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‘The Evil side wins if all the Good models a
twenty tums have passed. The would-be re:
only to find burnt out buildings and half-c
killed before
en corpses.
If less than four Good models survive within the
boundaries of the village beyond twenty turns, then the
‘game isa draw. The defenders manage to b
for the women and children to be rescued but the village is
abandoned,
enough time
SPECIAL RULES
Unrelenting Assault. The Uruk-hai attack is fragmented
but unceasing. When an Evil model is slain, the Evil pk
may move it on from a board edge of his choice atthe start
of his next Move phase. The Evil player may not bring on
more than two models from the same board edge each turn.
Lf more than two models are available to the Evil player, he
‘must bring them on from several edges or keep th
reserve for future turns,
NOTES
Faced with superior unlimited foes and only
defence force, the defender must try to make the most of
The barricades can ma
a token
his defensible position ce the Good
Scenario 1
ng Night
player's position a strong one, but he is unlikely to be able
0 defend every inch of them. The Good player shoulda’t
be afraid to move his models around to maximise coverage
to where the U eaten to break through
ddead Urukchai will need at least three tums to get back into
the fight. In this way it is a good idea to fire at the nearest
enemy models ~ they will have further to walk when they
‘come back on. It’s also a good idea to paira Man with each
Dwarf if you can, the higher Fight value of the Dwarf will
tic the fight if the dice scores are a draw — every litle
helps.
The Evil player needs to find weaknesses in the defender's
Position and exploit them as quickly a enty
tums is not as much as it looks. Try to avoid engaging the
‘enemy across the barricades, but instead loop around their
defences and break through into the courty
Another key thing to rem
getting your a
match for
Dwarves.
possible —
i if you can,
mber is not to be worried about
chers into combat, they are more than a
the humans and can go toe-to-toe with the
Your main obstacles to victory will be the
Khazid Guard and the Captains, try to take them out as
quickly as possible, this will leave you free to mop up theThe Dares fight 0 he death in defence
SPECIAL RULES
Strong Winds. Due to the high winds, from the st
game all missile shots
obstacle ‘in the way’ as soon as they are fired, From the
fourth tun onwards, at the end of each tum ;
with priority must roll a D6. On a roll of a 4, 5 oF 6, the
winds abate for the rest of the game and shooting returns
1 of the
ed to have an extra
2 conside
to normal
Murin, To represent the severe wound already taken by
Murin, he and only a single
Wound. However, due to the loyalty th
inspires, none of the Dwarves will ever take & Courage test
while he lives. Noe that this does not apply to the Elves.
tarts the game with no Fat
NOTES
Strategy for the Goblins inthis case is very straightforward
Attack! The Evil player has an overwhelming advantage
im numbers in the initial turns of the game and should
PPP REF
Scenario 2~A Rock & a Hard Place
attempt to capitalise on this as much as he can, There are
two main options open: wear down the numbers of the
Dwarves, or go straight for Murin. Killing the Dwarves
has an added bonus because if enough of them are killed,
the Elves will begin to take Courage tests
test will buy a litle mon
The Dwarf player needs to think carefully about protecting
Marin Ase matters! With the Wood Elves slowly
gaining on the embattled Dwarves and the possibility that
the wind will drop, the later game is very much in the
favour of the Good side ~ but it does mean the Dwarves
have to hold out until fortune swings their way. Ifthe Good
player is lucky he may even be able to sneak Murin past
the Goblins and make a break for the table edge. If not, the
Good player will probably have to think about killing or
driving off all the Goblins.
wsThe axes of the Dwarves are upon you!
STARTING POSITIONS
The Evil player deploys the Ores in the Evil deployment
zone. The Good player ces into two equal
sized groups and deploys one in each of the Dwarf
deployment areas
OBJECTIVES
The Good side wins if the Orcs are reduced to 25% or less
of ‘numbers before the Dwarves are
‘The Evil side wins if the Dwarves are reduced to 25% or
less of their starting numbers before the Ores are.
SPECIAL RULES
Cowardly. Surrounded, and with the sun shining bright
above them, the Orcs are desperate to escape the fury of
the Dwarf attack and only their Captains keep them in
Onder. To represent this, in a turn following one where an
Ore Captain has been killed, every Ore must test its
Courage in the same way as if the Evil force had been
reduced to below half strength. In subsequent tums, the
Ores may move as normal (unless another Captain has
been slain),
PREF Gorge
Seen
io 3 ~ Barak Khazdal
Dwarven Fury. The Dwarves have come to avenge those
slain by the Ores. All Dwarves must always charge an
enemy model if able to do so.
NOTES
The forces of Evil are very much on the back foot here
with two dozen angry Dwarves and Radagast the Brown
bearing down on them from two sides at once. Iti easy for
the Dwarf player to get lured into a sense of complacency
by this, but a word of caution should be issued. The
Dwarven Fury rule can prove to be huge disadvantage
for the Dwarf player and one that the Evil player should
Took to exploit, pulling the Dwarves apart prior to leaping
fon the tattered formation and tearing them apart. Another
thing the Evil player should take advantage of is the fac
that the Dwarves are slower than the Ores, allow.
Evil player to pounce on one Dwarven force whi
other catches up. The best tactic for the Dwarf player is to
keep all this under consideration and try to keep the
‘advantage on his side — all things being equal, one Dw
ch as two Ores and itis in this advanta;
that your best chance lies.
is worth as mPOINTS MATCH
If you want to play this game with other forces, choose
least 700 points for each side
LAYOUT
The scenario is played on a board 48°/120cm by
48°/180cm. The battle takes place before the gate of the
Lonely Mountain. The nould be in the centre of the
board with the mountainside stoping away
(Gee map). The mountainside is p.
difficult terrain and should be strewn with rocky debris.
‘The River Running flows from the gate and off the
‘opposite board edge. This should be no more than 3°/8em
wide,
ither side
ble, but counts as,
and counts as difficult terrain. The remainder of the
board should be mostly empty, with the odd tree her
he
STARTING POSITIONS
The Good player deploys his he Good,
deployment zone (see map), the Evil player then deploys,
his force within the Evil deployment zone
force within
Scenavio 4 ~ Dain's Last Stand
OBJECTIVES
The Good side wins if it manages to reduce the Evil force
10 25% oF less.
The Evil side wins if it manages to reduce the Good force
to 25% or less.
If both sides accomplish their objectives in the same turn,
he game is a draw
SPECIAL RULES
‘Traps. The Dwarves have had ampl
defence and have placed a series of snares and deadfalls
along the approach to the gate. At the start of the game
before both players deploy, the Good player places three
‘markers anywhere on the board. Bach time an Evil model
m of these markers, roll
dice. On the roll of a 4, 5 or 6 (Might cannot be used to
‘modify this roll), the model takes a single Strength 6 hit ~
models with a Strength less than 6 are
ground. This roll should be made as soon as the Evil
moves to within 3"/8em. Models who begin their move
3"/Som of a marker do not need The
Dwarves and Men know the exact location ofthe traps and
je time to plan their
knocked to the
nodel
so do not have to testious hand-o-hand combat i Lothivin
OBJECTIVES
The Good side wins if it manages to reduce the Evil force
10.25% or less.
The Evil side wins if it manages to kill both of the named
Heroes (ie, Celebom and Galadriel) or reduce
force to 25% o less
Good
If both sides accomplish thei
the
objectives in the same tur,
ame is a draw.
SPECIAL RULES
Reinforcements. Celcbom has defeated the main Evil
force and is leading his survivors back to Galadtiel’s aid
with all speed. From the second turn onwards, the Good
Player may roll a D6 to see if Celeborn has arrived. On a
roll of 4+, the Good player may deploy Celeborn’s group
(all the Good models that were not deployed at the start of
the game) that tum. To see where the group arrives, the
Good player rolls a further D6 and deploys them anywhere
along the indicated table edge (see map)
Lothlorien. Within the boundaries of the land of
Lothlorien, Galadriel’s powers maintain the world as it
once was. Beyond her own realm her powers are limited,
although still stro
Fate rolls om a 2+, rather than a 4 or more
the the
Galadriel and Celebomn will pass all
PoiepmhpyiGh
Scenario 5 — Assault on Lothlorien
The Power of Galadriel, The power of the Elven rings is
to heal and sustain, not destroy and dominate. With Nenye,
Galadriel has woven a powerful enchantment over
Lothlorien that protects the Elves from harm. To represent
this, whenever an Elf suffers a wound, the Good player
y roll a D6. On the roll of a 6 the wound is recovered.
‘This is effectively like using a point of Fate, with the only
exception that the wound is recovered only on a 6 rather
than on a 4+. Should Galadriel be slain, the power fades
‘and this ability is lost.
NoTES
Again, the Evil player needs to cover as much ground as
possible and take the fight to the Elves. With the Elves
initially outnumbered, ifthe Evil player
before Good reinforcements arrive, sheer weight of
‘numbers will lead to slaughter. Once Celeborn atrives
however, thi litle different —the best strategy
then is to try to crush one of the groups individually
n close the gi
The Good player needs to buy time for the reinforcements
infiltrated troops to delay the Evi
Galadriel is an incredible asset in this scenari
With her reserves of Will, she can be relied upon to tie up
enemy Trolls of Captains with ease, leaving the remain
of the troops to deal
Sejeby gh