War of the Ring Campaign Rules

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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. 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 from Ares Games War of the Ring board
game.
Turns
The campaign lasts for twelve turns. Whichever 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 turn 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 in that 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.
2.
3.
4.
Initiative player moves.
Non-initiative player moves.
Epic Hero reaction moves
Battle
a. Skirmish
b. Field Battle
c. Siege
1. Retreat Moves
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 initiative to the other side.
Movement
Each formation or individual Epic Hero 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 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).
Formations and Epic Heroes cannot cross through areas marked with a solid black border on the map.
The exception to this is flying monsters.
Reaction moves. If an Epic Hero on the non-initiative side finds itself in an area that the initiative side
has moved a formation into, 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 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 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
battle 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 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 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 maps in Annex D. The attacking side can then set up one foot in from the
side they have entered from according 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 by the start of Turn 8. If
the defender has reinforcements arriving, they roll 1d6 at the start of every turn. If the number rolled is
that turn or lower, the 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 edition 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 its 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 performs 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.
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. 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 defending side is not reduced to 30%, the attacking side that
moved into that area must perform a retreat 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 one 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 Siege ensues, the side that moved into the area is the
attacking side and has the choice to either 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 field 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 the fortress at any time during the Field Battle.
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 force. 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 Siege 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% companies 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 surrenders and all formations and Epic Heroes are removed from
the campaign. If there 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 rules will be used with the following modifications.
Rams. The attacking side 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. 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 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 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
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.
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 wall from an adjacent wall or from a wall section with stairs and is
considered 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 formations with a ladder, an ent, or a flying monster can attack an 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 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, 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 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 if 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. (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 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. (See SBG Siege rules).
Knocking Down Walls. Only formations with a Strength 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 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 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 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.
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 and 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 from 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 during 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.
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 and is
eligible to be occupied by the attacking force if applicable.
Breaching the Fortress. Once a fortress walls or gate has been “breached”, 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 defending formations and Epic Heroes 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. Infantry 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 start
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 has 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 two companies with two handed weapons and a captain. The formation
cannot combine with a formation that has shields since they have different wargear, but could combine
with another orc formation that has two-handed weapon, but the command company loses the 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) returns 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:
Ringwraiths 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, one Fortune or Fate can
be used by a side during a battle regardless of cost. Once that Fortune or Fate 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 voluntarily 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 Hunters: 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 and Gollum start the campaign in 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 Skirmish 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 wins 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
Ring 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 ringwraiths 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
companies 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 the turn the ship moves 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 formation’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 formation 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”. Grond strikes one Strength 6 hit
automatically against a gate or door during the Fight Phase and strikes the same time as monsters. If a
hit is scored, roll on the SBG Batter Chart for damage.
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