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