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    T h e y c a m e t h e r e f o r e i n t h e s h a p e o f M e n , t h o u g h t h e y w e r en e v e r y o u n g a n d a g e d o n l y s l o w l y , a n d t h e y h a d m a n y p o w e r s

    o f m i n d a n d h a n d

    C u r u n i r w a s t h e e l d e s t a n d c a m e f i r s t , a n d a f t e r h i m c a m eM i t h r a n d i r a n d R a d a g a s t , a n d o t h e r s o f t h e I s t a r i w h o w e n t

    i n t o t h e E a s t o f M i d d l e - e a r t h , a n d d o n o t c o m e i n t o t h e s e

    t a l e s .

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    Foreword .................................... 4

    The Fourth Age of Middle-earth ... 4

    The Haunt of the Necromancer .... 5

    New Core Rules ........................... 6Chariots ................................................. 6Short Bows ............................................. 5

    Dol Guldur................................... 8

    The Free Peoples ......................... 9

    HeroesEldarion.................................................. 9

    Elfwine................................................... 9

    WarriorsDwarf Sappers ...................................... 10

    Rohirrim Outriders ................................. 10

    The Lands of the East

    The Easterlings........................................ 9The Ways of War ................................... 10

    The Variags of Khand ............................. 10

    The Coming of the Wizards ..................... 11

    The Blue WizardsAlatar................................................... 14

    Pallando ............................................... 15

    The Easterlings...........................16

    HeroesUlfang ..................................................16

    Ulmar ................................................... 16

    Angron ................................................. 17

    Variag Captain....................................... 17

    WarriorsVariags of Khand....................................18

    Khand Cavalry ....................................... 18

    Half-Troll Men........................................ 19

    Heavy Chariots of Rhn ..........................19

    Scenarios................................... 20Playing the Scenarios as a Campaign........ 20

    Scenario 1 A New Shadow Rises ............ 22

    Scenario 2 The Wizards Awakening ....... 24

    Scenario 3 Last Stand of the Firstborn ... 26

    Scenario 4 Let Loose the Serpents .........28

    Scenario 5 The Borders of Gondor.........30

    Scenario 6 Ambush on the Dagorlad......32

    Scenario 7 The Gates of Dol Guldur....... 34Scenario 8 The Wizards Tower..............36

    Scenario 9 The Shores of Rhn ............. 37

    Modelling Section ...................... 40Converting ............................................ 40

    The Miniatures.......................................41

    Painting ................................................ 43

    Terrain Project .......................... 44

    Summary of Profiles .................. 47

    Stewart Gibbs (Gollum Rules!) and

    Alan Harrison (Dagorlad)

    Guy Hammett (Elrosse Cuthalion),

    Carl Wootten (LordofGood),

    Gordon Bain (Silverscott),

    Aaron Lal Kalair (GolloM)

    Alan Harrison

    Alan Harrison

    Alan Harrison

    Stewart Gibbs

    Stewart Gibbs

    Alan Harrison

    Neil and Lisa Watson for their

    support;

    Liam McManigan, Dave Smith and

    the numerous proofreaders for

    their boundless intolerance;

    and the whole community at the

    www.one-ring.co.uk without

    whose support, feedback, and

    enthusiasm this supplement would

    never, ever have been finished!

    Visit us at:

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    Welcome to The Age of the King, an unofficial supplement to the Lord of the Rings Strategy Battle Game. Designedby fans of the game, for fans of the game, we explore the events that take place after the War of the Ring. Many of thecharacters from the Lord of The Rings are here, and some new ones, both Good and Evil, enter the fray. The mainpurpose of this supplement is to expand on the army of the Easterlings, and also to show the passing of time with theintroduction of the next generation of characters; the children of the ones we have come to know and love.

    We have worked hard to stay as true to the spirit of Professor Tolkiens masterwork as we possibly could, as well askeeping consistent to the atmosphere of Peter Jacksons magnificent motion picture epic. The new characters thathave been added were done so with the utmost care in their choosing and design, and the storyline was developedusing ideas and hints contained within J.R.R. Tolkiens own writings.

    Games Workshop has a record of producing excellent products and their Lord of the Rings Strategy Battle Game sitsat the very pinnacle of their achievements. While we knew it would be extremely difficult for us to achieve their levelof professionalism and quality with this supplement, we nevertheless decided to try.

    We set ourselves a very high standard, and we ask that you be the judge of whether we succeeded or not. We hopeyou like The Age of the King, and expect that this is the first of many more supplements to come.

    The Age of the King development team

    t is the 38th year of the Fourth Age of Middle-earth. King Elessar rules over the lands of Gondor in the South andArnor in the North with his queen Arwen Undmiel. There has been peace for almost forty years. The last remnants ofthe Dark Lords forces are now scattered and defeated. The few Eldar left in Middle Earth are wandering companiesuninterested in the plight of Men. Only Thranduil of Eryn Lasgalen holds on to the ways of the past and maintains hisrealm against the failings of time.

    Rumours of trouble are growing in the East. Its origin could only be guessed at by one person, and he leftthe shores of Middle Earth at the end of the Third Age. Names are being whispered in taverns and

    marketplaces: Morinehtar and Romestamo the twin Serpent Lords (or Alatar andPallando as they were once known). These two were not the greatest of the five Istari

    who came to Middle-earth, but their powers have grown and there are none nowleft with strength enough to oppose them, or so they deem. They have fallen,like their kin Saruman before them, and now lead secret cults of men,practicing in the ways of the black arts, and worshipping the Darkness.

    In the beginning, the two Blue Wizards sought to defy Sauron by creatingplaces of sanctuary for the men of the East in which they could find refuge

    against the worst excesses of their Dark Lord. In time, these sanctuariesbecame corrupted, whether by agents of Sauron, or by the Wizardsthemselves, who knows? Eventually, they became sects and cults,worshipping dark powers and practicing terrible rites.

    The news of the downfall of Sauron has reached the ears of those in theEast and by the reckoning of the two wizards, the Free Peoples ofMiddle-earth have become soft and ripe for invasion. The twoWizards, driven by a desire to order all the world to their liking, haveseized their chance and with a large force of Easterlings and men ofKhand and Rhn, have marched forth and entered the region ofRhovanion. The now-demolished fortress of Dol Guldur in SouthernMirkwood is empty and unguarded and provides a perfect basefrom which to launch their assaults. Aided by their magic and

    knowledge, a horde of goblin slaves were bred in pits dug fromthe forest floor, and a massive fortress is erected on thefoundations once built by the Necromancer.

    I

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    Before long, the remaining Elves of Mirkwood discover the encampment on their southern borders and pass on thenews to their king. A hard choice now faces Thranduil: to flee to lands untouched by war; or purge his beloved realmof the forces of darkness. The Elven King cannot bear to see his precious forest destroyed and chooses the latter.

    Loyal to their lord, the Elves stealthily pick their way through the forest and launch a hasty siege on the partly builtfortress. They are joined by Eldarion son of Elessar, who was in the area en-route to Minas Tirith with the Rangers ofthe North. However, the power of the Enemy is underestimated and the Wizards are ready. Evil Men stand fast on thewalls and barricades. The Elves break through into the second tier but can go no further; they are too few. After a

    tense battle, the last Eldar lord of Middle-earth is slain by the Wizards, and his remaining Elves drift back into theforest as quickly as they had arrived.

    There is no time. The news must reach the Free Lands of Middle-earth before it is too late. Led by Legolas andEldarion, Elven scouts and Dnedain rangers skirt the borders of the forest and cross the plains to Gondor. On theirway, a large host of Easterlings is seen marching across the Dagorlad to Mirkwood.

    Reduced to a scant few, the Elves and Rangers reach the gates of Minas Tirith. There they give their account to theKing. Messengers are sent to Rohan and Aglarond summoning King omer and Gimli to a council, also joined byEldarion and Legolas. Their plan is simple; they must defeat this threat before it becomes too strong.

    Meanwhile, the wizards, in a move to secure their northern flank, assault the sparsely defended palace of Thranduil.Unbeknownst to the peoples of Esgaroth and Erebor, they continue to use the Elves trade route for their own darkpurposes. The wizards are growing stronger and are almost ready to march to open war.

    Once more the bright, brave banners of the Lords of the West march forth to battle, and the thunder of cavalry and theblasting trumpets of Gondor can be heard blowing on the winds of war...

    High on a stony hill in the depths of Southern Mirkwood, above a forest of twisted fir, rose the dark tower of DolGuldur the Hill of Dark Sorcery. Long thought to be the lair of one of the Nazgl, the truth was finally revealed byGandalf the Grey, who secretly entered the fortress to discover the real identity of the Necromancer: Sauron himself the Lord of the Rings.

    The White Council gathered its strengthand eventually drove the evil from DolGuldur, but the Dark Lord was ready.He fled to Mordor before the assaultbegan, secretly fortifying his ancientstronghold and building once more theDark Tower of Barad-Dr.

    During the War of the Ring, Dol Guldurwas garrisoned by Orcs and other foulcreatures and was home to Khaml theEasterling, the Lieutenant of the DarkTower and second of the Ringwraithsafter the Witch-king himself.

    An army of foul orcs issued forth fromthe gates of Dol Guldur during the warand laid siege to Lothlorien, but wasdefeated by the power of the Lady ofthe Golden Wood.

    After the downfall of the Lord of theRings, Dol Guldur was thrown down bythe forces of King Elessar and theshadow on Mirkwood was finally lifted.

    However, a new shadow has risen

    Dol Guldur rises above the mist-shrouded treetops of Mirkwood

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    The bane of infantry and cavalry alike, chariots areused in battle to skirt the flanks of the enemy and

    crush their forces from the sides, with their heavywheels and wicked scythes. A skilled charioteer canalso fight from the back of his vehicle, using the powerthat its speed bestows to his advantage. Alternatively,chariots are used as steeds for heroes and championsto quickly move about the battlefield giving theircommands to the troops before leading the charge.Chariots are rarely seen in the Western realms ofMiddle Earth, but the thunder of hooves and therumble of wheels are fast approaching from theEast

    Movement

    As well as transporting the lords of the Easterlingsaround the battlefield, chariots are also used to carvethrough enemy formations. It is very difficult to stop amoving chariot, and many a Gondorian soldier hasbeen caught under their wheels. Chariots move at thespeed of the beasts pulling them, usually 10. Chariotsmay not enter areas of difficult terrain (other thanshallow water) or cross obstacles. Similar to Mmakil,chariots run down their enemies in the movementphase, as well as the crew fighting later on during theFight phase. At the start of the chariots movement,choose the direction you want it to move in. Whilstrotating, any models in the way of the chariots new

    position will be moved aside as they jump out of theway of the wicked scythes. In the case of terrain in theway, the chariot will have to move away from the

    terrain just enough to complete the rotation.

    Once the Chariot has been aimed in the newdirection, it will charge forwards, running downanything in the way. The model may be moved up toits full movement, ignoring any control zones. Unlikea Mmak, a chariot is fast and manoeuvrable, so itmay turn during this charge, but only once and only toa maximum of 45 difference from the startingposition.

    Any models that come into contact with the chariotwill immediately take 2 hits at the strength of thechariot. Cavalry models (including monstrous mounts)suffer 2 hits on the rider and 2 hits on the mount. If therider survives but the mount is killed, the rider is

    thrown and, after testing on the Thrown Rider chart, isplaced in contact with the chariot. If the rider dies butthe mount survives, the animal will run away in panicand is immediately removed as if it had been slain,allowing the chariot to continue its charge. Mountsthat are also heroes such as Gwaihir may of coursecontinue to fight as normal if they survive the charge.

    If an enemy model survives the charge, the chariotstops and will fight that enemy in the Fight phase. Ifthe chariot hits a friendly model, it may choose to runthem down, stop or attempt to swerve out of the way.As long as the swerving movement is within the 45

    turning limit, then the friendly model is avoided on a4+. Otherwise they are hit as normal and the chariotmay carry on or stop.

    If the enemy is slain, the chariot may continuemoving, trampling other models in its path, untileither it reaches the maximum distance it can travel, orit fails to slay an enemy and has to stop.

    If an enemy wins priority and charges the chariot, itwill be pinned in place and prevented from charging

    as usual.

    Mounting and dismounting the chariot does notrequire a roll or a penalty, but it must be done

    before the chariot has moved, and theperson mounting the chariot must

    be in contact with theback of it.

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    ShootingIf the rear crew member on a chariot has a missileweapon, then it may be fired using the normalshooting rules. The driver may not shoot any weapons.

    When shooting at a chariot, roll a die for each shotthat hits. On a 1-2, the shot hits the steeds, on a 3-5, ithits the chariot and on a 6 it hits the crew. If there are

    two crew, roll a die to randomly choose which one ishit. Damage is worked out as usual. If one steed iskilled, the chariot will move at half speed and if bothare killed it cannot move. The crew may dismount andcontinue on foot. The chariot can be left on the boardas cover or removed; it is up to the players. If bothcrew are killed, the chariot will act exactly like anyother loose mount. If the chariot is destroyed, the crewwill take thrown rider rolls, and may mount the horses(if available in their normal wargear options) orcontinue on foot in the following turn.

    When shooting at a chariot with a Siege Engine, the

    whole model including the crew and steeds count as asingle battlefield target. If a direct hit is scored, roll tosee which part of the chariot is hit as normal. If thechariot is hit with an Area Effect weapon, it will affectall three parts the machine, the steeds and the crew,as well as any other troops within 2 of the edge of thechariots base as usual.

    CombatChariots count as monstrous mounts when in combat,being able to knock even cavalry to the ground. Whenrolling to win combat, only the attacks of the crew areused as a single model, they are not split into multiple

    combats. Any enemies fighting the chariot will be at 1 to win combat as if they had a two-handed weapon,representing them having to dodge the fast movingcontraption. If the crew manage to win the combat,

    they may roll to wound as usual. In addition, thechariot will cause D3 hits at its own strength on theenemy as the crew steer the chariot into them. Theenemies chosen to take these hits must be to the frontor sides of the chariots base.

    If the crew lose combat, the enemy can choosewhether to hit the horses, crew or chariot. The chariot

    may be hit at all times, but the horses may only be hitwhen the attacker is in contact with the front half ofthe chariot, and the crew may only be hit from theback half. The crew will always count as defending abarrier and if the barrier is hit, the hit will be taken onthe chariot if of sufficient strength. Note that if a crewmember is killed, the attacker does not move over thebarrier.

    If the chariot is charged before it gets to move, thecrew will fight just like any other model behind abarrier and the chariot will give no other benefits.

    If a second crewman is not purchased for a chariot,then any man-sized hero from the army may bemounted in the chariot, gaining all the bonusesexplained above.

    Heroic actions may be made as usual.

    Scythed wheels may be bought as an upgrade for somechariots. Their points cost is noted in the profile of the

    chariot. Purchasing this upgrade allows the chariot tomake 3 hits on anyone who comes into contact duringthe charge instead of the normal 2.

    The short bows of the Variags have the following properties:

    Range Strength Move Penalty

    Short Bow 18 2 Half

    The rules for Thranduil, the Elves of Mirkwood and the Easterling Siege Bow can be found in the UK edition ofWhite Dwarf 293. Even though they are an integral part of this supplement, copyright law prevents us fromreproducing them here,

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    Atop the original foundations, the Blue Wizards have begun to erect anew tower of Dol Guldur from which they hope to wage their war ofconquest. Heavily influenced by their long stay in the lands of the East,their many-tiered tower rises above the mist-shrouded treetops and

    valleys of southern Mirkwood.

    The new fortress follows the same basic shape as its predecessor;defensive walls laid in concentric rings, with a central toweroverlooking the whole region. The influence of the Dark Lordis plainly visible to onlookers, but the Wizards will deny this

    ignoring, in their pride, the true source of their desires.

    Made from local materials, much of the masonry wasreclaimed from the ruin of the original tower that wasthrown down by the men of Gondor after the War of theRing. The power that went into its original making stilllies dormant within, and ever seeks to rebuild itself.

    To fuel the fires of their hunger, the Wizards tore down the

    trees for miles around, leaving the once dense forest landsbare and lifeless. Great pits were dug as spawning coloniesfor the hated race of Goblins. The Wizards viewed thesecreatures as the ideal slaves and sought to rebuild theirnumbers.

    More and moremen arrivedfrom the Eastto swell the

    garrison and helpwith the construction,

    and soon, much sooner than any could have guessed, the Blue Wizards hadestablished themselves in Southern Mirkwood.

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    Use this list to choose a Good force to the points value you have agreed with your opponent

    Points Value: 85

    Eldarion, son of KingElessar and Queen Arwen

    Undmiel, heir to the throne of Gondor. A youngman, proud and rash, filled with the exuberance ofyouth and eager to prove his worth. At age 18 hejoined the Rangers of the North as one of their

    ranks to hone his skills of leadership andwoodcraft. Not yet assuming the mantle of Chieftainof the Dnedain, he is none-the-less proving to be awarrior of extreme skill and daring.

    WargearEldarion carries a sword as his hand weapon. At anadditional points cost he may have the following:

    Armour 5 pts

    Longbow 5 ptsElven Cloak 10 pts

    Horse 10 pts

    Special RulesSon of the King: As a true heir of Nmenor,Eldarion inherited many of the leadership qualities ofhis father. His powerful charisma and his skills ofleadership provoke intense loyalty from his troops.All friendly models within 6 of Eldarion pass all

    courage tests. Note: this does not apply to Eldarionhimself.

    The Impetuosity of Youth: Eldarion is a young,headstrong man who lives in the shadow of hisfathers great deeds. He has a strong need to provehimself. If he is within range to charge a terrifyingenemy, he must do so, even making a heroicmovement if necessary. Like other heroicmovements, this move applies to nearby troops aswell.

    Points Value: 95

    Elfwine, son of omer,assumed the title of Marshalof the Eastfold upon reaching

    manhood. He is descendedfrom the line of the lords of Dol Amroth, and thereis elvish blood in his veins. A keen mind and a quicktemper, he has proven his skills in battle manytimes on the plains of Rohan.

    WargearElfwine carries a sword and wears heavy armour.At an additional points cost he may have thefollowing:

    Throwing Spears 5 pts

    Shield 5 pts

    Horse 10 pts

    Special RulesBlood of Dol Amroth: Elfwine is descended fromthe Lords of Dol Amroth, and his body runs withtheir elite blood. He is a skilled fighter, and he islooked up to by his proud people. Elfwine counts as abanner to all Rohan troops within 6.

    Expert Rider: See Rulebook for details.

    F S D A W CMight: 2

    Will: 3

    Eldarion 5/3+ 4 5 2 2 6 Fate: 3

    F S D A W CMight: 3

    Will: 2

    Elfwine 5/4+ 4 6 2 2 5 Fate: 2

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    Points Value: 9

    F S D A W CDwarf Sappers 4/- 3 6 1 1 4

    These dwarves have spent years of their livestoiling away in the caves of Erebor and later

    Aglarond, building the vast underground cities ofthe dwarves. Experience has taught the minersexactly where to hit the rock to bring it down, andtheir skills have become useful in warfare.

    WargearThe dwarven sappers carry a pickaxe (handweapon) and wear dwarf armour.

    Special RulesSappers: These dwarves have a knack for findingthe weak spots in rock faces, and in battle, castlewalls. In games, dwarf sappers gain +1 to woundany structure (something with batter points) unless

    it has defence 100. Against structures with defence100, sappers are able to wound them as if they weredefence 10, despite not being able to damage themnormally

    .

    Points Value: 10

    F S D A W C

    Rohan Outriders 3/3+ 3 4 1 1 4

    The lighting fast tactics of the Rohirrim ambusheswould never work were it not for the skills of theirscouts. Strategic information is gained by them

    riding ahead, and performing ambushes on smallorc bands. The information gained and terrorcaused by this scouting provides an edge in the restof the battle.

    WargearThe scouts of Rohan carry a hand weapon and abow. They wear light leather armour. At anadditional points cost they may have the following:

    Throwing Spears 1 pt

    Horse 6 pts

    Special RulesScouts: The outriders of Rohan scout ahead of themain force to discover enemy tactics and determine

    the best places to hit. They may also sometimeambush small orc bands. All outriders may take a freemove at their normal rate before the first turn in anygame they are used in. In addition, the tacticalinformation they provide allows the good player togain a free heroic move for every 4 outriders in theforce at the start of the game. This heroic move maybe used as normal by any Rohan hero (or Aragorn orGandalf), as if they had expended a Might point.

    Expert Rider: See Rulebook for details.

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    Rhn is a land of mystery and legend. The vast deserts and barren steppes are home to a hardy and warlike race ofmen known collectively as Easterlings. Grown from the nomadic tribes of ancient times, these swarthy people havedeveloped their own culture away from the Elvish influence of the West, and are practiced in many arts and sciences.

    A brutal people, tempered by the harsh lands in which they live, they have known an eternity of strife since theirearliest times.

    The lands of the East have seen many migrations in their long history. The Elves first passed through these lands intheir journeys to the realm of Valinor, and four of the great houses of the Dwarves once built their cities under themountains of the east. But the lands are now home to men, and their caravans ply the desert paths separated from thehistory of Middle-earth by the empty vastness of the desert wastes.

    The mighty inland Sea of Rhn, densely forested in the north and ringed by mountains in the south, is the closest partof this realm to the lands of the West, and travellers tales speak of magnificent cities and temples which werededicated to the worship of the Dark Lord Morgoth.

    The sallow-skinned men of the East are tall and stronglimbed, with dark hair and fierce eyes. A cruel andbrutal people, they show no mercy to their foes andexpect none in return. Sauron looked upon them as hiselite troops during the War of the Ring, and savedthem for the killing blows against the strong armouredmen of Gondor.

    The histories of the Elves record the first coming ofthe men of the East during the time of the sons ofFanor in the First Age of Middle-earth. Ulfang theBlack led his people to Beleriand in the year 463, anddwelt for a time in the lands to the north and south ofthe March of Maedhros. Ulwarth and Ulfast, Ulfangssons, joined their father in his original pledge ofallegiance to Caranthir, the foulest of the sons ofFanor. However, the weak minds of men were luredby the dark power of Morgoth, and secretly turned tohis employ. During the Nirnaeth Arnoediad, the Battle

    of Unnumbered Tears, the Noldor relied on the men ofUlfang to march with them and confront the orcs ofMorgoth. However, the Easterlings handed the DarkLord victory when they suddenly betrayed the alliedforces of Good, whom they had once served, andturned upon them in battle.

    Following the Fifth Battle of Beleriand, theEasterlings were themselves betrayed by their LordMorgoth, and were locked in the land of Hithlum, nearthe icy waste of Helcarax in the north of Beleriand.After the War of Wrath, when the Eldar, the Edain andthe Valar finally threw Morgoth down, Ulfang fledHithlum and the Easterlings travelled over the BlueMountains and into Middle Earth. There, theywandered through Eriador a while before ultimatelysettling in the Land of Rhn in the far east of MiddleEarth.

    The desert lands of Khand and farthest Rhn

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    In warfare, Easterling tactics differ significantly fromthose of the faithful Houses of Men. Over thecenturies, from their settlement in the east up until theThird Age, the people of Rhn developed a techniqueof fast, disciplined raids using their chariots andwagons (or wains - giving them the name theWainriders). A confederation of Easterling tribesdescended upon Gondor shortly after the Great Plagueof 1636TA, and for nearly a hundred years the chariot-borne warriors remained a constant threat. Theyquickly overran Rhovanion, and were able to co-ordinate attacks on Gondor from the north and east. Inthe Battle of the Plains, the King Narmacil II ofGondor was slain by the Wainriders, and theEasterlings claimed all of the South Kingdomspossessions east of the Anduin.

    Narmacils son Calimehtar later won a temporary

    reprieve when he beat back the Wainriders on thePlain of Dagorlad, and bought Gondor some time.However, with the brutal nature of the Easterlings,revenge was swift, and a great alliance between Rhn,Khand and Harad brought about simultaneous assaultson Gondor from the north, east and south. TheWainriders and Variags pursued the Gondorians to theBlack Gate, whilst the Haradrim trampled throughsouthern Ithilien. The kingdom of Gondor wasbrought perilously close to destruction as KingOndoher and both his heirs were viciously cut down.However, Ernil, the Captain of the Southern Army ofGondor, was victorious in defeating the Haradrim,

    before marching north through Ithilien to attack theWainriders by surprise. The Easterlings were drivenback to the swampland of the Dead Marshes wherethey were finally defeated and retreated to Rhn,never to trouble Gondor again.

    The Balchoth were a fierce race of Easterlings, similarto the Variags of Khand, but descended from theWainriders. It is rumoured that these people fell underthe rule of Dol Guldur during its occupation by theDark Lord Sauron. After orders from the Great Eyethey unleashed their fury upon the plains ofCalenardhon, where they fought the forces of theSteward Cirion of Gondor. It is thought that theywould have won were it not for the othod of thenorth. Led by Eorl the Young, this army of horsemenfrom the north slew the Balchoth, and forced themback into the East. In return for this great favour,Cirion granted Eorl with the land of Calenardhon todwell in, and it was renamed Rohan. The othodbecame known as the Rohirrim, or Horse Lords.

    The Easterlings played a key part in the War of theRing holding true to their sworn allegiance to Morgoth

    centuries before, and serving Sauron until hisdownfall. With their aid, Sauron diverted the attentionof the Gondorian army and retook Mordor unopposed.He found use for the Easterlings once more during thegreat war: from Rhn came many foot soldiers,heavily armoured and well armed; an even match forthe men of Minas Tirith. Their discipline and tenacitymade them excellent first-wave troops to unseat theGondorians before countless waves of orcs and trollsrolled over the defenders. Both in the Siege of MinasTirith and the Battle at the Black Gate, the Easterlingwarriors proved their prowess, but ultimately all thefollowers of Sauron shared in his downfall.

    Those few who escaped the rout before the BlackGates returned to their homes beaten and shamed,vowing revenge upon their foes, but powerless toachieve it.

    The region of Khand is situated to the south of Rhn, bordering the eastern edge ofMordor. A harsh desert land, gradually poisoned by the noxious outflow fromSaurons pits and furnaces, its nomadic inhabitants eke out a meagre existence

    from the rocky soil. Living in small makeshift camps dotted widely throughoutthe area and migrating according to the season, they have nothing of value totrade except themselves. Looked upon by the nobility of Rhn and Harad as

    a source of valuable slaves, the tribesmen of Khand have always had aprecarious relationship with their neighbours.

    Clearly descended from common ancestors as the men of Rhn, theKhandish people share the same sallow skin and dark hair, butinstead grow long thick beards like dwarves, and have a powerfulphysique with which they wield great two-handed weapons. A peoplewell versed in hunting, they employ short, but powerful bows; andtheir skill in their use has them earned a grudging respect from theirenemies.

    The arts of war have been learned from their neighbours, andadapted to suit their own skills and temperament. As a loosecollection of tribes, each with their own war leader, there is no such

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    thing as a Khandish army. Rather, they serve as companies in the armies of Rhn or Harad. They have mastered theuse of the horse and are skilled cavalry, but have been slow to adopt the use of chariots.

    Despite their relative lack of martial skill, their strength and weight allows them to cut large swathes through theenemy. The Variags also played a part in the War of the Ring: they provided the Black Land with horses to fuelSaurons dark purposes, and they formed one of the later waves of troops to attack Minas Tirith, using their great axesto good effect. A small group of the Variags were dispatched to the Dradan Forest to halt the advance of theRohirrim to the Pelennor, but they were ambushed by the Woses (the inhabitants of that forest) and quickly routed.

    But Khand is not populated by humans alone. The mountains to the west of Khand are home to much larger, fiercercreatures; the results of Saurons foul breeding experiments with the mountain trolls of Mordor. The misshapenoffspring of the coupling of human and troll provided the Dark Lord with a mighty race of warriors brute strengthand toughness combined with agility, cunning and intelligence. Initially, these creatures were shunned by the noblesof Rhn and Harad, but the people of Khand welcomed them to help them in their struggles, and they were eventuallydrafted into the armies of the Easterlings and the Haradrim as their potential was realised. Like the people of Khand,they are easily manipulated into helping the Easterlings, and a few even rose high in military ranks to command thearmies of the east, full of lust for battle.

    During the Third Age, the lands of Rhn and Khand were visited by three of the five Istari. Although Saruman later

    returned to the west, the Blue Wizards, Alatar and Pallando, remained there, and in time passing from the knoweldgeof the wise.

    The lands of the east have been firmly in the grasp of the Dark Lord since the earliest times. The Blue Wizards,seeking to loose that grip, founded secret societies as havens for the oppressed and weak. In the back alleys andtaverns of the cities, around the campfires of the tribesmen, tales of freedom and redemption were told. A spark ofhope was kindled in the breasts of the people of the east, and the embers of rebellion grew bolder over time, fanned bythe Blue Wizards themselves.

    But the power of Sauron was mighty and his hold on the east was unshakeable. The wizards, either in their own prideor by the deceits of the Dark Lord, fell from their appointed path and began to seek power for themselves. During thetime of the War of the Ring, companies of Easterlings marched into the west at Saurons behest, and the wizardswaited and watched quietly to see the outcome.

    As the once proud remnants returned to their homes, defeated and humiliated, the Wizards began to feed the desire forrevenge. Knowing that Gandalf would return to the Uttermost West once his task was complete, the two Istari judgedthat the lands of Gondor would become complacent and, in time, ripe for conquest.

    Forty years have past. Old wounds have festered while the Men of the West have relaxed their vigilance. The time hadcome. The warriors of the East once more gathered their arms and marched to war, this time under the banners of theBlue Wizards.

    The five Istari; Mithrandir, Radagast, Pallando, Alatar, and Curunir

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    The Istari (Wizards) were thought to be five in number: one clad in white, one in brown, two in blue and the last ingrey. Alatar and Pallando, the Blue Wizards, played no part in the War of the Ring for they journeyed far into theEast shortly after arriving in Middle-earth and had never returned. In the distant lands of the East, on the steppesand plains beyond Rhn and even further, they found the people there totally under the dominion of Sauron.Working in secret they initially sought to fight against the Dark Lords tyranny, but, over time, they too fell fromtheir appointed path and began to seek power for their own glory.

    Points Value: 150

    F S D A W CMight: 3

    Will: 6+1 free per turn

    Alatar 5/- 4 5 1 3 7 Fate: 3

    Proud and haughty, Alatar is theundisputed leader of the two Blue

    Wizards. Known amongst the Easterlings asMorinehtar, it was he that founded the secret cult of

    the Twin Serpents in the lands beyond Rhn, and hethat now seeks dominion over the peoples of theWest.

    WargearAlatar carries a sword and a staff (two-handedweapon). At an additional points cost he may havethe following:

    Horse 10 pts

    Special RulesStaff of Power: Alatars staff is not only a symbolof his power but a potent talisman. To represent his

    staffs power he can expend 1 point of Will eachturn without reducing his own Will store.

    Maia of Orom: He is an Expert rider and maymove at full speed in woods when on foot.

    Magical PowersFury: Range 6. Dice score to use: 3+. This poweris targeted on Alatar himself and, once in action, its6 area of effect follows the wizard as he movesaround. The wizards and all Easterlings and Variags(including heroes) within range of the power arepossessed by an insane fighting frenzy, whichallows them to ignore the most serious of wounds.

    They always automatically pass any Courage testthey are required to take. In addition, every timethey suffer a wound, they can roll a dice: if a 6 isrolled, the wound is recovered. This is effectivelylike using a point of Fate, with the only exceptionthat the Wound is recovered only on the roll of a 6rather than on a 4+. If the wound is not recovered,heroes can make use of their Fate as normal.

    Once the magical power is in action, both its effectswill last until the wizard is engaged in a Fight and hisside loses the fight. The wizard can of course employthe power again later as long as he has Will left.

    Terrifying Aura: Dice score to use: 2+. Once thispower has been cast successfully, Alatar counts asterrifying to all Good creatures as long as 1 or morepoint of Will remains. If Alatars Will drops to zerothe Terrifying Aura is extinguished.

    Lightning: Range: 12. Dice score to use: 4+. Alatarcauses changes in the air pressure, calling nearbystorms to approach with amazing speed. He createselectrical fields, causing lightning to strike thebattlefield. Choose a target within range, and thenscatter the hit as if it were a siege engine. Theresultant target will take a Strength 6 hit, and all

    targets within 2 will take hits at Strength 3.Compel: Range: 12. The victim can do nothingfurther that turn, except, as soon as the power takeseffect, the Evil player can mode the victim up to halfa move, even into base contact with an enemy. Thiscan be done even if the model has already moved. Hemodel cannot be moved out of combat, or performany actions that would cause direct harm (such asjumping off a cliff). In combat, his fight valuecounts as 1 and he rolls one dice regardless of howmany Attacks he normally has. If he wins a combathe will not strike. The victim can still use Might, Will

    and Fate but cannot make heroic actions. The effectlasts for the remainder of the turn.

    Drain Courage: Range 12. Dice score to use: 2+.The victim loses one point of Courage from hischaracteristic profile. This penalty applies for the restof the battle. This ability can take effect several timeson the same target reducing a models Couragevalue each time.

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    Points Value: 150

    His name means He who comesfrom afar. One of the two BlueWizards to journey into the East,

    Pallandos power was always overshadowed by themore dominant Alatar. Initially he tried to persuadehis companion against embracing the Dark Powers,but eventually, inevitably, he too was ensnared.

    WargearPallando carries a sword and a staff (two-handedweapon). At an additional points cost he may havethe following:

    Horse 10 pts

    Special RulesStaff of Power: Pallandos staff is not only asymbol of his power but a potent talisman. Torepresent his staffs power he can expend 1 point ofWill each turn without reducing his own Will store.

    Maia of Orom: He is an Expert rider and maymove at full speed in woods when on foot.

    Magical PowersImmobilise: Range 12. Dice score to use: 3+. The

    victim can do nothing further that turn. In combathis Fight value counts as 1 and he rolls one diceregardless of how many attacks he normally has. Ifhe wins a combat he will not strike. The victim canstill use Might, Will and Fate but may not makeheroic actions. The effect lasts for the remainder ofthat turn.

    Aura of Dismay: Dice score to use: 5+. Pallandocasts an intricate web of deception that causes hisfoes to see that which they most fear in place oftheir enemies. This power can only be cast at theend of Pallandos move. If successfully cast, anyfriendly models that end their move within 6 ofPallando (including Pallando himself) count ascausing terror for the remainder of that Move phase.

    Sandstorm: Range: 12. Dice score to use: 4+.Pallando has the ability to draw power from thewind and scatter nearby sand, soil and debris acrossthe battlefield. The storm is centred on a pointanywhere within range. Any hero within the area ofeffect may attempt to resist the spell. All models(Good or Evil) within 6 of that point must roll adice. For that turn, the affected area will count asdifficult terrain for movement purposes, and nomissile fire may enter or leave the area. Any models

    in the area cannot see out of it. The spell ends at thestart of the following turn.

    Tremor: Range: 12. Pallando is able to cause theground beneath him to shake, knocking people offbalance, and destroying buildings. The spell iscentred on Pallando, but he is not affected by thespell himself. Any hero within the area of effect mayattempt to resist the spell. All models within 6 ofPallando are knocked to the ground, and take a hit atStrength 3. Any structures within range of the tremormust make a roll on the Batter Chart as if a Strength

    10 weapon had hit them, as the tremor will disruptthe foundations.

    Sap Will: Range: 12. Dice score to use: 4+. Thevictims Will value is reduced to 0. The effect lastsfor the remainder of the battle although it can beincreased by the Strengthen Will or Will of Ironmagical powers.

    F S D A W CMight: 3

    Will: 6+1 free per turn

    Pallando 5/- 4 5 1 3 7Fate: 3

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    Use this list to choose an Evil force to the points value you have agreed with your opponent

    Points Value: 100

    F S D A W CMight: 3

    Will: 1

    Ulfang 6/- 4 6 3 3 6 Fate: 2

    Named in honour of his distant ancestor Ulfang theBlack, who lead his people in the revolt against thehated men of the West during the Elder Days, theLord of Rhn is a ruthless and cunning leader.Vowing revenge on the King of Gondor for the lossof his family and his peoples pride during the War

    of the Ring, Ulfang will not rest until Elessarshead is parted from his body.

    WargearUlfang carries an Easterling halberd and wears heavyarmour.

    Special RulesVoice of Command: Such is the fear inspired by

    Ulfang in his followers that the range of his StandFast! rolls is 12 rather than the normal 6.

    Points Value: 70

    F S D A W CMight: 2

    Will: 1

    Ulmar 5/- 4 6 2 2 5 Fate: 2

    Ulmar, son of Ulfang II, has been bewitched by thestirring words of the Blue Wizards, and it was hethat convinced his father the time was ripe to beginthe conquest of the West. Even as a young man,Ulmar showed his tactical brilliance in the wars ofconquest against the men of Southern Khand.

    WargearUlmar carries an Easterling halberd and wearsheavy armour.

    Special RulesMaster Tactician: Ulmar is able to react to themovements of the enemy with perfect martialprecision. Once both sides have deployed but beforethe game starts, any Evil hero and the troops within 6of him may re-deploy anywhere in the deploymentzone.

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    Points Value: 90

    F S D A W CMight: 3

    Will: 2

    Angron 5/- 5 5 3 2 5 Fate: 2

    Angron is a legend amongst his own people and is rightly feared

    by his enemies. Of unknown parentage, he was reared in thebarren steppes of South Khand. Taken by the Easterlings as aslave in the wars, his enormous physical strength and fiercetemper drew the attention of Lord Ulfang, who eventuallygranted him his freedom. As he matured, it was clear that hewas not remotely human. He grew to be almost 9 feet tall, andhis body became distorted into that more like a troll thananything else.

    Quickly learning martial skills under Ulfangs guidance, Angronrose rapidly to power within his own peoples. Now consideredto be the bond that holds the will of the two peoples together,Angron is the Chieftain of the men of Khand and fightsalongside Ulmar and Ulfang in all of their battles.

    WargearAngron carries a great two-handed weapon.

    Special RulesBrute Strength: He gets no penalties when using a two handedweapon.

    Points Value: 35

    F S D A W CMight: 2

    Will: 1

    Variag Captain 3/4+ 4 4 2 2 4 Fate: 1

    We have included this option to add captains to the force note that youmay have more than one if you wish. They represent the leaders amongstthe soldiery of Khand who go unnamed in the Lord of the Rings. If youinclude one or more captains, invent suitable names for yourself.

    WargearVariag Captains carry a hand weapon into battle. At an additional pointscost he may have the following:

    Two-Handed Weapon FreeShort Bow 5 pts

    Throwing Axes 5 pts

    Horse 10 pts

    F S D A W CHorse 0 3 4 0 1 3

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    Points Value: 5

    F S D A W CVariags 2/4+ 4 3 1 1 3

    Not tall, but broad and grim, bearded like dwarves, wieldinggreat axes. Out of some savage land in the wide East theycome The Return of the King Chapter 4. The Siege of Gondor

    Savage barbarians make up the masses of the armies of the East.Wielding their great axes, companies of these fierce men rampagethrough the settlements of the free peoples, destroying all thatthey encounter. Their lack of finesse is compensated for by theirviciousness and brute strength.

    WargearThe Variags of Khand carry crude hand weapons. At an additionalpoints cost they may have the following:

    Two-handed Weapon FreeShort Bow 1 pt

    Banner 25 pts

    Points Value: 10

    F S D A W CVariag Cavalry 2/4+ 4 3 1 1 3Horse 0 3 4 0 1 3

    The horsemen of Khand use only the most powerful breeds of

    horses for their mounts, partly due to the great bulk of the riders.Skilled riders, they have mastered the technique of gripping thehorse with their legs, to permit them to use their two handedweapons from horseback.

    WargearThe cavalrymen of Khand carry crude hand weapons and they ridestrong warhorses. At an additional points cost they may have thefollowing:

    Two-handed Weapon Free

    Throwing Axes 1 pt

    Banner 25 pts

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    Points Value: 35

    F S D A W C

    Half-Troll Men 4/- 5 5 2 2 4

    In the more remote places of Khand and Harad dwell a brutish breed of menwho are larger, stronger and tougher than most. Shunned by the folk of Rhn,

    these creatures were thought to have some unnatural Trollish origin, and yethave been accepted by the people of Khand..

    WargearThe Troll Men of Khand and Harad carry crude hand weapons. At anadditional points cost they may carry the following:

    Two-handed Weapon Free

    Points Value: 85

    Strength Defence BPChariot 7 9 3

    F S D A W CEasterling Driver 4/- 3 5 1 1 3

    The tradition of using chariots in combat stretchesback to the days of the Wainrider invasionscenturies before. Used by the elite soldiery of Rhnas a counter to both infantry and cavalry, they havedeveloped a strategy of rapid flanking movementsto catch their opponents off guard.

    Perfect for combat in open terrain, these vehiclesare commonly seen on the plains of Rhovanion andKhand.

    WargearThe chariot is drawn by two horses.

    Extra Crewman 10pts

    Scythed Wheels 15pts

    Chariots: See the rules for chariots on page 6 of thissupplement.

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    Scenario 1: A New Shadow Rises

    Scenario 2: The Wizards Awakening

    Scenario 3: The Last Stand of the Firstborn

    Scenario 4: Unleash the Serpents

    Scenario 5: The Borders of Gondor

    Scenario 6: Ambush on the Dagorlad

    Scenario 7: The Gates of Dol Guldur

    Scenario 8: The Wizards Tower

    Scenario 9: On the Shores of Rhn

    The battles of Age of the King Supplement have beendesigned as a series of related scenarios that explorethe progress of the invasion of the Easterlings andtheir ultimate defeat. They can be played individuallyor as a campaign, where the outcomes of one gameaffect the start of subsequent ones.

    These rules create advantages and disadvantages forboth sides and playing in this way can often provide agreater challenge for veteran gamers.

    The rules below provide simple guidelines for playingthe scenarios in sequence and enable gamers to followthe progress of their heroes in the battles.

    If a person dies in battle, it is fairly unlikely they willplay a significant part in any future battles (with oneor two notable exceptions). However, wounds sufferedin battle may not necessarily be mortal, and a model

    counted as a casualty in a game may be healedsomewhat and reappear in a later scenario. Thefollowing rules are intended to represent this and canbe used with all the scenarios.

    If a named character is killed in a battle, put himaside until the end of the game. He is still counted as acasualty for purposes determining victory. Once thegame is finished, roll a die. On a 1-3, the character iscompletely dead, and may no longer be used in anyscenario where he is listed. On a 6, the character isfully healed and may fight as usual in all future battleswhere he is listed. On a 4-5, the characters Woundsare restored, but he is badly wounded and must roll adie to determine how he will be affected by them. Rollanother die and consult the following chart todetermine which ability is affected. Note that theeffect lasts for all future battles in the Age of the KingCampaign.

    D i c e R o l l R e s u l t

    1 1/2cm Movement (on foot)

    2 1 Fight and +1 Shooting

    3 1 Strength

    4 1 Defence

    5 1 Attack6 1 Wound

    If any of the statistics drops to zero, the character iscounted as dead.

    Note that Might, Will and Fate values are restored totheir normal level at the start of each scenario.

    When you have played each scenario, consult theserules to find out how the outcome will affect thesubsequent games. If the game was a draw, only payattention to the Other section. Note: Couragemodifiers are not cumulative, unless they balance out(e.g. -1 and 1 are not cumulative, -1 and +1 are.)

    Scenario 1Good Victory: Reaching Dol Guldur has been hardwork for the wizards, as the elves hit and run attackshave kept them busy. In scenario 2, 25% of the eviltroops will not be on the board at the start of the game,as they will be elsewhere building the fortress. Theymay come on from the southern edge in turn 6.

    Evil Victory: The wizards have led their troops intothe forest ahead of schedule, with all resistanceannihilated. They have had more time to commencethe reconstruction of Dol Guldur and therefore theywill have a fully built outer wall in scenario 2.

    Other: If both the blue wizards die, the campaignends here, as none of the future events are going tohappen. The campaign also ends if at any point in thecampaign, both blue wizards are dead.

    Scenario 2Good Victory: The elves of Mirkwood have foughttheir way almost to the heart of the fortress beforebeing beaten back by Pallandos reinforcements. Inscenarios 7 and 8, only 75% of the Easterling Warriorsand Variags of Khand that are meant to be on thewalls may be used due to casualties lost here (e.g. only9 Easterling Spearmen in scenario 7). The win alsoheartens the elves, and all elves will have +1 Couragein future scenarios.

    Evil Victory: The elves have been frightened by thepower of the wizards forces, and will have 1Courage in all subsequent games. The savage Variags

    will also want to pursue their foes, and 12 Variags (4of each weapon type) may be added to scenario 3.

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    Other: If Thranduil survives, he may be added to theGood side in scenario 3.

    Scenario 3Good Victory: Seeing what could happen if they giveup fighting, the elves are determined to eradicate thisEastern threat from their woods once and for all,whatever the consequences. They cannot bear to see

    their home destroyed. You may double the number ofeach type of Elven troop in scenarios 7 and 8.

    Evil Victory: Capturing the crucial trade route hasmeant that the Evil troops will be in much betterhealth and have superior equipment. Add 1 to theFight value of all Easterlings and Variags inscenario 7.

    Other: If Thranduil is being used in this game (seeabove) and survives it, you may add Thranduil to thegood side in scenario 7.

    Scenario 4

    Good Victory: The village has been saved by thecourage of the men. The local peasants are encouragedto join up with the army of Rohan to claim suchglories for themselves. 6 Warriors of Rohan may beadded to all future scenarios involving Rohirrim.

    Evil Victory: The victory has left the power-hungrywizard hungry for more, and his view is stronglybacked by his Variag horde. They charge onto the nextvillage, and with the nearby relief force wiped out,nothing can stop them. All Rohirrim from this pointonwards will have 1 Courage, and in each futurescenario except 9 the Evil player has 6 suits of light

    armour, 6 shields and 6 throwing spears to distributeamong the Variags after it was plundered from thevillages.

    Other: If Elfwine is killed, omer will be enraged,and in all future games he will pass all courage testshe is required to make and will have +1 Might.

    Scenario 5Good Victory: The forces of the East have beenrepelled from the lands of Gondor, leaving thewaterways free for travel. In scenario 9, a relief forceof 4 Citadel Guard and 12 Warriors of Minas Tirithwill arrive from the Good table edge in turn four after

    having travelled there by boat.Evil Victory: The flag has been raised, striking fearinto the hearts of the Gondorians who are in awe ofthe powers of the wizards. All Gondorian troops willbe at 1 Courage from now on, with the exception ofAragorn and Eldarion.

    Other: None.

    Scenario 6Good Victory: The alliance of the Free Peoples sawAngrons force decimated and fleeing back to theirhomes. In scenario 8, the southern attacking force will

    all be at 1 Courage for all tests taken and will notarrive until turn 10.

    Evil Victory: After beating back the Free Peoples,Angron continues his march to Dol Guldur. Althoughthe Good army still overtakes him via a differentroute, he is much more prepared. In scenario 8, add25% (rounding up) to the Easterlings, Variags, VariagCavalry and Chariots to the numbers of the southernattacking force led by Angron. They arrive on turn 4

    rather than turn 6 as well.Other: If Angron dies, there is a chance that there willbe nobody with a strong enough will to pull theEastern army back together and they may just keep onrunning. Roll a die at the beginning of scenario 8. Ona 1, the southern attacking force has not regrouped andfled back to Rhn.

    Scenario 7Good Victory: Having reached the second wall, theFree Peoples manage to hold it whilst waiting for therest of the force to finish off the survivors behindthem. Up to 10 Free Peoples models (no dwarves or

    Radagast) may be set up on top of the second wall inscenario 8 (after Evil deployment)

    Evil Victory: A large portion of the Good army hasbeen wiped out, making the task ahead of them evenharder. 20% (rounding up) of each Good troop type istaken away from the attacking force in scenario 8.

    Other: If the dwarves tunnelling managed to destroypart of the wall, it will still be destroyed duringscenario 8. From here onwards, Radagast has joinedthe Free Peoples. Before you make the roll for deadcharacters after the game, Radagast has one chance tocast Renew on each one, which will do the same as

    rolling a 6 on the death roll. He may only use one diefor this and may only use Might that he had left afterthe game ended. Of course, if he dies he may not dothis. Also, if Thranduil is included in this game andsurvives, he may be added to scenario 8.

    Scenario 8Good Victory: Encouraged by their win, the FreePeoples will pursue the blue wizards away from thefortress immediately. However, they have no ideawhere the wizards are going and an aerial scout isneeded. Radagast calls on Gwaihir for aid and thegreat eagle may be added to scenario 9 along with his

    kin Landroval and Meneldor. This may only happen ifRadagast is still alive.

    Evil Victory: Amazed that the power of the wizardscan even defeat the superior strength of an alliance ofthe Free Peoples, all good models will have 1Courage for scenario 9.

    Other: If Ulmar survives this game, he may be addedto the Evil side in scenario 9.

    Scenario 9As this is the final scenario of the supplement, itsoutcome will not affect any future games. However,

    you may want to note down the results and deadcharacters, just in case another supplement is releasedcontinuing the story

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    DescriptionAs the last light of the setting sun gilded the snow-

    capped peaks of the Misty Mountains, the lands belowwere already shrouded in twilight. Landril the WoodElf gazed peacefully from his flet high in the treetopsat the southern edge of Mirkwood. Immune to tediumas are all the Firstborn, his gaze was ever watchful.And yet, since the last of the servants of darkness hadbeen destroyed, the quiet aura of peace that had settledover the land was enough for him to relax his vigil alittle. But that peace was about to be broken

    A light on the eastern horizon caught his attention.Another appeared, and then another: torches beingcarried by a group heading towards the forests edge.

    His keen Elven eyes could make out many mentravelling together and the evening breeze carried thesound of heavy boots and the jangle of harness. These

    men were travelling in a tight formation, clearly welldisciplined troops. As the torches illuminated the

    distinctive shape of the mens helmets, Landrilgasped. Easterlings! Fighting back the urge to cry out,he uttered the soft call of a night bird as a warning tohis fellows. Replies came from all directions, and hecould sense, rather than see, his kinsfolk stringingtheir bows and nocking their arrows in readiness. Thewarning was raised, but they were too few to hold theinvaders back. Would their skill be enough? Slippingsilently down from his flet, Landril vanished into theforest to seek reinforcements. As he risked one lastglance over his shoulder, a shudder ran through him.There was a hidden power approaching with thesemen; a power that could set the world aflame were it

    to be left unchecked

    6/14cmEvil side sets u here

    Mirkwood Dense Forest 12/28cm

    48/112cm

    48/112cm

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    ParticipantsGOODInitial ForceMirkwood Captain with blade, bow and cloak2 Mirkwood Elves with blades, bows and cloaks2 Mirkwood Sentinels

    Reinforcements

    Legolas with armour and elven cloak,4 Mirkwood Sentinels6 Mirkwood Elves with blades and bows9 Mirkwood Elves with spears or blades

    EVILAlatarPallandoEasterling Captain3 Easterlings with swords and shields3 Easterlings with spears and shields4 Variags with hand weapons4 Variags with two-handed weapons

    4 Variags with short bows1 Easterling or Variag may take a banner.

    LayoutSet up the board as shown. 12/28cm of the boardshould be dense forest. As Mirkwood is very differentto Lothlorien, the edges of the forest are covered indense thorny bushes, acting like defendable barriers

    here and there. The remaining 36/84cm of the boardis a grassy plain with a few outlying trees.

    Starting PositionsThe Good side sets up the guarding force firstanywhere in the forest. The Evil side then sets upwithin 6/14cm of the southern table edge. Thereinforcements will arrive later (see below).

    ObjectivesThe Evil side is aiming to get enough of their forceinto the forest to assess the area, dig pits for slaves andcommence the building of Dol Guldur whilst they waitfor the rest of the army. To win, they must get 50% oftheir force off of the northern board edge, including atleast one of the wizards. The Good side will win ifthey can prevent the Evil win - killing over 50% of theEvil army including at least one of the wizards. If theevil side completes half of their objective 50%reaches the board edge but the wizards die, or bothwizards exit the board but 50% of the army is lost, the

    game is a draw.

    Special RulesReinforcements: The Elven reinforcements have beensummoned by the Elven scout and are making theirway to the battle. Every turn from the 6th onwards, rolla die. On a 4+, the reinforcements will arrive from theforest board edge.

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    DescriptionIn the southern regions of Mirkwood, a new shadow is

    rising. Under the strict guidance of Alatar andPallando, the ruined foundations of Dol Guldur (oncehome to the Necromancer) have been reclaimed and anew dark tower is being built. Men from the easternlands of Rhn and Khand have been drafted into thecults of the sorcerers, and slowly but surely, turretsand ramparts are once more rising above the treetops.The first level of the fortress has been built, as havethe outer towers, but this has not gone unnoticed bythe Elven inhabitants of the forest realm. Unable toignore the threat to his precious homeland, KingThranduil has ordered his last remaining Elves tomarch on the fortress. He is joined by Eldarion son of

    Elessar, who is patrolling the area as he returns toMinas Tirith. They catch the defenders unawares-

    unawares, but not unprepared. The defences may notbe finished, but the martial precision of the Easterlings

    and the power of Alatar should not be underestimated.ParticipantsGOODThranduilLegolas with Elven cloak and armourEldarion6 Rangers of the North3 Mirkwood Sentinels6 Taurdirim with spears, shields and cloaks6 Mirkwood Elves with blades and bows

    12 Mirkwood Elves with either blades or spears.2 Elves may take a banner.

    There are 6 ladders to distribute among the attackers.

    Mirkwood (Dense Forest)

    12/28cm

    12/28cm

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    48/112cm

    Guard Tower

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    EVILAlatarUlmar4 Easterlings with swords and shields4 Easterlings with spears and shields5 Variags with swords5 Variags with spears

    5 Variags with short bowsEasterling Siege Bow

    1 Easterling or Variag may take a banner.

    LayoutSet up the table as shown. The top 12 should bedense forest and the next 12 should be empty ofterrain except tree stumps. The main wall should cover36 of the board down the centre and the other 12should be a makeshift barricade. In the middle of thewall are stairs leading up. In the centre of the southernboard edge, a small tower should be placed with arampart around the edge and temporary stairs up one

    side.

    Starting PositionsThe Evil side sets up first anywhere within thefortress. Alatar and Ulmar must be placed on therampart of the tower. The Good side sets up anywherewithin 6 of the forest board edge.

    ObjectivesFor the Good side to win, they must completely wipeout or rout every single evil model. For the Evil sideto win, they must wipe out 75% of the good army. Ifneither side has completed their objective after 16turns the evil side will win, as Pallando will arrivewith some reinforcements from the other side of thefortress causing the elves to fall back.

    Special RulesSurprise Attack: The Evil side is not expecting anattack and have not noticed the stealthy elvesapproaching. Until a good model leaves the forest, noevil model may act unless a 4+ is rolled on a D6 at thebeginning of the turn. Ulmars special rule may not be

    used in this scenario.

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    DescriptionThe palace of the late Elvenking Thranduil deep in theheart of Mirkwood was full of sorrow. Mournful songsdrifted between the trees and the elves lay about, deepin thought. The more motivated members of thesylvan race had left for Minas Tirith with Legolas andthe Dnedain, skirting the edges of the Greenwood.

    As the morning drew on and the clouds passedoverhead, visible through the gaps in the greenery, thebirdcall of the sentinels could be heard from the south.The unsuspecting elves sat up in amazement, and thesinging drew to an abrupt halt.

    The screeches of the spider colonies echoed aroundthem as the Easterlings slashed through theundergrowth. The burly captain figure seen on thewall the previous night emerged from the bushes andthe glint of weapons could be seen behind him in thegloom. The few remaining elves in the palace finallycame to their senses and leaped up to seize theirweapons. At that same moment, the savage Variagspoured into the clearing and scrawny goblins scuttledout from the treetops. Amongst the men walked thedisciplined Easterlings, and something else

    48/112

    cm

    6/14cm

    48/112cm

    6/14cm6/14cm

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    ParticipantsGOOD2 Mirkwood Captains6 Mirkwood Sentinels6 Taurdirim with various weapons and 18 MirkwoodElves with various weapons (see special rules).

    EVIL

    Ulmar1 Variag Captain4 Easterlings with hand weapons and shields4 Easterlings with spears and shields6 Variags with hand weapons6 Variags with two-handed weapons6 Variags with short bows4 Goblins with hand weapons and shields4 Goblins with spears4 Goblins with bows1 Half Troll.

    Layout

    Set up the table as shown. Two sides should have a 6border of dense woodland. The southern edge shouldbe clear in the middle and the northern edge shouldhave a rocky hill with the entrance to the undergroundpalace in the side. This entrance is 6 from thenorthern edge. The area in the middle is clear apartfrom a few trees dotted around.

    Starting PositionsHalf of the Mirkwood Elves and 1 Captain are set upfirst anywhere within 24 of the palace board edge.The other half are kept in reserve (inside the palace),and the sentinels are also kept off the board. The Evil

    side may then set up anywhere within 6 of theopposite edge to the elves.

    ObjectivesThe Evil side is attempting to wipe the forces of good

    from the face of Middle Earth, so they will only win ifthey wipe out the entire good side. If they killeverything on the board before the rest arrives, thatalso counts as a win.

    The Good side is trying to protect their home from theEasterlings. If they fail, they have nowhere to go, andtherefore their aim is also to wipe out or rout the other

    side.

    Special RulesDefence of their home: The Elves have nowhere togo and will automatically pass all courage tests theyare required to make.

    Caught Unawares: The elves were attacked whilst atrest, and do not have any weapons to hand. Roll a diefor each elf at the beginning of the game to see what itis armed with (the first thing they come across).

    1: Dagger

    2: Elven Blade

    3-4: Mirkwood Spear5: Elven Bow

    6: Any two from the list.

    Reinforcements: Half of the elves are doing theirduties in the palace, and when they hear the sounds ofbattle they will come out to fight. From the secondturn onwards, roll a die for each elf not on the board.On a 4+ they will enter the board from the palaceentrance. On the 6th turn, any elves still not on theboard will arrive automatically. All elves emergingfrom the palace are armed as above. The sentinels,

    who scouted the enemy out in the first place, willarrive on the board from any edge the player wants inturn 4.

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    DescriptionA red glow showed in the eastern sky above thejagged hills of the Emyn Muil. Dawn was approachingand already below, on the plains of Rohan, the

    villagers of Dunfarlang were stirring, beginning oncemore their daily routine.

    Suddenly there came a cry and the crash of booted feetthat rose to a frightening roar as wild men poured outof the hills, their armour agleam in the cold morninglight. Death had arrived from the east.

    The towns warning bell rang out as the villagershurriedly armed themselves and stood ready to receivethe first rush of the attackers.

    ParticipantsGOOD

    Elfwine with horse, shield and throwing spears

    1 Captain of Rohan with shield4 Rohirrim Outriders with horses12 Riders of Rohan (4 with throwing spears)4 Warriors of Rohan with hand weapons and shields

    4 Warriors of Rohan with throwing spears and shields4 Warriors of Rohan with bows.

    EVILAlatar1 Easterling Captain1 Variag Captain6 Easterlings with swords and shields6 Easterlings with spears and shields6 Variags with hand weapons6 Variags with two-handed weapons6 Variags with bows.

    Evil side sets u here

    48/112cm

    48/112cm

    24/56cm

    24/56cm

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    LayoutThe board is an empty plain with a village taking up a2 square on one side. The village consists of 4 smallbuildings and one large one. The village should havedefendable barriers on the outskirts in places.

    Starting Positions

    The captain and the warriors of Rohan set up firstanywhere in the village. The Evil side then sets upwithin 6 of the board edge opposite the village.Elfwine and the riders are kept in reserve at the start ofthe game.

    ObjectivesIf at any time there are more Evil models inside thevillage than good, the Evil side will win. Alternativelythe evil side will win if they can burn down 3 of the 4small buildings or the large one.

    The good side will win if they can kill or rout 75% ofthe evil force or kill Alatar.

    Special RulesReinforcements: On turn 4, the Outriders will arriveon the village board edge.

    From turn 6 onwards, roll a die. On a 4+ Elfwine andthe other Riders may arrive from the village boardedge. Elfwine may use his Might for this roll to

    represent him urging the riders on.

    Burning Buildings: The Variag bowmen areequipped with fire arrows and brands. They (and onlythey) may attack the buildings in combat and byshooting. The small buildings have 3 Batter Points andD6 and the large building has 5 Batter Points and D7.Also, once a building has been damaged, roll a die

    every subsequent turn. On a 1, the evil player may rollagain on the batter chart to represent the fire doingmore damage.

    6/14cm

    Once more the Rohirrim are forced to defend their lands against invaders

    Villages across the Riddermark are ravaged

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    DescriptionIt has started. After minor difficulties with the elves,the wizards have unleashed their forces on the western

    folk. The preliminary battles are primarily a show ofstrength, to scare the Free Peoples into submission.Alatar had led a force southwest to Rohan, and Ulmarwas assaulting the palace of Thranduil, to capture thevital trade route. Pallando was marching on Gondor,prepared to use his powers over the waters of MiddleEarth to his advantage. His point of attack had beenstrategically chosen, it was out in an open plain, whereit could be seen for miles around. His plan was to raisethe flag of the Serpent of the East at the top of thetowns watchtower. The nearby wharf would alsoprove useful, giving the wizards forces access to fasttravel down into the Anduin.

    They had arrived. The Gondorians had been warned,and were standing resolutely on the twin bridgesleading into the town. The bombastic Pallando struttedat the front of his horde of evil men, and just beforethey reached within bow range, he ordered the charge.The wizard himself stayed back, and startedincantations to harness the elements to his cause. Thefeeble men of the West had no chance

    ParticipantsGOOD2 Captains of Minas Tirith with swords and shields8 Warriors of Minas Tirith with swords and shields8 Warriors of Minas Tirith with spears and shields8 Warriors of Minas Tirith with bows6 Citadel Guard with longbows

    One Warrior of Minas Tirith may take a banner.48/112cm

    48/112cm

    Flagpole

    6/14cm Evil side sets u here

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    EVILPallando1 Easterling Captain1 Variag Captain9 Easterlings with shields9 Easterlings with spears andshields

    8 Variags with hand weapons8 Variags with two-handedweapons8 Variags with short bows

    One Variag and oneEasterling may take a banner.

    LayoutSet up the board as shown.Running across the middleshould be a fast flowingimpassable river. On one sideshould be a wharf, as well as

    some buildings and a keep. Inthe top left corner of the keep(about 6 from the top edge)should be a flagpole. Thereare two wooden liftingbridges across the river.

    Starting PositionsThe Good side must set upanywhere on or within 3 ofthe bridges, with theexception of the CitadelGuard, who must be placed in

    the keep. The Evil side mustthen set up within 6 of theopposite edge.

    ObjectivesThe Evil side is attempting to raise their flag at the topof the keep. They will win if they can get do so (seebelow). They must also wipe out 50% of the goodside.

    The good side must prevent this from happening,either by killing the standard bearers without someonebeing able to pick it up, or by killing Pallando, causingthe evil side to flee. They will also win if they can

    hold off the attackers for 16 turns, at which pointreinforcements will arrive and scatter the foes.

    If the objectives of both sides are completed in thesame turn, it is a draw.

    Special RulesRaising the Flag: To raise the flag, the Evil side mustget one of their banners to the flagpole in the keep,and keep it there for a turn without fighting in combat.

    Lifting Bridges: The bridges can be lifted andlowered to allow boats through, and the Gondorianscan use this to their advantage in a fight. To raise abridge; 6 men need to stand at the winch at one end ofthe bridge for two whole turns without moving orfighting. If one or more dies then he may be replaced,but remember that it will then take an extra turn to liftthe bridge. If a bridge is lifted, the Evil side have noway of getting across the river other than the

    following. The Evil side can attack the bridge incombat, trying to cut the ropes. They win combatautomatically, but will need a 6 to cut the rope. Theycan only cut the ropes for one side of the bridge; theother side can only be permanently dropped if the ropeis shot (hit the bridge as normal and then wound on a6 followed by a 4). They can try to jump the river ifone side of the bridge is down, but on a 1 they will fallin and count as a casualty.

    .

    The streets and houses of the border towns of Gondor are the new battlefields

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    DescriptionAs the dust swirled above the wastelands of theDagorlad plain, rumbling could be heard on the breeze

    and a glint of sunlight on gleaming metal could beseen to the south. The Variag outriders looked towardsthe horizon and smiled. The day has come. Mountingtheir sturdy steeds, they turned and rode swiftly backto report to their masters.

    King Elessar as always, rode in the van of his army,his loyal and trusted friends alongside. Legolassuddenly rose and peered northwards with his keen

    gaze. He turned to the king and said There are fourmen ahead Lord, riding north at a pace. We should bewary.

    Scouts arrived from the north and east bringing newsthat two large Easterling forces were marchingtowards them and battle would soon be joined.Arraying his forces to meet the unexpected threats,King Elessar mused that the Dagorlad, the BattlePlain, was aptly named, for once again it was to be thesite of a major clash of arms. Once again, it wouldprove to be a field of pain for the enemies ofGondor

    12/28cm

    Evil sets u here

    12/28cm

    Evil sets u here

    Good sets u here

    72/180cm

    24/56cm

    12/28cm

    48/112cm

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    ParticipantsGOODAragorn with Andril, horse and heavy armourEldarion with horse, armour and bowomer with horse, shield and throwing spearsElfwine with horse, shield and throwing spearsGimli with Elven cloak

    Legolas with armour and Elven cloak1 Captain of Gondor with heavy armour and shield1 Captain of Gondor with heavy armour, shield, lanceand horse2 Captains of Rohan with armour, throwing spears andshield2 Dwarf Captains6 Rangers of the North12 Warriors of Minas Tirith with sword and shield12 Warriors of Minas Tirith with spear and shield12 Warriors of Minas Tirith with bow5 Knights of Minas Tirith4 Rohan Royal Guard with throwing spears and horses

    12 Riders of Rohan (4 with throwing spears)4 Rohirrim Outriders with horses4 Warriors of Rohan with swords and shields4 Warriors of Rohan with throwing spears and shields4 Warriors of Rohan with bows4 Mirkwood Elves with bow and blade4 Mirkwood Elves with blade or spear8 Dwarves with axe and shield4 Dwarves with two-handed weapons6 Dwarves with bows and 4 Khazad Guard

    1 model from each army (Gondor, Rohan, Mirkwoodand Aglarond) may take a banner.

    EVILAngron2 Easterling Captains3 Variag Captains12 Easterlings with swords and shields12 Easterlings with spears and shields16 Variags of Khand with hand weapons16 Variags of Khand with two-handed weapons16 Variags of Khand with short bows10 Khand Horsemen6 Half-Troll Men3 Chariots of Rhn2 Mordor Trolls2 Easterling Siege Bows

    2 Easterlings and 4 Variags may take banners.

    LayoutSet up the board as shown. It should be completelybare grassland other than a few trees and rocks hereand there.

    Starting PositionsSet up the Good side first within 12 of the southernboard edge. The evil side is then split into two equal(as near as possible) halves, and each half is set up inone of the twin deployment areas as shown on themap.

    ObjectivesThe objectives are simple, both sides mustattempt to wipe out or rout 75% of theopposing army. If both players achievethis in the same turn, it is a draw.

    Special RulesNone.

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    DescriptionAfter the battle on the Dagorlad and its aftermath, theforces of the West have reached the foot of Dol

    Guldur. The forest border has been torn asunder. Treeshave been ripped from the soil to fuel the fires of theWizards furnaces, and where once peaceful forestglades lay, now fetid slag piles and smoking breedingpits spread their reek into the growing shadow.

    The plan is simple. Force a way past the breeding pitsand into the fortress and slay everything inside.Equipped with siege ladders, a force of Men, Elvesand Dwarves assail the walls, while the armoured Menof Gondor charge the gates with their iron-tipped ram.The ferocity and determination of the Free Peoples isoverwhelming, but the Wizards are not to beunderestimated.

    72/180cm

    48/112cm

    Good sets u here12/28cm

    48/112cm

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    ParticipantsGOODAragorn with Andril and heavy armourEldarion with armour and bowomer with shieldElfwine with shieldGimli with Elven cloak

    Legolas with armour and Elven cloak1 Captain of Gondor with heavy armour and shield1 Captain of Rohan with armour, spears and shield1 Dwarf Captain4 Rangers of the North6 Warriors of Minas Tirith with sword and shield6 Warriors of Minas Tirith with spear and shield6 Warriors of Minas Tirith with bow2 Rohan Royal Guard with spears6 Warriors of Rohan with sword and shield6 Warriors of Rohan with spears and shield6 Warriors of Rohan with bow4 Rohirrim Outriders

    3 Mirkwood Elves with bow and blade3 Mirkwood Elves with blade or spear4 Dwarves with axe and shield2 Dwarves with two handed weapons3 Dwarves with bows3 Khazad Guard3 Dwarf Sappers

    1 model from each army (Gondor, Rohan, Mirkwoodand Aglarond) may take a banner

    There are 8 ladders and a ram to distribute among theattackers.

    EVILUlmar2 Easterling Captains3 Variag Captains12 Easterlings with swords and shields12 Easterlings with spears and shields12 Variags with swords12 Variags with two-handed weapons12 Variags with short bows8 goblins with swords8 goblins with spears8 goblins with bows1 Easterling Siege Bow

    2 Easterlings and 2 Variags may takea banner.

    LayoutSet up the table as shown. The top 24 should be thefirst two walls of the fortress. The next 24 should beopen land with a few pits (impassable terrain) and treestumps. The southernmost 24 should also be emptyother than a few trees at the sides. The towers shouldbe placed where shown and they have stairs inside

    them. In the centre of the two towers on the outer wallis the gate.

    Starting Positions2 Variag Captains and the goblins set up anywhereoutside the fortress within 24 of the walls. The Goodside (not the dwarves) then sets up within 12 of thesouthern board edge. The evil men then set upanywhere within the fortress.

    ObjectivesFor the Good side to win, they must attempt to get atleast 25% of their models through or over the firstwall and onto the second. The Evil side will win if

    they prevent this from happening killing over 75%of the good army.

    Special RulesDwarven Tunnelers: The dwarves are an expert teamof miners and can quickly dig beneath the walls of thefirst level of the fortress. They cannot go any furtherbecause the rest of the hill is solid rock that wouldtake too long to dig through. They are not deployed atthe start of the game. Every turn from the 6 th onwards,roll a dice. On a 4+ they will have reached the insideof the fortress. Choose a point between the two walls.Roll another dice and your opponent may move this

    point D6 in any direction, as long as it is stillbetween the walls. Up to 6 Dwarves per turn mayenter the board from this point, but they may notcharge in the turn they arrive.

    Also, their tunnelling will weaken the walls. In theturn that the dwarfs arrive, the point on the wallnearest their arriving point will have to take 2 rolls onthe batter chart with the appropriate consequences.

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    DescriptionThe outer wall had been breached, but the wizards

    were prepared. The towers and inner defences werelined with deadly archers from Khand, and theexhausted attackers were driven back once more.

    It was time for the Lords of the West to rethink. Planswere made to surround the tower and prepare for alengthy siege until reinforcements could arrivebringing the powerful siege weapons of Gondor.While Aragorn and his captains sat in thought, an oldman cloaked in brown arrived unannounced.

    It was folly to try to advance. Under the cover of thetrees, they made their plans while the Easterlings also

    regrouped. The happenings in the Green Wood hadroused an old man, who was living on the borders ofthe forest, and he came to speak to Aragorn todiscover what was going on. This old man cloaked inbrown with his tall walking stick and pet crow, provedto be more help than was imaginable as he was noneother than Radagast, uncorrupted kin of the BlueWizards. He told the Captains of the West of theminds of Alatar and Pallando and predicted their battleplans.

    48/112cm

    72/180cm

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    With Radagasts help, a new plan was formed and theallies once again launched themselves at the fortress.The battle went far better than before, and the secondwall was cleared. The dwarves had already begun thedemolition of the outer defences, but they wereunprepared for the arrival of the remnants of Angronsforce. The Free Peoples were trapped in the middle,

    but their superior skill and courage won through andthey routed the forces of darkness once again. Thebrown wizard personally fought his way to the centreof the fortress and the wizards tower, but when hearrived the halls were empty

    ParticipantsGOODAragorn with Andril and heavy armourEldarion with armour and bowomer with shieldElfwine with shieldGimli with Elven cloakLegolas with armour and Elven cloakRadagast the Brown1 Captain of Gondor with heavy armour and shield1 Captain of Rohan with armour, spears and shield1 Dwarf Captain3 Rangers of the North4 Warriors of Minas Tirith with sword and shield4 Warriors of Minas Tirith with spear and shield4 Warriors of Minas Tirith with bow2 Rohan Royal Guard with spears4 Warriors of Rohan with sword and shield4 Warriors of Rohan with spears and shield4 Warriors of Rohan with bow6 Rohan Outriders3 Mirkwood Elves with bow and blade3 Mirkwood Elves with blade or spear4 Dwarves with axe and shield2 Dwarves with two handed weapons3 Dwarves with bows3 Dwarf Sappers3 Khazad Guard

    1 model from each army (Gondor, Rohan, Mirkwoodand Aglarond) may take a banner

    There are 6 ladders to distribute among the attackers.

    EVIL

    AlatarPallando

    UlmarAngron1 Easterling Captain2 Variag Captains (1 on a horse)12 Easterlings with swords and shields12 Easterlings with spears and shields12 Variags with swords12 Variags with two-handed weapons12 Variags with short bows1 Heavy Chariot of Rhn5 Variag Cavalry3 Half Trolls, and an Easterling Siege Bow2 Easterlings and 3 Variags may take a banner.

    LayoutSet up the table as shown on the previous page. Themain gate is open, and the tower in the second wallhas a door in it which leads to the other side and up tothe walls. The top 18 should be the main building andsecond wall of the fortress. The next 12 should be thefirst wall and the remaining 36