War of the Ring Campaign Rules The Invasion of Gondor This is a set of campaign rules for a historical campaign of the second stage of the War of the Ring, with Mordor’s invasion of Gondor . Points were used to calculate the overall armies and are roughly 10 ,000 points per side over the course of the campaign. Although the points value are equivalent, this campaign system is not designed to create balanced battles, but rather allow players to make strategic decisions that will impact the tactical battlefield. Th i s is primarily a campaign system for Games Workshop’s War of the Ring Mass Battles in Middle Earth game (WOTR) , but use s elements from The Lord of the Rings Strategy B attle G ame (SBG) and the map fr o m Ares Games War of the Ring board game . Turns The campaign lasts for twelve turns. Wh ich ever side meets the victory conditions below at the end of Turn 12 has won the campaign. If a side’s victory conditions are met before the end of t urn 12 , the campaign ends. If neither side achieves its victory conditions, the campaign is a draw. Map The entire map is used for the campaign, but not all areas will be effected (See Annex A). The River Anduin can be crossed only between Osgiliath and North and South Ithilien (See Annex E). Solid black borders between areas are impassible terrain except for flying monsters. Forces Good: Gondor, Rohan and Forgotten Kingdoms Evil: Mordor and the Fallen Realms. Objective Evil must hold the territories of Osgiliath and Minas Tirith by the end of Turn 12 . Good must hold Barad Dur or destroy the One Ring (see Frodo, Sam and Gollum below) . In order to “hold” an area a side must have one formation i n th at area. If the area contains a fortress, the area must be free of enemy formations. (See Siege rules). Initial Deployment See Annex B for Evil and Annex C for Good initial deployment set up. Campaign Turn Sequence 1. Initiative player moves. 2. Non initiat ive player moves. 3. Epic H ero reaction moves 4. Battle a. Skirmish b. Field Battle c. Siege 1. Retreat Move s 2. End Campaign Turn Initiative The Good side has the initiative for the first campaign turn. At the beginning of each subsequent campaign turn , each side choses a player to roll 1d6. The side with the higher roll has the initiative and can move first. If the die roll is tied , roll again until there is a side with a higher die roll. The side with initiative has the option to pass the initiativ e to the other side. Movement Each formation or individual Epic H ero can move one area per turn. Epic Heroes can move separately from formations or as part of one . The side with initiative moves first, then the side without initiative. A side can move a s many formations as they are able into an area and there is no limit to how many formations can be in one area. If the side with initiative moves into an area with an enemy formation, that enemy formation is pinned and cannot move that turn. If a formati on is in an area with a friendly fortress in it, it can chose to enter the fortress and become besieged or remain in the field and fight a Field battle or Skirmish (See Battle rules below) . Once the side with initiative move s , the other side moves. If the side that does not have the initiative moves into an area where a friendly formation has beco me pinned by an enemy formation, these formations become reinforcements and arrive on the turn determined by rolling 1d6 (See Battle below). Formations and Epic H eroes cannot cross through areas marked with a solid black border on the map. The exception to this is flying monsters. Reaction moves. If a n Epic Hero on the non initiative side finds itself in an area that the initiative side has moved a formation int o, the Epic Hero can choose to perform a reaction move and move into an adjacent area where there is no enemy formations. If all surrounding areas have enemy formations, the Epic Hero cannot perform a reaction move . If a friendly formation is in the same area as the Epic Hero and an enemy formation moves into that area and the Epic Hero choses to perform a reaction move, that Epic Hero is 1 to their Courage value for the remainder of the campaign. The Epic Hero n ever regains their original Courage value (Note: Th is effect s all Special Rules during a battle such as Inspiring leader where friendly formations use the Epic Heroes Courage value, even if it is reduced below the base Courage value of the formation). If the same Epic Hero does another evade move and abandons a friendly pinned formation, the Epic Hero loses another point of Courage and can be reduced below zero (i.e. 1 Courage value) . Note that this rule only applies if there is a friendly formation in t he area that has become pinned. Epic Heroes perform reaction moves at no penalty to their Courage if there are no friendly formations in the area. Retreat Moves. A retreat move is performed immediately after a battle is fought. The side that lost the ba ttle must move to an adjacent area where there are no enemy formations. The formations may move normally the next campaign turn. If the retreating force lost the battle because it was reduced to 30% starting companies and there are no adjacent areas free of enemy formations, the entire force and all Epic Heroes immediately surrender and are removed from the campaign. Battle After both sides have moved, in all areas that have both enemy and friendly formations in the same area, a battle is fought. The tab le on which the engagement will be fought is set up using that area’s terrain features indicated on the map in Annex D . The side that originally occupied that area is the defender and sets up first and the side that moved into the area is the attacker and sets up second. The defender sets up 12” in from the edge of the board opposite where the initiative player is entering unless otherwise noted on the map s in Annex D . The attacking side can then set up one foot in from the side they have entered from ac cording to the maps in Annex D unless otherwise noted . The attacking side does not have to set up their entire force and can bring formations on the board from the edge they set up in at the start of any turn, but must have the entire force on the table b y the start of Turn 8. If the defender has reinforcements arriving , they roll 1d6 at the start of every turn . If t he number rolled is th at turn or lower, t he reinforcements arrive and move as normal . Reinforcements arrive on the edge of the board from the area they are entering from as shown on the maps in Annex D . There are three types of battles that can be fought; Skirmish, Field Battle, and Siege. The defending side can surrender in lieu of fighting a battle, but all friendly formations and Epic Heroes are removed from the campaign and are counted as casualties. Skirmish If there are less than 1,000 points on either side in an area a Skirmish is fought. Skirmishes in the campaign are fought using The Lord of the Rings Strategy Battle Game 2005 ed ition rules and profiles from the 2012 “army books”. This also applies to area with fortresses and thus the Strategy Battle Game siege rules will apply to the skirmish. Each model that fails its courage test once a side reaches its break point (50% of it s starting models) must move into an adjacent area with no enemy formations. If there are no areas to retreat into, the models are permanently removed from the campaign. Once a side reaches 30% of its starting models , it has lost the Skirmish and perform s a Retreat Move . All models that retreated out of the area must then form a legal formation. If the remaining cannot be formed into a legal formation, such as having only one company with 50% or less models, the models are removed from the campaign. Fie ld Battle If there are two formations or mo r e on each side , a Field Battle will be fought. A Field Battle uses the War of the Ring Mass Battles in Middle Earth rules. Each game last eight turns. If at the start of any turn one side has reached 30 % or le ss companies , that game ends and that side must perform a Retreat M ove moving all formations into an adjacent area where there are no enemy formations. If all areas contain enemy formations, all formations surrender and are counted as casualties for purposes of the campaign. If at the end of Turn 8 the defending side is not re duced to 30 %, the attacking side that moved into that area must perform a retre at move back into an adjacent area . If there are enemy in that area, another battle is fought immediately. Dismounting cavalry. At the beginning of a battle, a side has the option to dismount any cavalry unit at the cost of two cavalry companies for on e infantry company with the same wargear . The mounts are discarded for the current game, including wargs. Dismounting occurs during setup up and once dismounted, the formation must remain dismounted for the entire battle. The formation can only remount at the start of the next campaign turn. Siege If a side is attacked in an area with a fortress, they have the option to fight a Field Battle as above, or move into the fortress in which a Siege will ensue. ( If a Field Battle is fought use the same map set up, but remove the fortress. If the defending side loses the Field Battle, they can retreat into the fortress instead of retreating into an adjacent area). If a S iege ensues, t he side that moved into the area is the attacking side and has the choice to e ither maintain the Siege or assault the fortress. If the attacking side maintains the Siege, no battle will be fought that campaign turn in the area unless the defending side has reinforcements arriving. If this is the case, a fie l d battle will be fought , but the fortress is kept on the game table . A 1d6 will be rolled at the start of each turn and reinforcements will arrive if the turn number or lower is rolled. Formations inside the fortress can conduct shooting attacks and also “sally forth” out of t he fortress at any time during the F ield B attle. If attacking side decides to assault the fortress, the formations inside the formation will be the garrison force and any reinforcements will be known as the relief fo r ce. The assaulting force must try and breach the fortress and occupy the “keep” as noted on the map in Annex D ; if not successful by turn 8, the assaulting force remains in the area and does not perform a Retreat Move that campaign turn , but instead the S iege continues the following campaign turn . If the assaulting force is successful at capturing the keep (occupying the keep with a formation that is not disordered) , the defending force and any relief force must reduce the assaulting force to 30% companie s by the end of Turn 8 to force them to perform a Retreat Move out of the area . If not, the garrison surrenders and all companies and Epic Heroes inside the garrison force surrender s and all formations and Epic Heroes are removed from the campaign . If th ere is a relief force , it must perform a Retreat Move out of the area to an adjacent area with no enemy . If the relief force is unable to do this, they also surrender. For sieges, the War of the Ring r ules will be used with the following modifications. Rams . The attacking side automatically get s a ladder for free for each infantry formation to maximum of four ladders and also one ram at the cost of one company. That company is removed and a ram model is put in its place. If the ram is destroyed during the game , it cannot be picked up by another formation and has been rendered useless. A ram costs one company at the start of the Siege during set up and is Strength 4, with 3 Attacks. It is considered a monster for determining striking order. A ram is able to conduct its number of attacks at the fortress gate or door during the Fight Phase using its Strength against the door’s Defense. If a “wound’ is caused consult the SGB Battering Chart to determine how many Batter Points are inflicted. Stone Wa lls. Each section of a fortress that has a stone wall is considered a stone building giving a +3 to a formation’s Defense value and can hold as many formation s as is listed on the map s in Annex D . A stone wall can be breached by a demolition charge place d by a Sapper company or destroyed by a siege engine with Strength 10 or greater (Note: This includes ents throw stone special rule) . A formation can only enter a wall from an adjacent wall or from a wall section with stairs and is considered difficult te rrain. If a formation is fighting an enemy formation in an adjacent wall, one company can fight as if fighting to its flank ( 3 dice combat modifier) and receives no bonuses for companies in support. Wooden Walls . Each section of a fortress that has a wo oden wall is considers a wooden building giving a +2 to a formation’s Defense value and can hold as many formation as is listed on the map in Annex B. A formation can only enter a wall from an adjacent wall or from a wall section with stairs and is consid ered difficult terrain. If a formation is fighting an enemy formation in an adjacent wall, one company can fight as if fighting to its flank ( 3 dice combat modifier) and receives no bonuses for companies in support. Note on fortress walls: Only formation s with a ladder , an ent , or a flying monster can attack a n enemy formation on a wall in the Fight Phase . Since a fortress wall is defensible terrain, only infantry and monsters (not flying monsters) can occupy the terrain piece. Ladders. Formations carry ing ladders must have their flank as their front facing when they come into contact with a wall in order to raise a ladder. Once the formation with a ladder has come into contact with a wall during the move phase, the ladder is automatically raised. If a n enemy formation occupies the wall it can attempt to push the ladder down on a 4+ on the roll of 1d6. If an enemy model is on the ladder ,a 5+ is needed to push down the ladder (see below) . If the formation on the wall contains a hero, Might can be used to adjust the die roll. If the ladder is pushed down, the enemy formation with the ladder suffers 1 Strength 3 automatic hits for each inch the formation on the wall is off the ground. Every turn after the ladder has been place d , the formation in contac t with the wall can move one company up the ladder. The company moves up the ladder at its normal movement rate. Physically move one model up the ladder to indicate its location. In order to fight the formation defending the wall during the Fight Phase , a Charge Move must be made. The role of a 1 is an unsuccessful charge and if successful, the charging company does not receive any charge bonus modifiers in the Fight Phase per normal WOTR rules since the wall is defensible terrain . In addition, the com pany on the ladder will fight in the Fight phase as if it is fight ing in the flank ( 3 combat modifier) . The company on the ladder does not receive any modifiers for hav ing other companies in the formation in support. Unlike a ram, ladders can be picked u p by another formation i f the formation with the ladder is destroyed. Assault Ballista . In addition to its normal profile , an assault ballista gets a special 12” ladder that can be given to any friendly formation . At least two companies are needed to move a 12” ladder . A 12” ladder needs the assault ballista to have line of sight to the wall in order for the ladder to be raised. During the Shoot Phase a 4+ on a 1d6 is needed to raise the ladder. The assault ba llista needs to have line of sight in order to the wall section in order to raise the ladder. (Note: Assault ballistae cannot destroy a stone wall as a siege target since they are Strength 9; see below). Gates . Each Fortress gate has a Defense value of 1 0 and 3 Batter points (SBG Siege rules). Doors . Each door inside the fortress to an internal keep or tower is considered an Armored Door with a Defense Value of 8 and 2 Batter Points. (See SBG Siege rules). Knocking Down Walls . Only formations with a St rength 10 or more can harm a stone wall. The formation rolls to attack as normal versus the walls Defense and for each hit , roll on the SBG Battering Chart. Demolition Charges . One Sapper company carries two demolition charges. Once a Sapper company is in contact with a wooden wall or a stone wall with a “weakness” indicated on the map (See Annex D) , it can emplace a charge. Once emplaced, a sapper company can attempt to detonate the charge. The Sapper company takes a Courage test during th e Fight Phase and if it passes , it rolls on the SBG Detonation Chart for each charge that has been detonated . If successful , the wall suffer s 1d 6 wounds for each charge. Roll on the SBG Battering Chart for each wound inflicted. Siege Target vs. Battlefiel d Target . During the Shoot Phase, siege engines can shoot at either a battlefield target or a siege target. A battlefield target is an enemy formation in the open, woods, or a building. A siege target is a fortress wall section or a fortress gate. The siege engine cannot target an enemy formation who occupies a wall section of a fortress, but rather must target the wall instead. If the siege engine does not have the minimum strength value to target the wall section, it will not affect the wall or the e nemy formation occupying it (the siege engine cannot target an enemy formation occupying the wall as a battlefield target). If a wall with a formation is destroyed, the formation is also destroyed. Assault Ballista and Avenger Bolt Throwers. Can only attack attack Battlefield Targets . Siege Towers. Up to infantry four companies can occupy a siege tower. A siege tower can be moved 6” by one infantry company or one troll/ent. Formations occupying a siege tower cannot push the siege tower an d must exit the tower in order to push it . A siege tower counts as a siege target with Defense 10 and Batter points 4. If a siege tower is destroyed, all units occupying it are destroyed. Formations pushing a siege tower count as battlefield targets and receive +2 to their front Defense value. Shooting attacks fr o m formations inside the siege tower are the same as from Defensible terrain with two companies in the formation eligible to shoot. Movement does not affect formations inside the siege tower du ring the Shoot Phase. Once a siege tower touches a fortress wall, formations inside can charge enemy units on the wall that turn . Only one company in the formation can attack directly and receives no charge bonuses and no support from other companies in the formation. Towers and Keeps. Formations can occupy a tower or keep either from the inside or up on the ramparts. Formation s on the ramparts can only shoot and be shot at in the S hoot P hase. Formations inside can do nothing unless they move up on t he ramparts or exit the structure in a Move Phase. In order to charge a formation in a keep or tower, the door first must be knocked down. A keep or tower door is considered an armored door with a Defense value of 8 and 2 Batter points. (See SBG siege ru les). Once the door is knocked down, the keep or tower is treated as defensible terrain with +3 Defense modifier and is eligible to be occupied by the attacking force if applicable . Breaching the Fortress . Once a fortress walls or gate has been “breache d”, the attacker must occupy the keep at the end of Turn 8 in order to win the Siege . In addition, all forces on the defending side (defending and reinforcing) must be reduced to a combined 30% strength. If the attacker meets these conditions all defendi ng formations and Epic Heroe s inside the fortress surrender and are removed as casualties for purposes of the campaign. (Note: this does not apply to formations as part of the relief force who must perform a Retreat Move). If the attacking force is unable to occupy the keep and reduce the defender to 30% strength by the end of Turn 8, the assault ends with the attacking force leaving the fortress and the Siege continues into the next campaign turn setting up as normal. Special Rules Task Organizing . Infa ntry formations in the campaign are limited to four companies per formation. Cavalry formations in the campaign are limited to six companies per formation. At the beginning of any turn, if like companies with the same wargear are in the same area at the s tart of the turn, a side can organize the companies into any common formation desired barring the formation does not exceed the limit. (Note: Legendary and Rare formations cannot task organize). Command companies can combine with a formation that also ha s a command company , but one of the command companies become a regular company and lose all upgrades . (Ex. A formation of orcs with four companies with shield and a captain can task organize to two formations of two companies . Another orc formation has t wo companies with two handed weapons and a captain. The formation cannot combine with a formation that has shield s since they have different wargea r , but could combine with another orc formation that has two handed weapon, but the command company loses th e captain for the campaign ). Replacements . If at the end of a campaign turn a company is in a home area and no enemy are in the area, the company (not formation) return s to full strength. Home area for each faction are marked by colored borders on the campaign map. Capital Areas . An area listed as a Capital Area in Annex D, must keep at least one Epic Hero and one formation or must keep one Legendary Formation in their capital throughout the campaign. (Note: R ingwraiths are counted as Epic Heroes for this purpose). These formations can be moved and replaced with other formations as long as they are Legendary Formations or have an Epic Hero. Fortunes and Fates. For Field Battles or Sieges using the War of the Ring rules, o ne Fortune or Fate can be use d by a side during a battle regardless of cost. Once that Fortune or F ate is used, it cannot be used again during the campaign. Epic Heroic Death. Epic Heroes can be killed as the result of a heroic duel , certain magic, or if they remove themselves volun tarily such as by performing an Epic Sacrifice . If an Epic Hero’s formation is destroyed by the Hope is Lost rule or is in a company with more heroes and upgrades than standard warriors, the Epic Hero is not killed but is removed from the game and performs an Reaction Move to an adjacent area on the campaign map but is 1 Courage for the rest of the campaign . (Note: This is cumulative throughout the campaign). If an Epic Hero is removed because of the Fielding Epic Heroes rule where they are in a company with more upgrades than “normal” warriors , that hero immediately performs a Reaction Move and is 1 Resilience and 1 Might for the rest of the campaign. (Note: This is also cumulative). If no Resilience is left, that hero is killed. The Three Hu nters: If Aragon, Legolas, and Gimli are in the same area where a Field Battle or Siege is fought, they have the option to field as The Three Hunters formation or as separate Epic Heroes. Frodo, Sam, and Gollum : Frodo Sam an d Gollum start the campaign i n South Ithilien. Their movement is kept secret from their Evil side, but their location is revealed at the end of Turns 4, 8, and 12 after all battles are fought. They move just like other Epic Heroes except they must move together and cannot fight in a Field Battle or Siege and instead immediately perform a Reaction Move suffering the 1 Courage if they leave an area with a Good formation. They can fight in a Skirmish on the Good side. If they enter Gorgoroth, Gollum will attack Frodo and Sam and a Sk irmish will be fought. Each model starts 6” from each other and the center of the board. If Frodo survives the Skirmish, he must immediate pass a Courage test in order to destroy the One Ring. If he passes , the One Ring is destroyed and the Good side wi ns the campaign. If Frodo fails the Courage test or is killed in a Skirmish or is unable to perform a Reaction Move during the campaign movement phase , the evil side obtains the One R ing and Sauron appears in full form at Barad Dur starting the next campaign turn. Named Ringwraiths: In a battle, a ringwraith has the option to field as a Winged Nazgul or as an Epic Hero. If a ringwraith is removed from a battle for any reason, it is removed from the campaign. The Nine Are Abroad: If all nine ringwra iths are in an area where a battle is fought, they have the option to form The Nine Are Abroad Legendary Formation or field as independent Epic Heroes. Ships: The Corsairs of Umbar have three ships at Umbar starting on Turn 4 that can transport four compa nies each. Monsters, flying monsters, and siege engine cannot be transported on a ship. A ship may move one coastal area per campaign turn (Note: Osgiliath is a coastal area on the campaign map) . Formation can disembark and move into that coastal area t he turn the ship m oves into it, but the formations cannot move out of that area on that turn. River Assaults : Osgiliath and North Ithilien both have three boats that are used to cross the Anduin. The boats are defensible terrain providing +2 to a formati on ’ s defense and can move 6” . Four companies can occupy one boat. Boats are entered and exited as defensible terrain. If a boat land and there is an enemy formation within 3” of the boat, the landing is contested. One formation can charge the enemy for mation from the boat, but can only fight with one company and receives no bonuses for companies in support. If the attacker wins, any defending formation moves back 6” regardless of the Panic Test result . If the defender wins, the boat and all occupying formations remain in the boat and are moved to the far side of the river. Grond. Grond is the only ram that can breach the gates of Minas Tirith. Grond must be pulled by either two Great Beasts or two Mordor Trolls and can move 8” during the movement phase. Grond can be pulled by only one monster, but its movement is reduced to 4”. Gro nd strikes one Strength 6 hit automatically against a gate or do o r during the Fight Phase and strikes the same time as monsters. If a hit is scored, roll on the SBG Batter Chart for damage