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8/11/2019 War in Middle EarthPF http://slidepdf.com/reader/full/war-in-middle-earthpf 1/24 i By Thor and Odin, inspired by rules for “The Alamo” by Mark Latham With grateful thanks for ideas and support from the other Aesir and the Dwarves. You know who you are! The plain was dark with their marching companies...

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Page 1: War in Middle EarthPF

8/11/2019 War in Middle EarthPF

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i

By Thor and Odin, inspired by rules for “The Alamo” by

Mark Latham

With grateful thanks for ideas and support from the other Aesir and the Dwarves.You know who you are!

The plain was dark with their marchingcompanies...

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Introduction

“The Lord of the Rings Strategy Battle Game”(LotR SBG) is an excellent game for depictingskirmishes involving the soldiers and warriorsof Middle-Earth, inspired by the Heroes of theAge. It is less effective at conveying a senseof huge armies vying for the future of the FreeWest in the face of Sauron’s endless hordes ofslaves and allies.

The intention of these rules is to adapt theexcellent system that Games Workshop havecreated for the LotR SBG to allow largenumbers of gures to be involved in battlesthat don’t get bogged down in complicated

manoeuvres and dice rolling.

It is possible to ght big battles of 1000 pointsor more with the standard rules, but the gamecan slow down and that is where these rulescome in. Instead of every warrior being anindividual he is grouped into a unit, called aCompany, and the army is formed of theseCompanies, whether they are disciplined unitsunder an appointed of cer or war-bands held

together by a chieftain or strongman.

Most of the standard LotR SBG rules are stillused, but they are slightly amended to takeaccount of dealing with bodies of troops.

The biggest changes are “who wins a ght” andthe introduction of the idea of Troops beingUnsettled. They aren’t scared enough yet to ee,

but they are nervous and not working at fullef ciency, usually because they have just been

beaten in a ght or charged by a monster.

The Companies

Troops are not individual soldiers or warriors,they are assembled in companies of similartroops.

Infantry is divided into two types, Formed and

Skirmish ; cavalry is divided into Heavy and Light . Artillery is divided into Field and Siege.Monsters are monsters.

Formed Infantry and Heavy Cavalry moveand ght in bodies with the bases touching,

Skirmish Infantry and Light Cavalry can movein bodies with base to base touching but usuallythey are spread out. When spread out they canmove faster over dif cult terrain than tightlygrouped troops, but those tight knit groups haveadvantages in combat.

A company is

1 Hero5 – 15 Skirmish Infantry

5 - 30 Formed Infantry5 - 10 Light Cavalry5 - 20 Heavy Cavalry1 - 5 Chariots

1 Monster 1 – 5 Field Artillery weapons

1 Siege Artillery Weapons

Generals and Heroes

One Hero in the army is the general, who canuse his courage to affect all companies within12”. You can also appoint Heroes to be Sub-generals with a 6” range.

Companies must follow the rules below at alltimes.

They must stay in Cohesion at all times (see box-out).

They must move at the speed of their slowestmember. So if any in a company crossesdif cult terrain then the company slows to keep

pace with him. (Dif cult Terrain doesn’t affect Skirmish Infantry or Light Cavalry so badly,see later).

Units charging into melée must have at least onemodel able to see the enemy at the start of themove.

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Skirmish Infantry

In Cohesion Out of Cohesion

Formed Infantry

In Cohesion Out of Cohesion

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Moving the Companies

As long as Companies are in Cohesion then thenormal rules for movement for all the modeltypes apply. Mumakil still use their ‘spin the

base and charge in a straight line’ rules, cavalrystill move quickly, and yers still y. With someexceptions Companies cannot move througheach other.

Crossing Obstacles

Make one Jump or Climb roll for the Companywhen crossing an obstacle. If the move of theCompany will split models on either side of theobstacle then the Company has lost Cohesionand it must try to re-establish it in its next Move

phase, but it may need another Jump or Climbtest to do so.

Unsettled

The rules will keep mentioning Companies being “ Unsettled ”. An “ Unsettled ” Company is notso scared that it is about to run away, but it is disordered and unnerved and its con dence has

taken a bit of a knock.

The effects of being Unsettled are

• Unsettled troops cannot charge into combat• If Unsettled troops need to take a Courage test then they subtract 1 from their Courage roll • They cannot use missile re • If involved in a ght they always strike last.

Troops can become Unsettled when

• A Company that doesn’t cause Terror fails a courage test when they charge a Terrifying Company

• Skirmish Infantry fail a courage test when charged by cavalry • A Terrifying Company chages a Company that doesn’t cause Terror which then fails a

courage test • Skirmish Infantry or Light Cavalry move more than half-movement through dif cult

terrain• A Company loses a quarter of its number in one Missile Phase and then fails a Courage

Test• A Company loses a Fight and the models in that Company are outnumbered by at least 2 to

1 and then fail a Courage Test • A Formed Infantry or Heavy Cavalry Company tries to squeeze through a gap too narrow

for it• A eeing Formed Infantry or Heavy Cavalry Company hits a friendly Company which

then fails a Courage Test.

Troops that have an Unsettled marker have it removed at the end of their next Movement phase.

If an Unsettled company is included in a “With me” action then it isn’t Unsettled any more.

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Crossing lakes and fast flowing Rivers

Use the normal rules for this (page 73 of themain rule-book), just roll all the dice at once.Remember to use different coloured dice forHeroes and different troops. The owner of theunit chooses any casualties.

Marching along Roads

If a company is in a ‘travelling column’ (i.e.deeper than it is wide) and is on, or straddling,a road then it increases its movement by D6”

providing it is at least 6” away from any enemycompanies for the whole of its movement.

Skirmish Infantry and Light Cavalry can takeadvantage of this if they are formed up into a

column with all bases touching.

Skirmishing Infantry

Skirmish Infantry , including Heroes on foot,can travel across dif cult terrain more easilythan Formed Infantry . To account for this

Skirmish Infantry can ignore all movement penalties for dif cult terrain, but if they do sothey end their move as Unsettled. Woodland

Creatures are not Unsettled by moving their fullmove through woods.

They can also deal with barriers more easilythan units in a formation and a Skirmish

Infantry Company making a jump or climb rolladds 1 to their dice roll.

A Skirmish Infantry Company can movethrough a friendly Skirmish Infantry or LightCavalry Company at no penalty. A Skirmish

Infantry Company can move through a friendlyFormed Infantry or Heavy Cavalry Companyas long as the friendly company doesn’t movemore than half its movement.

Charges

If the Company can see an enemy Companywithin its movement range (remember only onemodel needs to do so) then it can charge, as long

as no model moves further than its movementallowance.

A charge is against just one Company (whetherthat is an actual company, artillery battery,Monstrous mount or Hero). The Companymust try to get all of its front engaged againstthe enemy. If the front of the Company iswider than that of its enemy then it may end upcharging more than one enemy Company butonly if its front is wider than its target Company.

More than one Company can charge the sameenemy.

When a Formed Infantry or Heavy Cavalry company is charged it is xed in place, i.e. it

cannot move, not even to reform its ranks. A Light Cavalry or Skirmish Infantry Companycan move up to a quarter (round up) of thegures that aren’t already engaged into combatif they have enough movement left for it.

Skirmish Infantry are wary of Cavalry as theydon’t have the mass and order to resist a cavalrycharge. Skirmish Infantry must take a Couragetest if Cavalry charge them. If they fail this they

are Unsettled.

Charges and Terror

Unless they themselves are Terrifying , aCompany must take a courage test beforecharging a Terrifying creature, or being charged

by one. If they fail, then they are Unsettled and,if they were intending to charge, they do notmove that turn.

Moving through narrow gaps

Formed Infantry and Heavy Cavalry willsometimes nd themselves trying to movethrough a gap narrower than the width of thecompany. In this case if the gap is half the widthof the company or less then treat it like a barrierand use the jump rules.

If it is more than half the width of the Company

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then the Company can move through at halfspeed or it can choose to move through atnormal speed, but it has to take a Courage checkotherwise it ends up Unsettled.

Fleeing into other Companies

Sometimes, when under heavy re or havinglost a ght to an opponent that outnumbers it

by 2 to 1, a Company will have to ee, andsometimes, when eeing, it will make contactwith another Company.

If the Company in the way is an enemycompany then the eeing unit must stop 1”away from it.

If a eeing Formed Infantry or Heavy Cavalry Company hits another friendly Formed

Infantry or Heavy Cavalry Company as part ofa eeing movement then it is stopped dead in itstracks. Both units are now Unsettled.

If either are Skirmish Infantry or LightCavalry then, if the ight would put the eeingCompany behind the Company in the way thenit can do so otherwise it has to stop in front of

the Company. If the Company being passedthrough are either Skirmish Infantry or LightCavalry then they become Unsettled. If theCompany being passed through is Formed

Infantry or Heavy Cavalry then they are notUnsettled , unless they were to start with: theydon’t care about ‘ ighty’ light troops.

Cavalry Companies

Most of the normal rules for Mounted guresstill apply. Cavalry are split into Light , usuallyscouting cavalry and horse archers, and Heavy like Knights and Kataphraktoi.

Heavy Cavalry

When Heavy Cavalry charge into combat eachmodel in the Company gets an extra attack, aslong as:

• they didn’t have to cross any barriers;

• they didn’t have to enter, or pass through,dif cult terrain;

• the enemy must not be defending a barrier.

A Company of six knights charges a Companyof orcs. One knight on the left has to crossa barrier, and two on the right have to passthrough an area of dif cult terrain. The one onthe left and the two on the right roll their usualnumber of attacks (normally 1 each), whilst thethree in the middle each make one extra attack.

Light Cavalry

A Light Cavalry Company must keep its modelswithin 3” of each other to maintain Cohesion.They are the Cavalry equivalent of Skirmish

Infantry and all the same rules apply to them,including Light Cavalry Archers being able tore through others in their Company withouthaving to take an ‘In the Way’ shot.

Light Cavalry do not get an extra attack forcharging infantry

Loose Mounts

The biggest problem for Cavalry companies,whether horsemen or warg riders, is what to doabout models that have their mounts shot fromunder them. The Advanced Courage Rules formounts without riders are not used. Heroescan continue on foot as normal, but a Cavalrycompany must either slow to the pace of theunhorsed model or remove them as a casualty.

Optional rule

If you have multiple casualties in a turn, andhave some mounts without riders and riderswithout mounts then you can make a Couragetest for each dismounted rider. If the Couragetest is passed then they have grabbed the sparemount and are back in the saddle – only untilyou run out of spare mounts obviously.

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Optional Rule: Riders of Rohan

Companies of Rohirrim with 10 or fewermembers can choose to be Light Cavalry or

Heavy Cavalry depending on circumstance. The player must choose at the start of the move andform his troops accordingly. Rohirrim acting as

Light Cavalry must move apart to indicate thatthey are being Light Cavalry .

Chariot Companies

Chariot companies, or Squadrons, must havea minimum of 1 model and a maximum of 5.Chariots obey the same Cohesion rules as LightCavalry and Skirmish Infantry , but they move

under the normal movement restrictions forChariots .

Bodyguards

If using troops with the Bodyguard rule, likeKhazad Guard or Rohan Royal Guard then thehero they are guarding must be in that Company.

Military Pride

When choosing the forces to put in yourcompany you can promote up to three of themodels to special positions of responsibility.You can appoint a Sergeant to provideinspiration, a Banner Bearer (the rules for thisare slightly different to normal LotR SBG) anda musician to convey orders and set the beat forthe march.

Each of these models costs an extra 10 pointsin addition to their normal model cost. Thisextra cost replaces the normal cost of a bannerin LotR SBG i.e. an Orc Banner bearer costs 15

points instead of 30 points.

Banner bearers and musicians cannot be givenshields.

Sergeants

A Sergeant (or sub-chief or whatever he iscalled) is usually a veteran with better combatskills and more determination under pressure.He adds 1 to his Fight and 1 to his Courageand as long as he is alive the Company uses hisCourage score instead of the Courage score thatmost of the rest of the Company had. At least aquarter of a Company has to be of the same typeas the Sergeant.

E.g. The War-band of Ughtakh contains bothUruk-Hai and Orcs, but only three are Uruk

Hai and the other seventeen are Orcs, so Sgt.Ugtakh has to be an Orc. If there were twomore Uruk-Hai, then the player could chose to

promote one of the Uruk-Hai to be the Sergeant.

Banners

Many Companies will carry Banners into battle.If a Company includes one of these then, if itrolls a 1 as part of any Courage test, it can re-roll that die, though the result of the second rollmust be used.

However, Banners can be captured, so becareful, as this affects your Company’s Courage.

Musicians

A Company nds it easier to march to the beatof the drum or the call of a horn. If a Companyhas a musician then, as long as it is not within6” of any enemy Company, it may make aForced March. The Company moves an extraD6” but it cannot re missile weapons orcharge into combat. If charged then it can ghtnormally. If a company is on the road and has amusician then it rolls 2D6 and picks the betterof the two.

Moria Goblin Companies do not have musiciansor banners in their Companies. Instead theGoblin Drums serve as both within 18”.

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The Missile PhaseA company must re all of its missile weaponsagainst the same target, whether Monster, Heroor Company. Unless using volley re then onlythe front rank and any gure standing behindthem can shoot. Roll all the dice at the sametime but, if different weapons or skills are beingused, use different coloured dice to distinguishthe different weapon or a model with a different

S value.

In a Formed Infantry company only archersin the front two ranks of the body of troops areable to shoot.

Skirmishers

Companies in Skirmish Order can re througheach other without having to take ‘In the Way’shots. They are assumed to be dispersed enoughto do this. If they form up with bases togetherthen they lose this and must follow the normalrules.

Removing Casualties

The player who owns the target companydecides who gets removed as a casualty frommissile re.

Volley Fire

The normal rules for volley re remain.Only the same kind of weapon can be joinedin a volley, so Orc archers and Uruk-HaiCrossbowmen cannot volley re in the samecompany, not that Uruk-Hai would choose toassociate with Orc snaga anyway. Volley reis by Company; two or more companies cannot

join together for volley re.

In the Way

To claim that an obstacle is in the way of missilere then more than half the target Companymust be obscured from the majority of ringmodels. If there is any doubt about this then rolla D6 in the normal way.

Optional Rule: Skirmishers

Skirmishers are trained to take make the bestuse of the cover available to them. When ringat a Skirmish Company then, if an ‘In the Way’shot has to be made, on a 1-4 the missile misses,as opposed to the normal 1-3 miss. This alsoapplies to Heroes on Foot.

Bolt from the Blue

If a company loses 25% of the warriors itstarted a Missile Phase with, then it must take a

Who is eligible to shoot?

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Courage Test. If it fails then the whole Companyees D6” away from the Company that shotthem, ignoring any penalties for terrain. TheCompany is Unsettled - place a marker besidethem to indicate that.

The Fight PhaseThe rules for resolving Fights are different fromthe normal LotR SBG where each model throwsa dice and the highest roll wins, the Fight score

breaking ties.

When two Companies, including heroes, clash,the Fight values determine who goes rst;the higher the number then the faster you are.

Certain weapons, like a two-handed weapon,a dagger or a banner, no longer penalise yourFight skill, instead they affect your model’schance to hit, usually subtracting 1 from yourdice roll.

Starting with the fastest, roll a dice for eachattack. The target can only be another model in

base to base contact, except where shown in theaccompanying table.

Table showing numbers of formed troopswhich can attack a given single enemy.

F o r m e d

I n f a n t r y

( 2 5 m m

)

H e a v y

C a v a l r y

( 4 0 m m

)

M o n s t e r

( 4 0 m m

)

M o n s t e r

( 6 0 m m

)

M u m a k

FormedInfantry(25mm)

1 3 3 5 7

Heavy Cavalry (40mm)

1 1 2 4

Monster(40mm)

1 2 4

Monster(60mm)

1 2

Mumak 1

Skirmish Infantry and Light Cavalry are

worked out just as in the basic LotR SBG - i.e.only models in base contact can ght.

Supposing the front rank of one company hasa gap (i.e. a model missing), then commonsense would dictate that there would be one lessmodel ghting the big-based enemy.

On a roll of 4-6 on the D6 the blow has landed- this roll can be affected by Might points.Once you have rolled the dice to hit then rollto wound as normal. Models with the sameFight value are considered to be strikingsimultaneously so both might get a chance towound and you may have models killing eachother in a “mutual”, but the side with Priorityrolls rst.

However if a model is killed by an enemy witha higher Fight value then it doesn’t get to strike

back.

Spears and Pikes

These add extra attacks as normal.

Shielding

Shielding has no effect in War in Middle Earth.

Trapping

If the losing Company doesn’t have space toretreat because it is surrounded then it is trappedand may take more wounds. All the hits thatactually caused a wound hit a second timeautomatically, so roll to wound.

Formed Infantry and Heavy Cavalry aretrapped if there isn’t a gap at least half theCompany width wide they can escape though.

Normal trapping rules for individuals (i.e. if anindividual model can’t get out of the way then itis trapped) do not apply in the MoM.

A Company of Morannon Orcs is surrounded onthree sides by Gondorian units and on the lastby a unit of Dwarves. There is only a gap three

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Trapped

Not Trapped

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models wide and the Orcs are seven modelswide, and so is trapped. The Orc Company has

suffered four wounds and loses the ght so theGood player gets four extra chances to causewounds to the Company.

Thrown Weapons

If the Company has them then, like normal LotRSBG, weapons may be thrown into combat as aunit charges. For Skirmish Infantry and LightCavalry only the troops actually making contactcan throw their spears. For Formed Infantry or

Heavy Cavalry Companies then the front tworanks can throw.

Holding the High Ground

Troops on the High Ground get +1 on their‘to hit’ rolls. The “High Ground” must besigni cantly higher, uphill or on top of a blockof stone etc. A good rule of thumb is to say theyshould be at least ½” higher than the enemy.

Removing Casualties

In the Fight Phase a model can only kill a target

in base to base contact, but wounding attacksthat have no-one left to kill aren’t wasted. Keepa note of them as they are used to determinewho won that clash. If one Company is clearlyoutclassing the other it might cause their enemyto run.

The attacker determines who takes thecasualties, so if an attacking model is in base to

base with a normal soldier and a banner bearer,then he can choose to remove the banner.

Who won the fight?

For each ght in the battle, usually oneCompany versus one Company, count up thenumber of casualties on both sides and add any“wasted wounds” to this score. The side that hascaused the highest number has won that ght.

The loser must back off directly and cannot

restore any unit cohesion when they do this.Infantry back off D6” away, Heavy Cavalry

back off D6+2” away and Light Cavalry andChariots back off 2D6” away. The winner getsa free move to restore unit cohesion, but modelscan still only move their maximum distance andthey cannot advance beyond their front line.

If the loser is outnumbered by 2 to 1, or isdefeated by a Terrifying Creature then it musttake a Courage Test. If it fails then it is alsoUnsettled. Any models not in cohesion are notcounted towards the losing Company’s total. Ifthe winner is cavalry and the loser is infantrythen count both the rider and the mount.Monsters on 40mm bases count as 8 gures,Monsters on 50mm bases or bigger count as 10.

Terrifying Creatures defeated by otherTerrifying Creatures do not have to take aCourage test after losing a ght.

“Honours even”

If both sides caused the same number of woundsthen all the companies involved stay where theyare. The side with Priority can choose to attack

or withdraw. Remember that a Hero calling“With me” can move a company out if itsnormal turn.

“After them!”

If the winning Company in a ght has a frontline at least twice as wide as its enemy anda sergeant, a banner, and a musician then itmay choose to try to pin the enemy in placeand surround it before it can retreat. Seizingthe initiative, the winner rolls a D6 to seehow far it could surge around the enemy. A

Heavy Cavalry Company trying to pin Formed Infantry gain +2 on this dice roll.

If this move would put the winning Companywith at least one rank behind the losingCompany then the losing Company is trappedand surrounded. If the move would not allowthem to pin the enemy then the winning

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Larger company wins fight

Larger company rolls 3 on D6, and can pin opponent

After them!

Larger company rolls 2 on D6, can't pin opponent and is unsettled

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Rank Bonuses

+3 +2 +1 +2 +1

Company stays where it is and becomesUnsettled, with the losing Company making theusual ‘back off’ retreat move.

A Hero of the same nation as the winningCompany can take the place of the Sergeant.Goblin Drummers act as standard and musicianas normal.

A pinned Company can only ght withthe outside ranks of its formation and anysupporting spears or pikes. A pinned Companycan’t use throwing weapons, move, or changeformation.

If a Company which is pinning anotherCompany is itself attacked, the ght continues

as normal, but it loses its rank bonuses.

“All is lost!”

An Infantry or Cavalry company that suffers50% or more (round up) casualties in a Fight

Phase must test for Courage. If it fails then theCompany will run away, otherwise it retreats

just D6” away from the Company that causedthe casualties, even if it won the Fight.

Don’t test Courage for any other reason inthis situation, if the Company sticks aroundafter having had half its members killed thenlosing to a Terrifying Creature or for beingoutnumbered doesn’t matter.

Running away means running right off the table.The Company is removed from the table.

Multiple Fights

If more than one Company is involved in a

ght and you can’t split it into Company versusCompany as you would do with model versusmodel in normal LotR SBG, then resolve it asone big ght. The difference is that the result ofthe combat affects every Company and Hero onthe losing side.

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Capturing Standards

If the banner bearer of a losing Company iskilled in the Fight phase, then the Companythat wins the ght has captured the banner.Place the banner behind the capturing Companyto represent this. A Company that has lostits standard has its Courage reduced by 1 forthe rest of the Battle unless it can defeat theCompany that has the Banner and capture it

back. If a banner is recaptured then an ordinarysoldier in the Company is now promoted toBanner bearer and his model is replaced withthe Banner bearer.

Captured banners have no effect for theCompany capturing them.

Courage

Whenever a call for a Courage test is made thenyou make just one test for the whole Company.If you have a Hero within 6” or the Generalwithin 12” then you can use his Courage value ifit is higher. Sergeants provide a higher Couragevalue only to the Company they are in.

Rank bonuses

Formed Infantry and Heavy Cavalry get somereassurance from being part of a big strong unitunder certain circumstances. For each rank in aBlock formation, after the rst rank, add 1 to acourage test when

• Testing because you have lost a ght • Testing because you are being charged by

Terrifying Creatures

E.g. Some men of Gondor are being charged byTrolls. The infantry is in a block four deep, they

get a +3 to the dice roll to see if they stay readyto receive the charge.

Unsettled troops and troops not in Cohesion do

not get the bene t of Rank Bonuses.

If another enemy attacks a company in the ankor rear during the ght then it does not get the

bene t of a rank bonus.

“Flee, flee for your lives”

When a force is Broken (half of the modelsin the entire army have been removed as

Times to test for Courage are when:

• Skirmishers are charged by Cavalry • A Formed Infantry or Heavy Cavalry Company wants to get through a narrow gap • A Terrifying Creature charges troops that do not cause Terror • Troops that do not cause Terror want to charge a Terrifying Creature • A Company loses 25% of its warriors in one Missile Phase • A Company loses 50% of its warriors in one Fight Phase • A Company loses to troops that outnumber it 2 to 1 • A Company that is not Terrifying loses to one that is• An army has half or more of its number gone at the start of the move phase • A company is not in Cohesion and wants to shoot.

• Optional

o Dismounted riders want to get onto mounts that have lost their riders.

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casualties) then, at the start of every MovePhase, any Company not currently in combatmust take a Courage test. If the test is failedthen the Company is removed, the soldiers haveed and may ght again one day, but not thisday.

“Oh no, not again!”

When a Courage test is made in a turn forany reason, whether it is being charged by aterrifying beastie or because of massive loss oftroops due to missile re then you don’t have totest for that reason again that turn.

Special Company Types

There are special types of Company that do notfall into the simple categories of Infantry andCavalry. These are Heroes, Artillery, Monsters(including Monstrous Mounts) and Chariots .

Heroes

Heroes are still heroes in much the way they arein LotR SBG, they count as being a Company

in their own right. Heroes on foot count as Skirmish Infantry , those on horseback as LightCavalry , but they still get an extra attack if theycharge.

The biggest restriction on them is that if they join a company they must obey the samerules as that Company obeys, e.g. a Hero in a

Light Cavalry company must ee 2D6” if thatcompany loses a ght.

Heroes only join one Company at a time, so aHero in a Formed Infantry Company has to

be in base to base contact with others of hisCompany.

Remember though that Heroes whose horses arekilled are not removed from the game. If theysurvive the fall then they are placed on table onfoot.

Captains, i.e. no-name Heroes, may only join Companies where at least a quarter of aCompany is of the same type.

All Heroes that have joined a Company,including Captains, can use their Courage whena Courage test is needed, even if the Companyhas a Sergeant.

Heroic Actions

Heroes may use Heroic Actions in exactly thesame way as described in the rulebook. “ Withme ” and “ Fire! ” heroic move and shoot actionsact as normal and, in fact, if one model in aCompany is affected then all are. However onlyHeroes can be affected by Heroic Combat.

It is hard to target individual heroes. If a heromodel is within 3” of a Company containing 10or more models of a roughly similar type to thehero (i.e. Heroes on foot and Infantry, MountedHeroes and Cavalry) then the hero cannot betargeted.

Artillery Batteries

An Artillery Battery consists of one or moreField or one Siege Artillery piece of the sametype. The war machines must remain within6” of another of its Battery and the crew muststay within 3” of their weapon. The bene t offorming a battery of more than one weapon isthat one Sergeant can be appointed to look afterthe whole Battery.

Field Artillery Siege Artillery

Good Avenger Boltthrower

Battlecry Trebuchet

Evil

Mordor SiegeBow

Uruk-Hai AssaultBallista

Mordor War Catapult

The crew are Skirmishers and the weapon is partof their unit, but the war machine does NOT

bene t from enhanced ‘In the Way’ rules or

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movement. If an artillery piece is being movedthen it moves as if it is Formed Infantry . A warmachine in base to base contact with an enemycannot be red, and the artillery piece needs itscrew in base to base contact to be red.

Artillery follow the normal LoTR SBG rules,and count as missile weapons for the “Bolt fromthe Blue” rules.

If the scatter die indicates that the artillery hitsanother enemy gure then, if there is anothercompany within range, that company can benominated instead.

Monsters

Monsters are single gures so terrible and powerful that they are not used to ghtingin formations. They also include Heroes onMonstrous Mounts.

Monsters are• Ents• Trolls• Eagles• The Balrog

Monsters count as a company by themselves.

If a Company, that isn’t itself Terrifying , losesto a Terrifying creature then it must take aCourage test just as if it were outnumbered by 2to 1. If it fails the test then it ees.

Mumakil

The Mumak is a special class of Monster. Likeother Monsters the Mumak is a Company all byitself, but it can also carry another Company onits back. Haradrim in the Howdah always countas Skirmish Infantry , but obviously they cannotleave the Mumak.

The Mumak is moved and fought as normal.The Haradrim on his back are not affected bythe Mumak charging Cavalry or being charged

by them, but they are affected if the Mumak

charges, or is charged by, a Terrifying creature.If they fail the Courage test they are Unsettledand may not shoot missiles or strike in Combat.

A company that takes 25% casualties from theMumak’s trample must take a Courage Test. Ifthis is failed the Company ees D6” away fromthe Mumak, ignoring any penalties for terrain,and is Unsettled.

The Haradrim on the Howdah can be givena Sergeant, but if a Mahud is bought for theMumak then he is classed as being with theCompany and his courage is used.

Magic

Magic works in almost the same way as it doesin the normal LotR SBG rules, with one or twoexceptions:

Spells that affect only the caster work exactly asin the normal LotR SBG rules.

Spells which affect a single other model areunchanged except that the caster can’t target an

individual they do not have Line of Sight to. Ifthe target is hidden behind other models thenuse a normal “In the Way” roll. If another modelis in the way then the spell cannot be cast.

If the Spell-caster has a scrying device, such asthe Palantir, Galadriel’s Mirror or Radagast’s

birds, then they always have Line of Sight to thetarget.

If the spell-caster is ying, such as a Nazgulon Fell-beast or Gandalf on Gwaihir, then theycan ignore the rst two ranks of troops betweenthem and the target.

Spells with an area affect, like Fury whichnormally affects anybody within 6”, changetheir effect slightly. They can now only becast on a single Company, any part of which iswithin 6” of the caster.

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(*) These can act as Skirmish Infantry or Formed Infantry , but the decision as to what they aremust be made when the Company is created.

(**) These can act as Light Cavalry or Heavy Cavalry , but the decision as to what they are must bemade when the Company is created.

(***) Rohirrim Companies of more than 10 Members must act as Heavy Cavalry , otherwise they

can choose to be either at the start of their move.

If a Company is created that includes both Skirmish Infantry / Light Cavalry types and Formedinfantry / Heavy Cavalry types then three-quarters of the Company must be of one type.

E.g. Tim wants to create a Dwarf Skirmish company of 15 Dwarves giving some shields instead ofbows to give them some protection. There can be no more than 3 non Archer Dwarves. Even thoughthose 3 Dwarves have heavy armour and Shields, they are assumed to be skilled in Skirmishing anduse the Skirmish rules, even if all the archers are slain.

Skirmishers Formed Infantry Light Cavalry Heavy CavalryGood Elves in no armour(*)

Rangers of Ithilien HobbitsMen of Rohan (*) Dwarf Archers

Elves in no armour(*) Elves in Armour Dwarves Men of Rohan (*) Rohan Royal Guard on

footDol Amroth Knights on

footGuard of the Fountain

Court Citadel Guard Men of Minas TirithWarriors of Numenor

Rohirrim (***) Rohirrim Royal Guard Rohirrim (***) KnightsElnaith

Evil Uruk-Hai Scouts Orc TrackersOrcs(*)Moria Goblins(*)Haradrim(*)Khandish Infantry(*)

Ruf ans

Orcs(*) Moria Goblins(*) Uruk-Hai in Heavy

Armour Morannon OrcsHaradrim(*)

Easterling InfantryKhandish Infantry(*)

Khandish Cavalry Haradrim Raiders

without Lance Haradrim Raiders

with Lance (**) Warg Riders

Eastern KataphraktoiHaradrim Raiders with

Lances (**)

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Shaken Markers

In order to play ‘War in Middle Earth’ you willneed some ‘Shaken’ markers. These could

be as simple as little pieces of card with theword ‘Shaken’ written on with a ball-point

pen. However, in our opinion, this game, likeall miniature wargames, is about making thingslook good on the table. We suggest, therefore,

that it would be nice to have ‘Shaken’ markerswhich ‘blend in’ with yourgame board. They don’teven need to say ‘Shaken’:so long as they can’t bemistaken for anything elseon the table, they can beanything you like.

We think that using astandard 1” round Lord ofthe Rings base with somesuitable item of scenery onit is a good idea. They’requick to make, easy tomove around with the unit,and don’t stand out toomuch whilst it remainsobvious what they are.

Examples could include one or two small rocks,a particular kind of bush, a small puddle, orclump of grass, or even a combination of these.Just remember that whatever you decide to usemust be unique to ‘Shaken’ markers, to avoidany chance of confusion. To be on the safe side,you probably need to provide at least as manymarkers as you have separate companies in yourarmy.

You could, if you felt likeit, make some ‘casualty’gures, by convertingmodels to look dead,and use these as shakenmarkers too, though thisis perhaps a little more

involved.

The two photographs showa selection of ideas fordifferent types of markersand how to use them. Ifyou had more than onearmy you could ‘theme’ themarkers - bushes for wood-elves, a pile of skulls for

the Army of the Dead, orrocks for dwarves for example.

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Designers’ Notes

by Odin and Thor

Aragorn and Arthur: two Kings involved inmighty quests, deeds of heroism and treachery,ghting in great battles. The difference beingthat there is more documented evidence forAragorn and Middle-Earth than there is forArthur’s Britain. Even so, what constitutesthe ‘real’ Middle-Earth is subjective, but oursincludes mighty battles as well as the heroicskirmishes provided for by Games Workshop’sLoTR SBG. The lure of Middle-Earth broughtThor back into gure wargaming after anabsence of over a decade and we both really

enjoy the game Games Workshop has providedus all with.

However, where we feel it is less good is indepicting epic battles. With large number oftroops on the eld of battle the game slowsdown badly, but we like battles with largenumbers of troops. The Siege of Minas Tirithwith about forty good and sixty evil modelsdoesn’t even begin to feel like the titanic

struggle it was. Not just the Siege of MinasTirith, the Battle of Pelennor Fields or Helm’sDeep, but the Battle of the Five Armies, the

battles of the Last Alliance, the civil war between the fractured kingdoms of the Northand their battles versus against Angmar, whicheven included a company of Hobbit archers atthe end, and others throughout the four Ages ofMiddle-Earth.

We are not the only ones to notice the slowdown. Mark Latham, who wrote ‘Legends ofthe Old West’ - gun- ght rules for the WildWest based on the LotR SBG rules, published

by Warhammer Historical Wargames, wrote an“Alamo” supplement which has rules to takecare of armies. We found ourselves inspired

by his lead and have written these rules, whichhave the joint aim of providing a way of playinglarge games quickly and also providing a bit ofa redress to the poor old Rohirrim, who have

been robbed of their role as the premier cavalryof Middle-Earth by subsequent releases and by

paying the points for a bow that two-thirds oftheir warriors can’t use.

These are not intended to replace GW’s rules,you still need them to play the game, but wehave departed from those rules where we feltthe need in order to make the game faster. Theearliest decision was to make the basic tacticalunit the Company and thus to allow them tohave mixed weapons like rabbles of Orcs, or

bands of provincial Gondorians, while MinasTirith and the forces of Isengard can afford to

put forward troops all armed and armouredalike. The next decision we took was about therole of troops in the game. LoTR SBG treats all

infantry and Cavalry as essentially the same butthere are different roles in armies and one sizedoesn’t t all.

Skirmishers and Light Cavalry harass formed bodies, provide some missile cover and can beused to disrupt stalled charges and this was thethinking in the division in these rules and thespecial rules we have given them. Skirmishershave to be able to lter through their line

infantry colleagues - to use missiles againstfoes and to retire at need. Skirmishers can hurtcavalry when the cavalry is stalled, but are ata disadvantage when they are charged. Thateffect is noticeable in the difference betweenattacking cavalry and being attacked in LoTRSBG and we wanted to keep the distinction. Inearly playtests we noticed some players takingcompanies of skirmishers that ended up beingtoo powerful given the movement advantagesand so we limited the numbers you could take.Skirmishers are inferior in numbers to linetroops in any historical ancient army we haverecords of.

Many rule-sets give bigger ordered bodies oftroops a combat advantage in having extraranks, somehow we didn’t feel quite right aboutthat, especially as the basic rules give troopswith spears and pikes an advantage already.Instead having a big body of lads with you

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gives a morale boost, which we felt was morerealistic, though from experience Thor says thatwhen you are in a shieldwall facing a charge itfeels like all the enemy are charging straight atyou. As morale is a bit of an all or nothing thingin LoTR SBG we introduced ‘Unsettled’ toallow for companies who were nervous but whocould be rallied and returned to the fray. In away this returns to the way troop morale workedin the earlier editions of the rules where troopswould run away, but could head back in ratherthan eeing as soon as they failed morale.

The desire to keep things quick made otherdecisions inevitable. That is why losingCompanies back away, to give winningCompanies the chance to advance, keep thegame moving and uid and to keep those Might

points useful for moving Companies out of theusual Priority rules.

Inevitably there are compromises involved inwriting a set of rules like this. At some pointswe had a fairly stark choice between ‘realism’and ‘playability’. Because this is intended, likethe LotR SBG, to be a quick, simple game, weusually took the playability option. Havingsaid that though, we did put a lot of thoughtand playtesting into the more dif cult decisions- often it became clear that the ‘simpler’ choicewasn’t necessarily so, and introduced its own setof added complications.

For instance, early on in the design process, wewere still moving gures individually - albeitin base-to-base contact. This was slow (asyou’d imagine), but allowed us to have troopsin larger companies ‘lapping around’ those insmaller ones. This seemed like a good idea, butit quickly became apparent that, after a roundof combat, the companies were so mixed upthat it was very hard to disentangle them, andto know how to get them to dress their ranksand get back into some sort of formation. Thisis probably realistic - but it didn’t make for a

particularly satisfying game experience.

So we took the decision to use‘movement trays’ and to keep the troopstogether in fairly ‘ xed’ formations.

This in turn was a little unsatisfying,in that it seemed to preclude the

possibility of the remnants of units being surrounded and making ‘gloriouslast stands’. We therefore thought hardagain, and came up with the “Afterthem” rules. These are somewhat‘abstract’ in that the troops doingthe surrounding don’t actually moveoff their movement tray to surround

the unit (unless you want them to ofcourse- but bear in mind that movingindividual gures slows the game down), butit’s a reasonable compromise, and it ‘works’ inthe sense of simulating the result of surroundinga smaller unit.

You are, of course, free to change the rules inany way you see t - wargaming is a ‘broadchurch’ and what’s gospel for one is likelyheresy to another. Having said that, we wouldask that you give the rules, as written, a good try

before changing them - there are some subtleties built in which aren’t apparent until you’ve played a few games with them.

We hope that they give a good balanced gameand that, above all, they provide you with lots offun exploring aspects of the history of MiddleEarth which the standard LotR SBG doesn’tcater for very well.