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Dwarven Campaign

Dwarven Campaign lotr sbg

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Andrei Catana
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0% found this document useful (0 votes)
181 views5 pages

Dwarven Campaign

Dwarven Campaign lotr sbg

Uploaded by

Andrei Catana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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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 the The 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. ws The 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 m POINTS 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 test ious 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

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