File - DC Hobbit League

advertisement
War of the Ring Campaign Rules Beta
The Invasion of Rohan
This is a set of campaign rules for a historical campaign of the first stage of the War of the Ring, which
began with Saruman’s invasion of Rohan. This is not supposed to set up points match games or is
designed that the battles fought are fair and balanced. The players must use grand strategy to position
forces and must decide whether to go on an all-out attack, or wait and consolidate their forces, whether
defense is the best strategy or if lighting speed is the key to victory. Points were used to calculate the
overall armies and are roughly 6,000 points per side over the course of the campaign. This is primarily a
campaign system for Games Workshop’s War of the Ring Mass Battles in Middle Earth game (WOTR),
but uses elements from The Lord of the Rings Strategy Battle Game (SBG) and the map form Ares Games
War of the Ring board game. Future WOTR campaigns will be designed based on the results of this beta.
Turns
The campaign lasts for campaign eight turns. Whichever side meets the victory conditions below at the
end of Turn 8 has won the campaign. If a side’s victory conditions are met before the end of turn 8, the
campaign ends.
Map
Only the areas belonging to Isengard and Rohan and the area of Fangorn on the map are used in the
Invasion of Rohan campaign. (See Annex A).
Forces
Good: Rohan with Forgotten Kingdoms allies
Evil: Isengard with Dunland allies
Objective
Isengard must hold the territories of Helm’s Deep, and Edoras by the end of Turn 8.
Rohan must hold the area of Isengard at the end of Turn 8.
In order to “hold” an area a side must have one formation that is not disordered in the area. If the area
contains a fortress, the wall of the fortress must be “breached” (See Siege rules below).
If all Epic Heroes from Rohan (not allies) are killed, the campaign ends immediately and it is an Isengard
Victory. If all Epic Heroes from Isengard are killed, (not allies), the campaign ends immediately and
Rohan is the winner.
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-initiative player moves.
3. Epic Hero evade moves
4. Battle
a. Skirmish
b. Field Battle
c. Siege
5. Retreat Move
6. End Campaign Turn
Initiative
At the beginning of each 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 initiative to the other side.
Movement
Each formation or Epic hero can move one area per turn. Epic Heroes can move separately from
formations or as part of one. A side with initiative moves first, then the side without initiative. A side
can move as 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 formation 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 moves, the other side moves. If the side that does not have the initiative
moves into an area where a friendly formation has become pinned by an enemy formation, these
formations become reinforcements and arrive on the turn determined by rolling 1d6 (See Battle below).
Evade moves. An Epic Hero on the non-initiative side that finds itself in an area that the initiative side
has moved a formation into, the Epic Hero can choose to evade 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 an evade 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 an evade move, that Epic
Hero is -1 to their Courage value for the remainder of the campaign. The Epic Hero never regains their
original Courage value (Note: This effects 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 the area that has
become pinned. Epic Heroes perform evade moves at no penalty to their Courage if there are no
friendly formations in the area.
Battle
After both sides have moved, all areas that have both enemy and friendly formations in the same area, a
battle is fought. The table 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 does not have the initiative for that turn sets
up first and the side with initiative sets up second. The side without initiative sets up two feet in from
the edge of the board opposite where the initiative player is entering. The side with initiative can then
set up one foot in from the side they have entered from according to the maps in Annex D. If the side
without initiative has reinforcements arriving, they roll 1d6 at the start of the game. The number rolled
is the turn on which the reinforcements arrive. Reinforcements arrive on that sides set up area on the
map for that are shown 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 two or less formations 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 edition rules and profiles
from the 2012 Kingdoms of Men, The Fallen Realms and The Free Peoples “army books”. Each game will
last eight turns. The side with initiative has initiative for Turn 1, but initiative rolls are done for every
subsequent turn. The break point for each side is when one side reaches 30% or less models. Each
model that fails its courage test once a side reaches its break point must do a Retreat 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. If after the end of eight turns, neither side reaches its break
point, the side with initiative for the campaign turn performs a retreat move into an adjacent area.
Field Battle
If there are two formations or more 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. The side with initiate
has initiative for Turn 1, but initiative rolls are done for every subsequent turn. If at the start of any turn
one side has reached 30% or less companies, that game ends and that side must perform a Retreat
Move 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 side that does not have the initiative is not reduced to 30%, the
side with initiative must perform a retreat move back into an adjacent area. If there are enemy in that
area, the force becomes pinned (See Retreat Move below). At the end of Turn 8, any formation that is
disordered must make a Courage check, if it fails, the formation is counted as a casualty for purposes of
the campaign.
At the beginning of a battle, a side has the option to dismount any cavalry unit at the cost of two cavalry
companies for one infantry company with the same wargear. (Example: a formation of six Riders of
Rohan Eored cavalry companies can dismount as three Oathsworn Militia or Oathsworn Bowman
infantry companies). In addition, if the formation is mounted on wargs, the wargs become a separate
formation. (Example: A formation of four warg riders can dismount as a formation of two orc
companies, and a separate formation of two warg companies). 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 the side that does not have the initiative has chosen to move into a fortress a Siege will ensue. The
side with initiative has the choice to either maintain the Siege or assault the fortress. If the initiative
side maintains the Siege, no battle will be fought that campaign turn in the area unless the non-initiative
player has reinforcements arriving. If this is the case, a field battle will be fought. A 1d6 will be rolled
normal and reinforcements will arrive on the turn of the number rolled. Formations inside the fortress
can “sally forth” at any time during the field battle. If the side with initiative decides to assault the
fortress, War of the Ring Rules will be used with the following modifications.
Rams. The side with initiative automatically gets a ladder for free for each infantry formation to
maximum of four ladders and also one ram at the cost of one company. 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 formation has no flank or rear facing. (See Annex E).
Stone Walls. 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 formations as is listed on the maps in Annex D. A
stone wall can be breached by a demolition charge placed by a Sapper company. A formation can only
enter a stone wall from an adjacent wall or from a wall section with stairs. A formation can only move
into one wall section per game turn.
Wooden Walls. Each section of a fortress that has a wooden 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 wooden wall from an adjacent wall or from a wall section with stairs. A
formation can only move into one wall section per game turn.
Only formations with a ladder or an ent can attack a formation on a wall.
Ladders. Formations carrying 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 an 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 5+ is needed to push down the ladder (see below). If the formation 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 placed, the formation in contact 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 company on the ladder will fight
in the Fight phase as if it is fighting in the flank (-3 combat modifier). The company on the ladder does
not receive any modifiers for having other companies in the formation in support.
Unlike a ram, ladders can be picked up by another formation of 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 ballista needs to have line of sight
in order to the wall section in order to raise the ladder.
Gates. Each Fortress gate has a Defense value of 10 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.
Knocking Down Walls. Only formations with a Strength 10 or more can harm a stone wall. On a 5+ on a
1d6, 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” (See Annex D), it can emplace a charge.
Once emplaced, any friendly companies can attempt to detonate the charge. The Sapper company
takes a Courage test during the Fight Phase and if it passes, it rolls on the SBG Detonation Chart for each
charge that has been detonated. If successful the wall suffers 1d6 wounds for each charge. Roll on the
SBG Battering Chart for each wound inflicted.
Siege Target vs. Battlefield 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 would be 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 to target the wall section, it will not
affect the wall or the enemy 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.
Towers and Keeps. Formations can occupy a tower or keep either from the inside or up on the ramparts.
Formations on the ramparts can only shoot and be shot at in the Shoot Phase. Formations inside can do
nothing unless they move up on the 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 rules). Once the door is
knocked down, the keep or tower is treated as defensible terrain with +3 Defense modifier.
Breaching the Fortress. Once a fortress walls or gate has been “breached”, the defender must reduce
the attacker to their break point by the end of Turn 8 or else all formations and Epic Heroes inside the
fortress surrender and are removed as casualties for purposes of the campaign.
End Phase
The side which is at 30% or less companies performs a retreat move. If the defending force is not below
30% strength, the attacking side moves into an adjacent area. Companies receive replacements if in a
friendly territory and can task organize for the next campaign turn, but any company is less than four
models is dispersed and is counted as casualties for purposes of the campaign.
Special Rules
Task Organizing. Infantry formations in the campaign are limited to four companies per formation.
Cavalry formations in the campaign are limited to six companies per formation.
All formations enter the game in the organization listed in Annex C. At the beginning of any turn, if like
companies with the same wargear are in the same area at the start of the turn, a side can organize the
companies into any formations desired barring the formation does not exceed the limit. Command
companies that contain a hero (not Epic Hero) cannot combine with a formation that also has a
command company with a hero. (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 two companies with
two handed weapons and a captain. The formation cannot combine with a formation that has shields
since they have different wargear, nor could the command company join another like formation that
contains a captain, but the company without the captain could, leaving the command company on its
own as a one company formation).
Replacements. If at the end of a campaign turn a company is in a friendly area and no enemy are in the
area, the company (not formation) returns to full strength. (Note: For Isengard formations, the only
area they can receive replacements is at Isengard).
Capital Areas. There are two capitals in the campaign; Isengard for Isengard and Edoras for Rohan.
Both Isengard and Rohan must keep at least one Epic Hero and one formation in their capital
throughout the campaign. Dunland and Fangorn allies cannot be occupy the capital by themselves.
Epic Heroic Death. Epic Heroes only are killed as the result of a heroic duel or voluntarily by performing
an Epic Sacrifice. If an Epic Hero’s formation is destroyed by the Hope is Lost rule, the Epic Hero is
removed from the game, but performs an Evade Move to an adjacent area on the campaign map with
no loss to his Courage value.
Theoden Under Saruman’s Spell. At the beginning of the campaign, King Theoden is under Saruman’s
spell and will not leave Edoras. The Royal Guard, the King’s Guard, and Deorwine, Captain of the Royal
Guard, remain loyal to Theoden and will not leave Edoras. The only way the spell can be broken is if
Gandalf enters Edoras. Once Gandalf enters Edoras, the spell is broken and King Theoden and all Rohan
forces and Epic Heroes in Edoras can move normally.
Grima Wormtongue. Grima Wormtongue starts the campaign in Edoras. He can move one area per
turn like any Epic Hero, but does not have to engage in a battle, but rather is placed in a Rohan
formation at the Evil Side discretion (See p. 178 of the WOTR rulebook). Grima automatically can
performs an evade move in the event of a skirmish if he has not moved yet that turn.
Annex A: Campaign Map
Annex B: Evil Side Set Up
Dunland
Turn 1
North Dunland
2x Co Wildmen
South Dunland
Thrydan Wolfsbane
2 x Co Dunlending Huscarls w/ shields
Chieftain & Banner Bearer
2 x Co Dunlending Archers
Gap of Rohan
2 x Co Dunlending Huscarls w/ two-handed weapon
Chieftain & Banner Bearer
Isengard
Turn 1
Isengard
Saruman
Lugdush (See Annex D)
2 x Co Sharkey’s Ruffians
Taskmaster
2 x Co Ugluk’s Raiders
Ugluk
2 x Co Mahrur’s Marauders
Mahrur, Drummer, and Banner Bearer
2 x Co Uruk-hai Scout Archers
4 x Co Isengard Orcs w/shields
Captain
4 x Co Isengard Orcs w/shields
Captain
4 x Co Isengard Orcs w/two handed weapons
Captain
4 x Co Isengard Orcs w/two handed weapons
Captain
2 x Co Isengard Orc Archers
4 x Co Sharku’s Hunters
Sharku
3 x Co Warg Riders w/bows
Captain
Edoras
Grima Wormtongue
Reinforcements
Turn 3
Isengard
2 x Co Vrasku’s Talons
Vrasku
4 x Co Uruk-hai Phalanx
Captain & Banner Bearer
4 x Co Uruk-hai Phalanx
Captain & Banner Bearer
4 x Co Uruk-hai Warband w/shields
Captain & Banner Bearer
4 x Co Uruk-hai Warband w/shields
Captain & Banner Bearer
1 x Co Uruk-Hai Berserker Warband
1 x Co Uruk-Hai Berserker Warband
1 x Co Uruk-hai Sappers
w/two demolition charges
1 x Co Uruk-hai Sappers
w/two demolition charges
6 x Co Warg Pack
Warg Chieftain
1x Isengard Battering Ram (Free cost)
1 x Assault Ballista
1 x Assault Ballista
Turn 5
Isengard
4 x Co Uruk-hai Phalanx
Captain & Banner Bearer
4 x Co Uruk-hai Phalanx
Captain & Banner Bearer
4 x Co Uruk-hai Warband w/shields
Captain & Banner Bearer
4 x Co Uruk-hai Warband w/shields
Captain & Banner Bearer
2 x Co Uruk-hai Warband w/crossbows
1 x Uruk-Hai Berserker Warband
Annex C: Good Side Set Up
Rohan
Turn 1
Fords of Isen
Theodred
4 x Co Grimbold’s Helmingas
Grimbold, Banner Bearer, Horn Blower
4 x Co Oathsworn Militia
Captain, Banner Bearer
2 x Co Oathsworn Bowmen
6 x Co Riders of Rohan Eored
Captain, Banner Bearer
Westemnet
6 x Co Elfhelm’s Riders
Elfhelm, banner bearer
2 x Co Outriders
Eastemnet
Gandalf the White
Aragorn
Legolas
Gimli
6 x Co Erkenbrand’s Riders
Erkenbrand
2 x Co Outriders
Helm’s Deep
4 x Co Oathsworn Militia
Gamling the Old (Captain of Rohan), Banner Bearer
2 x Co Oathsworn Bowmen
Edoras
Theoden
Deorwine
Eowyn
2 x Co Royal Guard
Captain, banner bearer
6 x Co King’s Guard
Guthlaff with Royal Standard of Rohan
Hama
Folde
Eomer
4 x Co Oathsworn Militia
Captain, Banner Bearer
2 X Co Oathsworn Bowmen
Reinforcements
Turn 3
Folde
6 x Co Riders of Rohan Eored
Captain, Banner Bearer
Turn 4
Forgotten Kingdoms
Fangorn
Treebeard
Quickbeam
Beechbone
3 x Ents
3 x Co Huorns (See Annex E)
3 x Co Huorns
Annex E: Special Profiles
Evil
Lugdush
Lugdush
Race
Uruk
Type
Hero
M
-
F
6/-
S
-
D
-
A
-
R
3
C
5
Mt
4
Epic Actions
 Epic Strike
 Epic Rage
Special Rules
Inspiring Leader (Uruk-hai), Pathfinders (All)
Mighty Blow. Expend point of Might, each hit by his company will cause a casualty regardless of Resilience.
Assassin’s Shot. Any point in Shoot phase, nominate enemy hero within 24” and roll D6. On a 4+, target’s
Resilience reduced by 1 for remainder of turn. Does not prevent moving at full speed or charging.
Good
Huorn
Huorn
Race
Huorn
Type
Monster
M
1d6
F
5
S
5/-
D
6
A
3
R
2
C
5
Wargear
Branches (Count as hand weapons).
Special Rules
Pathfinders (Woodland), Terror.
Moving Forest. At the start of the Move Phase, roll 2d6 the result being the number of Huorns who move that
turn. Roll 1d6 if six or less Huorns are present. Then roll another 1d6 the result is their movement in inches for
the turn.
Huorn Charge. A Huorn formation’s Charge Move is the result of a 1d6 in inches, stalling on a 1.
King’s Guard
Warriors
Guthlaff
Hama
Race
Man
Man
Man
Type
Cavalry
Cavalry
Cavalry
M
10
-
F
4/4+
4/4/-
S
3
-
D
5(7)
-
A
8
-
Wargear
Handweapons or bows, thrown weapons, shields, heavy armor.
Special Rules
Bodyguard (Hama can fight all Heroic Duels vs. other heroes)
Royal Standard. For Heroic Actions (not Epic), roll 1d6, 4+ result no Might expended
R
1
2
1
C
4
4
4
Mt
2
1
Download