Middle-earth Warmaster
Middle-earth Warmaster The army lists and scenarios on these pages are the product of a long and very entertaining process involving several complete rewritings and -thinkings. Some of the decisions have been made on the basis of a number of design principles that are laid out in the following, others are completely arbitrary. BASIC DECISIONS: TOLKIENMASTER VERSUS WARMASTER The biggest temptation in designing MEWM was to change some of the mechanisms of Warmaster by adding troop types, for example. There are several Warmaster variants available, like Stephen Hess’s Ancientmaster rules for ancient wargaming, that prove that this approach can be successful. Indeed, early versions of Tolkienmaster had Skirmishing Cavalry, Mobs, a different magic system, and a completely different concept for Army Selectors. Several arguments can be made in favour of this approach: Warmaster is designed for a slightly more advanced level of technology than Tolkien’s universe and shows some attention to different types of gunpowder weapons and machines. These contraptions don’t exist in Middle Earth, so seems reasonable to pay more attention to issues like pikes and shieldwalls, issues that are abstracted in Warmaster. While this approach remains ultimately tempting, we decided to keep the Tolkienmaster system as close to Warmaster as possible. After all, Warmaster is designed to handle epic Fantasy battles, and should suffice for Tolkiens universe as well. However, the main argument is pragmatic: using Warmaster ‘out of the box’ saves a lot of playtesting, and also allows players to field Middle Earth armies against Warmaster armies. ON ORCS AND NOLDOR The decision to keep close to Warmaster settled several issues about the basic troop types of Middle Earth. Dwarfs are Dwarves, and an Empire Spearmen has the same stat line as a Rohan foot soldier. However, two races that have the same name in two universes have been changed: Orcs and Elves.
Earth Orc can be as small as a Hobbit and not much braver. Some of the larger breeds of Middle Earth Orc, like the Black Uruks of Mordor, or the Uruk-Hai of the White Hand are almost as tall as a man, but even they are considerably less formidable than the brutes of the Warhammer world. This seems to suggest the solution of letting a Middle Earth Orc be a Warhammer Goblin and using Warhammer Orcs for the larger breeds (like the Black Uruks). However, this led to difficulties in balance in armies consisting largely of lesser orcs, like the tribes of Moria or Gundabad, or even the armies of Angband itself: Image the terrible forces of Melkor built largely on troops with 2 attacks on no save! (Supported by a few Balrogs, of course.) A different solution would be to ignore the problem and simply offer the same Orc troop types as for Warmaster (Goblins, Orcs, Black Orcs). Most Tolkien friends seem happy with the idea of Schwarzenegger sized Uruk-Hai (the New Line cinema adaption certainly is), so Black Orcs for Uruk-Hai seems acceptable. In the end we based the Orcs on the Warband special rules from Ancientmaster, which leads to an internally consistent, entertaining, and playable solution for both Lesser Orcs and Greater Orcs.
Previous work on Middle Earth lists for Wargaming was mainly done for the DBM system and its variants, and we acknowledge the influence of these very thorough lists. These lists are complete in the sense that they list every conveivable troop type available to a particular army. The original Warmaster Army lists are constructed with a completely different approach, which offers a more parsimonious selection for each army. For example, Warmaster High Elves have only two types of infantry: one that shoots and one that doesn’t. Even though it certainly is conceivable that High Elf armies of Ulthuan include warriors with 6+ save or even no save, the philosophy of the Warmster Army Lists seems to dictate that there be only one type of Spearelf.
We tried to honour that decision as well. So even though Our assumption about Elves is that a Sindar Elf is of the Sauron could equip Black Uruks with light armour, and same power as a Warmaster World High Elf, even though even though it could be argued that some passage in the former is immortal and the latter isn’t. We don’t Tolkien’s work indicates this, there is not Greater Orc worry about distinguishing Nandor, Teleri, or Silvan troop type with a 6+ save. Instead, we have tried to Elves from Sindar Elves and group them as the same race construct well-characterised and playable armies for for the purposes of the game. However, we felt that the Middle Earth with as few troop types as possible. This terrible power of the Noldor Elves calls for more turned out to have the added benefit of making the lists dramatic stats, so we basically equate them with more playable: you don’t have to remember which of Warmaster Chaos Warriors. your opponent’s Noldor Knights have a 4+ save (they all A Warhammer Orc is a 2 meter high brute with do), nor do you have to find figures for that all-important superhuman strength and endurance, while a Middle unit of Orc bowmen with heavy armour (they don’t exist). 1
Middle-earth Warmaster
SPECIFIC ISSUES We can’t give motivations for the myriad decisions we had to make in this process. Some are classical topics of heated discussions about enthusiasts (do our Balrogs fly? see for yourself!), some are bitter compromises between conflicting opinions, some have been subject to a vote. Some are just whimsical, If you don’t like what you see, change it! Or, better yet, join the electronic forum and tell us. ENTS We had a lot of fun with the Ents. It seemed sound to base them on Warmaster Giants, since one wants them to be able to attack fortifications. Thus they basically received a slightly toned-down Giant stat line with a few foresty special rules. The Giant Goes Wild! chart of the original Giant rules was an obvious place to add some character to this monster; keeping the table down to only three (easily remembered) entries reduces the need for table reference during the game.
side loses no matter how many victory points they had gained. WARBAND Warbands are standard infantry with the following changes: 1. Warbands roll one extra die for drive-back if they lost a stand, and one less if they didn’t. 2. Orders to a brigade of three or more units of warbands (and no other troops) receive a +1 modifier, up to and including 10. 3. +1 extra pursuit attack 4. -1 attack when fighting pursuing enemy.
BODYGUARDS A unit can be the bodyguards of a character in the army, usually the General. If such a unit is joined by the character every stand gains +1 attack (the character still adds his own extra attacks to the combat as usual). If the WOLF-RIDERS unit is destroyed then the character may move 15cm to join another friendly unit as the last man of the Wolf-riders have received 2/1 attacks (and are in all respects identical to WM wolf riders), even though there bodyguard dies in his defence. If no such unit can be is no indication in Tolkien’s work that these troops had reached then the character is destroyed as usual. bows. The shooting attack can be viewed as a A bodyguard unit costs 60 extra points. combination of skirmishers, ferocious attacks by unridden wolves, and limited archery, mounted or dismounted. Artifacts are only allowed if noted for a character in the selector. SWORDS OF POWER Middle-earth Warmaster uses the standard Warmaster Glamdring: Foe-hammer. Forged in the First Age, and rules (including the rules of Magic Items). However, a worn by the king of Gondolin. After Gondolin's Fall, few rules have been changed or added, and the spell lists Glamdring passed out of history or rumour for more rearranged. than 6,000 years. It was discovered in a troll-hoard by GENERAL SLAIN Gandalf, Bilbo and the Dwarves as they traveled eastward This rule replaces the rule for slaying generals (WM p. on the Quest of Erebor. 56). Narsil: The Sword of Elendil, forged by Telchar of When the general of an army is slain, the other characters Nogrod in or before the First Age. The sword was broken in the army can try to take over the army’s command. in Elendil's fall at the Siege of Barad-dûr, and its Shards This requires a command roll against the character’s became an heirloom of his heirs throughout the Third command value without any modifiers. Age until it was reforged as Andúril and borne by If the command roll fails then the player can test for Aragorn II Elessar in the War of the Ring. another character in this army. Once all characters have A character gains +1 Attack while wielding a Sword of tried and failed to take over command, the army Power . withdraws. RINGS OF POWER If a character succeeds in taking over the army’s The magical rings made by Celebrimbor and the Mírdain command then he becomes the new general. This means of Eregion in the middle years of the Second Age, made that his command range is now the battlefield, he can no unwittingly under the secret guidance and tutelage of longer blunder, and the turn ends when he fails an Sauron. Most famous among them were the Three Rings order. However, this does not change the character’s of the Elves, Narya, Nenya and Vilya, the Rings of Fire, command value. Wizards can still cast spells. Water and Air. A character wearing a Ring of Power gains a +1 to its Command Value. ESSENTIAL Some characters are classified as Essential. When an essential character dies, the game ends immediately (as if he were a normal general in the standard rules) and his 2
Middle-earth Warmaster
VOICE OF ILLÚVATAR 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm The casters voice booms across the battlefield directing The most tempting change to the Warmaster engine was troops above the tumult of combat with the magical to replace the magic system. This is certainly reasonable, voice of Ilúvatar. since the Warhammer World has a much higher number The spell can be cast on any friendly unit within range of magicians. What battlefield magic we see in Tolkien’s regardless of whether the caster can see it or not. If books is wielded by gods or demigods like Mithrandir, successful the unit can be moved just as if it had received and not by two-per-thousand-points shamans. Indeed, an order in the command phase. The Voice of Ilúvatar one might argue that especially at the end of the Third only effects a single unit, never a brigade. Characters are Age the absence of magic is a defining characteristic of not effected by Voice of Ilúvatar . the entire literary setting. FLAME OF ANOR On the other hand, classical gaming adaptations of 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: n/a Tolkien’s world like Iron Crown’s Middle Earth The wizard shines with the light of the sun and hurls Roleplaying system introduced a lot of magic to the himself into the enemy’s ranks blinded by the light. setting while remaining faithful to it. Warmaster magic The caster can cast this spell on himself if he is with a unit does a lot to give character to an army, and the existing that it engaged in combat. The caster adds +2 Attack bonus to the unit and, because of the brilliant appearance of the mechanics work very well. Flame of Anor the unit is considered to cause terror. The No completely agreeable solution was found to this +2 attacks are in addition to any attack bonuses the problem. We decided to retain the magic system of character may normally have. Warmaster and allow ubiquitous magicians for several armies where it seemed fitting (like Elven mages in Gondolin or Black Numenorean Sorcerers in Harad). Other armies, like the Riders of Rohan, felt decidedly These spells are used by the Sindar. unmagical to us, so they have to live without a magician, VALINOR’S FIRE markedly tipping the play balance against their favour. 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm The caster imbues the Elven archers with an unearthly swiftness enabling them to rain death upon the enemy. The caster can cast this upon any friendly unit of missile These spells are used by the Noldor and the Istari. armed infantry or cavalry. The caster does not need to be LIGHT OF TELPERION able to see either the unit the spell is cast on or their 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm target. A radiant silver light shines over the casters companions When the Valinor’s Fire spell is cast on a unit, it can inspiring them in combat shoot immediately regardless of whether it has already This spell effects each friendly unit within range shot that turn. A unit can only have one Valinor’s Fire regardless of whether the caster can see the unit or not. cast successfully upon it once on a turn. This spell The spell takes effect for the duration of the following cannot be cast on artillery or machines. combat phase and adds +1 Attack to every friendly stand SLEEP within 30 cm of the caster including character stands. A 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 60 cm unit can only have one Light of Telperion spell cast The caster causes an overpowering weariness to overcome successfully upon it at any time. his opponents. BALL OF FLAME The caster must be able to see his target to use this spell and 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm it cannot be directed at a unit engaged in combat. The target A ball of flame shoots from the casters outstretched arm unit cannot move either by means of Initiative or ordered movement in its following Command phase. In addition, if burning all in its path. Draw an imaginary line 30 cm extending from the casters the target has shooting weapons or the equivalent, it cannot stand in any direction you wish. Each unit under the line shoot in the following Shooting phase. takes three shooting attacks worked out in the usual way. MIST Note that this spell can easily effect several units and will 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30cm effect all units that fall beneath its path (including your A mist settles over the battlefield obscuring the sight of own). Unengaged units can be driven back by the Ball of opposing units. Flame as with ordinary shooting. Engaged units cannot This spell can be cast on any enemy unit in range be driven back but carry over any Hits caused by the spell regardless of whether the caster can see it or not. The into the first round of combat. Hits caused by Ball of enemy unit cannot use its initiative whilst the mist Flame count as having as having been struck in the persists and any order given to the unit or brigade of combat itself. which it is a part will suffer a further –1 Command penalty. The spell lasts until the end of the opposing player’s next turn. 3
Middle-earth Warmaster
BEAST MASTER 6+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm A strong swirling wind falls upon the enemy and all beasts quiver under the tempest. Each enemy cavalry/chariot/monster unit within 30cm of the caster is immediately confused (while they struggle to control their beasts). Confusion ends normally at the end of target’s next Command phase (don’t forget the -1 combat modifier for confusion).
MORTAL TERROR 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm A overwhelming sense of fear envelopes the unit, terrifying its warriors and hindering its ability to fight. The spell can be cast on an enemy unit that is engaged in combat and within range, whether the caster can see it or not. Every stand in the unit including character stands deducts -1 from its Attacks during the following combat phase. Remember, a unit can only be affected by one Mortal Terror spell in a turn.
DOOM AND DESPAIR These spells are used by Melkor, Sauron, and their 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 60 cm A dark cloud of doom and despair settles over the followers. enemy, sapping their courage and dampening their FORCE OF DEATH warlike spirit. 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm The spell can be cast on any unit within range regardless A deadly force extends from the casters outstretched of whether the caster can see it or not. The enemy unit arm wounding all in its path. cannot charge whilst the dark cloud of doom and despair Draw an imaginary line 30 cm extending from the casters persists and if engaged in combat it will not stand in any direction you wish. Each unit under the line pursue/advance. This spell lasts until the end of the takes three shooting attacks worked out in the usual way. opposing player’s next turn. Only one Doom and Note that this spell can easily effect several units and will Despair can be successfully cast on a unit at a time. effect all units that fall beneath its path (including your Characters are not effected own). Unengaged units can be driven back by the Force SOUL STEALER of Death as with ordinary shooting. Engaged units cannot be driven back but carry over any Hits caused by 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . Range: Touching the spell into the first round of combat. Hits caused by Invoking the fell Demons of Melkor, the caster tears the very Force of Death count as having as having been struck in souls from his opponents. This can only be cast if the caster has joined a unit in the combat itself. combat. The spell automatically makes three attacks on one enemy unit which is touching the unit the caster has joined. These are worked out in the usual way, except that armour has no effect. Any hits scored are carried over into the first round of combat and count as having been struck in combat.
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Army Lists
These lists represent the Kingdom of Gondor in the Third Age. The Imperial Gondor list covers the years up to the fall of Osgiliath (TA2475). The Late Gondor list covers the waning power of Gondor through the rest of the Third Age. THE ARMY OF GONDOR The strength of Gondor were its superbly armoured and trained professional troops, the descendants of the splendid Numenoreans, although the blood of the Dúnedain was waning. Gondor's cavalry was the envy of its allies and the horror of its enemies. In times of strife Gondor could mobilize militia and levies from its citizens and subjects. Lighter cavalry was available from subjects or allies like Rohan, and also by equipping able-bodied citizens. However, Gondor rarely relied on such contingents before its power faded at the end of the Third Age. With the loss of Ithilien, Gondor developed specialized troops of Rangers to operate independently behind the enemy's lines. Bodyguards One unit of Soldiers, Rangers, or Knights per 1000 points can be Bodyguards for the Steward or a Captain. These elite troops can be used to represent for example the Guards of the Citadel at Minas Tirith (Soldier bodyguards for the General), or the Knights of Dol Amroth or Faramir's Company (Captain bodyguards of Knights and Rangers, respectively).
Troops Levy Infantry Archers Medium Cavalry Knights Steward Captain
Type Infantry Infantry Infantry Cavalry Cavalry General Hero
k c a t t A
s t i H
r u o m r A
3 3 3/1 3 3 +2 +1
3 3 3 3 3 -
6+ 5+ 6+ 5+ 4+ -
d n a m m o C
e z i S t i n U
t i n U r e P s t n i o P
9 8
3 3 3 3 3 1 1
45 60 75 90 110 125 80
x a M / n i M
-/2 2/-/-/2 -/1 -/2
l a i c e p S
-
Imperial Gondor Special Rules 1. Soldiers. A single unit of Soldiers for every 1000 points may use the Bodyguard rule. 2. Levies. Shoot 15cm 360 degrees. 3. Knights. A single unit of Knights for every 1000 points may use the Bodyguard rule.
5
Army Lists
Troops
Type
k c a t t A
Soldiers Levies Archers Rangers Cavalry Knights Steward Captain
Infantry Infantry Infantry Infantry Cavalry Cavalry General Hero
3 3/1 3/1 3/1 3 3 +2 +1
s t i H
r u o m r A
3 3 3 3 3 3 -
5+ 0 6+ 5+ 5+ 4+ -
d n a m m o C
e z i S t i n U
i n U r e P s t n i o P
9 8
3 3 3 3 3 3 1 1
60 55 75 90 90 110 105 80
x a M / n i M
l a i c e p S
-/2 2/-/2 -/2 -/2 -/2 1 -/2
*1 *2 *4 *3 -
Late Gondor Special Rules 1. Soldiers. A single unit of Soldiers for every 1000 points may use the Bodyguard rule. 2. Levies. Shoot 15cm 360 degrees. 3. Knights. A single unit of Knights for every 1000 points may use the Bodyguard rule. 4. Rangers. Rangers ignore the modifiers for dense terrain, proximity to enemy, and distance to the commander (this does not apply to orders given to a brigade containing other troops than rangers). A single unit of Rangers may use the Bodyguard rules.
6
Army Lists
The army of Isengard under Saruman the White during the War of the Ring, III 3018-3019. SARUMAN THE WHITE Wisest of the Istari, Curunír is the most powerful of Wizards to wander Middle-Earth in the Third Age, second only to Sauron himself, and maybe the White Rider. His powers over the will of others, known as the Voice of Saruman are legendary. Saruman uses the Magic of Aman, can re-roll failed spells, and adds +1 to every attempt to cast Voice of Illúvatar , including re-rolls. There can be only one Saruman in the army, regardless of its size. There are no records of Saruman ever participating in a battle, and he certainly never commanded an army, so the option of fielding him as a wizard (albeit an essential one) seemed fitting. THE ISENGARD ARMY Saruman’s army, raised in short time and great secrecy, consisted mostly of Orcs and Men. The latter were his most reliable troops and consisted mainly of Dunlendings, but also included Rohirrim and half-orcs. Saruman’s reliance on Human infantry decreased when his breeding programme supplied him with Orcs of great strength, the ‘Fighting Uruk-Hai of the White Hand.’ This provided his army with infantry of sufficient size and quality. What Isengard lacked in cavalry it made up in industry: Saruman used every technological and medical advance he could learn to further his plans. His Orcs were equipped with stamina-enhancing drugs, and the army used an number of mechanical and chemical inventions that were technologically (and morally) unthinkable to many of the surrounding cultures of the Third Age. The forges of Isengard equipped the Uruk-Hai of the White Hand with exceptionally good armour (for orcs), comparable only to Sauron’s troops in Mordor. This, together with the Uruk-Hai’s resistance to pain motivates the high save of 5+, which belies their cowardly nature. Orthanc produced armour only for the orcs, so the human infantry wears only light armour. Orc Warriors and Human Foot Levies fulfill more or less the same battlefield role (viz. throwaway infantry) and there is no other reason than ‘character’ to include them both in the list, with compulsory minima. The ‘evil industrialist’ aspect of Saruman’s character is provided by the Blasting Fire rules (which are indispensable) and the more surprising addition of a Flame Cannon from the WM Dwarf list; the Ent-burning device at the Siege of Isengard could very well be such a contraption.
7
Army Lists
Troops
Type
Orc Warriors Infantry Orc Archers Infantry Uruk-hai Infantry Dunlendings Infantry Wild-hillmen Infantry Sappers Infantry Wolf-riders Cavalry Dunlending Nobles Cavalry Catapult rtillery Flame cannon rtillery Commander General Captain Hero Saruman Wizard
k c a t t A
s t i H
r u o m r A
2 2/1 3/1 3 5 1/1 2/1 3 1/3 2d6 +2 +1 -
3 3 3 3 3 3 3 3 3 3 -
6+ 0 5+ 6+ 0 * 6+ 6+ 0 0 -
d n a m m o C
e z i S t i n U
i n U r e P s t n i o P
9 8 8
3 3 3 3 3 +1 3 3 1 1 1 1 1
30 35 60 45 70 90 60 70 75 50 105 80 80
x a M / n i M
l a i c e p S
2/-/2/2/2/-/4 -/-/1 -/1 -/1 1 -/2 -/-
*1 *1 *1 *2 *3 *4 *5 *6
Isengard Special Rules 1. Warband. See decription 2. Wild-hillmen. The most fanatical of the Dunland forces, Wild-hillmen cannot be Driven back and will never retreat in combat. They will never evade and will always charge on initiative, no other order can be given. Wild-hillmen will always pursue/advance when possible. 3. Sappers. A stand of Sappers can be added to an Orc or Uruk-Hai infantry unit and moves and fights as Skirmishers in the WM Empire list; they have the same armour as their parent unit. They are armed with one of Orthanc’s most devilish inventions, Blasting Fire. Is has a range of 10cm from any point of the stand and will ignite during the shooting phase doing 1 shooting attack to one wall or gate section in range. Blasting Fire damage is resolved per the Shot section in the siege rules. 4. Catapult. See Warmaster rules 5. Flame Cannon. See Warmaster rules 6. Saruman. See description
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Army Lists
This list covers the Northmen and the Kingdom of Rhovanion founded by Vidugavia at about 1240. Rhovanion allies of Gondor are noted for their "fearless spirit of the Northmen" and proud horses. The Lake-men of Esgaroth are presumably remnants of the Rhovanion kingdom defeated by the Wainriders at about 1850. Mairhwini's outlaws spearheaded the revolt against the Wainriders. The notes to the Lord of the Rings mention Vidugavia being the most powerful of the Northern princes The Unfinished Tales mentions the once powerful Northmen confederation. Frumgar was the chieftain who led his people to Éothéod, his son, Fram, slew Scatha the great Dragon. Fram’s grandson was Eorl the Young who became the first ruler of Rohan
Troops Light Infantry Archers Riders Horse Archers Marshall Captain
Type Infantry Infantry Cavalry Cavalry General Hero
k c a t t A
s t i H
r u o m r A
3 3/1 3 3/1 +2 +1
3 3 3 3 -
6+ 0 5+ 6+ -
d n a m m o C
e z i S t i n U
t i n U r e P s t n i o P
9 8
3 3 3 3 1 1
45 55 90 100 125 80
x a M / n i M
-/4 -/4 2/-/2 1 -/2
l a i c e p S
-
Rohan Then one of the knights took the king's banner from the hand of Guthlaf the banner-bearer who lay dead, and he lifted it up. Slowly Théoden opened his eyes. Seeing the banner he made a sign that it should be given to Éomer. 'Hail, King of the mark!' He said. 'Ride now to victory! Bid Eowyn farewell!' And so he died, and knew not that Eowyn lay near him. And those who stood by wept, crying: 'Théoden King! Théoden King!' But Éomer said to them: Mourn not overmuch! Mighty was the fallen, meet was his ending. When his mound is raised, Women then shall weep. War now calls us! The Rohirrim were a dynamic offshoot of the semi-nomadic cattle-oriented culture that predominated among men along the northern stretches of the Anduin River. Rohan had been in existence for 500 years at the time of the War of the Ring, ever since a force of the northern men under Eorl the Young had rescued the Army of Gondor from destruction in the battle of the Field of Celebrant, and then been invited to settle in the lands north and-northwest of Gondor by Cirion, Ruling Steward at the time. THE ARMY OF ROHAN The core of the Rohirric army consists of Riders, fully trained but non-professional warriors who served for a term and could be mobilized in times of unrest. When the Éothed moved to Rohan they were reorganized into a more professional force and a number of Riders came to serve permanently in the King's Host; these Knights are the elite of the Rohirrim, equipped with weapons and armour from Gondor itself. The Household éored were a permanent company of riders quartered at the Marshall's household. The army selector allows for a larger number of Horse Archers than reported in Tolkien's work; this is a concession to playability.
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Army Lists
Troops Light Infantry Archers Riders of Rohan Horse Archers Knights Ents Hourns Marshall Captain
Type Infantry Infantry Cavalry Cavalry Cavalry Monster Monster General Hero
k c a t t A
s t i H
r u o m r A
3 3/1 3 3/1 3 6 2 +2 +1
3 3 3 3 3 8 3 -
6+ 0 5+ 6+ 4+ 5+ 4+ -
d n a m m o C
e z i S t i n U
t i n U r e P s t n i o P
9 8
3 3 3 3 3 1 3 1 1
45 55 90 100 110 150 100 125 80
x a M / n i M
l a i c e p S
-/4 -/4 2/-/2 -/2 -/1 -/1 1 -/2
*1 *2 *3 -
Rohan Special Rules 1. Household Éored. One unit of Household Éored may have the Bodyguard battle honour. 2. Ents. Ents can only be brigaded with other Ents or Huorns. Ents are flammable, so fire attacks against them ignore armor. Ents ignore the -1 modifier for dense terrain when in the woods. Ents have a great many hits, 8 in fact, which are almost impossible to inflict even during a fairly lengthy combat engagement. Because Ents have so many hits we must consider the possibility of hurting the Ent and reducing its effectiveness in subsequent turns. Therefore, if an Ent has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt. Once an Ent is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 3 Hits and 4 Attacks). ENTMOOT Ents take a notoriously long time to make decisions, and aren't easily ordered around. If you attempt to give an order to an Ent and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into account by the following rules. Roll a die an consult the Entmoot! chart. Where Ents are brigaded together roll for each separately. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder). Entmoot chart D6
EFFECT
1
The Ent becomes very concerned about being too rash with his decisions. He loses the ability to move by initiative for the remainder of the battle.
2-5
The Ent finds the order `too hasty´ and stops moving to think things through (like a normal failed order).
6
Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that he can see. Move the Ent at double his normal full pace move. If he reaches an enemy unit, he doubles his attacks in the first round of combat.
3. Hourns. Hourns can only be brigaded with other Ents or Huorns. Hourns are flammable, so fire attacks against them ignore armour. Ents ignore the -1 modifier for dense terrain when in the woods. Huorns can claim defended status in all terrain (this does not imply that they are defended when charging, advancing, pursuing, or retreating).
10
Army Lists
The Harad is the name given to the wide, sun-baked lands to the south of Gondor and Mordor; the Men of Harad, called the Haradrim, were ancient enemies of the Gondorians and allies of Sauron during the War of the Ring. THE ARMIES OF HARAD This list covers all the human nations of the south who fight for Sauron. At times Tolkien uses the terms Harad, Southron and Easterling almost interchangeably. Different petty kingdoms can be allied together to produce a composite force with one becoming the senior partner providing the General and the others allied contingents. Bowmen upon horse and chariots represent Frodo’s vision of migrating nations seen from Amon Hen in the Treason of Isengard . Haradrim use Mûmakil during the War of the Ring but are not recorded using them in the great wars with Gondor during the Third Age.
Troops Heavy Infantry Spearmen Bowmen Slaves Far-Harad Troll-men Heavy Cavalry Light Cavalry Mûmakil Chieftain Hero Sorcerer Mûmakil
Type Infantry Infantry Infantry Infantry Infantry Cavalry Cavalry Monster General Hero Wizard Mount
k c a t t A
s t i H
r u o m r A
3 3 3/1 2 4 3 3 5/1 +2 +1 +0 +3
3 3 3 3 4 3 3 4 -
5+ 6+ 0 0 5+ 4+ 6+ 4+ -
d n a m m o C
e z i S t i n U
t i n U r e P s t n i o P
9 8 7 8
3 3 3 3 3 3 3 3 1 1 1 1
60 45 55 20 105 110 70 150 125 80 45 +85
x a M / n i M
l a i c e p S
-/2 2/-/-/4 -/2 -/2 2/-/2 1 -/2 -/1 -/3
*1 *2 *3 *4
Harad Special Rules 1. Heavy Infantry. One unit of Heavy infantry may have the Bodyguard honour. 2. Slaves. Slaves are unruly and ill disciplined if not actually unwilling combatants. A unit of Slaves suffers an additional –1 Command penalty when given an order. However, this penalty is waived if the unit is part of a brigade, which includes units other than Slaves. Slaves are not allowed to use Initiative to charge though they are allowed to evade as usual. When they do charge they receive no bonus Attack Modifier for doing so. 3. Mûmakil. The great elephant beasts, also known as Oliphaunts brought to war by the Haradrim. Mûmakil cause terror in cavalry units, even for those units normally immune to terror. When Mûmakil take hits from shooting there is a chance they will run amok. If a 6 is rolled when determining drive back, in addition to being confused, the unit has also run amok, and will move it’s drive back distance in a random direction. When a unit of Mûmakil has run amok, roll a scatter dice, spin a pencil, roll a d10 (the dice will point in the direction of drive back), or any other useful method to determine the direction of drive back. The Mûmakil will move its full drive back distance in the direction indicated, even if the drive back takes the Mûmakil unit through another unit or character of either side. When a unit of Mûmakil is forced to move through a unit because it has run amok, the unit is considered to have been burst through. If the unit of Mûmakil contacts a character stand during drive back, the character is displaced as if it had been contacted by an enemy unit. The character must be able to attach to a unit within a 30cm move or be destroyed. Characters already attached to the unit when it runs amok are effected as normal for a character attached to a unit during drive back. 4. Mûmakil. A Harad General or Hero can ride a Mûmakil. Any unit joined by a character on a Mûmakil will cause terror. 11
Army Lists
A general name for the races of Men from the unknown East of Middle-earth, who were a constant foe of the Free Peoples, from the treachery of Ulfang in the Nirnaeth Arnoediad of the First Age to their frequent attacks against Gondor in the Third Age. This includes the armies out of Rhun and Khand, the Wainraiders and the Balchoth.
Troops Light Infantry Archers Medium Cavalry Horse Archers Knights Chariots Wagons (Wains) General Captain Chariot
Type Infantry Infantry Cavalry Cavalry Cavalry Chariot rtillery General Hero Mount
k c a t t A
s t i H
r u o m r A
3 3/1 3 3/1 3 3 3/1 +2 +1 +1
3 3 3 3 3 3 3 -
6+ 0 5+ 6+ 4+ 5+ 4+ -
d n a m m o C
e z i S t i n U
t i n U r e P s t n i o P
9 8 8
3 3 3 3 3 3 3 1 1 1
45 55 90 100 110 90 90 125 80 10
x a M / n i M
l a i c e p S
2/-/2/-/4 -/1 -/4 -/1 1 -/2 -/3
*1 *2
Easterling Special Rules 1. Wagons. The wagon consists of two stands, the armoured wagon stand and the horse team stand. In normal use the horse team stand is placed in front of the wagon either forming a single line or curving column of two stands.
For purposes of movement the player can measure from either stand, but the unit is always arranged so that the team moves in front of the wagon and not the other way round. So, for example, if you want to reverse direction swap the stands around. Although it consists of two stands, the Wagon is treated as a single piece – the stands are not removed individually except to denote ‘stockaded’ status as noted later. The Wagon cannot charge an enemy. It is more like a mobile defence point or artillery platform. Its movement rate is 20cm at full pace and 10cm half pace (same as infantry). In respect of terrain its movement restrictions are the same as artillery. The wagon can shoot all round – from the front, side or rear edge of either stand. It has a range of 30cm. A unit of Wagons is able to form a stockade or wagon laager. Once an order has been received, a wagon can either move or form a stockade but not both. In reality this involves removing the horse teams and forming the wagons represented by the single model into a circle or wagon laager. To represent this in the game, the horse team stand is removed and the wagon stand can be turned on the spot to face as the payer prefers. A unit of wagons that is stockaded at the start of the Command phase will automatically cease to be stockaded if it uses its Initiative to evade or if it receives an order to move. The horse stand is placed touching the wagon stand and the piece moves as normal. A stockaded wagon counts as a fortified target to shooting and to close combat attack. A stockaded wagon cannot be driven back by enemy shooting. However, it is still necessary to roll as if it were driven back to establish if the unit becomes confused. In combat, a non-stockaded wagon unit cannot pursue and is destroyed if forced to retreat. This is the standard rule for artillery. In combat, a stockaded wagon will neither pursue nor retreat -- it always holds its ground even if defeated. An enemy unit that wins a round of combat can still continue to fight by remaining in contact or he can elect to fall back as usual. If an enemy wins a round of combat and continues to fight further rounds then he must move stands which are not already fighting frontally into contact with any accessible edge of the wagon exactly as in a normal pursuit (see p42). Because stockaded wagons do not retreat, the enemy will gain no bonus for pursuing in subsequent rounds of combat. Where enemy are fighting both a wagon and other Kislevite units as part of a multiple combat, it is possible that the wagon remains in place whilst accompanying units retreat. In this case the usual pursuit rules apply where possible (stands pursue enemy in contact to their front). If accompanying troops retreat so far that it is impossible to pursue both the wagon and accompanying troops then the pursuer may choose which to pursue. A stockaded wagon stand has no sides or rear in combat (it is assumed to represent a circle of actual wagons) and so does not suffer a Combat penalty for fighting enemy to the side or rear. 2. Chariot mount. Generals and heroes may ride in a chariot mount. 12