the battle of pelennor fields

22
THE STRIKING SERPENT- ACT ONE: THEBANKSOFTHEHARNEN T he war with the stone lands that has been brewing is now upon us, and I am afraid. Not for myself, for I am a warrior. 1fdeath comes upon the battlefield I shall welcome it.for if there is a better way to make an end than with a sturdy blade reddened by an enemy's blood, I do not know of it. It is the fate of my people that weighs heavily upon my mind. Their fortunes in the years that follow will be determined by what transpires in the coming days. We are a strong people, yet I deem that there is no escapefrom the cage within which our masters have trammelled uso The plains and people of this land have been bled dry to prepare for a war in which we hold no interest. We stand to gain naught ifGondor falls, yet we shall suffer greatly if defeated. Our 'lords' will take profit, and we shalllose our sons. The insidious venom of Umbar has dominated these lands since long before my time, leeching both our spirit and our blood. Many proud sons of noble lineage have fallen to the whims of our masters, lost in battle for no gain where instead they should have made an empire worthy of their fathers. If we ride to war, we should do so for our own cause, for are the warriors of our tribes not deserving of ascendance over the lesser Men in the north? Instead, our lords would have us slink to war in service, and return to our ruined land when the butchery is done. I can only imagine that a greater fear drives this disgrace.for the army that they have assembled along the banks of the river is greater than any I have seen. I am no stranger to war, and yet I would never have dreamt that this land could muster such a host; a host that couldforge a new kingdom in fire and blood if given freedom to act. I wonder just how many of these men given over to my command hold loyalty to the Lords of Umbar close to their hearts. A man may fight for many things: for his brothers, his family; for power, glory and the respect of kings. Few indeed are they whofight willingly for liege-lords that take with one hand and give nothing in return. This is how our masters have treated with us in recent years, and I cannot conceive that it has gone unnoticed by ali but I. The Haradrim launch a concerted attack along the length of the River Harnen, an assault that the outnumbered defenders cannot hope to block. Fortunately, they are not able to coordinate their attacks well across such a wide battlefront and, as a result, the attack wave is disjointed, buying time for Imrahil to ride to the assistance of the southern forces. However, it is a long road, and the journey will take many days. Against desperate odds, the warriors of Gondor prepare themselves for a bitter struggle ... The sound of battlefills the air as old hatreds are rekindled. PARTICIPANTS GOOD Gilant (Captain of Minas Tirith on foot) 8 Warriors of Minas Tirith with spears and shields 8 Warriors of Minas Tirith with shields 8 Warriors of Minas Tirith with bows One Good Warrior may carry a banner. EVIL Mürakir (Haradrim Chieftain on foot) 12 Haradrim Warriors with spears 12 Haradrim Warriors with bows One Evil Warrior may carry a banner. LAYOUT The scenario is played on a board 48"/112cm by 48"/112cm. The Harnen is a river roughly 6"114cm wide and flows from the centre of one board edge to the centre of the board edge opposite (see map). The Harnen counts as difficult ground. The rest of the board is covered with occasional trees and rocky outcrops. POINTS MATCH: BORDER SKIRMISH Rather than re-enacting the conflict along the river Harnen, you can play another 'Border Skirmish' scenario that uses alternative forces and/or occurs in a different location. 1f you want to play this game with other forces, use two forces of roughly equal value. Each side must include at least one Hero. No more than 33% of the models on either side may carry bows or crossbows and no models on either side may ride horses, wargs, or other mounts of any kind.

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Page 1: The Battle of Pelennor Fields

THE STRIKING SERPENT - ACT ONE:THEBANKSOFTHEHARNENThe war with the stone lands that has been brewing is now

upon us, and I am afraid. Not for myself, for I am a warrior.1fdeath comes upon the battlefield I shall welcome it.for if thereis a better way to make an end than with a sturdy blade reddenedby an enemy's blood, I do not know of it. It is the fate of mypeople that weighs heavily upon my mind. Their fortunes in theyears that follow will be determined by what transpires in thecoming days. We are a strong people, yet I deem that there is noescapefrom the cage within which our masters have trammelleduso The plains and people of this land have been bled dry toprepare for a war in which we hold no interest. We stand to gainnaught ifGondor falls, yet we shall suffer greatly if defeated. Our'lords' will take profit, and we shalllose our sons.

The insidious venom of Umbar has dominated these landssince long before my time, leeching both our spirit and ourblood. Many proud sons of noble lineage have fallen to thewhims of our masters, lost in battle for no gain where insteadthey should have made an empire worthy of their fathers.

If we ride to war, we should do so for our own cause, for arethe warriors of our tribes not deserving of ascendance overthe lesser Men in the north? Instead, our lords would have usslink to war in service, and return to our ruined land when thebutchery is done. I can only imagine that a greater fear drivesthis disgrace.for the army that they have assembled along thebanks of the river is greater than any I have seen. I am nostranger to war, and yet I would never have dreamt that thisland could muster such a host; a host that couldforge a newkingdom in fire and blood if given freedom to act. I wonderjust how many of these men given over to my command holdloyalty to the Lords of Umbar close to their hearts. A manmay fight for many things: for his brothers, his family; forpower, glory and the respect of kings. Few indeed are theywho fight willingly for liege-lords that take with one hand andgive nothing in return. This is how our masters have treatedwith us in recent years, and I cannot conceive that it has goneunnoticed by ali but I.

The Haradrim launch a concerted attack along the length ofthe River Harnen, an assault that the outnumbered defenderscannot hope to block. Fortunately, they are not able tocoordinate their attacks well across such a wide battlefrontand, as a result, the attack wave is disjointed, buying time forImrahil to ride to the assistance of the southern forces.However, it is a long road, and the journey will take manydays. Against desperate odds, the warriors of Gondor preparethemselves for a bitter struggle ...

The sound of battlefills the air as old hatreds are rekindled.

PARTICIPANTSGOODGilant (Captain of Minas Tirith on foot)8 Warriors of Minas Tirith with spears and shields8 Warriors of Minas Tirith with shields8 Warriors of Minas Tirith with bows

One Good Warrior may carry a banner.

EVILMürakir (Haradrim Chieftain on foot)12 Haradrim Warriors with spears12 Haradrim Warriors with bows

One Evil Warrior may carry a banner.

LAYOUTThe scenario is played on a board 48"/112cm by 48"/112cm.The Harnen is a river roughly 6"114cm wide and flows fromthe centre of one board edge to the centre of the board edgeopposite (see map). The Harnen counts as difficult ground.The rest of the board is covered with occasional trees androcky outcrops.

POINTS MATCH: BORDER SKIRMISHRather than re-enacting the conflict along the riverHarnen, you can play another 'Border Skirmish'scenario that uses alternative forces and/or occurs in adifferent location. 1f you want to play this game withother forces, use two forces of roughly equal value.Each side must include at least one Hero. No morethan 33% of the models on either side may carry bowsor crossbows and no models on either side may ridehorses, wargs, or other mounts of any kind.

Page 2: The Battle of Pelennor Fields

STARTING POSITIONSThe Good player deploys his force within 12"/28cm of thenorthern board edge. The Evil player then deploys his forcewithin 12"/28cm of the southern board edge.

OB]ECTIVESThe game lasts 12 turns. Keep a record of how manycasualties each side inflicts. At the end of the game, eachplayer receives 1 Victory Point for every casualty theyhave caused, In addition, the Gondor player receives10Victory Points if there are no Haradrim on the northernbank of the Harnen - the Haradrim player receivesI Victory Point for each of his models that is on the northbank of the Harnen. The player with the most VictoryPoints wins the garne,

The Banks of lhe Harnen

SPECIAL RULESContinual Reinforcement. Whenever a Warrior is removedas a casualty, the contralling player may move it on frorn hisboard edge (the north for Gondor and the south for theHaradrim) at the end of his next Move phase. Newly arrivedmodels may not charge in the turn that they arrive, but mayotherwise act norrnally. Heraes do not return to play in thisway - once slain they are no longer available,

The Striking Serpent. Each Hera in The Striking Serpentcampaign has a unique name to identify them from other Heroesof the same type. If you are playing these scenarios as a linkedcampaign, any Heraes that die are lost - they cannot be used inlater scenarios even if they are listed in the Participants. The twoexceptions to this rule are Imrahil and Suladân - if they are slain,they begin their next scenario with only 1 Wound and no Fate.

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Page 3: The Battle of Pelennor Fields

to me; I would have struck his camp long ago had theyreleased enough troops to allow me to follow this course. Itcould be done this very day but, rather, I have been informedthat they shall attend to lmrahil in their own manner, cursethem. It is intolerable enough that I should be forced toendure their constant and flawed oversight like some foolishchild, but to have their own brand of cowardice thrust uponmy shoulders is almost more than I can bem: I deem there tobe no honour to be had in the quiet death of an enemy whocould instead easily fali on the field of battle.

Despite the fact that Imrahil's removal will create anopportunity to breach the defences of Gondor, I cannot saythat this course of action pleases me. If Imrahil is removed,and his absence contributes to our eventual success, that, andmy apparent failure, will be remembered. A victory on themorrow will be attributed to these serpents, whose poison isnot saved for the enemy alone.

THE STRIKING SERPENT - ACT TWO:A BLADEIN THE NIGHT

My 'advisors' have decreed that our progress, or rather lackof it, is unacceptable, and insist that it is not possible for

the garrisons along the Harnen to withstand our forces. Theyexpress their dismay in terms of disdainful reason with scanteffort to hide their venomous intentoTo them it matters little thatir is their paucity of trust that has denied me enougli warriorsto achieve victory. Nor are they concerned that their meddlingin my command has scattered those whom I can trust to obeymy orders. Of sole concem to them is that the blame for thisfailure is laid four-square before my feet and associated withmy name. If unchecked, this can only earn me a blade in myheart and, shortly thereafter, a promotion to the poisonedchalice that is leadership of this army for one of my chieftains.

They have also imparted a new course of action to carry usforwards. The forces of Gondor now rally about the Swan-prince of Dol Amroth, and with his death the enemy would beweakened considerably. Sueli inspired wisdom is of no news

After several days of fighting, the overwhelnúng forces ofHarad have been checked on Gondor's southern border by theleadership and determination of Prince Irnrahil. The Hâshariiannounce that they will eliminate Irnrahil, for if he dies and theborder is taken, the credit for the victory will rest with theHâsharii. Shortly after midnight, one of their number sneaksinto the Prince's camp - with most of the camp sleeping, onlya handful of sentries stand between the Hâsharin and success.

PARTICIPANTSGOODPrince Irnrahil of Doi Arnroth12 Warriors of Minas Tirith with hand weapons and shields4 Warriors of Minas Tirith with spears and shields4 Knights of Doi Arnroth (on foot)4 Warriors of Minas Tirith with hand weapons and bows

EVILDrôzhna (Hâsharin)

LAYOUTThis scenario is played on a board 48"/l12cm by 48"/112cm.The centre 24"/56cm square of the board should be coveredwith at least eight tents (see map). Beyond this, there shouldbe a broken line of obstacles no higher than 1"/2cm. Theremainder of the board should be covered in hills, rockyoutcrops and occasional trees.

POINTS MATCH: INFILTRATIONIf you want to use this scenario to refight an lnfiltrationscenario witli different participants, choose about300 points of models for the Good side (including at leastone Hero and no more than four models with missileweapons) and 100 points of models for the Evil side.

STARTING POSITIONSThe Good player deploys Prince Irnrahil in one of the tents.He then deploys 8 Warriors of Minas Tirith (sentries) within12"/28cm of any board edge. Finally, the remaining Goodmodels are deployed in tents, following these rules:

o No more than four models may be in each tent.

o No model, other than Irnrahil, may be deployed inIrnrahil's tent (rank hath its privileges!).

o At least one model must be deployed in each tent.

The Hâsharin will enter the board from a table edge of theEvil player's choice at the start of Turn One.

OB]ECTIVESThe Evil side wins if Prince Irnrahil is slain and the Hâsharinescapes by moving off one of the board edges.

The Good side wins if the Evil player fails in both of theseobjectives.

If Prince Irnrahil is slain and the Hâsharin fails to escape, thegame is a draw.

SPECIAL RULESSneak Attack. To represent the surprise of the Hâsharin'sattack, the Evil player automatically has Priority in the firstturno

The Dead of Night. Irnrahil and the other models deployedwithin the tents are sleeping - lie the models down to showthis. They may not perform actions of any kind until the alarmis raised (see opposite). In addition, Irnrahil is not accoutredfor battle - he does not carry his sword, shield or wear heavyarmour and so has a Defence of 4 for this scenario and countsas being armed with a dagger. Sleeping models roll no dice ina fight and so automatically lose, and always count as trapped- if they survive the fight, they instantly wake up.

Page 4: The Battle of Pelennor Fields

Raise the Alarm. Once a Good model has seen the Hâsharin- or is within 6"114cm of a friendy modei when they are kiIledby a Hâsharin's attack - they may attempt to raise the alarmoThey may do this once in every Move phase at any pointduring their movement. On the roIl of a 4+, the cry is taken upand the alarm is sounded. If the alarm is raised, ali sentriesrevert to the normal ruIes for movement. In addition, at thestart of each foIlowing Move phase, roIl a D6 for eachsleeping mode!. On the roll of a 4+ the modeI awakens andmay act normally. Once the alarm has been raised, anysleeping models in base contact with an awake model at theend of the Fight phase will automaticaIly wake up.

Darkness. All models wearing Elven cloaks are alwaysconsidered to be in concealing terrain for the purposes of thisscenario and wiIl not be seen from more than 6"114cm away-if in cover they wiIl not be seen from more than 3"/8cm away.

Sentries. Until the alarm is sounded, the Good player willhave only limited control of the sentries. At the start of each

A Blade in the Night

sentry's move, the Good pIayer roIls a D6 for each of thesentries and consults the Sentry Reaction table.

SENTRY REACTION TABLED6 Result

1 Unawares. The sentry has seen nothing unusualand, in fact, is more concerned with keepingawake. The model may not move this turno

2-5 Suspicion. The player with Priority mayimmediately move the sentry the distance roIled ininches (or twice that rolled in centimetres) in adirection of their choice. If this move takes thesentry dose enough to see an enemy, he mayattempt to Raise the Alarm. The sentry may notmove further this turno

Patrol. The Good player may move the sentryduring his Move phase as normal.

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Page 5: The Battle of Pelennor Fields

THE STRIKING SERPENT - ACT THREE:THE HARAD ROADrr: lives, and I am glad of it. It is a curious thing to

rejoice in the health of your foe, even as he stands betweenyou and your aims but, though I may come to rue such. asentiment, I welcome it. Enemy though he is, I would not wishupon him thefate that my 'council' had planned. I have sem toomany good friends perish. at their behest to take any joy in thedeath of any man upon whom they have set their mark. Does heview me as a faceless enemy, to be hated and slain with as littleregard as a snake with poisonous fangs? I suspect not, andstrangely Ifeel more kinship with an enemy I would gladly slaythan with those who claim to hold the seifsame goals as l. Whileit is true that lmrahil's leadership will yet exact a great tithe ofHaradrim lives before this work is done, his life is mine to take,not theirs, and I shall feed his lifeless corpse to the crows yet.

lt matters little. My councillors 'failure to remove Imrahil hasleft them as the wounded party, but in pride and renown

rather than any physical sense. There is not a single man inthis army who is unaware of their plans for the Swan-prince.lt is this vulnerability, I feel certain, that has spurred theminto sending many men northwards in a foolhardy attempt toambusn Imrahil's reinforcements. Had my counsel beensought, I would have insisted iri sending enougb warriors togrind our foes to offal, leaving their dismembered bodies torot before the gates of Imrahil's fortress. The Hãsharii areplainly worried about the consequences of gathering toomany men in one place, that I might be tempted to cast off myyoke were I able to muster enougb followers. This sacrificethat they have wrought is but a ruse to buy time, to weaken mysupport until they can have me removed. The hour ofjudgement wlll be soon, for fresh warriors marcn to my campeven now. Before they arrive and my support is renewed, theHâsharii will find a pretext under which to remove me fromtheir concerns. I sleep lightly, and never for longo

Prince Imrahillives, though the blade of the Hâsharin cut deep.This tum of events has worked to Suladân's advantage for, whileImrahil will not be a factor for severa! days because of theHâsharin's strike, they have nonetheless essentially failed in theirmission. More than aware of this, and suspicious that Suladân iswatching and waiting for a chance to throw off his shackles, theHâsharii dispatch a large number of warriors from Suladân'spersona! command northwards. Not only can these warriorsambush Imrahil's reinforcements as they make their longjourneydown the Harad Road, but their absence from the army massinga!ongside the Hamen river also weakens Suladân's chances ofseizing command and so safeguards their authority.

Their ambush sprung, the Haradrim attack.

PARTICIPANTSGOODMaethor (Captain of Men on foot)Môrathol (Captain of Men on horseback)8 Warriors of Minas Tirith with shields8 Warriors of Minas Tirith with spears and shields8 Warriors of Minas Tirith with bows4 Knights of Doi Amroth (on foot)12 Knights of Minas Tirith6 Knights of Doi Amroth with lances and on horseback

Up to two Good Warriors may carry a banner.

EVILRâza (Haradrim Chieftain on foot)Guthâric (Haradrim Chieftain on horseback)18 Haradrim Warriors with spears18 Haradrim Warriors with bows8 Haradrim Raiders8 Haradrim Raiders with lances

Up to two Evil Warriors may carry a banner.

LAYOUTThis scenario is played on a board 48"/l12cm by 48"/l12cm.The board is actually divided into two equal halves, eachshowing a different section of the Harad Road (see map). Onboth halves, the land to either side of the road is covered withoccasional rocky outcrops and trees.

STARTING POSITIONSThe Good player deploys his infantry (including Maethor) inthe Infantry deployment zone (see map) and his cavalry(including Môrathol) in the Cavalry deployment zone. TheEvil player then splits his force into two numerically equalgroups and deploys one group on each board section, with nomodel further than 3"/8cm from the edge of a board section.

Page 6: The Battle of Pelennor Fields

OB]ECTIVESWhichever side reduces the other to 25% or less of theirstarting numbers first, wins the game.

If both sides are reduced to 25% of their starting numbers inthe same turn, the game is a draw.

POINTS MATCH: AMBUSH THE COLUMNIfyou want to use this scenario to refight an 'Ambush theColumn!' scenario with different participants, chooseabout 500 points of models for both sides, including atleast two Heroes for each side. No more than 33% of themodels on either side may carry bows ar crossbows andno more than 50% of the models on either side may ridehorses, wargs ar other mounts of any kind.

The Harad Road

SPEClAL RULESThe Harad Road. The two board sections represent connectedsections of the Harad Road and, accordingly, models may movebetween them, the only problem is that another part of the battlerages on the section of road between the two boards. At the startof each tum, rol! a D6 for each model that has left the board fromone of the marked edges. On the ro11 of a 4-6, the model hassuccessfully negotiated the ongoing battle and arrived at theirdestination - they may move onto either board from the markededge. On a roll of2-3, the mode! does not arrive - the controllingplayer may rol! again in the fol!owing tum. On the roll of a l, themodel does not arrive (as described above) and also takes asingle Strength 3 hit to represent them being attacked as theytraveI. Models may not voluntarily leave the board from anyother board edge. If a model exits the board from either of themarked edges as the result of a failed Courage test, remove themfrom play as normal.

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Page 7: The Battle of Pelennor Fields

powerless to act against them. In this, a sane man would nothesitate to agree with them. They have done their work well,for though many would rally to my banner; there are noguarantees that they would do so in.great enough numbersto grant me victory. The sacrifice of my men in the north,most of whom were personally loyal to me, has aided themin this regard and weakened my position yet further, buttoday I am perhaps not sane, for a strange madness hastaken me. These crippling odds malte r not to me, except asa detail to be overcome. 1 will lead my peoplefrom under theshadow of the Hâsharii, or die trying, for I can. tolerate thiscourse no longer. Before I do this, however; I must achieve agreat victory over the enemy. Only with a victory, and myname once more in ascendance, can 1 hope to rally enoughwarriors to create a new future, for myselfand my people.

THE STRIKING SERPENT - ACT FOURTHE FALLOF HARMINDON

It is a strange thing to wake up one moming and to know withutterfinality that your life will never again be the same. I have

spent another fitful night, wary of an unwelcome blade, andhave come to a decision. 1 can.no longer abide nor tolerate thefeckless shadow that the Hâsharii, and through them, the Lordsof Umbar, cast upon my people. Though a warrior's life shouldbe one of battle, 1 cannot reconcile myself to the dishonour thathas been brought upon those who follow me. Word has reachedme ofthe ill-considered attack upon Imrahil's reinforcements. Itgladdens my heart to know that my warriors fought well, but thisdoes not lessen the rage I feel at their deaths. Those few thatsurvive now try to returri but, in a land alive witn Imrahil'ssoldiers, 1hold out little hope for them.

The Hâsharii must be content with this situation, forImrahil 's forces are thinned and they think me isolated,

As the Hâsharii coordinate their attacks far to the north of theHarnen river, much of the Haradrim army waits beyond thesouthern bank. Although denied control of much of the army,and separated from a large portion of his personal guard,Suladân decides that the time to strike has come. OverrulingCorâzin, the remaining Hâsharin, he gathers what troops hecan and rides north. Though horribly outnumbered bylmrahil's forces, if Suladân manages to defeat the garrison ofHarmindon piece by piece, and if the ambushes to the northhave been successful, it will break lmrahil's hold on thecrossings of the Harnen. This fact has not been lost onCorâzin. He knows that the glory Suladân will earn ifHarmindon falls may allow the chieftain to muster popularsupport in the army. This cannot be allowed to happen ...

The Knights of DoI Amroth charge into the fray.

PARTICIPANTSGOODPrince lmrahil of Doi AmrothGalglir (Captain of Men on horseback)Corâzin (Hâsharin)6 Warriors of Minas Tirith with shields6 Warriors of Minas Tirith with spears and shields6 Warriors of Minas Tirith with bows6 Knights of Doi Amroth (on foot)6 Knights of Doi Amroth with lance and on horseback

Up to two Good Waniors may carry a banner.

EVILSuladânMürakir (Haradrim Chieftain on horseback)8 Haradrim Raiders with lances8 Haradrim Raiders8 Haradrim Warriors with bows8 Haradrim Warriors with spears

Up to two Evil Warriors may carry a banner.

LAYOUTThis scenario is played on a board 72"/180cm by 48"/112cm.The tower of Harmindon is set 6"/14cm in from one of theshort board edges (see map) and is surrounded by tents. Theremainder of the board is covered with rocky outcrops.

STARTING POSITIONSThe Good player divides his Warriors into three numericallyequal groups. He deploys one group and Imrahil indeployment zone one. The second group and Galglir aredeployed in deployment zone 2. The third and final group isdeployed in deployment zone 3. The Evil player then deployshis entire force in the Evil deployment zone. Finally, Corâzinis deployed (by the Good player) anywhere on the board andat least 6"/14cm away from an Evil model.

Page 8: The Battle of Pelennor Fields

OB]ECTIVESThe Good player wins if Suladân is slain and the Evil force isreduced to 50% of its starting numbers. The Evil player winsif the Good force is reduced to 25% of its starting numbers. Ifboth players meet their objectives in the same turn, the gameis a draw.

SPECIAL RULESCorâzin. Corâzin is controlled by the Good player. No Evilmodel other than Suladân may ever strike blows or shoot atCorâzin - they are allowed to charge and fight rum, but maystrike no blows if they win (they are too intirnidated by thepower he wields). Note that Corâzin does not count as part ofeither force for the purposes of Courage tests or victoryconditions.

The Fali of Harmindon

POINTS MATCH: FLANK ATTACKlf you want to use this scenario to refight a 'FlankAttack' scenario witli different participants, chooseabout 500 points of models for both sides, including atleast one Hero for the Evil side, and two for the Goodside (one of which must be chosen from the Heroessection of the Forces of Darkness). No more than 33% ofthe models on either side may carry bows or crossbows.

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"It is amongst our greatest follies that we have given scant consideration to our borders in recent years.Harmindon, Celentir and Velsinir are all now empty shells of their former glories, and birds now dwell where ahundred bold warriors once served their land. I fear that even with the leadership of our Prince, we shall befortunate to hold against the fury of the Southrons."

Maethor, Captain of Doi Amroth

Page 9: The Battle of Pelennor Fields

slaughter his followers in battle and drown him in that riverbut, for now, a greater duty calls me south.

Mümakil are incredible beasts, and if I have seen a moreintimidating sight in my life, I truly believe that ir would no!have been easily forgotten. The sheer size and strength ofthem must be seen to truly be believed, and he who has suchpower to command can shape the world to his liking. Thispower is due to fali into the hands of my enemies in less thana day. Before sundown tomo rrow, fully two dozen of thesegreat beasts and their handlers willjoin the army I so recentlyZeft and, once there, they will fali under the command of theHâsharii, and my efforts will have been for nothing. I mustride swiftly and retake control of my army from those whowould destroy my people, and hope that Imrahil can do littlein the meantime.

THE STRIKING SERPENT"- ACT FIVE:HUNT THE MUMAK

Pate has smiled upon me, and I am thankful for it. Myattack against Imrahil's forces has been more successful

than I would have dreamed. Even now he fiees north indisarray, while carrion birds weary the fiesh of his fal!enwarriors. Many of my followers fel! also, treading thewarrior's path to its conclusion and, though I have takencare to sacrifice our captives to their memory, I have no timeto mourn. Battle calls to me once more, but now ir calls toone who is master of his own destiny, for I am now all butfree of the Hâsharii and their poisonous taint. If Imrahilcontinues to ride north, as my scouts assure me he does, hemust be intent on holding us at the great river known in thenorth as the Poros. This river once dictated the boundariesof our land and the extent of our power, and he doubtlesshopes that it will hoZd us at bay once more. ln time, I will

Forced to turn his attention south once more, Suladân breaksoff from his pursuit of Imrahil. Seizing his opportunity, thePrince of Doi Amroth rides north to the ancient fortress ofGlamorgarth. As Imrahil's army makes the long journeynorthwards, their outlying scouts report the presence of asingle Mümak a league or so to the west. Imrahil is reluctantto delay his journey for anything - whatever fortune has kepthim and his men safe from pursuit can surely not last muchlonger - however, the chance to cripple one of these mightybeasts is far too good to pass up. Taking only an escort of hisknights and as many archers as they can carry with them,lmrahil rides out to battle.

Dol Arnroth for Gondor!

PARTICIPANTSGOODPrince lmrahil of Doi AmrothGilant (Captain of Minas Tirith on foot)8 Knights of Doi Arnroth with lances and on horseback8 Warriors of Minas Tirith with bows

One Good Warrior may carry a banner.

EVIL1 Múmak12 Haradrim Warriors with bows8 Haradrim Warriors with spears

LAYOUTThis scenario is played on a board 48"1112cm by 48"/l12cm.Set in the bleak plains of Harad, the board should be coveredwith sand dunes and rocky outcrops.

STARTING POSITIONSThe Múmak is deployed in the centre of the board. The Evilplayer may then deploy his remaining warriors on it, or within6"114cm of it. When this has been done, the Good playerdeploys his forces anywhere on the board, provided that nomodel is placed more than 6"114cm away from a board edge.

OB]ECTIVESThe game ends when the Mümak is killed or the Good forceis wiped out or retreats off the board.

The Good player wins if he has achieved the followingobjectives:

• The Múmak has been slain or leaves the table

• Imrahil is still alive and on the table

The Evil player wins if the Good force is wiped out before theMümak is slain. lf both lmrahil and the Múmak are slain, orhave left the table, the game is a draw.

Page 10: The Battle of Pelennor Fields

Hunt the Mümak

SPECIALRULESSandstorm. In the desert there is a chance that a sandstormwill whip up, filling the air with fast-rnoving, razor-sharpsand. During any turn in which the sum of both players'Priority rolls is 9 or more, a sandstorm sweeps the battlefield.The controlling player must roll a D6 for each model - if theresult is higher than the model's Strength, the model may notmove this turno No missile weapons of any kind may be firedin a sandstorm, though magical powers may still be used asnormal. The sandstorm automatically dies away at the end ofthe turno

relatively unencumbered, but it can be difficult for theheavily burdened. ln this scenario, ali models who arewearing heavy armour move J"/2cm slower than their normalmove rate.

POINTS MATCH: SEEKAND DESTROYIf you want to use this scenario to refight a 'Seek andDestroy' scenario with different participants, chooseabout 400 points of models for both sides. No more than50% of lhe models on the Good side may carry bows 01'

crossbows and no more than 50% of the models on eitherside may ride horses, wargs, 01' other mounts of any kind.

Shifting Sands. The soil of the battlefield, like much of theground in Harad, is very sandy and somewhat less thanstable underfoot. This is not so much of a problem for the

48" I 1I2cm

Good side deployment zone

"0

,;----- ......., ",, ,,, ,, , W~, ,.~

r ,I \

I \

~I \I \ ~I 6"/14cm

I ~I II

I I • I NI I o\ I

~I">"'. . 3

'j:\ I\ The Mümak deploys ai the I ..•\ I

\ centre of the board, and I\ ,,

, all other Evil models ,,

, ,,,~ithin 6" ofit.;»

,•.•.... _-----'

6"1I4cm

Good side deployment zone

Page 11: The Battle of Pelennor Fields

I stand alone before the encamped army, and hope that my staris sufficiently ascendant in the minds of the warriors there toovercome the fear that the Hâsharii inspire. It is a risk, for theinfluence the Hâsharii wield is great, but ir is a risk that mustbe taken. Only by slaying the Hâsharii can I bring under mycommand the Mümakil due to arrive at sundown. I cannotwalk away from this fight, and I must trust to a warrior's fatethat ir is not my destiny to die here with so much yet undone.Whether this is the case or no, the future before me now holdsbut two possibilities: victory or defeat. It matters not whatawaits me, I ride to meet ir without hesitation.

THE STRIKING SERPENT - ACT SIX:REBELLION

~ the three Hâsharii who have blighted my steps theseVpast years, only two remain amongst the living. As Idrove lmrahil from his fortifications, the third attempted tosteal my life, a hasty stroke borne of desperation, I deem. Hepaid no more swiftly than was deserved for this finalmisjudgement and, as his death contributed in no small wayto the eagerness of my followers, Iam doubly glad. The twothat remain must be dealt with. I cannot allow them to remainalive, drawing schemes that will lead to my death, for theystill command a great army in their own right. They mustperish, and perish soon.

With the success of Suladân's attack upon Harmindon, and withhis reinforcements scattered along the Harad Road, lmrahil hasno other choice but to withdraw north. It is a long march fromHarmindon to the Glamorgarth and, weary and bloodied bybattle, the DoI Amroth army would be easy prey but for onething. The Haradrim chieftain's success in battle has made hisname spread like wildfire through his army and, coupled withCorâzin's failure to dispose of him, has given him a great dealof popular support - possibly enough to remove the Hasharim

Only one fate awaits those who betray the Hâsharii ...

and take command of the army. With this in mind, SuladânalIows lmrahil to retreat unmolested, and instead tums his forcetowards the rest of the Haradrim army ...

PARTlClPANTSGOODSuladânMúrakir (Haradrim Chieftain on horseback)Râza (Haradrim Chieftain on foot)Guthâric (Haradrim Chieftain on horseback)Hagrâz (Haradrim Chieftain on foot)24 Haradrim Warriors with spears24 Haradrim Warrior with bows4 Haradrim Raiders4 Haradrim Raiders with lances1 Múmak

EVILVâshnir (Hâsharin)Drôzhna (Hâsharin)

LAYOUTThis scenario is played on a board 48"/112cm by 48"/1 12cm.Set in the camp of the Haradrim army, the board should havetents scattered all over the board. A campfire should be placedin the very centre, with a watchtower within 6"/14cm of it.

STARTING POSITIONSThe Evil player deploys Vâshnir and Drôzhna in base contactwith the campfire. The Good player then deploys Suladân andMúrakir up to 3"/8cm fram any board edge. Then, startingwith the Evil player, each player takes it in tum to place oneof the remaining Good models. They can be placed anywhereon the board, but no closer to the table edge than 12"128cm.The Múmak may be deployed at any point and up to tenmodels may be deployed on the howdah as normal.

OB)ECTIVESWhichever side reduces the other to 25% or less of theirstarting numbers first, wins the game. If both sides arereduced to 25% of their starting numbers in the same tum, thegame is a draw.

Page 12: The Battle of Pelennor Fields

SPECIAL RULESBrother Against Brother. As SuJadân attacks, the Haradrimarmy begins to polarise into those who are loyal to the Hâsharinand those who are loyal to SuJadân. Evil has Priority in the firstturnoln addition, at the start of the game, the Good player musttake a Courage test for each of his warriors and chieftains(Might may not be used to rnodify this roll). If they pass, theyremain under the control of the Good player for the rest of thegame. If they fail, the Evil player contrais them for the rest ofthe game (replace the model with one with a different colourscheme or mark the base to indicate this). Roll this Courage testseparately for each model on the Mürnak, The Mürnak may notmove in the first turnoln following turns, whilst there are bothGood and Evil models on the Mümak it will alwaysautomatically Stampede in a direction chosen by the player

Rebellion

who holds Priority - no Courage test is required. If ali modelson the howdah are either Good or Evil, the Mümak reverts toits normal mies under the contrai of the relevant player.

POINTS MATCH: REBELLlONlfyou want to use this scenario to refight a 'Rebellion'scenario with different participants, choose about1,200 points of models for the Good side and200 points of models for the Evil side, including atleast one Hera for each side. No more than 33% of themodels on the Good side may carry bows or crassbowsand no more than 50% of the models on the Good sidemay ride horses, wargs, or other mounts of any kind.

48" 11l2cm

Súladan & Mürakir deployment zone

3"/8cm

Vâshnir & Drõzhnabegin the game in basecontact with campfire

Page 13: The Battle of Pelennor Fields

I stand now on the borders of Gondor, with a great army at myback and the enemy before me. With every hour that passes, moremenflock to my banner.They beseech me to lead them onwards, tocast the forces of Gondor from our lands, and reclaimfrom thenorthmen that which was wrestedfrom us in agespastolmrahil hasmustered his forces around the ancient fortress of Glamorgarth.Thougli its walls be decayed and its defences be crumbled; it is stilla great redoubt that will cost many lives to take. Only this las!obstacle now stands between my people and a new age. The tribesof the soutn will finally be revenged upon. the arrogance of thenorth, and join with the armies of Mordor to choke the defendersof Gondor in their own blood. With allies eamt upon the field ofbattle, and wealth takenfrom the sack of great cities, I shall drivethe Lords of Umbar from their perch and carve a new kingdomupon the bones ofGondor's once great realm.

THE STRIKING SERPENT - ACT SEVEN:ASSAULT ON GLAMORGARTH

The army now moves at the bidding of one voice, and thatvoice is mine. With the Hâsharii dead, and the Lords of

Umbar distant from us by many leagues, none canchallenge me save the other chieftains, and it would appearthat none among them can summon lhe courage or will todo so. The Mümakil arrived exactly as my scouts hadpredicted. Once their Hâsharin escort was disposed of, theMahüd were eager to accept my commands in exchange fora tithe of the women and children that we shall take asslaves from Gondor. Now at my call I have a far greaterarmy than I could ever have dreamt possible. I nowcomprehend how the Hâsharii could so casually cast thelives of men aside when they knew that these creatureswould join our forces so soon. I shall give careful thoughtindeed to their use.

Having achieved complete control over his army, Suladân hasassembled his forces for one great blow upon the defences ofsouthern Gondor. On the far side of the Poros, Irnrahil hascorrectly interpreted the lull in fighting - he knows that thenext attack wiU be the final one and that his troops cannothold any longer. With his forces tired and weary, the princeknows that he must buy ti e for the bulk of his warriors toescape. Before night falls, uch of the army of Doi Arnroth

I

begins its journey up the Harad Road toward Minas Tirith,while a bold few remain behind to slow Suladân's assault.

PARTICIPANTSGOODPrince Imrahil of Doi Arnroth (on foot)Maethor (Captain of Men on foot)10 Knights of Doi Arnroth (on foot)12 Warriors of Minas Tirith with shields12 Warriors of Minas Tirith with spears and shields12 Warriors of Minas Tirith with bows

Up to one Good warrior may carry a banner.

EVILSuladân1 MürnakGuthâric (Haradrim Chieftain on foot)Hagrâz (Haradrim Chieftain on horseback)24 Haradrim Warriors with bows24 Haradrim Warriors with spears5 Haradrim Raiders with lances5 Haradrim Raiders

Up to two Evil warriors may carry a banner.

LAYOUTThis scenario is played on a board 48"/112cm by 48"/112cm. Themain tower of the Glamorgath is deployed 12"/28cm in frorn onetable edge (see map). Aline ofbarricades stretches across the lengthof the board, 24"/56cm from the Harad board edge (see map).

STARTING POSITIONSThe Good player deploys Prince Irnrahil and at least half ofhis Warriors in base contact with the line of barricades. Hethen deploys Maethor and the remaining Good Warriors in orwithin 3"/8cm of the tower.

When this has been done, the Evil player deploys his entireforce within 6"/14cm of the Harad board edge.

Page 14: The Battle of Pelennor Fields

OB]ECTIVESAt the end of each turn, roll 2D6 and multiply the result by 10.This is how much of lmrahil's retreating army has managed toreach a safe distance. Keep a running total of how manytroops have escaped in this fashion. Once this total reaches300 ar more, lmrahil and any remaining Good models mayattempt to withdraw from the battle by exiting from theGondor table edge. Until this point, they may not voluntarilymove more then 3"/6cm from teh barricade.

Once ali Good models have been slain, ar have fted the board, rolla 06 for each model that has left the table, adding 1 to the roll iftive ar less Evil cavalry models are still alive. On a result of 1-3,the unfortunate individual has been caught and killed by thepursuit. Ifthe roll is 4-6, they have successfully escaped and livedto fight another day. Might may be used to inftuence this roll.

If at least 10 Good models, or lmrahil and five other models,manage to escape the board (see above) the Good side wins.Any other result is an Evil victory.

Assault on Glamorgartn

SPECIAL RULESUnrelenting Assault. When an Evil Warrior (on foot) is slain,the Evil player may put it aside to use it as reinforcements. Atthe end of each of the Evil player's Move phases, he may roll aD6 for each model put aside in this way. On the roll of a 4+, thatmodel may move onto the board from the Harad table edge.Newly arrived models may not charge in the turn that theyarrive, but may otherwise act normally. On a roll of 3 or less, themodel does not arrive, but may be rolled for in the next turno

No Surrender. The Good side does not take Courage tests forbeing below 50% of their starting numbers in this scenario.

POINTS MATCH: WITHDRAWALIf you want to use this scenario to refight a 'Withdrawal'scenario witlt different participants, choose two forces.The defender (the Goodforce) should have about half asmany points as the attacker (the Evilforce).

•• 48" I 112cm

--===::::'i.l.~r=~~°11

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Page 15: The Battle of Pelennor Fields

AMBUSH IN ITHILIEN"The road may pass, but they shall not! Not while Faramir is Captain:"

Mablung to Frodo & Sam - The Two Towers.

The servants of the Dark Lord are pouring into Ithilien Iike aplague. Regiments of the Haradrim advance unchecked,going about their master's bidding. It falls to Faramir and hisdutiful Rangers of Gondor to patrol the wild, lying in wait foropportunities to strike out at the enemy. From their outpost ofHenneth Annún, the brave Rangers of Ithilien sally forth toconduct their raids and ambushes.

As fortune would have it, Frodo and Sam find themselvesprisoner to Faramir's Rangers. Held captive, the Hobbits arewitness to a violent encounter between Faramir's men and anadvancing regiment of Haradrim. Despite the efforts of theRangers, the safety of the Hobbi ts is not assured, and the RingBearer finds himself in peril once again as the warriors ofHarad strive to break through the thin line of Rangers.

The Rangers' trap is sprung!

PARTIClPANTSGOODFaramir (armed with bow and wearing armour)Mablung (use Damrod's rules)DamrodFrodoSam20 Rangers of Gondor

EVIL1 Haradrim Chieftain (on foot)1 Haradrim Chieftain (on horseback)12 Haradrim Warriors with spears24 Haradrim Warriors with bows5 Haradrim Raiders5 Haradrim Raiders with lances1 Mümak

One Evil Warrior may be given a banner.

LAYOUTSet up a 48"/112cm x 48"1l12cm board, with a road runningbetween two opposite edges. Place lots of shrubbery, trees androcky outcrops on the board to either side of the road. Themore scenery you can place across the board, the moreatmospheric the game will feel, and the greater the challengefor both sides.

STARTING POSITIONSAlI Evil models enter play in 'waves'. These waves representthe column gradually separating throughout the day's marchoOn the first turn, the Evil side moves the Haradrim Chieftainon foot, along with the 12 Haradrim Warriors armed withbows and the 12 with spears, onto the board along the road.

The Heroes and all Rangers may be deployed anywhere onthe table, but ali models must be in cover - either in or hiddenbehind a wood or some rocks. This represents the Rangerslying low and waiting for the Haradrim to arrive. The Hobbitsshould be placed within 12"/28cm of the edge by which theHaradrim enter play.

OB]ECTIVESThe Evil player must move 33% of his models off the boardedge opposite to their starting edge. Models leaving the tableby any other edge count as slain.

The Good side wins if they can prevent 33% of the totalHaradrim force escaping from the board without losing morethan half of their starting force.

If neither player meets their objectives, or if both meet theirobjectives in the same turn, the game is a draw.

The Good side automatically loses if Frodo is slain.

Page 16: The Battle of Pelennor Fields

SPEC/AL RULESWaves. The Haradrim regiment under ambush has becomeseparated because of the long day's marcho Once an Evilmodel crosses the halfway point on the road, the next wave isable to enter play in the foIlowing Evil Move phase. Thesecond wave consists of the Haradrim Chieftain onhorseback, and 10 Haradrim Raiders. Once a member of thesecond wave reaches the halfway point on the board, the thirdand final wave may enter play in the following Evil Movephase. Wave three consists of the Mürnak with12 Haradrim armed with bows within the howdah. Should aIlEvil models in a wave be slain, then the next wave may enterplay on the foIlowing Evil Move phase.

Ambush in lthilien

Evil models may only enter play by moving along the road.Newly arrived models may act normally, but may not chargeon the tum they arrive.

POINTS MATCHWhi/st this scenario details the efforts of Faramir and hisRangers to slow the Haradrim advance, you can usethese rules to play another 'Convoy Ambush' scenario.Choose 400 points of models, including at least one Herafor the Good side. For the Evilforce choose 800 points ofmodels, and divide them into three groups, none smallerthan 150 points.

48"/1I2cm

Hobbitsdeployment

zone

II

I

III

: 24"/56cm

Page 17: The Battle of Pelennor Fields

THE GLORY OF DOL AMROTH"Amrothfor Gondor!" they cried. "Amroth to Faramir!"

The siege of Gondor has begun and the host of Morgul marcheseastwards to lay waste to Gondor and all of Middle-earth. Thedefenders at Osgiliath and Cair Andros are hard pressed byuncounted numbers of evil creatures, but Denethor is unwillingto yield the river and the Pelennor unfought. The Steward ofGondor despatches his son, Faramir, to ride out to Osgiliath tostrengthen the river defences there, though the cause seemshopeless. Having already sent the majority of his companysouthwards from Ithilien, Faramir has no choice but to obey hislord and rides out to rejoin them. But the battle goes ill and theenemy forces a crossing of the Anduin, pushing Faramir backto the Pelennor and the causeway forts. Faramir remains withthe rearguard, lest the retreat become a rout and, harried by foesali about him, he and his men ride desperately for the WhiteCity with ali the hosts of evil on their heels. Even as men watchfrom the walIs of the city, horsemen of the enemy and dark-pinioned felI beasts sweep up and overtake the retreating menof Gondor. Then a trumpet rings out from the Citadel andDenethor sends out a sortie of knights, led by Prince Imrahil ofDoi Amroth, to rescue Faramir. In this scenario, the Goodplayer must ride to Faramir's aid before they are overtaken anddestroyed by the forces of Evil.

The Nazgül attack.

The Knights of DoI Amroth

PARTICIPANTSGOODFaramir (with heavy armour and on horseback)Gandalf the White (riding Shadowfax)Prince Imrahil (with lance and on horseback)2 Captains of Gondor (with heavy armour and on horseback)5 Warriors of Minas Tirith with spears and shields5 Warriors of Minas Tirith with bows10 Rangers of Gondor10 Knights of Minas Tirith8 Knights of Doi Arnroth with lances and on horseback

Up to one Good model may carry a banner.

EVIL2 Ringwraiths on (Fell beasts)2 Haradrim Chieftains (on horseback)1 Ore Captain (on foot)1 Ore Captain (on Warg)8 Ores with hand weapons and shields8 Ores with spears4 Ores with Ore bows4 Ores with two-handed weapons6 Haradrim Raiders6 Haradrim Raiders with lances4 Warg Riders with throwing spears4 Warg Riders with Ore bows

Up to two Evil Warriors may be given a banner.

LAYOUTThe scenario is played on a board 48"1112cm by 48"1112cm.This encounter takes place on the Pelennor Fields before thecity of Minas Tirith. As such, the ground is largely flat,though there will be the odd, low patch of scrubby bushes orc1usters of rocks strewn about.

STARTING POSITIONSFaramir, the Captains of Gondor, the Warriors of Gondor andRangers of Gondor are placed first, in the deployment areashown on the map. The Evil player divides his force into twohalves of as equal size as possible and deploys one in thenorthern deployment zone and the other in the southerndeployment zone. The Ringwraiths move on from the easterntable edge in the Move phase of Turn 1.

OB]ECTIVESThe Good player is attempting to rescue Faramir and theretreating rearguard of the out-companies that held Osgiliath.The Evil player is attempting to destroy them be\foreDenethor 's sortie is able to rescue them.

To win, the Good player must have at least 12 ofthe models thatwere deployed on the table at the start of the game exit the tablevia the western edge. The Evil player wins if the Good playerdoes not achieve this.

Page 18: The Battle of Pelennor Fields

SPECIAL RULESThe Swan Knights of Doi Arnroth. Just as it appears thatFaramir's waniors will be overwhelmed by the forces of Evil,Prince lmrahil of DoI Amroth leads a brave band of warriorsfrom Minas Tirith to the rescue. On Tum 4, the Good player maymove Gandalf, Prince lmrahil, the Knights of Doi Arnroth andthe Knights of Minas Tirith on from the westem board edge.

"And with a piercing cry out of the dim sky fell thewinged shadows, the Nazgúl stooping to the kill:"

The Return of the King

The Glory of Doi Amroth

POINTS MATCH: DESPERATE SORTIE!Though this scenario recreates Prince Imrahil's rescueof Faramir's out-companies, you can also use it to fightany rescue mission. lf you want to play this scenariowith other forces, choose a Goodforce 25% larger thanthe Evil force. The Good force must deploy 33% of itsforce on the table at the start of the game. Each sidemust include at least one Hero and at least one modelon each side must carry a banner.

48" /1I2cm

12"/28cm Evilforce deployment zone

~----~ . êt-~----,,"

Ringwraithsenrer table

from this edge

Faramir;Gonã

iors &gers

deploymentzone

Gandalf,lmrahil andKnights of

Minas Tirithand Doi Amrothenter the tablefrom this side

0.

6"/l4cmli( ••

I I

N,..,3

~53

Page 19: The Battle of Pelennor Fields

unwilling to await his onset, charges headlong to greet him. Inthis scenario, both players must attempt to fight their waytowards the heart of the enemy host and slay its leader.

THE HORSE AND THE SERPENT"Arise, arise, Riders of Théoden!

Fel! deeds awake: fire and slaughter!Spear shall be shaken, shield be splintered,A sword day, a red day, ere the sun rises!

Ride now, ride now! Ride to Gondor!"

The Rohirrim have come to Gondor's aid and the might of theircharge has smashed through the Ore defenders of the Rammasand ridden down through the hosts of Mordor with the joy ofbattle. The Riders of Rohan sing as they slay their foes and thehoofs of wrath ride down hosts of fleeing Ores. Riding hither andthither, the Rohirrim slaughter all before them, driving theirenemies to the river.With nigh on the entirety of the northem halfof the Pelennor Field overrun, the tide of war has tumed, but thebattle has not yet been won. Overcome with battle fury, Théodenand his greatest warriors have ridden far ahead of the main battleand reaehed the road to the river. Here, Suladân, greatest of theHaradrim commanders, has spotted them. Rousing his warriorsto battle, the Serpent Lord charges the exposed Rohan king who,

"Rally to me! To me!"

PARTICIPANTSGOODThéodenGamlingÉowynMerry (starts as a passenger on Éopwyn's horse)1 Captain of Rohan6 Rohan Royal Guard with throwing spears and on horsebaek12 Riders of Rohan6 Riders of Rohan with throwing spears

Up to one Good Warrior may be given a banner.

EVILSuladânThe Witch-king (on fell beast)2 Haradrim Chieftains8 Haradrim Raiders8 Haradrim Raiders with lances4 Warg Riders with throwing spears4 Warg Riders with Ore bows

Up to two Evil Warriors may be given a banner.

LAYOUTThe scenario is played on a board 48"/112cm by 48"/112cm.This encounter takes place on the Pelennor Fields before thecity of Minas Tirith. As such, the ground is largely flat,though there will be the odd, low patch of scrubby bushes orcJusters of rocks strewn about.

STARTING POSITIONSThe Good player places his models first, no further than12"/28em from the northem board edge. The Evil player thenplaces his models, no further than 12"128cm from the southemboard edge. The Witch-king is not deployed to begin with,since he is fighting within the city walls but, as the homs of theRohirrim echo from Mindolluin's sides, he flies out to meet thisnew threat and will appear later in the battle.

OB]ECTIVESBoth Théoden and Suladân are determined to see the otherdead and will spare no effort to see their opposite numberslain. The Good player must kill Suladân and have Théodensurvive the battle. The Evil player must kill Théoden and haveSuladân survive the battle. Whichever player meets theirobjectives first, wins the game. If both Suladân and Théodenare killed in the same turn, the game is a draw.

Page 20: The Battle of Pelennor Fields

SPECIAL RULESWitch-king of Angmar. The Witch-king is fighting withinthe walls of Minas Tirith when the Rohirrim arrive, but whenhe hears their horn blasts, he turns his fell beast towards thePelennor Fields. From the end of Turn 4 onwards, roll a D6 atthe end of every game turn. On a 4, the Witch-king has arrivedand may move on from the Evil player 's table edge in his nextMove phase. Having been engaged in battle with Gandalfprior to this, the Witch-king has only 1 point of Might and10 points of Will.

"...he carne against the white horse and the green withgreat press of men; and the drawing of the scirnitarsof the Southrons was like a glitter of stars."

The Return ofThe King

The Horse and the Serpent

POINTS MATCH: GLORIOUS CHARGE!Though this scenario recreates Théoden 's devastatingcharge, you can aiso use ir to recreate any two cavalrybasedforces riding out to meet each other. Ifyou want toplay this scenario with. other forces, choose two forces ofequal points value. Each side must include at least oneHera and at least one model must carry a banner.

48" /1l2cm

~eGoodforce deployment zone

.,t~,,·.~.(\ ..'

Evil force deployment zoner>3

".A.·;;.~~

. ';c

Nr>3

Page 21: The Battle of Pelennor Fields

EVILGothrnog, Lieutenant of Morgul1 Ore Shaman1 Easterling Captain1 Uruk-hai CaptainI Troll Chieftain1 Haradrim Chieftain8 Ore Warriors with hand weapons and shields8 Ore Warriors with spears4 Ore Warriors with two-handed weapons4 Ore Warriors with Ore bows6 Easterling Warriors with spears and shields6 Easterling Warriors with shields6 Haradrim Warriors with bows6 Haradrim Warriors with spears4 Mordor Uruk-hai Warriors with swords4 Mordor Uruk-hai Warriors with two-handed weapons2 Mordor TroUs

"Mourn not overmuch! Mighty was the fallen,meet was his ending. When his mound is raised,

women then shall weep. War now calls us!"

Théoden's glorious charge has shattered the front lines of theHaradrim. Spears shiver as the Rohirrim throw down theSouthron's chieftains and send their foes reeling. But evil actsare afoot and the Lord of the Nazgül sweeps down in darknessto slay the mighty King ofRohan. Through deeds both mightyand courageous, Éowyn, Shield Maiden of Rohan, andMeriadoc Brandybuck banish the mighty Ringwraith, but fallbeside their king, wounded almost unto death. Such a scene ofwoe does Éomer come upon after marshalling his warriorsand setting out for the road to the river. The silver swan ofDoi Amroth is borne out of the city of Minas Tirith, togetherwith all the strength of Men that is in it. And not a momenttoo soon, as Gothmog, Lieutenant of Morgul, unleashes a hostof evil from Osgiliath - Ores, Trolls, Uruk-hai and Easterlings- as Haradrim footmen regroup around the great Mümakil.Great is Éomer's rage and, without taking counsel or awaitingthe arrival of the Knights of DoI Arnroth, the son ofThéodwyn charges headlong towards the mighty host of evil.But even as he rakes back his spurs, the billowing sails ofBlack Ships are spied approaching the Harlond ...

In this scenario, the Evil player must try to destroy Éomer'sbadly outnumbered warriors before the Knights ofDoi Amroth can come to his rescue and the Black Ships dockto reveal who they carry to war.

PARTIClPANTSGOODPrince Imrahil of Doi AmrothAragorn (with Elven cloak and Andúril)LegolasGimliHalbarad2 Elven Captains9 Rangers of the NorthÉomer2 Captains of Rohan8 Knights of Doi Amroth with lances and on horseback8 Knights of Minas Tirith4 Rohan Royal Guard with throwing spears6 Warriors of Rohan with bows6 Warriors of Rohan with throwing spears and shields6 Warriors of Rohan with shields

One Warrior of Rohan must carry a banner.

A\1 Good models, other than Imrahil and the Knights, are onfoot.

The Elven Captains represent Elladan and Elrohir, the twinsons of Elrond; you may use their rules from the Shadow &Flame supplement if you wish.

1 Múrnak with tusk weapons and Mahüd Chieftain12 Haradrim Warriors with bows (in the howdah)

Up to two Evil models may carry banners.

LAYOUTThe scenario is played on a board 48"1112cm by 48"/I12cm.This encounter takes place at the edge of the Pelennor Fieldsnot far from the harbour of Harlond. As such, the ground islargely flat, though there wi\1be the odd, low patch of scrubbybushes or clusters of rocks strewn about. To the south are thedocks and in the exact centre of the table is a green hillock.

STARTING POSITIONSThe Good player places Éomer and ali the Rohan models first,in the centre of the board on the green hillock, with no modelfurther than 6"1l4cm from the centre of the table. The Evilplayer divides his warriors into four forces of as near equalnumber of models as possible and deploys one force in eachof the deployment zones. No Evil model may be deployedmore than 6"1l4cm onto the board. The Mümak and12 Haradrim Warriors in the howdah are not deployed at thestart of the game.

OB]ECTIVESThe Evil player has cut off Éomer from the city ofMinas Tirith and seeks to destroy him before any rescue maybe attempted. To win this scenario, the Evil player must killevery modei in the Good player's initial force. If he fails tokill Éomer's force before his own is reduced to 25% of itstotal numbers, then the Good player wins as warriors pourfrom the Black Ships and more knights sally forth from MinasTirith to drive the forces of Evil back to the river.

Page 22: The Battle of Pelennor Fields

SPECIAL RULESReinforcements. The hosts of Minas Tirith, led by PrinceIrnrahil of Doi Arnroth ride eastwards to the succour of Éomerand fight to reach the new King of Rohan with great fervour.On Turn 3, Prince Irnrahil, the Knights of Doi Arnroth and theKnights of Minas Tirith move on from the western table edgein the Move phase.

On Turn 5, the Black Ships dock on the Harlond and theremainder of the Good forces move on from the southemtable edge in the Move phase. On this turn, the Múrnak andtransported Haradrim also arrive.

The Tide has Thrned. A black dread falls upon the hosts ofMorgul when the heir of Isildur and his warriors leap from theBlack Ships, and their courage falters in the face of the signof Elendil. Once Aragom arrives on the battlefield, no Evilmodels may benefit from the Stand Fast! rule.

Éomer's Rage

Shield Wall. Éomer and his men are resigned to die. AliRohan models will automatically pass ali Courage tests theyare required to take, but may not move more than 12" awayfrom the centre of the table.

POINTS MATCH: LAST STAND!lfyou want to play this scenario with other forces, choose1W0 forces of equal points value. The Good playerchooses 25% of his force to represent the force he deploysat the beginning of the scenario and splits the rest intoMO roughly equal halves, designating whicn half is thefirst wave of reinforcements and whicli is the second.Each side must include at least one Hero and the playerattempting to destroy the force making its last stand maynot equip more than 33% of his models witn bows orcrossbows or include more than one siege engine.

48" /1I2cm

III

III

III- --~---------------------------------------------------I

I

I

Evilforcedeployment zone

II

IIII

II

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Evilforce Evilforcedeployment deployment

zoneImrahil

zone

and alithe ~Knights ~enter Nfrom this 6"/14cm 6" .14cm n

3boardedge.

Aragorn and the Grey Company enter here