models is the winner.
Easterling Hero models may re-roll a D6 in a Duel roll.
PARTICIPANTS Good: Brand, King of Dale; Bard II, Prince of Dale; Dáin Ironfoot, King Under the Mountain; Thorin III Stonehelm; Captain of Dale with shield; Iron Hills Captain; 22 Warriors of Dale: 6 with shield, 8 with spear and shield, 6 with Esgaroth bow, 1 with banner, 1 with war horn; 12 Knights of Dale; 25 Iron Hills Dwarves: 12 with spear, 6 with mattock, 6 with crossbow, 1 with banner. Evil: The Dragon Emperor of Rhûn; Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; Easterling Captain with armoured horse, sword and shield; Easterling War Priest; Easterling Dragon Knight; 31 Easterling Warriors: 12 with shield, 6 with shield and pike, 12 with bow, 1 with banner; 5 Easterling Kataphrakts; 18 Black Dragons: 9 with shield, 9 with pike and shield; 12 Dragon Cult Acolytes; 4 Rhûnish War Drakes.
Plains of Erebor
PLAINS OF EREBOR
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he Battle of Dale is well underway; the armies of Erebor and Dale are embroiled in a swirling melee against the golden host of the Dragon Emperor outside the gates of the Lonely Mountain. Man and Dwarf fight side-by-side as they attempt to quash the relentless advance of the Easterling army, though the Easterlings have by far superior numbers in the fight and are beginning to force their foes back towards Erebor with each push. As the battle continues, Dáin and Brand come to the realisation that they must hold important areas of the lands outside Erebor in order to anchor their forces to fend off the Easterlings. If these key locations become overwhelmed by the Easterling forces then the armies of Dale and Erebor will become flanked on either side and unable to retreat should the need arise.
With a rousing cry, Dáin Ironfoot commands his Dwarves to begin to move further towards these areas of the battlefield, whilst Brand relays the new orders to his warriors. However, the Dragon Emperor is no mere Easterling general but a veteran of many wars. Knowing full well the value of these areas to the armies of Erebor and Dale, the Dragon Emperor has also commanded his forces to advance on these positions in an attempt to cut off the Men and Dwarves from their homes.
SPECIAL RULES Controlling Objectives – To control one of the key positions of the battlefield, one force must dominate that area. An army is considered to be controlling an Objective Marker if there are more friendly models within 3" of the marker than enemy models. If both sides have the same number of models within 3" then neither side controls that Objective Marker. A Bond Forged in War – The friendship forged between the two kings, Dáin and Brand, is one that has stood for many years. Should either be in danger, the other will risk all to save them. If either Dáin or Brand would be Trapped at the start of the Fight phase, then the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, they must move as close as possible to their Trapped ally.
LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. There should be three Objective Markers on the board. The first is placed in the centre of the board. One is placed halfway between the centre of the board and the north-east corner of the board, whilst the final one is placed halfway between the centre of the board and the north-west corner of the board. STARTING POSITIONS The Good player deploys their models anywhere within the northern half of the board. The Evil player then places their models anywhere within the southern half of the board, but not within 1" of an enemy model. OBJECTIVES The Easterlings have begun to force the alliance of Men and Dwarves back and now look to claim key areas of the battlefield. The game lasts for 10 turns. The Good player wins if they control at least two objectives at the end of the 10th turn. The Evil player wins if they control at least two objectives at the end of the 10th turn. Any other result is a draw.
Heroes of the Easterlings – The Easterlings are a proud warrior culture whose leaders relish the chance to fight; and the assault on Erebor provides them with a platform to claim the glory they seek. Easterling Hero models may re-roll a D6 in a Duel roll.
PARTICIPANTS Good: Brand, King of Dale; Bard II, Prince of Dale; Dáin Ironfoot, King Under the Mountain; Thorin III Stonehelm; 12 Warriors of Dale: 3 with shield, 4 with spear and shield, 3 with Esgaroth bow, 1 with banner, 1 with war horn; 6 Knights of Dale; 13 Iron Hills Dwarves: 6 with spear, 3 with mattock, 3 with crossbow, 1 with banner. Evil: The Dragon Emperor of Rhûn; Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; 21 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow, 1 with banner; 12 Black Dragons: 6 with shield, 6 with pike and shield; 6 Dragon Cult Acolytes; 2 Rhûnish War Drakes.
Death of Brand
DEATH OF BRAND
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he assault of the Easterling army has proven to be devastating on the armies of Erebor and Dale, inflicting huge numbers of casualties upon them. Many Men and Dwarves have fallen defending their homes, and now the advancing hosts of the Dragon Emperor are closing in on those that survive; the sheer weight of numbers of the Easterlings proving to be too much for even these two renowned armies. As the Easterlings have swept through the flanks of the army of Men, they have managed to cut off a section of the Dale forces from the rest of the battle; a section of the army that includes Brand within its ranks. Suddenly, the King of Dale finds himself and a handful of the Knights of Dale surrounded by the golden-clad Easterlings and staring down almost certain death as Rutabi, one of the Dragon Emperor’s most feared warriors, stands at the head of the Easterling ranks.
Seeing that his friend of many years is trapped and faced with mortal danger, Dáin Ironfoot leads a group of nearby Dwarves to fight their way through the Easterling ranks in order to save Brand. However, with the King of Dale facing down such a formidable foe, Dáin will have to fight harder than he has ever fought before if he is to reach Brand before it is too late; and even if he does so it may not be enough…
OBJECTIVES Brand has been separated from his allies, and Dáin must now fight his way to Brand’s side before the Easterling forces overwhelm him. The game lasts for 10 turns, or until Brand is slain. The Good player wins if Brand is alive at the end of the game. The Evil player wins immediately if Brand is slain. SPECIAL RULES Brand’s Last Stand – Surrounded and outnumbered, Brand knows that this could well be his end – though he will not go down without a fight. In this Scenario, Brand increases his Fight value to 6. Allies in War – Brand and Dáin have been firm allies for many years, and Dáin will stop at nothing to defend his friend on the battlefield. Dáin may declare a Heroic Combat each turn without spending Might.
LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. In the centre of the board should be a slightly raised area for Brand to defend. STARTING POSITIONS The Good player deploys Brand in the centre of the board, and then deploys the Knights of Dale within 3" of him. The Evil player deploys their force within 12" of the centre of the board, but not within 6" of an enemy model. The Good player then deploys the rest of their models within 12" of the centre of the northern board edge.
PARTICIPANTS Good: Brand, King of Dale; Dáin Ironfoot, King Under the Mountain; 6 Knights of Dale; 12 Iron Hills Dwarves with spear. Evil: Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; 20 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow; 2 Rhûnish War Drakes.
Dáin’s Last Stand
DÁIN’S LAST STAND
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hough he was able to reach the side of his friend amidst the swirling melee, ultimately Dáin was unable to prevent Brand from falling to the blades of the Easterlings and perishing on the fields outside Erebor. The sight of his dear friend being slain filled Dáin with an unbridled fury, which he unleashed upon all who stood before him. With a rage burning inside him, Dáin felled Easterling after Easterling as he fought to avenge his fallen ally. Swinging Barazantathûl in a deadly arc, Dáin seemed to find much of the raw power of his youth, swatting aside countless foes. Yet Ironfoot and his fellow Dwarves that had fought their way through to aid Brand were now themselves surrounded by a sea of gold and red.
Atop a small rocky outcrop, standing over the body of King Brand, Dáin Ironfoot made his final stand against the golden hosts. Though there would be little hope of Dáin surviving the battle himself, he would fight with every ounce of strength he could muster to bring down as many of his foes as he could to honour his fallen friend.
OBJECTIVES Incensed by the death of his friend, Dáin will defend Brand’s body until either the battle ends or he himself falls. The game lasts for 12 turns or until Dáin is slain. The Good player wins if Dáin is alive at the end of 12 turns. The Evil player wins immediately if Dáin is slain. SPECIAL RULES The Wrath of Ironfoot – Dáin is beside himself with grief at the loss of his ally and will unleash his fury upon those that slew him. Dáin Ironfoot must re-roll all failed To Wound rolls. Victory within Reach – The death of King Brand signals that victory is close at hand for the Easterlings, a fact that encourages them to keep piling the pressure onto those who remain. Easterling models within 3" of the centre of the board count as being in range of a banner.
LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. In the centre of the board should be a slightly raised area for Dáin to defend. STARTING POSITIONS The Good player deploys Dáin in the centre of the board, and then deploys their remaining models within 3" of him. The Evil player then deploys their models anywhere on the board at least 6" from any Good model.
PARTICIPANTS Good: Dáin Ironfoot, King Under the Mountain; 12 Iron Hills Dwarves with spear. Evil: Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; 20 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow; 2 Rhûnish War Drakes.
Retreat to Erebor
RETREAT TO EREBOR
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he Battle of Dale is going ill for those defending their homes. King Brand has been overwhelmed and slain upon the field of battle, and even the mighty Dáin Ironfoot has fallen as he defiantly stood over his ally’s body in an effort to drive back the constant tide of Easterling warriors. With both kings of the two great kingdoms slain, morale has begun to ebb away within the forces of Erebor and Dale. Having seen their fathers perish, and their people severely outnumbered and in danger of being overwhelmed themselves, Bard II and Thorin Stonehelm must take up command of their respective armies. However, the Easterling threat is too great and they have no choice but to order a retreat to the relative safety of Erebor. Giving the command to fall back, Bard and Thorin begin to lead their people towards the Lonely Mountain.
However, seeing the princes beginning to retreat, the Dragon Emperor has ordered his Easterlings to cut them off before they can reach the mountain and slay them where they stand. As the Men and Dwarves retreat, the sea of golden armour begins to close in on either side and the chance of escape grows increasingly slim. Those that remain must reach the gates of Erebor before they are completely cut off and at the mercy of the Easterlings.
OBJECTIVES With the armies of Erebor and Dale severely outnumbered, they must retreat to Erebor if they are to survive. However, the Easterling forces are trying to cut them off from the safety of the Lonely Mountain. The game lasts until either the Good player completes their objective, or the Evil player kills enough Good models to make it impossible for the Good player to win. The Good player wins if 10 or more Good models move off the board via the gates of Erebor. The Evil player wins if they can prevent this. Additionally, if either Bard or Thorin are slain, the best result the Good player can achieve is a draw. SPECIAL RULES Fall Back! – Bard and Thorin are aware that the battle has gone ill and have ordered a hasty retreat.
LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. The northern board edge is the Lonely Mountain, in the centre of which are the gates of Erebor, which are 6" wide in total. STARTING POSITIONS The Good player deploys their forces within 12" of the centre of the southern board edge. The Evil player splits their force into two equal halves, each containing one named Hero. The half containing Rutabi deploys anywhere within 6" of the western board edge, but not within 12" of the northern board edge. The half containing Brórgîr deploys anywhere within 6" of the eastern board edge, but not within 12" of the northern board edge.
Bard and Thorin may declare Heroic March in this Scenario, even though they would not normally be able to do so. Additionally, whenever Bard or Thorin declare a Heroic March they do not need to spend Might points to do so – it is free. The Heirs to the Kingdoms – When their fathers perished upon the field of battle, the new heirs to Dale and Erebor continued to honour the alliance that had stood between their people, protecting their allies as their fathers had done. If either Thorin Stonehelm or Bard II would be Trapped in the Fight phase, then the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, they must move as close as possible to their Trapped ally.
PARTICIPANTS Good: Bard II, Prince of Dale; Thorin III Stonehelm; 11 Warriors of Dale: 3 with shield, 4 with spear and shield, 3 with Esgaroth bow, 1 with banner; 6 Knights of Dale; 12 Iron Hills Dwarves: 6 with spear, 3 with mattock, 3 with crossbow. Evil: Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; 21 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow, 1 with banner; 12 Black Dragons: 6 with shield, 6 with pike and shield; 6 Dragon Cult Acolytes; 2 Rhûnish War Drakes.
Siege of Erebor
SIEGE OF EREBOR
H
aving been driven back from the battlefield and into the Lonely Mountain, the alliance of the Erebor Dwarves and Men of Dale found themselves trapped within the mountain halls. The sheer number of Easterlings had proven too much for their combined forces; both kings lay dead on the plains outside, and now even Erebor itself was under siege and ready to fall. Yet even though their chances of victory were all but extinguished, Bard and Thorin would not surrender to the Easterlings; for they knew they would be shown no mercy at their hands. As the Easterling forces attempted to use their siege ladders to climb the walls of Erebor, those inside the mountain fought to fend off their assault. Atop the walls, Bard and Thorin led a desperate defence against their Rhûnish foes.
The siege itself lasted for many days. Each time the Easterlings tried to assail the walls, they were somehow driven back by the sheer determination of those that defended the mountain – with each assault, the numbers of Men and Dwarves dwindling. Sensing the chance to finally see his forces break through the ranks of Erebor and Dale, the Dragon Emperor ordered one more push to claim the walls, and sent his best warriors to deliver them to him.
SPECIAL RULES Numbers beyond Count – The Easterlings constantly scale the walls, with more climbing the siege ladders to join the battle. Each time an Easterling Warrior is slain, keep it to one side. At the end of each Evil Move phase, any models kept aside in this manner may move onto the board from the siege ladders. Models that arrive in this way may Charge in the turn in which they arrive. Any models that cannot move onto the board in this way are kept aside for the next turn.
LAYOUT The board represents the battlements of Erebor and the siege ladders propped up against the walls. The area within 9" of the northern board edge is the battlements, and so should be relatively clear. There are five siege ladders in this battle, spaced out as shown on the map. The area within 3" of the southern board edge is the plains outside Erebor – and is rather a long way down! STARTING POSITIONS The Good player deploys all of their models within 6" of the northern board edge. The Evil player then deploys their models within 1" of the Siege Ladders. OBJECTIVES The Easterlings have made it onto the battlements of Erebor, and now the Men and Dwarves must fight to prevent the walls being overrun. If they can stem the tide of Easterlings, they may be able to buy themselves some more time. The game lasts for 12 turns. The Good side wins if at the end of 12 turns they have managed to kill 35 or more Evil models (it’s important to keep track). The Evil side wins if they can prevent this. If either Bard or Thorin die, the best result the Good side can achieve is a draw.
Battlements of Erebor – The height of the walls of Erebor means that any warrior unfortunate enough to fall from them will meet an untimely death. The southern edge of the walls of Erebor is lined with battlements that can trap a model against them. Additionally, a model that is pushed from the battlements and onto the ground below is automatically slain – it’s a rather steep fall!
PARTICIPANTS Good: Bard II, Prince of Dale; Thorin III Stonehelm; 10 Warriors of Dale: 3 with shield, 4 with spear & shield, 3 with Esgaroth bow; 6 Knights of Dale; 12 Iron Hills Dwarves: 6 with spear, 3 with mattock, 3 with crossbow. Evil: Rutabi, General of the Dragon Legion; Easterling Captain with shield; Easterling Dragon Knight; 21 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow, 1 with banner; 12 Black Dragons: 6 with shield, 6 with pike and shield; 6 Dragon Cult Acolytes.
The Tide Turns
THE TIDE TURNS
W
ith the armies of Erebor and Dale being forced to retreat back into the Lonely Mountain, the Battle of Dale came to an end with the Easterlings victorious. Yet the war was not yet over, as the Easterlings besieged Erebor in an attempt to finally crush those that had stood against the Dark Lord once and for all. For days, the Easterlings unsuccessfully attempted to breach the walls of Erebor, each time forced back by those that still defended it. However, when it seemed only a matter of time before the gates would be breached, fortune smiled upon the Men and Dwarves held up within Erebor. As the siege of Erebor had been underway, Frodo Baggins of the Shire had managed to climb Mount Doom and cast the One Ring into its fires; destroying it and, with it, the Dark Lord himself. News of Sauron’s defeat had taken two days to reach the ears of the Easterlings but with it came doubt and panic, and a renewed hope for those trapped within the mountain.
As disarray set in amongst the Easterlings, Bard and Thorin gathered together every last Man and Dwarf within Erebor and armed them ready for one final push against their invaders. With hope now on their side, and the host of the Dragon Emperor showing signs of cracking, the heirs of the kingdoms of Erebor and Dale opened the gates to the Lonely Mountain and led their people in one final charge to break the lines of their foes and attempt to claim victory.
SPECIAL RULES The Heirs to the Kingdoms – When their fathers perished upon the field of battle, the new kings of Dale and Erebor continued to honour the alliance that had stood between their people, protecting their allies as their fathers had done. If either Thorin III Stonehelm or Bard II would be Trapped in the Fight phase, the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, they must move as close as possible to their Trapped ally. Broken Morale – News of the Dark Lord’s defeat and the destruction of the black tower of Barad-dûr has sapped the resolve of the Easterlings and turned the tide of battle. The Evil force count as Broken for this Scenario, and must test to see if they flee; even though forces do not normally break in Narrative Play games.
LAYOUT The board represents the lands between Erebor and Dale. The lands themselves are relatively barren and should have a few hedges, bushes, rocky outcrops and other shrubbery dotted around. The northern board edge is the Lonely Mountain, in the centre of which are the gates of Erebor, which are 6" wide in total. STARTING POSITIONS The Good player deploys their force within 12" of the centre of the northern board edge. The Evil player then deploys their forces within 24" of the southern board edge. OBJECTIVES With hope renewed, this is the last chance for the Men and Dwarves to achieve victory and defeat the Easterling invaders. The game lasts until the end of a turn in which one force has been reduced to 25% of its starting numbers. The Good player wins if they can reduce the Evil force to 25%. The Evil player wins if they can reduce the Good player to 25%. If both forces are reduced to 25% in the same turn, the game is a draw.
PARTICIPANTS Good: Bard II, Prince of Dale; Thorin III Stonehelm; Captain of Dale with shield; Iron Hills Dwarf Captain; 21 Warriors of Dale: 6 with shield, 8 with spear and shield, 6 with Esgaroth bow, 1 with banner; 6 Knights of Dale; 25 Iron Hills Dwarves: 12 with spear, 6 with mattock, 6 with crossbow, 1 with banner. Evil: The Dragon Emperor of Rhûn; Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; Easterling Captain with shield; Easterling Dragon Knight; 21 Easterling Warriors: 8 with shield, 4 with shield and pike, 8 with bow, 1 with banner; 18 Black Dragons: 9 with shield, 9 with pike and shield; 12 Dragon Cult Acolytes; 2 Rhûnish War Drakes.
Gollum’s Escape
GOLLUM’S ESCAPE
H
aving lost the precious to the Hobbit, Bilbo Baggins, in his cave, the creature Gollum had ventured out of the Misty Mountains in the hope of tracking down Bilbo and reclaiming the Ring for himself. For many years, he wandered the wilderness in his search for the Ring, but to no avail. As he scoured Middle-earth, Gollum found himself drawn southwards, and on the edges of the lands of Mordor the forces of the Dark Lord captured him. Tortured within the tower of Barad-dûr about the whereabouts of the One Ring, Gollum could only offer up two words: ‘Shire’ and ‘Baggins’. Eventually, Gollum was set free from the confines of Mordor and once more he began his search for the Ring. However, soon after his release, Gollum was captured by Aragorn who took him northwards to Mirkwood to be imprisoned, so that the Elves might learn from the creature what he had told the enemy of what he knew of the Ring.
Whilst keeping him prisoner within the halls of the Elvenking, the Elves took some level of pity upon Gollum, and he was allowed time to climb the trees of the forest, so long as he was guarded. During one trip outside, a band of Orcs attacked the Elves guarding Gollum. Whether these Orcs were sent by Sauron to ensure Gollum was set free to continue his search for the Ring, or whether they had simply attacked Mirkwood on a whim was of no consequence to Gollum; all he knew was that his chance to escape had arrived…
OBJECTIVES With the attack of the Orcs and Wargs, Gollum sees a chance to escape his Elven captors. The Elves must fend off the assault and ensure that they do not let Gollum slip through their fingers. The game lasts until one force has completed their objective. The Good player wins if at the end of any turn all the Orcs and Wargs have been slain. The Evil player wins immediately if Gollum escapes the board via the southern board edge. SPECIAL RULES Gollum – The attack on the Elves has given Gollum an opportunity to sneak away unseen, and he will not risk being recaptured if he can help it. Gollum does not have the Ring in this Scenario. Additionally, Gollum may not charge enemy models, though he will fight as normal if he is charged. Elven Prisoner – Aragorn has entrusted Gollum to the Elves, and they will not bring harm upon the creature unless they have no other option. LAYOUT The board represents an area of Mirkwood forest. As such, the board should be densely packed with trees, bushes and other appropriate undergrowth. STARTING POSITIONS The Evil player places Gollum in the centre of the board. The Good player then deploys their forces within 6" of the centre of the board. The Evil player then deploys the rest of their models within 6" of any board edge.
If Gollum is slain, the best result the Good player can achieve is a draw.
PARTICIPANTS Good: Mirkwood Ranger Captain; 10 Mirkwood Rangers. Evil: Gollum; Orc Captain with shield; 12 Orc Warriors: 4 with shield, 4 with spear, 2 with two-handed weapon, 2 with Orc bow; 6 Fell Wargs.
An Uneasy Alliance
AN UNEASY ALLIANCE
A
s the Easterling host wages war upon the kingdoms of Erebor and Dale, Sauron has sent an army of Orcs northwards to attack the Elven kingdom within Mirkwood in order to prevent Thranduil from leading his people to aid the Men and Dwarves at the Lonely Mountain. Sauron’s plan is to have this army of Orcs crush Thranduil’s people before marching southwards and converging upon Lothlórien to destroy the Golden Wood. Command of this army of Orcs has been entrusted to the war leader known as Razgûsh, a cunning and vicious Orc who has fought many wars and skirmishes against the Elves of Middle-earth. As Razgûsh leads his armies northwards, he hatches a plan to give his forces an edge in the upcoming battles. The forest of Mirkwood is home to many vile creatures that, if they can be forced to join the Orcs’ march northwards, will be deadly allies against the Elves of the forest – and one creature in particular could prove to be the very thing Razgûsh’s army needs to secure victory.
Deep within the forest resides the Spider Queen; a spawn of Ungoliant herself. This huge and bloated arachnid dwells within her lair, and it is there that Razgûsh plans to force her to submit to his will. Yet the Spider Queen does not take kindly to those that enter her domain, and she will certainly not pass up the opportunity of a free meal that has wandered into her lair. If Razgûsh’s plan is to work, his Orcs must now fend off the Spiders of Mirkwood and avoid becoming the Spider Queen’s next victims!
OBJECTIVES The Orcs have ventured into the Spider Queen’s lair with the intent of bending her to their will and getting her to join their fight against the Elves. However, being a vicious creature, the Spider Queen does not take kindly to those that enter her lair. The game lasts until one force has completed their objective. The ‘Good’ player wins if they can reduce the Evil force to 25% of its starting numbers at the end of any turn. The Evil player wins if they can force the Spider Queen to submit and bend to their will. SPECIAL RULES The Spider Queen – It is Razgûsh’s plan to control the Spider Queen in order to get her to fight alongside them; yet to achieve this the Orcs must cause her enough pain to force her to submit.
LAYOUT The board represents the dense wooded area of Mirkwood where the Spider Queen’s lair resides. As such there should be plenty of trees, bushes and undergrowth dotted around. Four Spider Nests, no more than 6" in diameter should be placed on the board, one in the centre of each 2'x2' area of the board. In the centre of the eastern board edge is the entrance to the Spider Queen’s lair, which is built into a rocky outcrop. STARTING POSITIONS The ‘Good’ player deploys the Spider Queen, 2 Mirkwood Spiders, 2 Giant Spiders and the Bat Swarms within 12" of the entrance to the Spiders Queen’s Lair. They then place one spider in each of the Spider Nests. The Evil player deploys their forces within 12" of the western board edge.
Once the Spider Queen has been wounded, there is a chance she will submit in order to survive. If during the End phase of any turn the Spider Queen has 2 or fewer Wounds remaining she must take a Courage test, which cannot be modified by Might or Will points. The third time this test is failed, the Spider Queen will submit to the Orcs and the game will end. We Need Her Alive – The Orcs are under strict instructions not to kill the Spider Queen, as she is needed for the war with the Elves. If the Spider Queen is slain, the game immediately ends and is a draw. Spider Nests – The nests in the forest are home to the Spider Queen’s offspring and more will constantly come to her aid. Evil models treat Spider Nests as difficult terrain. Additionally, whenever a Spider model is slain, keep it to one side. At the start of each turn, before Priority is determined, roll a D6 for each Spider model kept aside in this manner. On a 5+ that model will re-enter the board via one of the Spider Nests. To determine where they enter roll a further D6. On a 1-3 the Evil player chooses which Spider Nest the model enters from; on a 4+ the ‘Good’ player decides. Models that arrive in this manner are placed anywhere within or touching the Spider Nest and may act as normal that turn.
PARTICIPANTS ‘Good’: The Spider Queen; 4 Mirkwood Spiders; 4 Giant Spiders; 2 Bat Swarms. Evil: Razgûsh, War Leader of the North; Orc Captain with shield; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 3 Orc Trackers.
Attack on the Beornings
ATTACKON THE BEORNINGS
A
s the forces of the Dark Lord marched northwards through Mirkwood, it was not just the Elves that were caught up in the Orcs’ desire to wage war. Towards the edge of the forest resided the Beornings, followers of the descendants of Beorn the great skin-changer. A peaceful people, the Beornings have kept the paths through the vales of Anduin free from evil creatures, providing safe passage to friendly folk. The Beornings are the allies of the Elves of Mirkwood, and would fight alongside them if they were needed. Not wanting to have to fight both the Beornings and the Elves, Razgûsh dispatched a smaller force of Orcs to the Beorning homestead to engage them in combat far away from the halls of the Elvenking. Even as the Beornings prepared to aid their allies, the Orcs attacked them in their homes, forcing them into a battle they were not yet prepared for.
Grimbeorn, the son of Beorn, had set about hunting the main army of Orcs that marched northwards, however, the sound of his people being attacked had forced him to transform into his huge, bear-like form and race to their aid. Yet even as he relentlessly bounds through the forest, his people are surrounded and outnumbered; if Grimbeorn doesn’t arrive in time, they may well perish at the hands of the Orcs.
OBJECTIVES The Beornings are fighting to stave off the assault on their home for long enough for Grimbeorn to return and aid them. The Orcs are simply out to slay the Beornings so that they cannot aid the Elves in Mirkwood. The game lasts for 10 turns. The Good side wins if, at the end of the 10th turn, there are at least four Beornings left alive. The Evil side wins if they can slay enough Beornings to prevent this. If Grimbeorn is slain, the best result the Good player can achieve is a draw. SPECIAL RULES Grimbeorn – Grimbeorn has been out hunting the Orcs that are making their way through Mirkwood, but the sound of his people in trouble has forced him back towards his homestead.
LAYOUT The board represents a clearing near the Beorning homestead. The area within 12" of the centre of the board should be clear, whilst the rest of the board should be densely packed with trees, bushes and other undergrowth. STARTING POSITIONS The Good player deploys the Beornings within 6" of the centre of the board. The Evil player then splits their forces into two equal halves and deploys one half within 12" of the eastern board edge, and the other within 12" of the western board edge. Grimbeorn is kept aside for later in the game.
From turn 2 onwards, roll a D6 at the start of each turn before Priority is determined and add the current turn number. On the score of 8 or more Grimbeorn has arrived. Grimbeorn will enter the board from the centre of any board edge via the rules for reinforcements. Additionally, Grimbeorn will already be in bear form so there is no need to roll. Unbridled Rage – Incensed that his people have been attacked in their homes, Grimbeorn is prepared to unleash his full fury upon the invaders. Grimbeorn must re-roll all failed To Wound rolls.
PARTICIPANTS Good: Grimbeorn; 12 Beornings: 8 with hand-and-a-half axe, 4 with great bow. Evil: 2 Orc Captains with shield; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers.
Burning of Mirkwood
BURNING OF MIRKWOOD
W
ith the armies of Sauron and the beasts of Mirkwood converging on his kingdom, the Elvenking, Thranduil, has commanded that a force of Elven warriors and rangers meet this foe on their borders in order to prevent them from entering the Woodland Realm. Led by their captains, a contingent of golden-clad Elves march to meet the threat of Mordor head-on, whilst a band of rangers sneak quietly through the trees alongside them. Yet it is when the Mordor forces come into view that the Elves realise quite how dire their situation really is. The Orc army is far larger than Thranduil had originally anticipated, and they are accompanied by the vile and evil creatures that dwell in the forest. This combined army of Orcs and beasts is set upon destroying the Elves of Mirkwood, and they plan on razing the kingdom of the Elvenking to the ground one tree at a time.
Seeing that they are outnumbered and in need of reinforcements, messengers are sent back to Thranduil to inform him of the threat now facing his kingdom. Those Elves that now face the might of Mordor will not flee; instead they engage the Orcs and beasts in a clash of blades around the trees. Yet even whilst the Elves fight to stave off the Orcs, Spiders and other foul creatures, Razgûsh’s host has already set about destroying areas of the forest. The Elves must act quickly if they are to defend their home.
SPECIAL RULES Destroying Trees – With axes and torches in hand, the Orcs have come to destroy the forest. During the End phase of each turn, any Orc model in base contact with one of the larger trees may attempt to destroy it, provided they have not fought in a combat, supported a combat or fired a missile weapon this turn or are Prone. When an Orc attempts to destroy a tree, their controlling player rolls a D6. On a 5+ that tree has been destroyed. Timber! – When cut down, there is a chance that a falling tree will land on the combatants below. Whenever a tree is destroyed, it will fall to the ground; roll a D6 to determine which way it falls and consult the chart below:
LAYOUT The board represents an area of Mirkwood forest and so should be densely packed with trees, bushes and other undergrowth. There should be five larger trees that are spread equidistantly along the centre line of the board from east to west; these are the objectives. STARTING POSITIONS The Good player deploys their forces within 12" of the northern board edge. The Evil player then deploys their forces within 12" of the southern board edge. OBJECTIVES The Orcs have come to burn down the Elven kingdom of Mirkwood, and plan on starting by torching some of the taller trees on the borders of their kingdom. The game lasts for 10 turns. The Good player wins if at least three of the larger trees are still standing at the end of the game. The Evil player wins if at least three of the larger trees have been destroyed by the end of the game.
D6 1 2 3 4 5 6
Result The Evil player chooses the direction it falls. The tree falls towards the southern board edge. The tree falls towards the eastern board edge. The tree falls towards the western board edge. The tree falls towards the northern board edge. The Good player chooses the direction it falls.
When a tree falls, draw a 1mm wide line from the centre of the tree that extends 6" in the required direction. Any model whose base is under that line suffers a Strength 8 hit and is knocked Prone. The tree is then removed from play.
PARTICIPANTS Good: Tauriel; Mirkwood Captain; Mirkwood Ranger Captain; 12 Mirkwood Elves: 4 with shield, 4 with Elvenmade glaive, 4 with Elf bow; 10 Mirkwood Rangers. Evil: Razgûsh, War Leader of the North; The Spider Queen; Orc Captain with shield; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers; 2 Mirkwood Spiders; 2 Giant Spiders; 1 Bat Swarm.
Battle under the Trees
BATTLEUNDER THE TREES
H
aving received the message requesting reinforcements from his people in the forest, the grim realisation of the size of the force the Elves are up against has finally hit Thranduil. Though he initially wanted to keep his people out of the wars that were being fought to the south, war has now come upon the Elvenking and he has little choice but to gather the rest of his armies and prepare for battle. With his full strength gathered, Thranduil leads the rest of his armies south to where the remainder of his forces have managed to hold off the hordes of Mordor and the forest creatures. Yet even with the full might of his halls, Thranduil’s armies are still outnumbered by the amassed numbers of Orcs, Wargs and the vile creatures that have lurked in the depths of Mirkwood and hunted his people.
At the head of the Orc army, Razgûsh leads his Orcs in a terrifying war chant, whilst the Spider Queen herself can be seen gathering her kin to her side to unleash them upon the Elves. Giving an emboldening speech, Thranduil prepares his people for war, and as the Orcs and beasts rush towards them, the Elvenking himself leads the charge in defence of the Woodland Realm. The Battle under the Trees has begun…
SPECIAL RULES Through the Forest – Having marched through the forest of Mirkwood, the forces of Mordor have learned how to traverse the thick-wooded terrain. Evil models gain the Woodland Creature special rule. Death to the Elves – The Orcs and beasts of Mirkwood have long hated the Elves of the Woodland Realm, and now they get their chance to bring death upon them. Evil models gain the Hatred (Elf) special rule. The War Leader – Razgûsh is a mighty Orc, and one who has been tasked with putting an end to the Elves who reside in Mirkwood by any means necessary. Razgûsh gains a bonus of +1 to his Fight value when engaged with an enemy Elf model.
LAYOUT The board represents an area of Mirkwood forest and so should be densely packed with trees, bushes and other undergrowth. STARTING POSITIONS The Good player deploys their forces within 12" of the northern board edge, but not within 12" of either the eastern or western board edges. The Evil player then deploys their forces within 12" of the southern board edge.
Defend the Forest – The Elves know that this could be their end, and they will fight as hard as they are capable to survive. Elf models must re-roll 1s To Wound during the Fight phase.
OBJECTIVES The battle for Mirkwood has begun and both sides will use every ounce of strength to achieve victory.
PARTICIPANTS Good: Thranduil, King of the Woodland Realm, with heavy armour and additional Elven-made hand-and-a-half sword; Tauriel; Palace Guard Captain with shield; Mirkwood Captain; Mirkwood Ranger Captain; 10 Palace Guard: 4 with shield, 4 with spear, 2 with spear & shield; 12 Mirkwood Elves: 4 with shield, 4 with Elven-made glaive, 4 with Elf bow; 10 Mirkwood Rangers.
The game lasts until the end of a turn in which one force has been reduced to 25% or less of its starting numbers. The Good player wins if the Evil force has been reduced to 25%. The Evil force wins if the Good force has been reduced to 25%. If both sides are reduced to 25% in the same turn, the game is a draw.
Evil: Razgûsh, War Leader of the North; The Spider Queen; 2 Orc Captains with shield; Orc Shaman; 36 Orc Warriors: 12 with shield, 12 with spear, 6 with two-handed weapon, 6 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers; 4 Mirkwood Spiders; 4 Giant Spiders; 2 Bat Swarms; 6 Fell Wargs.
Crossing of the Anduin
CROSSING OF THE ANDUIN
S
auron’s assault on Middle-earth is underway. To the south, a legion of Orcs prepares to assail Minas Tirith, whilst to the north a host of Easterlings march upon Erebor and an army of Orcs are making their way through Mirkwood to assault the Woodland Realm. Yet Sauron still fears the power of Galadriel, so in an attempt to buy his forces enough time to crush Erebor and Dale, he sends a separate army to Lothlórien in order to wage war upon the Golden Wood. However, Sauron’s plan is not for this army to achieve victory alone; in fact the army itself is simply not large enough to do so. Instead, the Dark Lord plans for this army of Orcs to keep the forces of Lothlórien at bay for long enough that his other armies in the north can crush those that stand against him, before Orcs and Easterlings alike congregate upon Lothlórien in order to overwhelm them and bring the Woodland Realm to its knees.
To enter the Golden Wood, the forces of Mordor must first cross the fastflowing waters of the Anduin; a fact that Galadriel well knows. A band of Wood Elves has been commanded to stand guard on the edge of the forest to the east near a ford in the river, the ideal place for the Orcs to cross. As the Orcs approach the River Anduin, the Elves begin to unleash a hail of arrows towards the would-be invaders in the hope of driving them backwards and away from Lothlórien.
OBJECTIVES The Elves have seen the advancing Orcs and aim to prevent them from entering the Golden Wood. The game lasts until one force has completed their objective. The Evil player wins if 10 or more Evil models escape the board via the western board edge. The Good player wins if they can slay enough models to make it impossible for the Evil player to win. SPECIAL RULES Defend our Borders – The Elves have come to the edge of the forest in order to defend it, but they will not go further unless they have to. Good models may not willingly move further than 12" away from the western board edge. If a Good model finds itself further than 12" from the western board edge at the start of its Move phase, it must try to move back within 12" if possible. The Anduin – The river is flowing fast, making it treacherous to try to cross it anywhere except the ford. LAYOUT The board represents part of the River Anduin and the edges of Lothlórien. There should be a 6" wide river running down the centre of the board from north to south, in the centre of which should be a 6" wide ford for models to cross safely. The area within 12" of the western board edge is the forest of Lórien and should be densely packed with tress. The rest of the board should be relatively clear with the odd tree, bush or bit of shrubbery dotted around. STARTING POSITIONS The Good player deploys their models within 12" of the western board edge. The Evil player then deploys their models within 12" of the eastern board edge.
The river is Deep Water, with the exception of the ford which is treated as open ground. Additionally, any model that makes a Swim test for trying to cross the Anduin suffers an additional -1 penalty to their roll.
PARTICIPANTS Good: Wood Elf Captain with Elf bow; 12 Wood Elf Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4 with Elf bow; 1 Wood Elf Sentinel. Evil: Muzgúr, Orc Shaman; Orc Captain with shield; 12 Orc Warriors: 4 with shield, 4 with spear, 2 with two-handed weapon, 2 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers.
Attack on Lórien
ATTACKON LÓRIEN
L
othlórien is home to the fabled Mallorn; huge trees that grow far taller and stronger than any others in the forest. These trees once grew in Valinor and it was Galadriel that brought some of the Mallorn seeds with her when she settled in Lothlórien. The Mallorn trees sprout great leaves that turn a glorious golden colour in the Autumn and Winter; and it is because of this that Lothlórien is often referred to as the Golden Wood. It is these Mallorn trees that the Orcs plan to destroy as they cut their way through the forest. Sauron knows that Elves hold the Mallorn in such high regard and believes that their destruction would demoralise them, allowing his armies to conquer Lothlórien. However, the Elves will fiercely protect the Mallorn trees from any potential harm, and have sent an army of Galadhrim to fight against the Orcs that now threaten to cut them down.
Now an army of Galadhrim warriors has joined the Wood Elves of the forest as they fight to defend the Mallorn from the Orcs that seek to destroy them. Yet the Orcs bring with them something the Elves have not anticipated. The Orc Shamans that march with the Mordor armies have been trained in a crude form of magic, and possess the power to wither and rot the Mallorn trees from the inside should they be able to get near enough to the trunks of the trees.
SPECIAL RULES The Mallorn Tree – This magnificent tree stands tall and proud within the forest and will not be easy to simply cut down. The Mallorn tree has a Defence of 10 and 10 Wounds. Evil models may fight the Mallorn tree in the Fight phase, providing they have not already been or are in a Fight that turn, and have not made a shooting attack that turn. Models may use Special Strikes against the Mallorn tree, and may support models fighting the Mallorn tree. The Mallorn tree will always lose the fight, and always counts as Trapped. Decay – The Orcs plan on using their crude magics to wither and decay the Mallorn trees, causing them to become much weaker. Muzgúr and the Orc Shaman gain the following additional Magical Power: DECAY DURATION: INSTANT
LAYOUT The board represents an area of Lothlórien, and as such should be densely packed with trees, bushes and other appropriate undergrowth. In the centre of the board should be a Mallorn tree with a trunk with a diameter of 3".
This Magical Power may only target the Mallorn tree, has a range of 6" and is cast on a 4+. The Mallorn tree suffers a Wound. Additionally, it reduces its Defence characteristic by 1 for the remainder of the game.
STARTING POSITIONS The Good player deploys their forces within 12" of the western board edge. The Evil player then deploys their forces within 12" of the eastern board edge.
Additionally, both Muzgúr and the Orc Shaman gain a free Will point per turn, however, this free Will point can only be used to cast the Decay Magical Power.
OBJECTIVES The Mallorn trees within Lothlórien grow to immense heights and are the pride of the Golden Wood, and it is these trees that the Orcs plan to destroy. The game lasts for 10 turns. The Good player wins if the Mallorn tree is still alive at the end of the game. The Evil player wins immediately if the Mallorn tree is destroyed.
PARTICIPANTS Good: Orophin; Wood Elf Captain with Elf bow; 12 Galadhrim Warriors: 4 with shield, 4 with spear and shield, 4 with Elf bow; 12 Wood Elf Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4 with Elf bow. Evil: Muzgúr, Orc Shaman; Orc Captain with shield; Orc Shaman; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers.
Trapped on both Sides
TRAPPED ON BOTH SIDES
T
he Mordor assault on Lothlórien has not gone unnoticed by other unsavoury beings that have long sought to attack the borders of the Golden Wood. The sound of the Elves and Orcs fighting within the trees has reached the pointed ears of those Goblins from the Misty Mountains that no longer dwell within the mountains themselves, but instead live at their base amongst the fell creatures that also make the foot of the mountains their home. Upon hearing the Orcs’ assault upon Lórien, the Goblin Shamans that have taken up the mantle of leading the Goblins and beasts at the foot of the Misty Mountains see an opportunity to join the war against the Elves and bring ruin and death upon the Galadhrim. Gathering as many of their kin, and other vile creatures, as they can, the Goblins known as Drûzhag and Ashrâk lead them east into the Golden Wood and towards war.
Whilst Orophin has been leading the Elves against the Orcs of Mordor, reinforcements led by his brother Rúmil have made their way from Caras Galadhon to aid those already in battle. However, the arrival of Rúmil is followed swiftly by nightfall and a band of Goblins of the Misty Mountains; and now the Galadhrim find themselves trapped between an army of Orcs to the east and a horde of Goblins to the west who both seek to bring death upon them.
OBJECTIVES With their reinforcements having arrived, the Elves are trying to fend off the combined forces of Orcs and Goblins from overrunning the forest. The game lasts for 12 turns. At the end of the 12th turn, whichever side has the most models wholly within 6" of the centre of the board is the winner. If both sides have the same number of models wholly within 6" of the centre of the board, the game is a draw. SPECIAL RULES Cover of Darkness – As the Goblins of the Misty Mountains cannot move by sunlight, the assault on Lothlórien comes during the dead of night. The battle takes place at night. As such, due to the reduced visibility, models cannot be targeted by shooting, Magical Powers or special abilities over 12" away. However, as it is much harder to avoid a shot in the dark, all shooting attacks gain a bonus of +1 when rolling To Wound. Models with the Cave Dweller special rule can see as normal. LAYOUT The board represents an area of Lothlórien, and as such should be densely packed with trees, bushes and other appropriate undergrowth. STARTING POSITIONS The Good player deploys their force within 6" of the centre of the board. The Evil player then splits their force into two halves, one with all the Mordor models, and one with all the Moria and Spider models. The Mordor models are then deployed within 12" of the eastern board edge. The Moria and Spider models are then deployed within 12" of the western board edge.
Dark Magics – Those that lead the Orcs and Goblins are well versed in the crude sorceries they have been taught, and have shared their knowledge with their allies. Evil models may re-roll any number of D6s when making a Casting roll. Defend the Golden Wood – The Elves will hold their own against whatever comes out of the darkness. All Good models automatically pass any Courage tests they are required to make.
PARTICIPANTS Good: Rúmil; Orophin; Wood Elf Captain with Elf bow; 24 Galadhrim Warriors: 8 with shield, 8 with spear and shield, 8 with Elf bow; 12 Wood Elf Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4 with Elf bow; 4 Guard of the Galadhrim Court; 1 Wood Elf Sentinel. Evil: Muzgúr, Orc Shaman; Drûzhag the Beastcaller; Ashrâk; Orc Shaman; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers; 24 Moria Goblins: 8 with shield, 8 with spear, 8 with Goblin bow; 4 Venom-back Spiders; 2 Warg Marauders.
Final Assault on Lothlórien
FINAL ASSAULT ON LOTHLÓRIEN
L
othlórien has been embroiled in all-out war. The Orc army that marched from Mordor has been joined by a rabble of Goblins, Wargs and other creatures that have come from the base of the Misty Mountains. Together they have forced the Galadhrim armies back to Caras Galadhon and now they prepare to launch one final attack on the Elven city with the intent of conquering it in the Dark Lord’s name. Under the cover of darkness, Muzgúr leads his Orcs north towards Caras Galadhon, whilst Drûzhag and Ashrâk command the Goblins and beasts to follow. Though the plan was originally to have had reinforcements from Sauron’s forces in Mirkwood and Erebor, the Orcs instead have the Moria Goblins as their allies and so prepare to launch the final assault upon the Elves of the Golden Wood.
However, Caras Galadhon is well defended. The brothers Rúmil and Orophin command the golden-clad warriors of the Galadhrim and the Wardens of Caras Galadhon, the most elite of all of Lothlórien’s warriors. Even Galadriel and Celeborn have come to fight against the threat of Mordor, for they know that their people will require every ounce of strength and courage to overcome the combined forces of Orcs and Goblins that now seek to destroy them.
SPECIAL RULES Galadriel – The Dark Lord fears the power of Galadriel more than any other; should she fall then all hope will be lost. If Galadriel is slain then the game immediately ends and the Evil side is victorious, regardless of any other factors. Cover of Darkness – As the Goblins of the Misty Mountains cannot move by sunlight, the assault on Lothlórien comes during the dead of night. The battle takes place at night. As such, due to the reduced visibility, models cannot be targeted by shooting, Magical Powers or special abilities over 12" away. However, as it is much harder to avoid a shot in the dark, all shooting attacks gain a bonus of +1 when rolling To Wound. Models with the Cave Dweller special rule can see as normal. Dark Magics – Those that lead the Orcs and Goblins are well versed in the crude sorceries they have been taught, and have shared their knowledge with their allies. LAYOUT The board represents an area of Lothlórien, and as such should be densely packed with trees, bushes and other appropriate undergrowth. Galadriel’s mirror is deployed 12" from the centre of the northern board edge as shown on the map.
Evil models may re-roll any number of D6s when making a Casting roll.
STARTING POSITIONS The Good player deploys their force within 12" of the centre of the northern board edge. The Evil player then deploys their force within 12" of the southern board edge.
All Good models automatically pass any Courage tests they are required to make.
OBJECTIVES This is the final assault of Lothlórien and the combined forces of Orcs and Goblins have come to destroy Caras Galadhon. The game lasts until the end of a turn in which one force has been reduced to 25% or less of its starting numbers. The Good player wins if the Evil force has been reduced to 25%. The Evil force wins if the Good force has been reduced to 25%. If both sides are reduced to 25% in the same turn, the game is a draw.
Defend the Golden Wood – The Elves will hold their own against whatever comes out of the darkness.
PARTICIPANTS Good: Galadriel with mirror of Galadriel; Celeborn with heavy armour, shield and Elven-made hand-and-a-half sword; Rúmil; Orophin; 24 Galadhrim Warriors: 8 with shield, 8 with spear and shield, 8 with Elf bow; 12 Wood Elf Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4 with Elf bow; 4 Guard of the Galadhrim Court; 3 Wood Elf Sentinels. Evil: Muzgúr, Orc Shaman; Drûzhag the Beastcaller; Ashrâk; Orc Shaman; 24 Orc Warriors: 8 with shield, 8 with spear, 4 with two-handed weapon, 4 with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with Orc bow; 6 Orc Trackers; 24 Moria Goblins: 8 with shield, 8 with spear, 8 with Goblin bow; 8 Venom-back Spiders; 3 Warg Marauders.
Fall of Dol Guldur
FALL OF DOL GULDUR
T
he Dark Lord’s plan has failed. Sauron’s army of Orcs in Mirkwood has been defeated, and the Easterling hosts have been driven back from Erebor. As such, neither were able to converge upon Lothlórien and join the final assault on the Golden Wood. Though the combined forces of Orcs and Goblins managed to destroy parts of Lórien forest, they have ultimately been defeated by the armies of the Galadhrim. With news that the One Ring has been destroyed and Sauron finally defeated reaching the ears of the Elves, Galadriel sets out for Dol Guldur in southern Mirkwood to destroy the final bastion of the Dark Lord. To accompany the Lady of Lothlórien, Celeborn brings with him as many of the remaining Galadhrim forces as he can muster in order to protect Galadriel as she uses her immense power to fell the stronghold of Dol Guldur.
Yet the fortress of Dol Guldur is still protected by those loyal to the Dark Lord, and if Galadriel is to succeed in breaking the incantations that still linger and tearing the fortress down then the Galadhrim will have to stave off those that defend it. Bands of Orcs and Wargs still roam the ruins, and foul Mirkwood Spiders from the forest are drawn to the sound of battle in search of a quick meal. However, perhaps the deadliest of those that defend the walls of Dol Guldur are the Castellans; spectral automatons that have long been tasked with protecting this bastion of the Dark Lord’s power and, even with Sauron defeated, they will stop at nothing to ensure it still stands. As the Galadhrim enter the ruins of Dol Guldur, the Castellans come forth from the shadows intent on slaying those who have dared enter this place of evil.
SPECIAL RULES The Lady of Light – Galadriel is solely focused on the destruction of Dol Guldur, and bringing down its walls upon the servants of the Dark Lord. Galadriel may only attempt to cast the following Magical Power during the game: BREAK STONE DURATION: INSTANT
This Magical Power may only target the ruins of Dol Guldur, has a range of 3" and is cast on a 4+. The targeted ruins are immediately destroyed. Any models within the ruins, or within 1" of the ruins, when they are destroyed suffer a Strength 8 hit.
Weary from War – The Galadhrim have been at war with Orcs and Goblins and many are still weary from the conflict.
LAYOUT The board represents the ruins of Dol Guldur. On the board there should be a total of seven sections of ruined walls, towers or buildings spread out evenly, each no larger than 6" in diameter. None of these ruins may be within 6" of the southern board edge. The rest of the board should have some areas of rubble and rocky outcrops dotted around. STARTING POSITIONS The Evil player deploys one Castellan of Dol Guldur within each ruin. The rest of their forces are then deployed as evenly as possible within each of the ruins. The Good player then deploys their force within 6" of the southern board edge. OBJECTIVES The Galadhrim have come to protect Galadriel who intends to tear down the walls of Dol Guldur for good. The game lasts until one player completes their objective. The Good player wins immediately if they can destroy all seven of the ruins of Dol Guldur. The Evil player wins immediately if Galadriel is slain.
Each Good Hero model starts the game with one fewer Might point than usual.
PARTICIPANTS Good: Galadriel; Celeborn with heavy armour, shield and Elven-made hand-and-a-half sword; Rúmil; Orophin; 24 Galadhrim Warriors: 8 with shield, 8 with spear and shield, 8 with Elf bow; 4 Guard of the Galadhrim Court. Evil: 6 Castellans of Dol Guldur with Morgul Blade; 12 Hunter Orcs: 4 with Orc bow, 2 with two-handed pick, 6 with no additional wargear; 12 Fell Wargs; 4 Mirkwood Spiders.
Defence of the North Campaign
DEFENCE OF THE NORTH CAMPAIGN
H
ere we present you with the Defence of the North campaign, a system for linking your games together in such a way that the results of one game can impact your next game or even one much later on! This will join together the already dynamic Narrative Play Scenarios in such a way that it will feel as if you are playing through the scenes directly from the books and the movies. As you may have already read, this supplement focuses on the battles and events that happened in the northern region of Rhovanion at the time of the War of the Ring. The Easterlings have marched upon the kingdoms of Erebor and Dale, and Sauron has sent hordes of Orcs to assault the Elven realms within Mirkwood and Lothlórien. This campaign is slightly unusual in that it is essentially three shorter campaigns in one. Sauron’s plan was to have the Easterlings defeat the forces of Dáin and Brand whilst a host of Orcs conquered Mirkwood. Then the two armies would converge on Lothlórien, joining the army already there, to combine forces and defeat the Galadhrim. The Defence of the North campaign mirrors this as it starts with the war of the Easterlings against Erebor and Dale, then moves on to the battles in Mirkwood, before finishing with the skirmishes within Lothlórien. Though these battles all happen at roughly the same time, we have decided to separate them out into the three shorter campaigns so that they can be played out individually. Also, the victor in each of these regions will gain bonuses for the battles happening elsewhere.
You can play this campaign with as few as two people, though, if you wish, different players can take control of different Scenarios, that way you can get a whole gaming group involved. However, it is important to note that you should play the Scenarios in order as the results of one Scenario may change how a later one plays… Another way that you can play this campaign, rather than to play it as one long series of battles, is to play each of the shorter campaigns individually and see which side can win the most; perhaps even having different players doing different parts of the campaign. If the Evil side wins the Battle of Dale, and then the Good side wins the Defence of Mirkwood, then it will be all to play for in the Assault on Lothlórien! Whichever side wins the final battle in a campaign will be the overall winner of that campaign.
SCENARIO BONUSES After each Scenario has been completed, it is important to note down which side won that Scenario, either Good or Evil. This is important as, depending on who was victorious, there may be a bonus or penalty to a certain side in a future Scenario. For example, if the Good side is victorious in The Hosts Clash Scenario, then the Good side will receive a bonus in the Plains of Erebor Scenario – the next Scenario in the campaign. These bonuses reflect the advantages of success and the edge it will give either side in the future.
CAMPAIGN 1
THE BATTLE OF DALE CROSSING OF THE RIVER CARNEN Good: In The Hosts Clash Scenario, Good Hero models may re-roll 1s To Wound when making strikes. Evil: In The Hosts Clash Scenario, Evil Hero models may re-roll 1s To Wound when making strikes.
THE HOSTS CLASH Good: In the Plains of Erebor Scenario, if both sides have the same number of models within 3" of the objective, and at least one model each, then the Good player counts as controlling that objective. Evil: In the Plains of Erebor Scenario, if both sides have the same number of models within 3" of the objective, and at least one model each, then the Evil player counts as controlling that objective.
THE PLAINS OF EREBOR Good: In the Death of Brand Scenario, Brand may re-roll failed Fate rolls. Evil: In the Death of Brand Scenario, Dáin starts the game with only a single point of Might.
DEATH OF BRAND Good: In the Dáin’s Last Stand Scenario, whenever Dáin spends a point of Might roll a D6. On a 5+ the Might point is free. Evil: In the Dáin’s Last Stand Scenario, the Good player only starts the game with nine Iron Hills Dwarves with spear rather than 12.
DÁIN’S LAST STAND Good: In the Retreat to Erebor Scenario, the Good player may deploy their models within 15" of the centre of the southern board edge rather than 12". Evil: In the Retreat to Erebor Scenario, the Good player must take a Courage test for Bard and Thorin before they move. If the test is failed, they cannot move that turn.
RETREAT TO EREBOR Good: In the Siege of Erebor Scenario, the Good player needs to kill 30 enemy models rather than 35 in order to win. Evil: In the Siege of Erebor Scenario, the Good player needs to kill 40 enemy models rather than 35 in order to win.
SIEGE OF EREBOR Good: In The Tide Turns Scenario, the Dragon Emperor of Rhûn suffers a -1 penalty to his Courage tests whilst within 12" of a Good Hero model. Evil: In The Tide Turns Scenario, the Dragon Emperor may re-roll failed Courage tests.
THE TIDE TURNS Good: In the Defence of Mirkwood campaign, if a Scenario is drawn then the Good player counts as winning. Evil: In the Defence of Mirkwood campaign, if a Scenario is drawn then the Evil player counts as winning.
CAMPAIGN 2
DEFENCE OF MIRKWOOD GOLLUM’S ESCAPE Good: In the Burning of Mirkwood Scenario, Tauriel may re-roll To Wound rolls of a 1 when making strikes. Evil: In the Burning of Mirkwood Scenario, whenever a tree is destroyed, the Evil player may choose to have the D6 re-rolled to determine which direction it falls.
AN UNEASY ALLIANCE Good: In the Burning of Mirkwood Scenario, Razgûsh starts the game with only a single point of Might. Evil: In the Burning of Mirkwood Scenario, Orc models gain the Poisoned Weapons special rule for all of their weapons.
ATTACK ON THE BEORNINGS Good: In the Battle under the Trees Scenario, Grimbeorn is added to the Good side. Grimbeorn will enter the board at the start of the Good player’s fourth Move phase using the rules for reinforcements. Grimbeorn is automatically in bear form; there is no need to roll for it. Evil: In the Battle under the Trees Scenario, the Evil player can, once per game, choose to have Priority instead of having to roll for it.
BURNING OF MIRKWOOD Good: In the Battle under the Trees Scenario, Tauriel rerolls all failed To Wound rolls when making Strikes. Evil: In the Battle under the Trees Scenario, Razgûsh re-rolls all failed To Wound rolls when making Strikes.
BATTLE UNDER THE TREES Good: In the Assault on Lothlórien campaign, if a Scenario is drawn then the Good player counts as winning. Evil: In the Assault on Lothlórien campaign, if a Scenario is drawn then the Evil player counts as winning.
CAMPAIGN 3
ASSAULT ON LOTHLÓRIEN CROSSING OF THE ANDUIN Good: In the Attack on Lórien Scenario, the Good player can, once per game, choose to have Priority instead of having to roll for it. Evil: In the Attack on Lórien Scenario, Evil models may re-roll a single D6 when attempting to cast the Decay Magical Power.
ATTACK ON LÓRIEN Good: In the Trapped on Both Sides Scenario, the Good player may choose to have the game end on the 11th turn if they wish. Evil: In the Trapped on Both Sides Scenario, Orophin starts the game with only a single point of Might.
TRAPPED ON BOTH SIDES Good: In the Final Assault on Lothlórien Scenario, Good Hero models may re-roll 1s To Wound when making strikes. Evil: In the Final Assault on Lothlórien Scenario, Rúmil and Orophin start the game with only a single point of Might each.
FINAL ASSAULT ON LOTHLÓRIEN Good: In the Fall of Dol Guldur Scenario, Galadriel may re-roll a single D6 when attempting to cast the Break Stone Magical Power. Evil: In the Fall of Dol Guldur Scenario, Galadriel starts the game with only 3 points of Will in her store.
Armies
Garrison of Dale
GARRISON OF DALE
A
t the foot of the Lonely Mountain lies Dale, the great city of Men who have ever been the close allies of the Dwarves of Erebor. For many years the city had been a place of peace, whose markets were known far and wide as the best in Middle-earth. Travellers from all reaches of the free lands would flock to Dale in order to trade in the wares of the city, as well as those provided by the Dwarves under the mountain who were known as great smiths. That was until the coming of Smaug. From the north, the great Fire-drake had come in search of riches. For Dragons desire gold above all else, and Smaug coveted the vast wealth that lay within Erebor. Before he conquered the mountain, Smaug devastated the city of Dale; razing it to the ground in great gouts of flame. Yet even as the city burned, the Men of Dale fought for their homes. Girion, the lord of Dale, led his warriors against the beast, ordering them to loose arrow after arrow upon Smaug. Girion himself tried everything he could, but even the great Black Arrows fired from a Windlance couldn’t pierce the Dragon’s hide, and Girion was lost within the flames.
ARMY COMPOSITION This army may include: Girion, Lord of Dale; Brand, King of Dale; Bard II, Prince of Dale; Captains of Dale; Warriors of Dale and Knights of Dale.
Many years later it was Bard, the descendant of Girion, who finally felled the beast; however, Lake-town was destroyed in the process and its people were forced to take refuge in the ruins of Dale. Following the Battle of the Five Armies, Dale was rebuilt and began to grow into a city that once more stood proud and tall. It took many years for Dale to reach its former glory but, with the help of the Dwarves, eventually the city was restored. At the time of the War of the Ring, it is Bard’s grandson, Brand, who is king of Dale, and the city’s armies have been built up to the greatest level they have ever reached. The archers of Dale still possess the exceptional skill with a bow that their ancestors had, whilst the warriors are adept fighters that constantly train to hone their skills. The Knights of Dale are the city’s most elite warriors, trained to fight with both spear and shield to impale foes as they charge towards them in battle. When Sauron’s messenger comes to Dale, Brand sends them away empty-handed and begins to prepare for war – a war that will come all too swiftly upon both Dale and Erebor.
ARMY BONUS “Girion, Lord of the City, rallied his Bowmen to Fire upon the Beast” – Captains of Dale and Warriors of Dale have their Shoot value improved to 3+.
STRENGTHS
WEAKNESSES
Exceptional Shooting – Thanks to the Army Bonus, Warriors and Captains of Dale have a Shoot value of 3+. Couple this with their Strength 3 Esgaroth bows and you have some of the best archers in the game!
No Fight 6 Heroes – Whilst the Heroes of Dale are impressive, none are quite at the same level as the greatest heroes of Men such as Aragorn, Isildur or Prince Imrahil, which means they have no Fight value 6 or higher heroes.
Decent Fight value – The armies of Dale are made up of elite fighters, and this is represented by the fact that every model in the army has a Fight value of 4 or higher.
No Cavalry – The Dale army contains no Cavalry, meaning they may struggle to keep up with faster moving armies. Make sure you have plenty of archers to shoot those fast-moving targets.
Solid Leaders – Brand, Bard II, and even Girion, are all great leaders for a Dale force, each bringing their own benefits to the battlefield.
KEY MODELS BRAND, KING OF DALE The king of Dale, Brand is all but essential to a Dale force that represents the city at the time of the War of the Ring. A Fight value of 5, 3 Attacks, 3 Wounds and a Defence of 7 make Brand a tough fighter on the battlefield. Also, should he be Trapped at the start of a fight, he may re-roll a dice to win the fight and one To Wound, allowing him to get stuck into the fray.
BARD II, PRINCE OF DALE Like his father, Bard II is an excellent Hero for a Dale force with similar characteristics to Brand. Like all Knights of Dale, Bard has the Wall of Blades special rule that represents the style of defensive formation that the Knights of Dale are known for. Should he be charged by an enemy model then Bard II will gain a bonus of +1 when rolling To Wound in the ensuing fight!
WARRIORS OF DALE Every Dale army will want to have a contingent of Warriors of Dale. Relatively cheap in points, you can really get quite a few of them into your force. However, it is the archers that are the key. With a 3+ Shoot value, and Strength 3 Esgaroth bows, the Warriors of Dale are the best archers the race of Men have to offer.
GIRION, LORD OF DALE If you are building your Dale army to represent the city at the time of the coming of Smaug, then you will absolutely want to include Girion in your list. Girion not only possesses a Strength 4 great bow, but also has the Rapid Fire special rule allowing him to shoot multiple times in a turn. He can also take a Windlance to help him take down those larger targets if needed.
BRAND, KING OF DALE...................................................................................110 POINTS (MAN, DALE, INFANTRY, HERO) – HERO OF LEGEND The grandson of Bard the Bowman, Brand was the king of Dale at the time of the War of the Ring. Though he had been approached by the Nazgûl to join with Sauron, when the armies from the east marched to war upon Erebor, Brand rallied his people to stand beside the Dwarves of the Lonely Mountain against the Easterling threat. Every bit as skilled as his bloodline would suggest, Brand fought valiantly in the Battle of Dale, but was, unfortunately, slain facing impossible odds. Mv F S 6" 5/3+ 4
D 7
A 3
W 3
C 5
M 3
W 3
F 1
WARGEAR Heavy armour, sword and shield.
SPECIAL RULES Lord of Dale ACTIVE – A ruler of great integrity, Brand is loved by his people who will follow their liege into battle even when the war seems to go ill. Brand’s Stand Fast! is 12" rather than 6".
HEROIC ACTIONS • Heroic Resolve • Heroic Strike • Heroic Strength
If your force contains Brand, King of Dale, or Bard II, Prince of Dale, then it may not also include Girion, Lord of Dale. Additionally, ignore the Allies Matrix for the Garrison of Dale army list. Instead, they will be Historical Allies with Erebor Reclaimed, so long as the list contains Dáin Ironfoot, King Under the Mountain, or Thorin III Stonehelm. They will be Convenient Allies with The Dead of Dunharrow, Fangorn, The Fellowship, The Fiefdoms, Halls of Thranduil, Lothlórien, Minas Tirith, The Misty Mountains, The Rangers, Rivendell, Rohan, The Shire and Wildmen of Drúadan. They will be Impossible Allies with all other army lists.
Stoic Fighter ACTIVE – Even when fighting against seemingly-impossible odds, Brand will fight to the bitter end. At the start of a Fight involving Brand, check to see if he would be Trapped should his side lose the Duel roll, with the exception of if a friendly model can Make Way for Brand. If Brand would be Trapped, he may re-roll a single D6 to win the Duel roll, and a single D6 when rolling To Wound.
BARD II, PRINCE OF DALE..............................................................................100 POINTS (MAN, DALE, INFANTRY, HERO) – HERO OF VALOUR Bard II is the son of King Brand, and the heir to the throne of Dale. Having joined the ranks of the Knights of Dale at a young age, Bard quickly developed an exceptional martial skill, one worthy of the name that had been bestowed upon him, and rose through the ranks to eventually become commander of the Knights. At the Battle of Dale, Bard fought alongside his father against the Easterling army. Though his father was slain and their forces driven back to Erebor, Bard, along with Thorin III Stonehelm, rallied his people to push out from Erebor, facing the Easterling armies head-on and winning a great victory. Mv F S 6" 5/3+ 4
D 7
A 3
W 2
C 6
WARGEAR Heavy armour, spear, sword and shield. HEROIC ACTIONS • Heroic Resolve • Heroic Strike • Heroic Defence
M 3
W 2
F 2
SPECIAL RULES Wall of Blades ACTIVE – With their shields at the ready, the Knights of Dale point their weapons forward, forcing their foes to risk the sharpbladed spears if they are to meet them in combat. This model gains a bonus of +1 To Wound when making Strikes with their spear against a model that charged them this turn.
KNIGHT OF DALE .................................11 POINTS (MAN, DALE, INFANTRY, WARRIOR) Mv F S 6" 4/4+ 3
D 6
A 1
W 1
C 4
WARGEAR Heavy armour, spear, sword and shield. SPECIAL RULES Wall of Blades ACTIVE – With their shields at the ready, the Knights of Dale point their weapons forward, forcing their foes to risk the sharp-bladed spears if they are to meet them in combat. This model gains a bonus of +1 To Wound when making Strikes with their spear against a model that charged them this turn.
Founded by the ancestors of Girion, and reinstated under the rule of King Bard following the rebuilding of Dale, the Knights of Dale have ever been the elite of the city’s armies, tasked with protecting the royal families of Dale upon the battlefield. Clad in thick plated armour, and wielding both shields and spears, the Knights of Dale are highly-skilled warriors and are often led by the princes of Dale. At the time of the War of the Ring it is the king’s own son, Bard II, that commands the Knights of Dale.
WINDLANCE.........................................................................................................75 POINTS (SIEGE ENGINE) Forged by the Dwarves of Erebor and gifted to the city of Dale to protect its walls, a Windlance is a weapon of exceptional craftsmanship. This war engine launches barbed spears towards the enemy, powerful enough to pierce all but the most impenetrable armour or hide, and is cleverly designed so only a single Man of Dale is required to fire it if needed. It was a Windlance that Girion, Lord of Dale, used to launch a Black Arrow at the Dragon Smaug; though it did not slay the beast, it did loosen a scale that would one day prove to be Smaug’s downfall. Siege Engine Windlance
Strength (10)
Defence 10
Wounds 3
CREW A Windlance is a small Siege Engine and is crewed by two Warriors of Dale with armour and sword. One of these is automatically the Siege Veteran. All crew members have the Man, Dale, Infantry and Warrior keywords. A Windlance has the Superior Construction upgrade. Mv F S 6" 4/4+ 3
D 4
A 1
W 1
C 3
OPTIONS Upgrade Siege Veteran to Dale Engineer Captain ...........50 points Additional Crew..........................................................7 points each SPECIAL RULES Accurate – A war machine of Dwarfish-make, the Windlance is easier to aim than the siege engines of other races. When firing the Windlance at a battlefield target, the shot only scatters 3" rather than 6".
T
o the east of Mirkwood lies the great Dwarven realm of Erebor, ruled over by Thrór, the Last King Under the Mountain. Over the years, Erebor has forged a great alliance with Dale, City of Men, and its lord, Girion. Trade is prevalent between Erebor and Dale, with the Dwarves using the grand markets of Dale to sell their wares across Middleearth and in return provide the armouries of Dale with finely-wrought weapons. Yet the greatest asset these allies provide each other is a combined strength-in-arms. It is commonplace for a small band of Dwarves from Erebor and Men from Dale to be tasked with the defence of an outpost, one that provides great benefits to both realms. Bands such as these often end up forming close bonds as they hone their skills side-by-side in the wild lands of Middle-earth, both sharing their talents and experiences with the other.
STARTING BATTLE COMPANY 2x Warriors of Erebor with shield 1x Warrior of Erebor with spear 1x Warrior of Dale with shield 1x Warrior of Dale with shield and spear 1x Warrior of Dale with Esgaroth bow
ADVANCEMENTS Warrior of Erebor – Grim Hammer Warrior of Dale with spear and shield – Knight of Dale
REINFORCEMENTS D6 Result Nothing 1 Warrior of Dale with choice of 2-3 weapon Warrior of Erebor with choice 4-5 of weapon Roll on Special chart 6 SPECIAL D6 Result Grim Hammer 1-3 Knight of Dale 4-6
ARMY SPECIFIC HERO UPGRADE Skilled Training – Constantly training and honing their skills with their allies, the Hero has become an expert in hand-to-hand combat. The Hero may re-roll results of a 1 when making a Duel roll.
Erebor Reclaimed
EREBOR RECLAIMED
T
he kingdom of Erebor has long been one of the greatest kingdoms of the Dwarves in Middle-earth. The single solitary peak, also known as the Lonely Mountain, lies east of Mirkwood forest and just north of the Long Lake. The vast wealth of Erebor is unmatched by any kingdom of the Dwarves and is kept deep within the mountain. However, it would be the greatest asset of Erebor that would also prove to be its downfall. During the reign of King Thrór, disaster fell upon the Lonely Mountain. Word of the great wealth of Erebor had reached the ears of Smaug, a great Dragon from the northern lands. The temptation of such a vast treasure was enough to drive Smaug to Erebor in order to claim it for his own. It was on a single terrible day that Smaug sacked not only Erebor, but also burned the city of Dale to the ground. Routing the Dwarven armies, Smaug claimed the mountain for his own and Thrór’s people were cast out into Middle-earth. Some 170 years later, a company of Dwarves led by Thorin Oakenshield, the grandson of Thrór, set out to reclaim their homeland from the clutches of Smaug. With the help of Gandalf the Grey and Bilbo Baggins, the Dwarves were able to fulfil their quest and take back Erebor.
ARMY COMPOSITION This army may include: Thorin Oakenshield, King Under the Mountain; Dáin Ironfoot, King Under the Mountain; Thorin III Stonehelm; Balin the Dwarf, Champion of Erebor; Dwalin the Dwarf, Champion of Erebor; Kíli the Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of Erebor; Bifur the Dwarf, Champion of Erebor; Bofur the Dwarf, Champion of Erebor; Bombur the Dwarf, Champion of Erebor; Ori the Dwarf, Champion of Erebor; Nori the Dwarf, Champion of Erebor; Dori the Dwarf, Champion of Erebor; Óin the Dwarf, Champion of Erebor; Glóin the Dwarf, Champion of Erebor; Dáin Ironfoot, Lord of the Iron Hills; Iron Hills Captains; Iron Hills Dwarves and Iron Hills Goat Riders. Dáin Ironfoot, Lord of the Iron Hills counts as a Hero of Valour if taken as part of an Erebor Reclaimed army list.
However, their journey was far from over. Outside their gates, a host of Men of Esgaroth and Elves of the Woodland Realm had gathered to ask Thorin for their share of the treasure that was promised to them. Refusing to honour his pledge to the Men of the Lake, Thorin had sent word to his cousin Dáin, Lord of the Iron Hills, who marched upon Erebor and to war. Yet as the Dwarves of the Iron Hills arrived, and prepared to wage war upon Thranduil’s people, the legions of the Pale Orc emerged from beneath the earth and forced the Dwarves once more into war. Though ultimately the Dwarves were victorious, the battle claimed the lives of Thorin and his heirs. At the time of the War of the Ring, Erebor is still ruled by Dáin Ironfoot. Though he is now a very old Dwarf and is well past his prime, Dáin is still a formidable and stubborn ruler. When the Nazgûl came to Erebor in search of the One Ring, and offered Dáin one of the lost Dwarven Rings of old, the king would have nothing to do with the servants of the Dark Lord, sending them away empty handed. Instead, Dáin prepared for war, ensuring that every Dwarf within Erebor was armed and ready for the incoming assault that would no doubt swiftly descend upon them and their allies.
ADDITIONAL RULES Thorin, and all twelve Champions of Erebor, may be deployed as one warband if you wish, so long as the warband contains no other models.
ARMY BONUS “Will you follow me, one last time” – All friendly Erebor Dwarf models gain the Du Bekâr! special rule. Friendly models may treat Dáin Ironfoot, King Under the Mountain, as Thorin Oakenshield for the purpose of this special rule.
STRENGTHS
WEAKNESSES
Excellent Choice of Heroes – There are simply loads of Heroes to choose from in the Erebor Reclaimed list, with each one having their own distinct role. This means there will almost always be one to suit any needs you may have.
Slow Moving – As they have shorter legs than Men and Elves, Dwarves move slower across the battlefield and this can mean they take too long to reach their objective. Make sure you consider some Goat Riders if you require some speed.
High Defence – Dwarves are naturally tough, and this is represented by their high Defence characteristics, which even reaches 9 in some cases.
Expensive Troops – Elite warriors means a high points cost, and the Erebor list certainly is elite! Though you may often be outnumbered, you will be making up for a lack of quantity with an abundance of quality.
Strong Troops – The Iron Hills Dwarves are a hardy race who are highly trained in the art of warfare. In the Strategy Battle Game they have a Strength of 4, which can really pack a serious punch on the battlefield.
KEY MODELS DÁIN IRONFOOT, KING UNDER THE MOUNTAIN Dáin is the natural choice to lead an Erebor Reclaimed list focused around the War of the Ring and it’s easy to see why! Though he may have lost a step in battle since his prime, Dáin is still a formidable foe to face in-game. As his axe, Barazantathûl, is Master-forged, Dáin can swing it with as much ease as a standard axe whilst still packing as much punch as a two-handed axe. Dáin’s Stand Fast! also covers the entire board, making him the ideal leader for your force. THORIN III STONEHELM Dáin’s son and heir, Thorin Stonehelm, is another solid choice for an Erebor army. Like his father, Thorin has an exceptional stat line with Fight 6, 3 Attacks, and 3 points each of Might, Will and Fate. However, it is Thorin’s Cool-headed rule that makes him stand out, giving him the chance to swap his Heroic Actions if needed, and also the chance to regain Might spent when declaring them.
IRON HILLS DWARVES These stalwart and hardy fighters are the key to any Erebor Reclaimed list. With their high Strength, high Defence and the Shieldwall special rule, these Dwarves are an all-but impenetrable front line when the fighting happens and amongst the best warriors in the game for their points cost.
DWALIN THE DWARF, CHAMPION OF EREBOR Having survived the Battle of the Five Armies, Dwalin also fought at the Battle of Dale. This means that, regardless of which time period you choose, you can include Dwalin in your force – and with a Strength of 5, the potential to have 4 Attacks, and the Fearless special rule, it is a hard choice to leave Dwalin out of any army list you put together.
DÁIN IRONFOOT, KING UNDER THE MOUNTAIN ...............................................130 POINTS (DWARF, EREBOR, INFANTRY, HERO) – HERO OF LEGEND Having succeeded his cousin, Thorin Oakenshield, as King Under the Mountain, Dáin has ruled Erebor ever since the Battle of the Five Armies. Though he is now burdened by many years, Dáin is still a mighty warrior and a direct descendant of Durin, and can still hold his own upon the battlefield. Though age may have begun to get the better of him, and he may not be as great a warrior as he once was, the sight of Dáin Ironfoot is still enough to inspire all those around him to never surrender whilst he still stands. Mv F S 5" 6/4+ 4
D 8
A 3
W 3
C 7
M 3
W 3
F 1
SPECIAL RULES Fearless
WARGEAR Heavy Dwarf armour and Barazantathûl.
Venerable PASSIVE – Dáin is incredibly old, and not as agile as he once was.
Barazantathûl ACTIVE – This is a Master-forged hand-and-a-half axe.
Whenever Dáin makes a Jump, Leap or Climb test, he will roll two dice and pick the lowest result.
HEROIC ACTIONS Heroic Resolve • Heroic Strike • Heroic Strength • Heroic Challenge
King Under the Mountain ACTIVE – Dáin’s authority is unmatched among the Dwarves, and they will follow him to the bitter end.
•
Friendly Erebor Dwarf models, including Hero models, will benefit from Dáin’s Stand Fast! regardless of range.
THORIN III STONEHELM .........................................................................................................110 POINTS (DWARF, EREBOR, INFANTRY, HERO) – HERO OF VALOUR Thorin III is the son of Dáin Ironfoot, and has inherited much from his father, including the same martial prowess that Dáin was famed for. Though he has gained much from Dáin, and is like his father in many ways, Thorin possesses a calmer and more cool-headed nature, which lends itself well to tactical insight upon the battlefield. Yet this does not mean that he is less formidable when he goes to war, and those who underestimate the Dwarven prince are swiftly cut down. It was during the Battle of Dale where Thorin came into his own, driving back the Easterling forces from Erebor and avenging the death of his father. Mv F S 5" 6/4+ 4
D 8
A 3
W 2
C 6
M 3
W 3
F 3
WARGEAR Heavy armour, shield and hand-and-a-half pick. HEROIC ACTIONS Heroic Strike • Heroic Strength • Heroic Defence •
SPECIAL RULES Cool-headed ACTIVE – Many wars against the enemies of Erebor have made Thorin adept in reading the battlefield and changing his tactics with the ebb and flow of battle. Whenever Thorin declares a Heroic Action, roll a D6. On a 5+, no Might is spent and the Heroic Action is free. Additionally, if Thorin declares a Heroic Action and an enemy model subsequently declares a Heroic Action, Thorin may choose to change the type of Heroic Action he has declared.
If your force contains Dáin Ironfoot, King Under the Mountain, or Thorin III Stonehelm, then all models in this Army List change their Iron Hills keyword for the Erebor keyword. Additionally, your force may not also include the following models from the Erebor Reclaimed army list: Thorin Oakenshield, King Under the Mountain; Kíli the Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of Erebor; Balin the Dwarf, Champion of Erebor; Bombur the Dwarf, Champion of Erebor; Ori the Dwarf, Champion of Erebor; Óin the Dwarf, Champion of Erebor; Dáin Ironfoot, Lord of the Iron Hills. Also, Dwalin may not take a War Goat. Additionally, ignore the Allies Matrix for the Erebor Reclaimed army list. Instead, they will be Historical Allies with the Garrison of Dale, so long as the list contains Brand, King of Dale, or Bard II, Prince of Dale. They will be Convenient Allies with The Dead of Dunharrow, Fangorn, The Fellowship, The Fiefdoms, Halls of Thranduil, Lothlórien, Minas Tirith, The Misty Mountains, The Rangers, Rivendell, Rohan, The Shire and Wildmen of Drúadan. They will be Impossible Allies with all other army lists.
Lothlórien
LOTHLÓRIEN
T
o the east of the Misty Mountains is the woodland realm of Lothlórien. Within its boughs and branches reside the Galadhrim Elves who have kept it a safe haven from Evil beings that would seek to gain a foothold in their lands. The Lady Galadriel rules all of Lothlórien, with the Lord Celeborn at her side; they came to live within Lothlórien during the Third Age following the loss of its previous lord, and they have kept it safe ever since. The Elves of the Galadhrim are every bit as skilled as their kin who live in Rivendell and Mirkwood, possessing great proficiency with both blade and bow when they fight in defence of the Lady of Lórien. Their steeds, though rare, have been reared within the woodland and have developed an ability to ride swiftly through the forest where other mounts would struggle to move quickly. Never once has the Golden Wood fallen whilst the Galadhrim defend it, for their skill is far greater than any who have dared to assault Lothlórien, and the Lady Galadriel harbours a great power with the Elven Ring Nenya that she uses to protect her woodland home.
ARMY COMPOSITION This army may include: Galadriel; Celeborn; Haldir; Rúmil; Orophin; Galadhrim Captains; Wood Elf Captains; Galadhrim Stormcallers; Galadhrim Warriors; Galadhrim Knights; Guard of the Galadhrim Court; Wood Elf Warriors and Wood Elf Sentinels.
With the power of the Dark Lord growing, Galadriel had sent an army of Galadhrim to Helm’s Deep to aid the Rohirrim in their war against Isengard. Yet this has left Lothlórien itself vulnerable to attack, and Sauron will not hesitate to seize any chance to wage war upon the Lady of Light who he considers to be his greatest threat in Middle-earth. At the same time as he unleashes armies of Orcs and Easterlings upon Erebor and Mirkwood, Sauron has commanded a contingent of Orcs to assault Lothlórien. The Galadhrim are now thrust into a war against Orcs and the Moria Goblins that have come down from the Misty Mountains to join in the battle under the trees. Those Elves that have remained in Lothlórien must fight with all they have to protect the Golden Wood from falling and to defend the lord and lady of Lórien. Though Galadriel can stave off some of the assault with the power of her Elven Ring, the Elves must be prepared to fight their attackers as they cross the Anduin and into their homeland. Though diminished in number by aiding the Rohirrim, the armies of Lothlórien are by no means weak and will prove to be a powerful foe for those who attempt to burn down the Golden Wood.
ARMY BONUS “They say a Great Sorceress lives in these Woods…” – Friendly Lórien models gain the Resistant to Magic special rule.
STRENGTHS
WEAKNESSES
Good Heroes – The Heroes available to Lothlórien each have their own place in an army, giving you plenty of options to overcome almost any challenge thrown at you.
Expensive Models – Whilst the Galadhrim are exceptional both with blade and bow, they cost a lot of points for the privilege. Prepare to be outnumbered in many fights; though with their high Fight value the Galadhrim should be able to weather the storm.
High Fight Value – Elves are perhaps the greatest warriors in Middle-earth, having lived for thousands of years honing their skills. This is represented by their Fight value, which is never below 5. Exceptional Shooting – With their Elf bows having a Strength of 3, and with each Elf possessing a Shoot value of 3+, Elves are amongst the greatest archers in Middle-earth.
No Mounted Heroes – Whilst the Heroes from other Elven kingdoms are often mounted, those from Lothlórien keep their feet firmly on the ground. Whilst this means they may lack raw hitting power, their strength is usually in aiding those around them.
KEY MODELS GALADRIEL The Lady of Lothlórien herself is the ideal Hero for this army. Being a Hero of Legend, she can lead a total of 18 warriors in her warband, and her combination of Heroic Defence, Nenya and the Terror special rule means that she will not be an easy model to take down in a fight. However, Galadriel is most useful when casting any one of her array of Magical Powers. From Blinding Light to protect her troops from missile weapons, to Immobilise to stop enemy Heroes in their tracks, to Blessing of the Valar to restore Fate, Galadriel is an excellent support Hero.
RÚMIL The Warden of Caras Galadhon, Rúmil is an excellent fighter in a Lothlórien force. Whilst other Heroes focus more on pure killing power, Rúmil is much more defensively minded. His Fight value of 6 means that he can stave off most enemies, and his Swift Parry special rule means he can force an enemy model to re-roll a dice in a fight, making it very hard to shift Rúmil from a place he is defending.
OROPHIN................................................................................................................................................85 POINTS (ELF, LÓRIEN, INFANTRY, HERO) – HERO OF FORTITUDE The brother of Haldir and Rúmil, Orophin has spent centuries guarding the borders of the Golden Wood. Whilst Haldir has trained as a skilled archer, and Rúmil has mastered a defensive style of combat, Orophin has spent his years becoming a skilled swordmaster capable of striking his foes with lightning speed. When Haldir marches to the defence of Helm’s Deep, Orophin remains in Lothlórien with Rúmil in order to protect its borders against the armies that Sauron would send against them, commanding the Galadhrim ranks from the front. Mv F S 6" 6/3+ 4
D 6
A 3
W 2
C 6
WARGEAR Heavy armour and two Elven-made swords. HEROIC ACTIONS Heroic Strength
•
M 3
W 1
F 1
SPECIAL RULES Whirl of Blades ACTIVE – With a flash of steel, Orophin can land a flurry of strikes upon his foe before they have time to react. If Orophin rolls one or more natural 6s when making a Duel roll, then any dice that roll a natural 6 will make double the number of Strikes they would normally make when rolling To Wound. Note that any Strikes doubled in this way will not double again if the model Orophin is fighting is Trapped.
Halls of Thranduil
HALLS OF THRANDUIL
T
o the north of the forest of Mirkwood lies the great Elven kingdom of the Wood Elves. For centuries, the Elves of Mirkwood have resided in the forest, keeping the evil creatures that dwell in its depths at bay. Yet these Elves are not like the rest of their kin; they are considered to be less wise than their counterparts in Rivendell and Lothlórien; but also a more dangerous people that will not hesitate to defend their homes with force if they feel threatened. Ever since the War of the Last Alliance, it has been Thranduil the Elvenking who has ruled over the Elves of Mirkwood. Thranduil is a proud, yet stubborn king and gives little thought for the well being of any outside his kingdom; not concerning himself with those that are not his kin. Even as the Dragon, Smaug, sacked Erebor, Thranduil did not provide aid to the Dwarves as they had refused to return gems of great value to the Elvenking some years previous. Quite what happened between the two races remains a mystery, but it is true that for many years the Dwarves and Elves harboured a great disdain for each other.
ARMY COMPOSITION This army may include: Thranduil, King of the Woodland Realm; Legolas Greenleaf, Prince of Mirkwood; Tauriel; Palace Guard Captains; Mirkwood Elf Captains; Mirkwood Ranger Captains; Palace Guard; Mirkwood Elves; Mirkwood Cavalry; Mirkwood Rangers and Wood Elf Sentinels.
Throughout the Third Age, the armies of Mirkwood have proven themselves to be a fearsome enemy. At the Battle of the Five Armies, the Elves of Mirkwood fought alongside the Men of Lake-town and the Dwarves of Erebor, albeit begrudgingly, against the onslaught of Azog’s legions of Gundabad Orcs. Though they suffered heavy losses, the Elves and their allies were ultimately victorious, and the battle rekindled some of the alliances that once stood between Men, Elves and Dwarves. Years later, when news that the One Ring had been discovered reached Mirkwood, Thranduil dispatched his son, Legolas, to Rivendell in order to learn what he could. However, whilst Legolas joined the Fellowship of the Ring on their quest to Mount Doom, Thranduil and his people stayed within their kingdom. With evil creeping once more back into the world, the beasts of the forest had become more vicious and unruly, causing a major threat to the Woodland Realm. The Elves could not avoid conflict for long, as soon Sauron sent an army of Orcs northwards to assail their lands, bringing death upon Thranduil’s people and thrusting them into a war that would take every ounce of strength that the Elves could muster in order to prevail.
ARMY BONUS “The Elves of Mirkwood are not like their Kin. They are less Wise, and more Dangerous” – Mirkwood Rangers from this force do not count towards the army’s Bow Limit. Additionally, whilst they are within 3" of Thranduil, all Palace Guard Captains, Mirkwood Elf Captains, Palace Guard Mirkwood Cavalry and Mirkwood Elves will also gain +1 to their To Wound rolls when making Strikes.
STRENGTHS
WEAKNESSES
High Fight Value – Elves all have a Fight value of 5 or higher, meaning they will be more likely to win the fight. Winning more fights means more chances to kill your foes.
Low Model Count – Elves are elite fighters, and pay the points cost for the privilege. Be prepared to have your force outnumbered in most of its battles.
Mirkwood Rangers – As Mirkwood Rangers don’t count towards your Bow Limit, you can potentially have a list where every model can shoot with an Elf bow.
Expensive Heroes – The Heroes themselves cost a lot of points, even the unnamed Captains. You’ll need to make sure you get a lot out of them in order for them to be worth their points.
Army Bonus – The Army Bonus means that certain models near Thranduil get +1 To Wound. This is a huge advantage, especially when fighting enemies with a high Defence.
KEY MODELS THRANDUIL, KING OF THE WOODLAND REALM Naturally, Thranduil is the most important model to the army. Unlike most Heroes, Thranduil can be customised to fulfill whichever role you need him in. If you need a defensive leader then you can simply have him as he is with no added wargear and save on points. However, if you require a Hero to take on anything before him, then load Thranduil up with his Elk, armour, extra sword and the Circlet of Kings and let him loose on the enemy! LEGOLAS GREENLEAF, PRINCE OF MIRKWOOD The son of Thranduil, Legolas is the greatest archer in Middle-earth. His Deadly Shot special rule means he can target any enemy model in range and Line of Sight and hit them on an unmodifiable 2+. It doesn’t matter if his target is in combat, behind a tree or other models, or even protected by Blinding Light or Pall of Darkness, Legolas can still hit them on a 2+!
PALACE GUARD CAPTAINS These captains are a great addition to any Halls of Thranduil force, providing a high Defence and Fight value Hero to the front ranks. However, their real benefit is the fact that when they are near their king they gain a bonus of +1 to their Fight value, making them reach a whopping Fight 7! Couple this with the +1 To Wound from the Army Bonus and a Palace Guard Captain is a formidable foe.
MIRKWOOD RANGERS The Mirkwood Rangers are exceptional archers and do not count towards the force’s Bow Limit meaning you can have as many as you can fit into your army. Add in their Knife Fighters special rule and they can even hold their own in a fight.
The Beornings
THE BEORNINGS
I
t is not just the Elves and evil creatures that live within the forest of Mirkwood. On the very edges of the forest, in the Vales of Anduin, dwell the Beornings; a small collection of woodsmen who have lived in this area for many years. They followed the skin-changer known as Beorn, and his son Grimbeorn after him, and lived a peaceful life keeping themselves to their own unless a need arose for them to take up arms. Though at the time when he provided aid to Thorin’s Company he lived in solitude and apart from the world, Beorn has since cultivated a small homestead in the lands around the Carrock. The community of woodsmen that now live there call themselves the Beornings, and follow Beorn’s ideals of peace and caring for all creatures. In this time, Beorn has also fathered a son, Grimbeorn, who possesses the same skin-changing abilities as his father; though Grimbeorn does not have the same short-temper that his father is famed for, and is instead a more measured and rational leader.
ARMY COMPOSITION This army may include: Beorn; Grimbeorn and Beornings.
The Beornings tasked themselves with keeping the trails between the Misty Mountains and their homes free of Orcs, Goblins, and other evil beings, for Beorn’s ancestors had been tortured and killed at the hands of Orcs until it was only he who survived. When called upon to fight, the Beornings arm themselves with huge axes that require great strength to lift, and powerful bows carved from yew. Wielding these weapons with a ferocity to match the skin-changers they follow, the Beornings are a dangerous foe and one that cannot be underestimated; something many Orcs have found out all too late. In the years before the War of the Ring, Beorn and his people kept the lands near their homestead clear of Orcs, making it safe for friendly-folk to travel there – for a price. However, as Sauron’s power has grown and the War of the Ring has begun, command of the Beornings has fallen solely to Grimbeorn who now continues his father’s work. Yet as Sauron’s forces invade Mirkwood and wage war upon the Elves, the Beornings are forced to take up arms against this new threat and engage in a battle for their homes.
ARMY BONUS Whilst the Beornings are not an army list in their own right, they do have their own Legendary Legion on page 90 that has been purpose built to represent the Beornings on the battlefield. It is this Legendary Legion that we will be talking about here.
STRENGTHS
WEAKNESSES
Bears! – Both Beorn and Grimbeorn can transform into huge bears. Not only is that awesome in and of itself, but they can cause some major damage to an opponent’s battle lines!
Very Small Numbers – A Beorning force will have a very small model count, which can be an issue in certain Scenarios. Good job that every model has multiple Wounds to make up for it!
Strong Warriors – Quite literally! The Beornings are naturally strong Men and so they have a Strength of 4. Couple this with the fact they are Burly and have a hand-and-a-half axe, the Beornings can cut swathes out of any army.
Risky Heroes – Beorn especially can be quite a risk, especially as his ferocious nature means he must charge if able. Make sure the rest of the force can help him out if he gets swamped.
Multiple Wound Warriors – The Beornings each have 2 Wounds, and this makes taking them down far more difficult than the majority of warriors.
No Spear Support – The Beornings have no access to spears in their army and so cannot support each other. On the other hand, the Beornings all have 2 Attacks to make up for this.
KEY MODELS BEORN Beorn is the greatest of the skin-changers, able to turn into a huge bear almost at will. He is also the best fighter available to the Beornings with a Fight value, Strength and Defence of 8 whilst in bear form. He also causes Terror and is Fearless himself, meaning that he can always charge whatever he wishes to. Beorn can also utilise his Crushing Strength to try to crush enemies that are foolish enough to be caught in his huge paws.
GRIMBEORN Like his father, Grimbeorn has the power to transform into a bear; however, this ability diminishes slightly with each generation. Because of this, Grimbeorn is only Fight value 7 when in bear form – though Fight 7 is certainly nothing to complain about! However, as he is less ferocious than his father, Grimbeorn possesses more self-control and so doesn’t have to charge each turn – making him slightly more reliable than Beorn.
GRIMBEORN......................................................200 POINTS (MAN, BEORNING, INFANTRY, HERO) – HERO OF VALOUR Mv F S 6" 5/4+ 5
D 5
A 3
W 3
C 6
M 3
W 3
F 3
WARGEAR Hand-and-a-half axe and great bow. HEROIC ACTIONS Heroic Strike • Heroic Strength • Heroic Defence •
SPECIAL RULES Burly, Fearless, Resistant to Magic, Woodland Creature.
The leader of the Beornings, and the son of Beorn, Grimbeorn is a tall and burly woodsman who dwells in the Carrock between the Misty Mountains and Mirkwood. Much like his father, Grimbeorn possesses the ability to transform into a huge bear at will, unleashing his primal fury upon the Orcs and Goblins that dare to enter his lands. When the forces of Sauron invade Mirkwood and the home of the Beornings, Grimbeorn leads the followers of Beorn against them, using his raw power to break the forces of his enemies.
Skin-changer ACTIVE – Much like his father, Grimbeorn has the ability to transfigure his body into the shape of a bear. To change Grimbeorn’s form, the controlling player may roll a D6 at the start of Grimbeorn’s Move. On the roll of a 4+ (Might may be used to modify this roll), Grimbeorn changes shape from a man into a bear (or vice-versa). Replace the Grimbeorn model with the Grimbeorn the Bear model (or vice-versa). Grimbeorn can then continue with his move as normal, including making Charges. Grimbeorn cannot change form if there is an enemy model in base contact with him. Leader of the Beornings
PASSIVE
– Grimbeorn is wary of those not of his race.
Only Bear or Beorning models may benefit from Grimbeorn’s Heroic Actions or Stand Fast!.
Grimbeorn is Historical Allies with the Halls of Thranduil, so long as the army contains Thranduil. He is Convenient Allies with The Dead of Dunharrow, Erebor Reclaimed (so long as it includes Dáin Ironfoot, King Under the Mountain or Thorin III Stonehelm), Fangorn, The Fellowship, The Fiefdoms, Garrison of Dale (so long as it includes either Brand or Bard II), Lothlórien, Minas Tirith, The Misty Mountains, The Rangers, Rivendell, Rohan, The Shire and Wildmen of Drúadan. He is Impossible Allies with all other army lists.
GRIMBEORN THE BEAR (BEAR, MONSTER, INFANTRY, HERO) – HERO OF VALOUR Mv F S 8" 7/4+ 8
D 8
A 3
W 3
C 6
M *
W *
F *
WARGEAR Teeth and Claws. HEROIC ACTIONS Heroic Strike • Heroic Strength • Heroic Defence •
SPECIAL RULES Burly, Fearless, Resistant to Magic, Terror, Woodland Creature. *Grimbeorn is a very unusual character, in that he can shift between being a man and a bear. When he alters form, replace him with the appropriate model. Also, when he changes, he adopts the appropriate profile and characteristics. Grimbeorn’s Might, Will, Fate and Wounds remain unchanged when he changes form.
Skin-changer ACTIVE – Much like his father, Grimbeorn has the ability to transfigure his body into the shape of a bear. To change Grimbeorn’s form, the controlling player may roll a D6 at the start of Grimbeorn’s Move. On the roll of a 4+ (Might may be used to modify this roll), Grimbeorn changes shape from a man into a bear (or vice-versa). Replace the Grimbeorn model with the Grimbeorn the Bear model (or vice-versa). Grimbeorn can then continue with his move as normal, including making Charges. Grimbeorn cannot change form if there is an enemy model in base contact with him. Leader of the Beornings
PASSIVE
– Grimbeorn is wary of those not of his race.
Only Bear or Beorning models may benefit from Grimbeorn’s Heroic Actions or Stand Fast!. Crushing Strength BRUTAL POWER ATTACK – If Grimbeorn wins a Duel, instead of striking as normal, choose a losing model – that model immediately suffers a Strength 10 hit. If the To Wound roll is successful, the victim suffers another Strength 10 hit, and so on, until the victim is dead or Grimbeorn fails to wound his victim.
BEORNING.............................................................................................................................................20 POINTS (MAN, BEORNING, INFANTRY, WARRIOR) The Beornings are great woodsmen that dwell within the vales of Anduin between Mirkwood and the great river. Though few in number, they possess great strength, carrying mighty axes and great bows made of yew when they fight. Under the rule of Grimbeorn, the Beornings keep the roads between the Misty Mountains and Mirkwood clear of the servants of Sauron, though their services come at a price. If it wasn’t for the work of the Beornings, it is likely that the regions they protected would be overrun with Orcs. Mv F S 6" 5/4+ 4
D 4
A 2
W 2
C 5
WARGEAR Hand-and-a-half axe and dagger. OPTIONS Swap hand-and-a-half axe for great bow ...................................free
SPECIAL RULES Burly, Woodland Creature Followers of the Bear PASSIVE – The Beornings follow Grimbeorn into battle, and the sight of him as a great bear is enough to inspire his men to great deeds. Whilst within 6" of a friendly Bear model, this model counts as being in range of a banner. Beornings may be included in Grimbeorn’s warband.
The Easterlings
THE EASTERLINGS
T
he Easterlings are proud warriors from the east of Middle-earth, and amongst the most skilled warriors in the Rhûnish lands. Every aspect of Easterling culture is geared towards the art of warfare and improving their military prowess. Every Easterling child is taught to wield a blade as soon as they are able to hold one, becoming exceptional fighters from an early age. Their rigorous training never ceases, continuing until they are unable to hold a blade any longer or until they fall in battle. Centuries ago, the Easterlings pledged themselves to the service of Sauron and have followed him zealously ever since, with every life they take and battle they win done in the name of the Dark Lord. Every Easterling warrior is utterly dedicated to Sauron’s cause, and to fight in the Dark Lord’s name is seen as a great honour. Sauron is held with great reverence in Easterling culture, and it is the Warrior Priests that stoke this utter devotion in battle, relentlessly driving the Easterling forces forwards to war with Sauron’s enemies.
ARMY COMPOSITION This army may include: The Dragon Emperor of Rhûn; Amdûr, Lord of Blades; Rutabi, General of the Dragon Legion; Brórgîr the Conjurer; Easterling Dragon Knights; Easterling Captains; Easterling War Priests; Easterling Warriors; Easterling Kataphrakts; Dragon Cult Acolytes and Rhûnish War Drakes.
The shadowed group known as the Dragon Cult is the most highly skilled of all of the Easterling warriors; only those Easterlings that show exceptional promise in battle are recruited to join their ranks. Those that do become the Black Dragons and are trained to wield their swords with even more dexterity and ruthlessness than their brethren outside the cult. Those that progress past the level of Black Dragon become the Dragon Cult Acolytes, and it is here that the warriors are forced to learn great agility and dexterity through a series of brutal tasks. Only those that survive the gruelling training of the Acolytes will rise to the rank of Dragon Knight – the highest and most prestigious level of the Dragon Cult. At the head of the Easterling army is the Dragon Emperor of Rhûn; a warrior whose reputation is unrivalled amongst the Easterlings and tales of whom are told throughout the lands of Rhûn. In truth, very little is known about the Dragon Emperor, yet the tales of his victories are enough to command complete control over his forces. When the Dragon Emperor leads his golden-clad armies to Erebor in the name of the Dark Lord, he does so with an unbending resolve to crush those that stand against Sauron.
ARMY BONUS “No quarter was asked…” – Easterling models receive +1 Courage when their force is Broken. Additionally, once per game, in Scenarios in which a dice is rolled to see when the game ends, so long as there is at least one Easterling Hero model alive and on the battlefield, the Easterling player may choose to have the dice re-rolled if the game ends before they wish it to. If there is an Easterling contingent as part of an army that contains an alliance, this Army Bonus is only in effect if 25% or more of the total models in the army have the Easterling keyword.
STRENGTHS
WEAKNESSES
Excellent Combat Heroes – The Easterlings boast some of the best combat heroes in the game, which pack a serious punch in combat.
Warriors can be Expensive – If you choose to upgrade your warriors to Black Dragons, they do become that bit more expensive. If you go for this option then be prepared to pay more points for your troops and therefore reduce your numbers.
High Defence – Most Easterlings don heavy armour and carry shields, giving them a high Defence value that can prove difficult for enemies to cut through. Black Dragons – The Black Dragon upgrade gives your standard Easterling Warriors +1 Fight value and +1 Courage; both of which improve them massively on the battlefield.
Difficult Choices to Make – There is so much to choose from in the army list that deciding what to feature can become very difficult. Remember to have in mind what you want the army to accomplish, and then build your army list to achieve that.
KEY MODELS THE DRAGON EMPEROR OF RHÛN The greatest of the Easterlings, the Dragon Emperor is a man steeped in mystery and is a mighty foe on the battlefield. Carried into battle atop his Royal Palanquin, the Dragon Emperor can hold his own with some of the greatest heroes in Middle-earth. With a Fight value of 6, 3 Attacks, 3 Wounds, a Defence of 7 and 3 points each of Might, Will and Fate, the Dragon Emperor can go toe-to-toe with the likes of Elrond, Dáin and even Aragorn.
BRÓRGÎR THE CONJURER Brórgîr is an interesting Hero in the Easterling army list as he is the only one who is not focused around close combat. Instead, Brórgîr is one of the War Priests that accompany the Easterlings into battle and use their crude magics to give their warriors an edge. However, unlike normal War Priests, Brórgîr has a different set of powers such as Enchanted Blades and Tremor that he can use to devastating effect.
EASTERLING WARRIORS The humble Easterling Warriors are the core of any Easterling army. With a high Defence value, and the potential to be upgraded to Black Dragons, these warriors are certainly not easy to kill. They are excellent at anchoring the battle lines in place, allowing the more elite warriors and heroes to get stuck in right where they are needed.
DRAGON CULT ACOLYTES The Dragon Cult Acolytes provide a great deal of versatility on the battlefield for an Easterling force. With 2 Attacks each and a Fight value of 4, Acolytes are more than capable of holding their own in combat. They also have throwing daggers they can use as they charge into a fight, and are great at fighting over walls or barricades thanks to their Supreme Agility special rule.
THE DRAGON EMPEROR OF RHÛN..................................................................................170 POINTS (MAN, EASTERLING, INFANTRY, HERO) – HERO OF LEGEND There are few, if any, who know the true identity of the Dragon Emperor; his past being shrouded in mystery and those who speak too openly of him often vanish. In truth, the Dragon Emperor is the greatest of all the Easterlings, commanding the lands and people of Rhûn with an iron fist. The stories of his exploits are legendary amongst the Easterlings, and their warrior people are utterly devoted to his rule. It was under the Dragon Emperor’s command that Amdûr founded the Order of the Black Dragons; a warrior cult dedicated to their liege and their sole purpose to carry out his will. When Sauron commanded that the Easterlings wage war upon the north, the Dragon Emperor himself led them into battle standing upon his royal palanquin. From atop this mighty structure he wields an exquisite glaive, and it is said that he has never once been bested in a duel.
Mv F S 6" 6/4+ 4
D 7
A 3
W 3
C 6
M 3
W 3
F 3
WARGEAR Heavy armour, The Emperor’s Glaive, Helm of the Dragon Emperor and Royal Palanquin. The Dragon Emperor of Rhûn and his Palanquin counts as a single model for the purpose of working out a force’s Break Point. – Legend has it that this sleek and The Emperor’s Glaive ornate weapon once belonged to an Elven lord, until the Dragon Emperor slew him and took it for himself. ACTIVE
This is an Elven-made spear that may use the Feint special strike. Additionally, the bearer may use the Shielding special rule even though they do not have a shield. The Dragon Emperor of Rhûn may not support whilst mounted upon his Royal Palanquin. Helm of the Dragon Emperor PASSIVE – The helmet worn by the Dragon Emperor is covered in detailed scales; it is said to have been imbued with power by a Dragon long ago. The Helm of the Dragon Emperor gives him the Resistant to Magic special rule.
HEROIC ACTIONS Heroic Resolve • Heroic Strike • Heroic Strength • Heroic Defence •
SPECIAL RULES Phalanx (see page 74) Emperor of the Easterlings ACTIVE – Ruling with an iron fist, the Dragon Emperor ensures that his orders are followed and his will be done. Friendly Easterling models will benefit from the Dragon Emperor of Rhûn’s Stand Fast! regardless of range; this will also affect friendly Easterling Hero models.
If the Dragon Emperor dismounts from the Royal Palanquin for any reason, or is slain whilst riding the Palanquin, replace the Palanquin with a number of Black Dragons equal to the number of Wounds it has remaining; they do not need to make a Courage test to see if they flee. These models, along with the Dragon Emperor, should be placed within the footprint of the Palanquin. Unlike other mounts, the Dragon Emperor does not use any of the characteristics of the Palanquin; instead he always uses his own set of characteristics, even if one of the Palanquin’s is better. If the Dragon Emperor wins a Duel roll, except when shielding, then in addition to his own Strikes, the Palanquin may make a number of Strikes equal to its remaining Wounds. These Strikes are always resolved after those of the Dragon Emperor and cannot make Special Strikes. The Royal Palanquin cannot be knocked Prone for any reason, with the exception of if it is hit directly by a Siege Engine.
ROYAL PALANQUIN Mv
F
6" 4/4+
S
D
A
W
C
3
6
*
6
4
WARGEAR The Royal Palanquin is carried by six Black Dragons; each armed with shield and sword. The Black Dragons do not take up any spaces in the Dragon Emperor’s warband. This is a mount for the Dragon Emperor of Rhûn; however, it does not act like normal Cavalry and therefore will not confer the Cavalry keyword to the Dragon Emperor. Instead it will be treated as if it were an Infantry model. Whilst the Royal Palanquin has 3 or more Wounds remaining, it moves as normal. If it is reduced to 2 Wounds, its Move value is reduced to 3". If it has only a single Wound remaining, then it cannot move at all. When the Palanquin is hit by a shooting attack, the shooter must take an In The Way test to determine whether the Dragon Emperor or the Palanquin is hit. On a 1-4 the Palanquin is hit, and on a 5+ the Dragon Emperor is hit.
The Royal Palanquin, and any model riding it, cannot be affected by the Hurl or Barge Brutal Power Attacks. Additionally, the Royal Palanquin will not be moved by the Sorcerous Blast or Call Winds Magical Power, though it will still suffer any other effects if applicable. SPECIAL RULES Standards of the Emperor PASSIVE – The Royal Palanquin is adorned with the banners of the Dragon Emperor, his intimidating presence spurring them to fight harder in his name. The Royal Palanquin is a banner with a range of 12". As these banners are attached to the Palanquin itself, the Dragon Emperor of Rhûn and the Black Dragons do not suffer the -1 penalty for carrying a banner. In the Name of the Dragon Emperor PASSIVE – The sight of the Royal Palanquin fuels the Easterlings to fight with renewed vigour in the name of the Dragon Emperor of Rhûn. Friendly Easterling Warrior models within 6" of the Royal Palanquin, and who can draw Line of Sight to it, gain a bonus of +1 to their Fight value.
RUTABI, GENERAL OF THE DRAGON LEGION ..............................110 POINTS (WOMAN, EASTERLING, INFANTRY, HERO) – HERO OF VALOUR Mv F S 6" 6/4+ 4
D 7
A 3
W 3
C 5
M 3
W 2
F 2
WARGEAR Heavy armour, sword and shield. HEROIC ACTIONS Heroic Strike • Heroic Challenge •
SPECIAL RULES Master of Battle (3+), Unyielding Combat Stance
A gifted fighter even by the standards of the Easterlings, Rutabi has been trained personally by Amdûr and even the Dragon Emperor himself. This has seen her rise swiftly through the ranks of the Easterling army to be one of the Emperor’s most trusted commanders. A cold and ruthless fighter, Rutabi will not hesitate to sink her blade into her enemy, taking pride in watching their life ebb away. There are few who have crossed blades with Rutabi and lived to tell the tale; for she is bereft of mercy and will slay any warrior she defeats.
Phalanx ACTIVE – Easterlings drill endlessly so that they can fight in tightly-knit formations, bristling with bladed pikes. Easterling models can use pikes and shields at the same time without penalty. Furthermore, should an Easterling model on foot with this special rule lose a Duel roll, up to two other models that also have the Phalanx special rule can Make Way instead of one. Show No Mercy ACTIVE – Rutabi will give no quarter to her foe; mercilessly cutting down those who cannot escape her blade. When making Strikes against an enemy model that is Trapped, Rutabi may reroll failed To Wound rolls.
BRÓRGÎR THE CONJURER..........................80 POINTS (MAN, EASTERLING, INFANTRY, HERO) – HERO OF FORTITUDE Mv F S 6" 3/4+ 3
D 5
A 1
W 2
C 4
M 2
W 5
F 2
WARGEAR Heavy armour and Easterling battle stave (can be used as a spear or two-handed axe). HEROIC ACTIONS Heroic Channelling
•
SPECIAL RULES Sorcerous Adept ACTIVE – Brórgîr has practiced his art for many years, becoming a skilled user of dark magics.
Brórgîr is the head of the Easterling War Priests, those who have pledged themselves to worshipping the Dark Lord and do so with a frenzied devotion. Whilst most War Priests practise a basic form of magic, Brórgîr has delved deeper into various scrolls and texts in order to develop his own powers. In battle, Brórgîr is able to imbue the weapons of his allies with a mystical force, and even splinter the very ground before him.
Each time Brórgîr rolls a natural 6 when making a Casting test, he will regain a single Will point after resolving the effects of the Magical Power. MAGICAL POWERS Bladewrath Fury (Easterling) Enchanted Blades Tremor
Range 12" 6" 12" 6"
Casting 2+ 3+ 4+ 5+
DRAGON CULT ACOLYTE..........................11 POINTS (MAN, EASTERLING, INFANTRY, WARRIOR) Mv
F
6" 4/4+
S
D
A
W
C
3
4
2
1
4
WARGEAR Armour, throwing daggers and two swords. SPECIAL RULES Unyielding Combat Stance Supreme Agility PASSIVE – The Dragon Cult Acolytes are light on their feet and wear very little armour, making them able to scale walls and leap fences with remarkable ease. A model with this special rule gains a bonus of +2 to Jump, Leap and Climb tests. Additionally, a model with special rule will automatically pass all In The Way tests to Strike a model that is defending a barrier or a doorway. Within the Dragon Cult, only those who show true promise will progress from the Black Dragons to the Dragon Cult Acolytes. It is here within the Order that the Acolytes learn to develop the great sense of agility and dexterity that they require to become fully-fledged Dragon Knights. Yet the trials are rigorous, Acolytes donning much lighter armour to aid their fluid movement, and they will often spend hours on end forced to evade the blades and arrows of their sparring partners as they hone their skills.
RHÛNISH WAR DRAKE.................................................................................................................20 POINTS (DRAKE, INFANTRY, WARRIOR) These territorial, reptilian creatures harbour a vicious nature; their powerful jaws can snap a man’s arm in two, and the venom they inject slowly leaves their prey weakened and helpless. It is little wonder that leaders of the Easterlings hold these creatures in high esteem, for owning one provides with it a certain status. Unlike other Dragon-like creatures, Rhûnish War Drakes are slower with a more stocky build. Often an Easterling army will contain some of these creatures; not only are they dangerous beasts but also the pride of the Dragon Cult. Mv
F
6" 4/6+
S
D
A
W
C
4
5
2
2
4
WARGEAR Armour, teeth and claws. SPECIAL RULES Terror, Venom Slow-acting Venom PASSIVE – Rhûnish War Drakes do not kill quickly; instead they inject a venom that will gradually weaken their prey until they are helpless. Any model that suffers a Wound from a Rhûnish War Drake, but is not slain, reduces their Fight value and Attacks by 1 (to a minimum of 1) for the remainder of the game. Once an enemy model has been affected by this special rule, it cannot be affected again for the remainder of the game, even if wounded by a different Rhûnish War Drake.
THE EASTERLINGS
I
t is said of the Easterlings that there is no mannish culture in Middle-earth so devoted to warfare, with every Easterling, male and female, learning to fight with spear and sword from their youth. Those who take their devotion to martial matters further will supplicate themselves at one of the many warrior shrines across the land, and there learn the art of bladecraft under the brutal tutelage of the Dragon Knights, in the hope of one day being raised to become one of their chosen ‘Black Dragons’. To this end, aspirants will venture forth from their warrior shrine to test themselves, either against the fighters of other shrines or, preferably, against the dwellers of other lands. A warband that succeeds in this task does not become rich in the conventional sense, for wealth is of no consequence to those who walk the blade-path. Indeed, any treasures plucked from the fallen are offered to their shrine as proof of their feats in battle. Victories inevitably draw more like-minded soldiers to their ranks, and while many warbands eventually dwindle and fail through defeat, the greatest will return back to their shrine triumphant, faces scarred from battle and their packs bulging with plunder taken from the vanquished.
STARTING BATTLECOMPANY 2x Easterling Warriors with shield 2x Easterling Warriors with pike and shield 2x Easterling Warriors with bow ADVANCEMENTS Easterling Warrior – Black Dragon with equivalent wargear
REINFORCEMENTS D6 Result Nothing 1 Easterling Warrior with shield 2 Easterling Warrior with pike 3 and shield Easterling Warrior with bow 4 Easterling Warrior with 5 choice of weapon Roll on Special chart 6 SPECIAL D6 Result Easterling Kataphrakt 1-4 Rhûnish War Drake (Rare 2). 5-6 A Rhûnish War Drake cannot gain experience and therefore cannot become a Hero.
ARMY SPECIFIC HERO UPGRADE Skilled Duellist – An expert fighter, the Hero seeks out, and issues a challenge to, the leaders of the opposition, eager to prove themselves against the mightiest opponents in Middle-earth. When fighting an enemy Hero, this Hero may force their opponent to re-roll one of their dice in the Duel roll.
BLACK DRAGONS
W
ithin the ranks of the Easterling army are the Black Dragons; a mysterious warrior cult fanatically dedicated to warfare in the name of Sauron. It is within this cult that many Easterlings undergo vigorous and ruthless training in order to hone their martial skills and dexterity. Should they survive their training, then they will become a Dragon Knight, one of the most elite warriors in the Easterling armies. As part of their training, it is not unheard of for a band of Black Dragons to venture out into Middle-earth in order to accomplish gruelling tasks in the name of the Dark Lord. Often, these bands of Black Dragons will be accompanied by some of the Dragon Cult Acolytes, those who have progressed from a Black Dragon and are nearing their goal of becoming a Dragon Knight. The Acolytes see leading these bands of Black Dragons as a chance to show that they have completed their training, and are ready to prove themselves as a fully fledged Dragon Knight.
STARTING BATTLECOMPANY 1x Dragon Cult Acolyte 2x Black Dragons with shield 1x Black Dragon with pike and shield 1x Black Dragon with bow ADVANCEMENTS Black Dragon – Dragon Cult Acolyte
REINFORCEMENTS: D6 Result Nothing 1 Black Dragon with shield 2 Black Dragon with pike 3 and shield Black Dragon with bow 4 Black Dragon with choice 5 of weapon Roll on Special chart 6 SPECIAL D6 Result Black Dragon Kataphrakt 1-3 Dragon Cult Acolyte 4-6
ARMY SPECIFIC HERO UPGRADE Skilled Duellist – An expert fighter, the Hero seeks out and issues a challenge to the leaders of the opposition, eager to prove themselves against the mightiest opponents in Middle-earth. When fighting an enemy Hero, this Hero may force their opponent to re-roll one of their dice in the Duel roll.
Mordor
MORDOR
T
he Black Lands of Mordor have been the stronghold of Sauron since he fled to Middle-earth, and ever since then the threat of war has hung over the free peoples. Even after his defeat during the War of the Last Alliance, Sauron has continued to reclaim the power he lost and by the closing years of the Third Age, he has regained much of his former strength and is prepared to launch a fullscale assault on the lands of Middle-earth in his quest to find the One Ring. Whilst much of Sauron’s forces are focused upon Gondor to the west, and his puppet Saruman has unleashed the legions of Isengard upon the Rohirrim, there are other kingdoms that stand against the Dark Lord that Sauron intends to crush with an iron fist. To the north, the kingdoms of Erebor and Dale have refused to join the Dark Lord’s cause, and Sauron cannot risk them marching south to war against his forces. To prevent this, Sauron strikes first by sending a golden host of Easterlings to conquer the kingdoms of Men and Dwarves that refused to bow to him, and claim them in his name.
ARMY COMPOSITION This army may include: The Witch-king of Angmar; Khamûl the Easterling; The Dark Marshal; The Undying; The Shadow Lord; The Tainted; The Knight of Umbar; The Betrayer; The Dwimmerlaik; Ringwraiths; Shelob; Gothmog, Lieutenant of Sauron; Gothmog’s Enforcer; The Mouth of Sauron; Razgûsh, War Leader of the North; Goroth, Captain of the Morannon; Shagrat, Captain of Cirith Ungol; Guritz, Master of Reserves; Gorbag, Orc Captain; Grishnákh, Orc Captain; Zagdûsh, Orc Captain; Kardûsh the Firecaller; Muzgúr, Orc Shaman; Orc Captains; Orc Shamans; Orc Taskmasters; Orc Drummers; Morannon Orc Captains; Captains of the Black Guard; Black Guard Drummers; Black Númenórean Marshals; Mordor Uruk-hai Captains; Mordor Troll Chieftains; Great Beasts of Gorgoroth; Orc Warriors; Orc Trackers; Warg Riders; Morgul Stalkers; Morannon Orcs; Black Guard of Barad-dûr; Black Númenóreans; Morgul Knights; Mordor Uruk-hai; Mordor Trolls; Mordor Siege Bows and Mordor War Catapults. The Witch-king of Angmar counts as a Hero of Legend if taken as part of a Mordor army list.
Yet the Men and Dwarves to the north are not the only threat to Sauron. The Elves have constantly stood against his designs to rule and they too must be crushed if Sauron is to regain full dominion over Middle-earth. As the Easterlings assail Erebor and Dale, Sauron has sent a large force of Orcs through Mirkwood to attack the halls of Thranduil the Elvenking. As they march through the forest, the Orcs draw to them the evil beings that dwell within its depths and a full-scale assault upon the Woodland Realm begins. At the same time, Sauron has sent a much smaller force to attack Lothlórien, which has drawn many of the Moria Goblins down from the Misty Mountains to fight. The aim of this force is not to earn victory alone, but rather to hold up the Galadhrim for long enough for Sauron’s armies at Mirkwood and Erebor to claim victory and congregate upon Lothlórien before burning it to the ground. Together, the armies of the Dark Lord are perhaps the most formidable evil forces that Middle-earth has ever seen; if they cannot be stopped from achieving the Dark Lord’s plans then the entire world will be plunged into darkness.
ARMY BONUS “Our Enemy is Ready, His full Strength gathered” – Whilst you have more models on the board than your opponent, friendly Mordor Warrior models gain +1 Courage and may re-roll 1s To Wound when making Strikes.
STRENGTHS
WEAKNESSES
Ringwraiths – Magical Powers are a great way to control the flow of a battle, and the Nazgûl are some of the best magic users in the game.
Low Courage – Orcs are not exactly the bravest race in Middle-earth, and without a hero to keep them fighting, they may well flee when the going gets tough.
Huge Choice of Heroes – There are so many heroes in the Mordor army to choose from, you’ll be able to find a hero to suit any situation.
Too much Choice! – The Mordor army list is huge. With so many different profiles, you will have to make some tough decisions when forming your force.
Cheap, Effective Warriors – The likes of Mordor Orcs and Morannon Orcs are cheap warriors, meaning you can get a pretty sizable force of them on the battlefield.
Unreliable Shooting – Orcs have never been very accurate with a bow and possess a Shoot value of 5+. Don’t expect too much from your archers in-game. Catapults, on the other hand…
Plenty of Elite Choices – The Mordor army also has access to some excellent elite choices, such as the Black Guard of Baraddûr, that can add some extra punch to your force.
KEY MODELS THE SHADOW LORD One of the nine Ringwraiths, the Shadow Lord has perhaps one of the best abilities for keeping your Orcs from being torn to shreds by incoming bow fire. His Pall of Darkness special rule means that, if he spends a point of Will, all shooting attacks that target a model within 6" of him will only ever hit on the roll of a 6. As Mordor armies are often out-shot by pretty much every other faction, this is really handy for making sure your army reaches the enemy largely unscathed! RAZGÛSH, WAR LEADER OF THE NORTH Razgûsh is the leader of the forces sent to attack Mirkwood, and is a pretty fearsome foe on the battlefield. With a stat line to rival that of the other war leaders such as Gothmog and Shagrat, Razgûsh really packs a hefty punch when he gets stuck into the fight. However, Razgûsh’s biggest asset is the fact that he is particularly adept at killing Elves. With his Hatred (Elf) and Elfbane special rules, Razgûsh can cleave through even the mightiest of Elven Heroes with ease. KARDÛSH THE FIRECALLER An Orc who has been trained in the dark arts of magic by the Ringwraiths, Kardûsh is a very unusual character in-game. His Flameburst Magical Power allows Kardûsh to deal some real damage from range and potentially even Set Ablaze enemy models. Unlike normal Orc Shamans, Kardûsh can regain Will points meaning that he isn’t useless when he runs out of Will. All it costs is to sacrifice a friendly nearby Orc – a small price to pay…
WARG RIDERS Cheap and hard-hitting Cavalry, Warg Riders are often overlooked in Mordor armies. Not only do they have a decent Strength of 4, but they are also ideal for capturing objectives, escaping the board if needed, or picking up relics. As they are cheap in points, it is no huge loss if they are slain or used to capture objectives, but if your opponent underestimates them then they can be powerful on the charge.
RAZGÛSH, WAR LEADER OF THE NORTH ...................................................................110 POINTS (ORC, MORDOR, INFANTRY, HERO) – HERO OF VALOUR As the Easterlings assault Erebor, Sauron has sent an army of Orcs to attack the Woodland Realm of Mirkwood. It is Razgûsh that has been tasked with commanding the Mordor forces and bringing the realm of Thranduil to its knees. An Orc general with a feared reputation, Razgûsh has led many attacks on the kingdoms of the Elves across the Third Age, slaying many of their kind in every battle and weakening their power. As he leads his army of Orcs through Mirkwood, Razgûsh draws the beasts of the forest to him and prepares to unleash his forces upon the Halls of Thranduil. Mv F S 6" 5/4+ 4
D 7
A 3
W 3
C 5
M 3
W 3
F 1
WARGEAR Heavy armour, Bone-breaker and shield. Bone-breaker ACTIVE – This is a mace. Additionally, enemy models do not receive any bonus for an Elven-made weapon when fighting against Razgûsh. HEROIC ACTIONS Heroic Strike • Heroic Strength •
SPECIAL RULES Elfbane, Hatred (Elf) The Beasts of Mirkwood PASSIVE – As his armies march through Mirkwood, the creatures of the forest begin to join with them as they attack the Woodland Realm. Orc Captains in the same army as Razgûsh may include Bat Swarms, Mirkwood Spiders, Giant Spiders and Fell Wargs in their warband as if they were from the Mordor army list.
War Leader of the North PASSIVE – Razgûsh commands Sauron’s armies of Mordor Orcs in the north, and fuels their hatred for the Elves they are to wage war with. Razgûsh may only include Orc Warriors, Warg Riders, Giant Spiders, Mirkwood Spiders, Fell Wargs and Bat Swarms in his warband. Additionally, Orc Captains, Orc Warriors and Warg Riders in the same army as Razgûsh gain the Hatred (Elf) special rule.
MUZGÚR, ORC SHAMAN............................................................................................................70 POINTS (ORC, MORDOR, INFANTRY, HERO) – HERO OF FORTITUDE Quite where this unassuming Orc learned his dark powers shall forever remain a mystery, yet the fact persists that Muzgúr is one of the few Orcs who have mastered the crude powers he now wields. Unlike the Orc shamans that drive those nearby into a frenzy, Muzgúr prefers to use more subtle forms of magic – namely those that render his foes weak and helpless against the forces of Mordor. It has even been said that Muzgúr draws his powers by slaying his enemies. Mv F S 6" 4/4+ 4
D 5
A 2
W 2
WARGEAR Armour, dagger and spear. HEROIC ACTIONS Heroic Channelling • Heroic Defence
C 4
M 2
W 4
F 1
SPECIAL RULES Power from Death ACTIVE – Through some dark magic, Muzgúr is able to siphon power from the death of his enemies. Whenever Muzgúr slays an enemy model in combat, he immediately regains a single point of Will spent earlier in the battle.
•
MAGICAL POWERS Drain Courage Wither Transfix
Range 12" 12" 12"
Casting 2+ 3+ 4+
Dark Denizens of Mirkwood
DARK DENIZENS OF MIRKWOOD
M
irkwood is not simply the home of the Wood Elves that reside within the Halls of Thranduil the Elvenking; the forest is also home to all manner of foul and evil creatures that lurk within the gloom and stalk the ground of the forest in search of those who have wandered far from the safety of the paths. Many have been the unwary travellers who have strayed too far from the safe passage of Mirkwood never to be heard from again. There are many creatures of terror within the forest; however, none are quite as feared or as deadly as the Spider Queen. This huge and bloated spider is one of the children of Ungoliant who made Mirkwood her home centuries ago, though quite when she took up residence within the boughs of Mirkwood’s trees is unknown. Yet ever since her arrival within Mirkwood, the forest has become a dangerous place to dwell and her thirst for blood is unquenchable. Though its exact location is a mystery, her lair lies deep within the forest’s winding paths and any who have ventured there, whether willing or not, have not returned.
ARMY COMPOSITION This army may include: The Spider Queen; Mirkwood Spiders; Giant Spiders; Bat Swarms and Fell Wargs.
The Spider Queen did not come to Mirkwood alone, and as she migrated to the forest, spiders from nests all across Middle-earth joined her. Areas of Mirkwood are now overrun with the foul creatures, and entering such places can only spell death for those that are careless or foolish enough to do so. However, the Spiders are not the only creatures of Mirkwood. Swarms of blood-hungry bats circle overhead, whilst packs of ravenous Fell Wargs stalk the dimly lit trails of the forest in search of prey. Whilst these creatures may not strictly be allies, they all have the same purpose; to feast upon those that fall foul of the forest’s secrets. As the Dark Lord’s armies march to war upon Thranduil’s kingdom, they must go through the forest and its various pathways. Though at first the Orcs are seen as simply another meal, the Spider Queen is no mere beast and her cunning mind sees the potential for her and her kin to form a temporary alliance so they can feast on sweeter meats elsewhere.
ARMY BONUS Beasts of Mirkwood – So long as your army includes the Spider Queen, warbands composed entirely of Warg models do not need a Hero to lead them if they number six or more models; warbands composed entirely of Spider models do not need a Hero to lead them if they number two or more models; and warbands composed of a mixture of models do not need a Hero to lead them if they number ten or more models. Instead, one Warrior within the warband takes on the role of the warband’s captain for the purpose of deployment.
STRENGTHS
WEAKNESSES
Venom – All of the spiders have either Venom or Poisoned Fangs, meaning they can re-roll some or all of the dice to wound.
Low Defence – Naturally, the creatures of Mirkwood don’t wear armour and so have a low Defence value. Make sure you make the most of the terrain to protect them.
Fast Moving – Bats, Spiders and Wargs are all fast creatures, so you’ll likely be able to outmanoeuvre your opponent on the battlefield.
Only one Hero – The Spider Queen is the only Hero in the list and therefore the only source of Might. Be prepared to have less Might than your opponent in most of your games.
High Strength – With Strength 4 on the Wargs, 5 on the Spiders, and a whopping 6 on the Spider Queen, the beasts of Mirkwood can cut, bite and claw their way through even the thickest of armour.
No Shooting – Bats, Wargs and Spiders cannot wield bows (imagine if they could!), and so will be out-shot by any army.
KEY MODELS THE SPIDER QUEEN The Spider Queen is a deadly foe to face. With a Fight value of 6, 2 Attacks, 3 Wounds and a Strength of 6, plus the fact she has the Monstrous Charge and Venom special rules, she will kill almost anything she gets to charge. She can also spawn Broodlings mid-battle, which can be used to grab objectives, trap enemies or even appear behind enemy lines in order to attack softer targets.
BAT SWARMS Bat Swarms are the fastest and most manoeuvrable models in the army thanks to the fact they can fly. Not only this but they also halve the Fight value of any enemy they are in combat with. Coupling one of these with a charging Spider Queen will more often than not result in whatever has been charged being swiftly slain.
MIRKWOOD SPIDERS Whilst they are not as good in a fight as their Giant Spider kin, Mirkwood Spiders have a different trick up their sleeves. They can shoot sticky webbing at their foes in an attempt to bind them, which has the same effect as the Paralyse Magical Power and leaves their prey as an easy target to feast on without being able to fight back.
FELL WARGS Not as fast as Bat Swarms, and not as deadly as Spiders, the Fell Wargs may seem to be the worst models in the army at first glance; however, they do have some great advantages on the battlefield. Firstly, they are cheap models that are still fast and so can make up the numbers in your force. They are also the ideal objective grabbers as you then don’t need to send a more important model to collect an objective. Finally, their Fell Sight rule means they can still charge even if they cannot see their target.
Legendary Legions
LEGENDARY LEGIONS
O
ver the vast history of Middle-earth, there have been countless wars, battles and skirmishes that have shaped the future of its races and peoples, and all have been fought by heroes and warriors that have given their all for their cause. These individuals have not always been from the same armies, kingdoms, or even races, but nonetheless they fought and died together on the battlefield, weaving their names into the great tapestry of Middle-earth’s ever-growing story. A Legendary Legion is a different way of selecting your army for a battle. Each represents those fighting forces that were present at a specific battle or point in time within the history of Middle-earth, either from the books or the movies, by providing a bespoke army list with all of the relevant Heroes as well as a series of special rules to faithfully encapsulate the feel of the moment you are representing on the tabletop.
HOW DO THEY WORK? A Legendary Legion is a standalone army list that is separate from all of the others presented elsewhere. It will list all of the profiles that can be used when fielding it, as well as any wargear that can be taken by the units and Heroes included. This may mean that a profile that could normally take a certain piece of wargear may not be able to take that piece of wargear in a Legendary Legion if it does not fit the specific theme of the list. Alternatively, some profiles may come with certain wargear already built into their points cost, ensuring that the relevant wargear is always taken. When this is the case, the wargear will be stated in the profile’s entry and its points value will have been adjusted accordingly. A Legendary Legion will often be made up of profiles that would normally not be in the same army list. This is intentional as it allows players to create a force that is thematic and fits the specific snapshot or moment from the books or movies that the Legendary Legion represents.
When a Legendary Legion lists a profile that can be used in the army list, the profile can be found either in this supplement or in Armies of The Lord of the Rings or Armies of The Hobbit. Additionally, Hero models will keep the same Heroic Tier that they are presented with in their specific profile, unless otherwise stated. All Legendary Legions will have a series of special rules that will help set them apart from the other army lists available. Each special rule will help to add to the character of the army and really evoke the feeling that you are playing with the force directly out of the books or movies.
Additionally, Legendary Legions will often have a list of restrictions that players must abide by in order to use that army list. This could be anything from making sure that all models are mounted, or having a certain Hero lead the army – anything that gives the army a better feel for the scene it is representing. As Legendary Legions are meant to represent a specific point in time, there are a few differences between them and the normal army lists found in Armies of The Lord of the Rings and Armies of The Hobbit. 1) THEY CANNOT ALLY
Legendary Legions focus on key moments from the books and movies, and as such they will already contain all of the relevant profiles that can be used within the army list. Because of this, they cannot ally with any other army lists under any circumstances. 2) THEY DON’T HAVE AN ARMY BONUS
Whilst other army lists have an Army Bonus to reward players for taking a pure force, Legendary Legions go one step further. Whilst they don’t have an Army Bonus as such (mainly because they must always be pure forces by their very nature), they will have a series of additional special rules instead; all of which are listed on the relevant Legendary Legion’s page.
3) HERO MODELS CAN LEAD WARRIOR MODELS THEY COULD NOT NORMALLY LEAD
Often, a Legendary Legion will encompass various profiles from multiple different army lists. When building your force using a Legendary Legion, Hero models from the list may lead any of the Warrior models from the same list – even if they would not normally be able to do so. This allows players to fully build an army that mirrors the scene that the Legendary Legion is trying to replicate. This supplement includes the next set of Legendary Legions that we are introducing to the game, with each one representing a force that was important in defending the northern lands or seeking to see them fall. Over the next few pages, we will introduce you to these Legendary Legions; providing you with the full list of profiles available to them, as well as all of the additional rules and special rules that govern how to create forces that accurately and faithfully recreate the scenes that they are derived from.
The Army of Dale
THE ARMY OF DALE
A
t the foot of the Lonely Mountain sits the Kingdom of Dale, a great city of Men that has long been the ally of the Dwarves that dwell within Erebor. Famous for its markets, Dale has enjoyed much prosperity across its years and has become famed as a beacon of trade in the north. Following the city’s destruction by the Dragon Smaug, it was rebuilt by Bard the Bowman, who was descended from the lords of Dale, following the death of Smaug and the Battle of the Five Armies, and once more stands proud. At the time of the War of The Ring, it is Bard’s grandson, Brand, who rules the city of Dale. A just and noble leader worthy of the crown he now bears, Brand is a king that is loved by his people. His son, Bard II, was named after Brand’s grandfather and is a warrior of great martial prowess. Bard II has risen through the ranks of the Knights of Dale, and now commands these skilled warriors on the field of battle.
The armies of Dale are a well-disciplined military force, one that can hold their own against almost any enemy that would dare wage war upon them. Ever since the coming of Smaug, the archers in Dale have honed their skill with their powerful Esgaroth bows so that they may unleash a hail of arrows upon any who threaten them. The archers themselves are regarded as amongst the best the race of Men has to offer. At the close of the Third Age, the city of Dale is preparing for war. The heralds of the Dark Lord have come to the city to try to gain King Brand’s allegiance in the coming wars, something that the king refused to give. In doing so, Dale must now be prepared to fight for their homes against the armies of the Dark Lord. Yet when they fight as a cohesive military force, the armies and war machines of Dale are among the most envied in all of Middle-earth.
ARMY COMPOSITION BRAND, KING OF DALE ...................................110 points
WARRIOR OF DALE ...........................................7 points
War horn..................................................................30 points Banner......................................................................25 points • Esgaroth bow .............................................................2 points • Shield ..........................................................................1 point • Spear ...........................................................................1 point •
BARD II, PRINCE OF DALE ................................100 points CAPTAIN OF DALE ..........................................50 points • •
Esgaroth bow .............................................................5 points Shield .........................................................................5 points
•
WINDLANCE .................................................75 points KNIGHT OF DALE ...........................................11 points
• •
Upgrade Siege Veteran to Engineer Captain...........50 points Additional Crew.................................................7 points each
ADDITIONAL RULES •
An Army of Dale force must always include Brand, King of Dale, who is always the army’s leader.
SPECIAL RULES Skilled Bowmen – Ever since the time of Girion, the Men of Dale have been skilled archers armed with powerful Esgaroth bows. Captains of Dale and Warriors of Dale have their Shoot value improved to 3+.
Protect the King! – As Brand leads his armies into battle, those who fight for him will give their lives in defence of their king should they need to. Friendly Dale models gain the Sworn Protector (Brand) special rule.
Designer’s Notes: This Legendary Legion represents the armies of Dale at the end of the Third Age. As King of Dale, Brand is integral to the force itself; being the only Hero of Legend the army has access to, but also as every model gains the Sworn Protector (Brand) special rule, it is very important that he remains alive. The force possesses some of the best archers in the game as, when part of the Legendary Legion, Warriors of Dale gain a 3+ Shoot value. This makes shooting with their Esgaroth bows very reliable, and these Strength 3 bows can cause some serious damage at range. In combat, the Army of Dale will be looking to utilise Bard II and the Knights of Dale in order to form a deadly defensive wall that an opponent will not wish to charge unless they have to.
Defenders of Erebor
DEFENDERS OF EREBOR
T
he Dwarves of Erebor and the Men of Dale have been firm allies for many decades; the two great kingdoms mutually benefitting one another with the Dwarves forging armour and weapons for the Men of Dale, and some to sell in the city’s famous markets. Even following the coming of Smaug and the Dragon’s ultimate fate, the two kingdoms have rekindled their old alliance and once more become firm allies. At the close of the Third Age, it is Dáin Ironfoot who rules Erebor. Though he is still a formidable fighter, Dáin’s age has begun to catch up with him. His fearsome temper has subsided somewhat in his waning years and he is no longer as spry as he was in his youth. His friendship with the kings of Dale reaches back to the aftermath of the Battle of the Five Armies when Bard the Bowman ruled the city, and continues to this day through Bard’s grandson, Brand of Dale.
When Sauron sent an army of Easterlings to wage war upon Erebor and Dale, the two armies banded together to defend each other. Together their combined forces fought to save their homes and drive off the eastern invaders. Both Man and Dwarf fought side-by-side against their foes, striving to protect their people that were giving their all to defend, not only their own homelands, but also those of their long-standing allies. The combined forces of Dale and Erebor are a sight to behold. Rank upon rank of stubborn and heavily-armoured Dwarves stand alongside the highly-trained warriors of Dale. At the forefront of the armies stand the kings, Dáin and Brand, along with their sons, Thorin III Stonehelm and Prince Bard II of Dale. Should their fathers fall defending each other in battle, the heirs of the kingdoms will be ready to continue the fight against the armies of the Dark Lord.
ARMY COMPOSITION DÁIN IRONFOOT, KING UNDER THE MOUNTAIN ........................130 points
BARD II, PRINCE OF DALE ................................100 points
THORIN III STONEHELM.................................110 points
•
CAPTAIN OF DALE ..........................................50 points •
Esgaroth bow .............................................................5 points Shield .........................................................................5 points
DWALIN THE DWARF, CHAMPION OF EREBOR....115 points IRON HILLS DWARF.........................................11 points BIFUR THE DWARF, CHAMPION OF EREBOR ........65 points
Banner......................................................................25 points Exchange shield for crossbow......................................1 point • Spear ...........................................................................1 point • Exchange shield for mattock .............................................free •
•
BOFUR THE DWARF, CHAMPION OF EREBOR .......65 points NORI THE DWARF, CHAMPION OF EREBOR .........80 points
IRON HILLS GOAT RIDER .................................20 points DORI THE DWARF, CHAMPION OF EREBOR .........75 points WARRIOR OF DALE ...........................................7 points
War goat...................................................................10 points Exchange war spear for mattock.......................................free
War horn..................................................................30 points Banner......................................................................25 points • Esgaroth bow .............................................................2 points • Shield ..........................................................................1 point • Spear ...........................................................................1 point
BRAND, KING OF DALE ...................................110 points
KNIGHT OF DALE ...........................................11 points
GLÓIN THE DWARF, CHAMPION OF EREBOR .......90 points
•
•
IRON HILLS CAPTAIN ......................................80 points • •
ADDITIONAL RULES A Defenders of Erebor force must always contain at least one named Erebor Hero model, and at least one named Dale Hero model. • Only Erebor Hero models may lead Erebor Warrior models. • Only Dale Hero models may lead Dale Warrior models. • All models with the Iron Hills keyword replace it for the Erebor keyword. •
SPECIAL RULES Long-standing Alliance – Dale models within 1" of a friendly Erebor model re-roll 1s To Wound during the Fight phase. Additionally, Erebor models within 1" of a friendly Dale model re-roll 1s To Wound during the Fight phase. A Bond Forged in War – If either Dáin or Brand would be Trapped at the start of the Fight phase, then the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, then they must move as close as possible to their Trapped ally.
The Heirs to the Kingdoms – If either Thorin III Stonehelm or Bard II would be Trapped at the start of the Fight phase, then the other may declare a Heroic Combat without spending Might. If successful, they must join their Trapped ally’s fight if possible. If this is not possible, they must move as close as possible to their Trapped ally. Royal Bloodlines – Friendly models within 3" of Dain Ironfoot, Thorin III Stonehelm, Brand, King of Dale and Bard II, Prince of Dale count as being in range of a banner.
Designer’s Notes: The Defenders of Erebor Legendary Legion represents the combined armies of Erebor and Dale that fought against the Easterling threat. It is designed to allow players to recreate any part of the Battle of Dale, whether this is the fight outside the gates of Erebor led by Dáin and Brand, or the final push out from the mountain led by Thorin and Bard following their fathers’ deaths. The Legion also contains the surviving members of Thorin Oakenshield’s company that did not go to Moria who would have fought at the battle: Dwalin, Nori, Dori, Glóin, Bifur and Bofur. However, although Bombur is still in Erebor – he is too fat to move and now cannot fight any more!
The Beornings
THE BEORNINGS n the edges of Mirkwood, within the Vales of Anduin, lives a collection of woodsmen known as the Beornings. These great Men are the followers of Beorn the skin-changer, and his descendants after him; and they have kept the paths and passages through the vales and the surrounding lands free from Orcs and other foul beings for many years.
O
The Beornings themselves are large and powerful, possessing strength greater than that of most other races of Men. Though they are few in number, and are unable to transform into the shape of a bear themselves, the Beornings are still a formidable foe. Arming themselves with great axes or bows of yew, the Beornings will fight alongside their leaders regardless of their form, being spurred on by the sight of a great bear tearing towards those that threaten their homes.
Though Beorn lived alone when Thorin’s Company came to his house on their quest to Erebor, he has since then grown a small community within his homestead around the Carrock. Beorn has also produced a son, Grimbeorn, who possesses the same gift as his father in the ability to transform into a great bear at will. Both Beorn and Grimbeorn have tasked themselves and their people with ridding their lands of Orcs in revenge for how their ancestors had been captured and tortured at the hands of the Pale Orc long ago.
In the years before the War of the Ring, it was Beorn who led his people against those that invaded their lands; fighting off the likes of Orcs, Wargs and Goblins from his homestead. However, by the time the Third Age was coming to a close, command of the Beornings had fallen solely to Grimbeorn, who continued his father’s work to ensure the paths between the Misty Mountains and Mirkwood were clear for friendly folk.
ARMY COMPOSITION BEORN .........................................................200 points
BEORNING ....................................................20 points •
Swap hand-and-a-half axe for great bow ..........................free
GRIMBEORN .................................................200 points
ADDITIONAL RULES • •
If a Beornings force includes both Beorn and Grimbeorn, then Beorn will automatically be the leader. Friendly models may benefit from Beorn’s Heroic Actions. Additionally, Beorning models may benefit from Beorn’s Stand Fast!
SPECIAL RULES Great Resilience – When in their powerful bear-like forms, both Beorn and Grimbeorn are all but oblivious to the pain inflicted by their enemies.
Natural Resistance – The Beornings have been subjected to the strange powers of Mirkwood for many years, and have grown accustomed to its magics.
Whenever a friendly Bear model suffers a Wound, roll a D6. On a 5+ the Wound is ignored just as if a point of Fate had been spent.
Friendly models gain the Resistant to Magic special rule.
Charge of the Bear – The force of a great bear charging is enough to send even the toughest and most sure-footed foe sprawling to the ground.
Fuelled by Fury – When outsiders threaten their lives, those capable of changing form will do so without hesitation. Beorn and Grimbeorn do not need to roll for their Skinchanger special rule; they can transform at will.
Whilst they have the Bear keyword, Beorn and Grimbeorn gain the Monstrous Charge special rule.
Designer’s Notes: The Beornings is an interesting Legendary Legion in that it allows players to recreate a Beorning force from multiple different time periods. If players want to play an army that represents the time in between the events of The Hobbit and The Lord of the Rings, then they can use both Beorn and Grimbeorn together. However, if players would rather use the force at the time of the War of the Ring, they will only be able to take Grimbeorn. This Legendary Legion is a great way to play an all-Beorning force, allowing you to have not one, but two fearsome skin-changers in your army. On top of that, they no longer need to roll to change form – they can simply do it at will. Naturally, the key feature of this force is the two great bears themselves and, when taken as part of the Legendary Legion, they become far more resilient by gaining the chance to negate any wound suffered on a 5+.
Host of the Dragon Emperor
HOST OF THE DRAGON EMPEROR
T
he Easterlings have ever been a proud warrior culture, one that pledged their service to Sauron centuries ago and followed the Dark Lord’s rule with an unwavering dedication ever since. The armies of the Easterlings are among the most skilled in the Rhûnish lands, each warrior trained to wield a blade as soon as they are able. Such martial discipline has made the Easterlings an army worthy of fighting for the Dark Lord. As Sauron prepares his final assault upon Middle-earth, he commands the Easterlings to once more march to war in his name and bring death upon his enemies. Whilst some of the Easterlings join Sauron’s forces at the Battle of the Pelennor, the majority are sent north to war with the kingdoms of Erebor and Dale who still stand in defiance of the Dark Lord.
Commanding these northern forces is the mysterious Dragon Emperor of Rhûn, the greatest of the Easterlings of the Third Age. Though none actually know the truth about the Dragon Emperor, the Easterlings have many tales of the deeds he has done in the Dark Lord’s name. With him, the Dragon Emperor brings the warriors that make up the Easterling Dragon Cults, the most skilled and unwaveringly devout of all those under the Dragon Emperor’s command. With the golden-clad warriors that form the Host of the Dragon Emperor marching upon Erebor and Dale, those that live there will be forced to give their all to defend their homes. Such is the feverish devotion that the Easterlings hold for the Dark Lord that when called upon to fight in his name they will do so without hesitation and will show no mercy to Sauron’s enemies.
ARMY COMPOSITION THE DRAGON EMPEROR OF RHÛN ...................170 points
EASTERLING WARRIOR .....................................7 points
Banner......................................................................25 points Upgrade to Black Dragon..........................................2 points • Bow .............................................................................1 point • Pike..............................................................................1 point • Shield ..........................................................................1 point •
RUTABI, GENERAL OF THE DRAGON LEGION .....110 points BRÓRGÎR, THE CONJURER ................................80 points
•
EASTERLING DRAGON KNIGHT ........................65 points
Armoured horse .......................................................15 points
EASTERLING KATAPHRAKT .............................14 points
EASTERLING CAPTAIN ....................................50 points
Banner......................................................................25 points War Drum (Easterling).............................................15 points • Upgrade to Black Dragon..........................................2 points
•
•
Swap Easterling glaive for armoured horse and sword .......................................................10 points • Bow ............................................................................5 points • Shield .........................................................................5 points •
•
DRAGON CULT ACOLYTE ................................11 points RHÛNISH WAR DRAKE ....................................20 points
EASTERLING WAR PRIEST ................................60 points •
Armoured horse .......................................................15 points
ADDITIONAL RULES •
A Host of the Dragon Emperor force must include the Dragon Emperor of Rhûn, who is always the army’s leader.
SPECIAL RULES The Dragon Cults – As the Easterlings march to war upon Erebor, the Dragon Emperor has ordered that the Dragon Cult join them on the battlefield. Easterling Warriors and Easterling Kataphrakts in warbands led by the Dragon Emperor or Easterling Dragon Knights do not need to pay the points to be upgraded to Black Dragons – this upgrade is free.
No Quarter was Asked – The Easterlings relish the art of warfare and will fight to the bitter end in the name of the Dark Lord. Easterling models receive +1 Courage when their force is Broken. Additionally, once per game, in Scenarios in which a dice is rolled to see when the game ends, so long as there is at least one friendly Easterling Hero model alive and on the battlefield, the Easterling player may choose to have the dice re-rolled if the Scenario ends before they wish it to.
Heroes of the Easterlings – The Easterlings are proud warriors whose leaders relish the chance to fight, and the assault on Erebor provides them with a platform to claim the glory they seek. Easterling Hero models may re-roll a D6 in a Duel roll.
Designer’s Notes: The Host of the Dragon Emperor represents the Easterling forces that marched to war against the combined armies of Erebor and Dale. As such, it contains the Dragon Emperor of Rhûn himself, along with some of his greatest captains in Rutabi and Brórgîr, as well as the Dragon Cults who have been commanded to deliver victory for the Dark Lord. Some players may note the absence of Amdûr; this is due to the fact that Amdûr is leading the contingent of Easterlings that waged war upon the Pelennor and, as such, is not present at the Battle of Dale. Easterling armies are an exceptional martial force that fight until the bitter end. This is represented by the fact that they keep the Easterling Army Bonus, and that Easterling Heroes may re-roll a D6 in a Duel roll, showcasing their exceptional martial skill.
Fell Beings of Mirkwood
FELL BEINGS OF MIRKWOOD
T
he dark paths of Mirkwood play home to many foul creatures; huge bloated spiders that feast upon those unfortunate travellers that stray from the forest paths linger in the boughs, whilst packs of ravenous Wargs stalk the trails of Mirkwood in the hope of finding their next meal. It is these evil creatures that Sauron plans to unleash upon the Elves of Thranduil’s Halls in order to bring the Elvish kingdom to its knees. To achieve his goal of binding the creatures of Mirkwood to his will, Sauron has sent an army of Orcs northwards led by one of his most feared war leaders. The Orc known as Razgûsh has fought many wars against Elf-kind, and has earned a reputation for being a callous and vicious leader. As Razgûsh leads his army through the forest, he draws the beasts of Mirkwood to the Dark Lord’s cause.
Amongst the evil creatures of Mirkwood, the greatest is undoubtedly the spawn of Ungoliant known only as the Spider Queen. This great and bloated spider has dwelt within the depths of Mirkwood for centuries, and has long been seeking to breach the walls of Thranduil’s kingdom and feast upon the Elves that dwell within. Finally, the opportunity has arisen and so the Spider Queen leads her children northwards alongside the Orc army led by Razgûsh. Together, the host of Orcs, spiders and other evil creatures form a fearsome army; one capable of bringing death and ruin upon the Halls of Thranduil should they go unchallenged – and should they be victorious and crush the armies of the Woodland Realm, then Sauron’s northern forces will march south again to crush what is left of Lothlórien.
ARMY COMPOSITION RAZGÛSH, WAR LEADER OF THE NORTH ...........110 points
WARG RIDER .................................................11 points
•
Banner......................................................................25 points Orc bow ......................................................................1 point • Shield ..........................................................................1 point • Throwing spears .........................................................1 point
ORC SHAMAN ................................................50 points
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ORC CAPTAIN ................................................40 points
Warg.........................................................................10 points Orc bow .....................................................................5 points • Shield .........................................................................5 points •
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ORC TRACKER .................................................5 points •
Warg...........................................................................7 points
Warg.........................................................................10 points MIRKWOOD SPIDER ........................................20 points
ORC TASKMASTER ..........................................50 points GIANT SPIDER................................................20 points ORC DRUMMER..............................................30 points FELL WARG ......................................................8 points THE SPIDER QUEEN........................................115 points BAT SWARM ..................................................35 points ORC WARRIOR .................................................5 points
Banner......................................................................25 points Orc bow ......................................................................1 point • Shield ..........................................................................1 point • Spear ...........................................................................1 point • Two-handed weapon...................................................1 point
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ADDITIONAL RULES •
A Fell Beings of Mirkwood force must always include Razgûsh, War Leader of the North, who is always the army’s leader.
SPECIAL RULES Through the Forest – Having marched through the forest of Mirkwood, the forces of Mordor have learnt how to traverse the thickly wooded terrain.
The War Leader – Razgûsh is a mighty Orc, and one who has been tasked with putting an end to the Elves that reside in Mirkwood by any means necessary.
Friendly Infantry models gain the Woodland Creature special rule.
Razgûsh gains a bonus of +1 to his Fight value when engaged with an enemy Elf model.
Death to the Elves – The Orcs and beasts of Mirkwood have long hated the Elves of Mirkwood, and now they have their chance to bring death upon them. Friendly models gain the Hatred (Elf) special rule.
Designer’s Notes: This Legendary Legion represents the Orcish forces sent by Sauron to wage war on the Elves of Mirkwood, as well as the foul forest creatures that joined them in their assault. These creatures are made up of spiders, bats and Wargs, and are led by the Spider Queen providing a powerful threat to any army they will face. As Razgûsh is the war leader sent by Sauron, it makes sense that he is the leader of the force; which also frees up the Spider Queen to get stuck into the fight without risking giving away Victory Points if she dies. Also, as Razgûsh has fought many wars against the Elves, he is seeking vengeance upon them. This hate for Elf-kind is drilled into his allies, and is represented in-game by the Hatred (Elf) special rule.
Assault on Lothlórien
ASSAULT ON LOTHLÓRIEN
S
auron’s plan to conquer the northern lands of Middle-earth is to launch a three-pronged assault upon the north’s various kingdoms. A glittering host of Easterlings has been sent to wage war upon Erebor and Dale, whilst an army of Orcs and foul creatures has marched north through Mirkwood to assail the realm of the Elvenking. Yet Lothlórien remains unchallenged, and Sauron knows that should Galadriel lead the Galadhrim against him then his armies shall fall. In a bid to hold the armies of Galadriel at bay, Sauron sends another, smaller, army of Orcs to Lothlórien. This army, whilst not large enough to win victory alone, is sent with the purpose of delaying the Galadhrim for long enough for Sauron’s forces in Mirkwood and Erebor to crush their foes, and then sweep across to Lothlórien to engage the Golden Wood in all-out war and burn it to the ground.
Knowing that Galadriel possesses great magical prowess, Sauron has sent many of his Orc Shamans to Lothlórien in the hope that they can bombard the Golden Wood with enough sorcery to drain Galadriel of some of her power. These Orcs are led by the Orc Shaman known as Muzgúr; a wily and vindictive Orc who has learnt to draw strength from the death of his foes before using his own crude form of dark sorcery to enfeeble his enemies and leave them helpless. As the Orcs continue their war with the Galadhrim, an army of Moria Goblins has snuck down from the Misty Mountains under the cover of darkness intent on joining the battles under the trees. Together, the combined forces of Orcs and Goblins, and the different dark magics they both bring with them, are a potent force; any that stand against them will have to contend with the overwhelming sorceries that they can employ if they are to survive.
ARMY COMPOSITION MUZGÚR, ORC SHAMAN .................................70 points
ORC WARRIOR .................................................5 points
Banner......................................................................25 points Orc bow ......................................................................1 point • Shield ..........................................................................1 point • Spear ...........................................................................1 point • Two-handed weapon...................................................1 point •
ORC CAPTAIN ................................................40 points
Warg.........................................................................10 points Orc bow .....................................................................5 points • Shield .........................................................................5 points •
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ORC SHAMAN ................................................50 points
WARG RIDER .................................................11 points
Warg.........................................................................10 points
Banner......................................................................25 points Orc bow ......................................................................1 point • Shield ..........................................................................1 point • Throwing spears .........................................................1 point
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DRÛZHAG THE BEASTCALLER ..........................90 points ASHRÂK ........................................................55 points
ORC TRACKER .................................................5 points MORIA GOBLIN CAPTAIN ................................35 points
Orc bow .....................................................................5 points • Shield .........................................................................5 points
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Warg...........................................................................7 points
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MORIA GOBLIN WARRIOR .................................4 points
Orc bow ......................................................................1 point Shield ..........................................................................1 point • Spear ...........................................................................1 point •
MORIA GOBLIN SHAMAN ................................45 points
•
WILD WARG CHIEFTAIN ..................................80 points MORIA GOBLIN PROWLER .................................7 points WILD WARG ....................................................7 points WARG MARAUDER .........................................30 points GIANT SPIDER................................................20 points BAT SWARM ..................................................35 points
ADDITIONAL RULES An Assault on Lothlórien force must always include Muzgúr and at least one named Goblin Hero model. Only Orc Hero models may lead Orc Warrior models. Only Goblin Hero models may lead Goblin Warrior models. • Spider models may only be included in warbands led by Drûzhag or Ashrâk. • In this Legendary Legion, Muzgúr, Drûzhag and Ashrâk are Heroes of Valour, and Shamans are Heroes of Fortitude.
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SPECIAL RULES Cover of Darkness – Any battle featuring this Legendary Legion takes place at night. As such, due to the reduced visibility, models cannot be targeted by shooting, Magical Powers or special abilities over 12" away. However, as it is much harder to avoid a shot in the dark, all shooting attacks gain a bonus of +1 when rolling To Wound. Siege Engines may still target enemy models more than 12" away, however in this situation they will only ever hit on the roll of a 6. Models with the Cave Dweller special rule can see as normal.
Ruthless Savagery – Friendly Orc and Goblin models gain a bonus of +1 To Wound in a fight in which the opposing model is outnumbered. Note that supporting models do not count for either side for the purpose of this rule. Dark Magics – Friendly models may re-roll any number of D6 when making a Casting roll. Venom-back Spiders – If your force contains Ashrâk then all Giant Spiders in your force can be upgraded to Venom-back Spiders for free.
Designer’s Notes: This Legion represents the Orcs sent to keep the Galadhrim busy, and the Goblins that joined them in their war. To represent this, the Legion has plenty of Shamans; all of whom can benefit from the Legion’s rule to re-roll casting rolls. The Cover of Darkness rule means they will always be fighting at night, making them less vulnerable to the arrows of the Elves!
Appendix
T
hough the War of the Ring thrust the many kingdoms and people of Rhovanion into war against the forces of the Dark Lord, this has not been the only time that turmoil has encompassed the northern lands. In fact, throughout the Third Age there have been many instances of the Men, Elves and Dwarves that live within Rhovanion having to defend their homes and lands against all manner of Evil. This has become all the more prevalent as the Third Age draws to a close. For, as the years of the Third Age roll by, the Dark Lord’s power grows; and as it does so the attacks of Evil beings upon the lands of Rhovanion become all the more frequent. The kingdoms of Erebor and Dale have felt this more than most; the latter years of the Third Age having not been kind to the Men and Dwarves of Rhovanion. In the year 2770 of the Third Age, the Dragon known as Smaug descended upon the Lonely Mountain and the nearby city of Men, razing Dale to the ground in gouts of flame before turning his gaze to Erebor. The Dwarves stood little chance against the power of Smaug, and the great Fire-drake sacked the mountain and claimed it, and the great treasure hoard within, for his own. Years later, it was the descendants of Men and Dwarves that proved to be the downfall of Smaug. Thorin Oakenshield and his company had set out to reclaim the Lonely Mountain, and had caused Smaug to burst forth from Erebor to enact his vengeance on the people of Lake-town that had aided the Dwarves. Yet it was here that Smaug would meet his end as Bard the Bowman slew the mighty Dragon with a Black Arrow.
Though Thorin had reclaimed Erebor, peace was not his yet. With an army of Elves and Men at his newly-regained gates, Thorin refused to honour his pledge to provide aid to the Men of Lake-town in return for their help. Yet as the Elves prepared to assault Erebor, an army of Dwarves from the Iron Hills arrived to defend the Lonely Mountain and their kin. With Men, Elves and Dwarves poised for war with one another, it was now that a great host from Gundabad and Dol Guldur, led by the Pale Orc known as Azog, descended upon the kingdom of Erebor and began the Battle of the Five Armies; perhaps the greatest battle in Rhovanion’s history. In the years following the Battle of the Five Armies, peace still eluded the kingdoms of Rhovanion; though nothing threatened to cause the same level of devastation as that done before by Smaug or the legions of Dol Guldur. Small Orc raids on the Elves of Lothlórien were commonplace, and the Elves of Mirkwood were constantly required to keep the foul creatures of the forest at bay. Even the Beornings were not at peace, having tasked themselves with keeping the paths of the Vales of Anduin free of Orcs and Evil creatures so that friendly folk may pass safely – for a price. In this Appendix, we present four additional Narrative Play Scenarios for you to play through, focussing on the events that embroiled Rhovanion in war in the years before the War of the Ring. You will be able to re-create the coming of Smaug to Dale, the epic Battle of the Five Armies, the desperate defence of Dale and one of the many times the Beornings kept the High Pass clear of Orcs.
Destruction of Dale
DESTRUCTION OF DALE
S
ince the re-founding of Erebor in the Third Age, Dale had been a prosperous city filled with laughter and trade. Its markets were known far and wide and it had become the centre of all commerce in the north. People would come from across Middle-earth to visit the city’s stalls and purchase its wares. However, Dale’s time of prosperity and good fortune was not to last. From the mountains to the north, the sound of creaking trees and rushing wind could be heard; a sound that heralded the destruction of the city of Men. Smaug, the great Fire-drake of the north, had come to claim the treasures of Erebor and to bring death and ruin to Dale.
Smaug’s arrival was terrible to behold, and huge jets of flame flooded the city as the beast unleashed fire upon it. Buildings were torched and the onceproud market stalls were reduced to naught but ash as Smaug brought his fury upon the city. It was in this moment that Girion, the Lord of Dale, made his last stand. Rallying his warriors to him, Girion commanded every able fighter to stand and take aim at the beast. The Lord of Dale himself manned the Windlance in defence of his city, firing Black Arrow after Black Arrow in an attempt to pierce Smaug’s aged and tough hide. If Girion is able to use this Dwarven war machine to pierce the Dragon’s scaled hide, the city of Men may stand a chance of surviving Smaug’s fiery wrath…
SPECIAL RULES The Coming of Smaug – The Dragon has come from the north and is circling the city, ready to unleash his wrath upon the people of Dale. At the end of the Evil player’s first Move phase, Smaug will arrive. The Evil player rolls a D6. On a 1-3, the Good player may decide which board edge Smaug arrives from. On a 4+, the Evil player may choose instead. Not Yet Loosened – The Lord of Dale is yet to leave his mark upon the great Fire-drake. Smaug is not subject to his Missing Scale rule in this Scenario. The Lord of Dale – This is the moment in history where Girion will make his last stand, and the outcome will form his legacy for years to come. Girion automatically passes all Courage tests for this Scenario. Additionally, Girion may choose to re-roll a single D6 in each turn. LAYOUT This battle takes place within Dale, City of Men. To represent this, you will want a board covered in buildings, roads, pathways and, of course, plenty of towers to fire at the Dragon from. The centre of the playing area should have the highest tower on the board (this needs to be accessible), and the Windlance should be placed on top of this – Dale’s only hope at stopping the dreaded Smaug! STARTING POSITIONS The Good player deploys their force anywhere on the board, but at least 6" from any board edge and at least 6" from the Windlance. The Evil player does not deploy Smaug; he will move onto the board on the first turn. OBJECTIVES This is a fight to the death. The Men of Dale must slay the Dragon, or perish in the attempt. The first side to wipe out their opponent is declared the winner.
PARTICIPANTS Good: Girion, Lord of Dale; 2 Captains of Dale;30 Warriors of Dale: 9 with shield, 12 with spear and shield and 9 with Esgaroth bow. Evil: Smaug.
Battle for Dale
BATTLEFOR DALE
O
n the plains of Erebor, the Battle of the Five Armies has begun. The heavily-armoured Dwarves of the Iron Hills are fighting side-by-side with the glittering host of Mirkwood in an attempt to force back the vast legions of the Pale Orc. Yet it is not just Dwarves and Elves fighting for their lives. Within the walls of Dale, the refugees of Lake-town have been thrust into a battle they did not expect, as Azog’s Trolls breach the outer walls of the city. Hordes of Gundabad Orcs, and even bigger threats, now flood the crumbling and snow-covered streets of Dale as they endeavour to capture the city for the Pale Orc.
However, those within the city are not without hope, for they have Bard the Dragon Slayer within their ranks. Holding his sword aloft, Bard leads the battered and ragged citizens of Lake-town against this new foe in defence of the city and the loved ones they hold dear, and they do not stand alone. From the plains of Erebor, Thranduil leads the remaining Mirkwood Elves towards the city of Dale in a bid to aid those within its breached walls against the throng of Orcs and Ogres that threaten to raze the once glorious city to the ground. However, if Thranduil cannot reach the inhabitants of Dale in time, they will surely perish, like the Men of Dale many years ago.
SPECIAL RULES The Elven Host – As the battle rages, the Elves charge into Dale to ensure its safety, and protect those within. At the end of the Good player’s second Move phase, the Elves move onto the board through the gates of Dale. “You’re not a Man, you’re a Weasel” – With the Master gone, Alfrid has lost all influence with the people of Lake-town. Alfrid may not use his Dubious Counsel special rule. Radagast’s Staff – After having his staff destroyed at the hands of the Necromancer, Gandalf is gifted a new one by Radagast. However, it is not always reliable, resulting in many of Gandalf’s attempts at casting Magical Powers faltering. Whenever Gandalf declares that he is casting a Magical Power, declare how many Will points are being used, then roll a single D6 before rolling to cast. On a 1 or 2, the Magical Power is not cast and any Will points declared are lost. LAYOUT This Scenario takes place within the city of Dale. The city is closely packed with houses, providing plenty of streets of various sizes in which to fight. The area within 6" of the centre of the board is clear and represents the courtyard. It is the streets that make this Scenario exciting; some should be big enough for only one or two models, whereas others should fit many more. The centre of the southern board edge represents the gates of Dale. Five Objective Markers should be placed as shown on the map. STARTING POSITIONS The Good player deploys all of their models except the Elves (these are kept aside for later) anywhere within 12" of the northern board edge. The Evil player deploys half of their models anywhere within 12" of the southern board edge, and the other half anywhere between 12" and 24" of the southern board edge. OBJECTIVES The Orcs are trying to take the city, and will not stop until all those within it are dead. The Men and Elves are trying to prevent the city falling into Orcish hands. Both forces are trying to capture key areas of Dale (represented by the markers). The game lasts until one force has been reduced to 25% of its starting number; at which point whichever side has captured the most objectives by having more models within 3" of them is the winner. Additionally, if both Thranduil and Bard have been slain, the best result the Good player can achieve is a draw.
PARTICIPANTS Good: Bard the Bowman with armour; Bain, son of Bard; Sigrid & Tilda; Percy; Hilda Bianca; Alfrid the Councillor; Gandalf the Grey; Bilbo Baggins, Master Burglar; Thranduil, King of the Woodland Realm; Mirkwood Elf Captain; 36 Lake-town Militia: 12 with shield, 12 with spear, 12 with bow; 24 Mirkwood Elves: 8 with shield, 8 with Elven-made glaive, 8 with Elf bow. Evil: 4 Gundabad Orc Captains with shield; 48 Gundabad Orcs: 24 with shield, 24 with spear; 4 Ogres.
The Battle of Five Armies
THE BATTLEOF FIVE ARMIES
T
he Dragon, Smaug, lies dead, slain by the Black Arrow fired by Bard in Esgaroth. Yet ill temperament and conflict still lie ahead. Consumed by the Dragon sickness that lies upon the vast treasure hoard of Erebor, Thorin Oakenshield refuses to honour his oath to share the wealth with the people of Lake-town; instead opting to send for his cousin, Dáin, and an army of Dwarves from the Iron Hills. Walled up in his kingdom, Thorin is approached once more by Bard, Thranduil and a glittering host of Mirkwood Elves who, thanks to Bilbo, now possess the Arkenstone. Planning to use the jewel of Thorin’s house as a bargaining piece, Bard once more confronts Thorin in an attempt to make the belligerent Dwarf honour his word. Yet Thorin will not relent, believing this to be a ruse made by his perceived enemies. Standing defiantly atop the gates of Erebor, Thorin hears the sound of iron-shod boots marching in unison towards his gates.
The arrival of Dáin only exacerbates the situation, provoking Thranduil and starting a battle between Elves and Dwarves that sees casualties on both sides. As Dwarves and Elves clash blade with axe, the armies of Azog burst forth from the ground, uniting these unlikely allies together in order to prevent the mountain from falling into the hands of the enemy. As Dwarves, Elves and Men set aside their differences in the face of the armies of the Pale Orc, the battle for the mountain begins…
LAYOUT The board represents the plains before Erebor – there should be a few scattered rocks and scrubland dotted around (not too much as there are a lot of models in this Scenario!). The eastern board edge represents the walls of Erebor, the centre of which marks the gates of Erebor.
STARTING POSITIONS The Evil player deploys the Signal Tower as shown on the map, with Azog and all seven of his Lieutenants within 3" of it. They then deploy the Gundabad Orc Captains, Gundabad Orcs, Gundabad Trolls, Ogres and Catapult Troll between 12" and 36" of the western board edge. The Good player then deploys Dáin and the Iron Hills Dwarves in the eastern half of the board within 12" of the centre of the board. They then deploy Thranduil and the Mirkwood Elves between 12" and 24" of the eastern board edge. Finally, the Good player deploys the members of Thorin’s Company within 6" of the gates of Erebor. All other models are kept to one side.
OBJECTIVES The game lasts until one force has been reduced to 25% of its starting numbers. There are five main objectives that both sides are trying to achieve. Whichever side achieves the most objectives is the winner: 1. Azog: If Azog has been slain at the end of the battle, the Good player achieves this objective. If Azog is alive at the end of the battle, the Evil player achieves this objective. 2. Thorin: If Thorin has been slain at the end of the battle, the Evil player achieves this objective. If Thorin is alive at the end of the battle, the Good player achieves this objective. 3. Thranduil: If Thranduil moves off the western board edge to reach Dale, the Good player achieves this objective. If not, the Evil player achieves this objective. 4. The Battlefield: At the end of the game, whichever force has the most models within 6" of the centre of the board achieves this objective. 5. Strength of Numbers: Whichever force reduces their opponent to 25% of their starting number first achieves this objective.
SPECIAL RULES Forth from Gundabad – Whilst the Battle of the Five Armies has been raging, Bolg has been marching an army from Gundabad to join the melee. At the end of the Evil player’s fifth Move phase, the Evil player moves Bolg, the Gundabad Berserkers, the Goblin Mercenaries and the War Bats onto the board from any point on the northern board edge that is within 36" of the western board edge. The Eagles are Coming – Called to battle by Radagast, the allies of the Free Peoples, both bird and beast, join the battle. At the end of the Good player’s seventh Move phase, the Good player moves Radagast, Gwaihir and the Great Eagles onto the board from any point on the northern board edge. Beorn – Ferried to battle upon the back of his avian allies, Beorn thrusts himself into the battle with unrivalled fury. Beorn enters the board as a passenger on the back of any of the Great Eagles (not Gwaihir or the one carrying Radagast) and follows the normal rules for passengers, with the exception that Beorn may both Move and Charge on the turn he dismounts. Beorn may not transform into a bear whilst mounted upon this eagle, but will automatically transform as soon as he dismounts.
PARTICIPANTS GOOD
EVIL
Erebor Reclaimed: Thorin Oakenshield, King Under the Mountain; Kíli the Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of Erebor; Balin the Dwarf, Champion of Erebor; Dwalin the Dwarf, Champion of Erebor; Bifur the Dwarf, Champion of Erebor; Bofur the Dwarf, Champion of Erebor; Bombur the Dwarf, Champion of Erebor; Ori the Dwarf, Champion of Erebor; Nori the Dwarf, Champion of Erebor; Dori the Dwarf, Champion of Erebor; Óin the Dwarf, Champion of Erebor; Glóin the Dwarf, Champion of Erebor.
Azog’s Legion: Azog with heavy armour, stone flail and Signal Tower; Bolg; 5 Gundabad Orc Captains with shield; 2 Goblin Mercenary Captains; 60 Gundabad Orcs: 30 with shield, 30 with spear; 2 Gundabad Trolls with crushing club; 2 Gundabad Trolls with scythe gauntlets; Troll Brute; 6 Gundabad Ogres; 24 Gundabad Berserkers; 24 Goblin Mercenaries; 6 War Bats; Catapult Troll.
The Iron Hills: Dáin Ironfoot, Lord of the Iron Hills on war boar; Iron Hills Captain; Iron Hills Captain with Mattock; 36 Iron Hills Dwarves: 12 with spear, 12 with mattock, 12 with crossbow; Iron Hills Chariot. Halls of Thranduil: Thranduil, King of the Woodland Realm on Elk; 2 Mirkwood Elf Captains; 36 Mirkwood Elves: 12 with shield, 12 with Elven-made glaive, 12 with Elf bow. Radagast’s Alliance: Beorn; Radagast the Brown on Great Eagle; Gwaihir; 4 Great Eagles.
The High Pass
THE HIGH PASS
I
n the years following the Battle of the Five Armies, Evil has continued to find a way back into the world; infecting corners of Middle-earth and spreading from them like a disease. Orcs are becoming bolder, openly travelling across the many paths of Middle-earth as they make their way between the Dark Lord’s many strongholds in Mordor, Angmar, Dol Guldur and beyond. Many pathways that were once safe for friendly folk to traverse have since become dangerous roads where the chances of an Orc ambush are ever increasing. In the northern areas of the Vales of Anduin, Beorn, his son Grimbeorn, and their people, the Beornings, have made it their task to keep the various paths that run from the Misty Mountains in the west to Mirkwood in the east free from unsavoury beings that seek to harm those they come across, though they charge a hefty toll for their work. However, without Beorn and his people keeping the paths free of Orcs and other evil creatures, they would be nigh-on impossible to cross safely.
The High Pass is one of the main routes used by Orcs to cross the Misty Mountains in order to travel between the ancient kingdoms of Angmar and Dol Guldur in southern Mirkwood. Often, Beorn and his son would take small bands of their people to the eastern entrance of the High Pass in order to ambush any Orcs, or other beings with evil intent, attempting to cross the mountains and venture into their lands; something that is happening more and more frequently as the Third Age draws to a close…
OBJECTIVES The Beornings have tasked themselves with keeping the roads around their home clear of evil beings, and the Orcs will have to make their way past Beorn and his people if they are to reach Dol Guldur. The game lasts until one force completes their objective. The Evil player wins if 12 or more Evil models can escape the board via the eastern board edge. The Good player wins if they can kill enough Evil models to prevent this from happening. SPECIAL RULES Thick Fog – A thick layer of fog has descended upon the High Pass making it hard to see those nearby.
LAYOUT The board represents one of the many roads that runs from the Misty Mountains to the forest of Mirkwood. There should be a 6" wide road running across the centre of the board from east to west. The rest of the board should be littered with plenty of trees, bushes, hedges, rocky outcrops and other such scatter terrain to provide many different routes for the Orcs. STARTING POSITIONS The Evil player deploys their force within 12" of the centre of the western board edge. The Good player then deploys the Beornings within 12" of the centre of the eastern board edge. Beorn is deployed touching the centre of the northern board edge, whilst Grimbeorn is deployed touching the centre of the southern board edge.
Models cannot see, and therefore cannot shoot, enemy models that are further than 12" away. Additionally, if a model wishes to shoot or charge a model that is over 6" away, they must first roll a D6. On a 4+ they may act as normal; however, on the roll of a 1-3 they cannot see the model and so cannot shoot or charge the selected model but may otherwise act as normal, even rolling to see if they can see a different model if they wish.
PARTICIPANTS Good: Beorn; Grimbeorn; 12 Beornings: 8 with hand-and-ahalf axe, 4 with great bow. Evil: 3 Orc Captains with shield; 36 Orc Warriors: 12 with shield, 12 with spear, 6 with two-handed weapon, 6 with Orc bow.
Showcase
FORCES OF GOOD
Bard II, Prince of Dale
Brand, King of Dale
Girion, Lord of Dale
Knights of Dale
Iron Hills Warrior with Banner
Dáin Ironfoot, King Under the Mountain
Thorin III Stonehelm
Iron Hills Captain
FORCES OF EVIL
Rutabi, General of the Dragon Legion
Easterling Dragon Knight
Brórgîr the Conjurer
Dragon Cult Acolytes
Muzgúr, Orc Shaman
Razgûsh, War Leader of the North
Drûzhag the Beastcaller
Ashrâk