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Scenarios

who will emerge victorious. This can throw up some seemingly strange situations, so we have included some to remember: enemy General, you will gain these Victory Points if the General is removed as a casualty in any way, such as fleeing the board or a Hero model with the Will of Evil special rule being reduced to O Will points. models that can temporarily switch sides will always count as scoring for their original owning player. the General or a specific Hero, if the Hero in question has been wounded and then subsequently healed, Victory Points will still be scored as if they had been wounded. a particular Hero have spent Fate Points (or having a particular Hero not have spent any Fate Points), then should they spend a Fate Point and then regain it in some manner, then it will still count as being spent. If a model has a special rule that comes into play when in range of an Objective Marker, then the range will be dependent on how close to an Objective Marker the model needs to be in order to count as scoring for the purpose of Victory Points. If an Army suffers enough casualties that at the start of the next turn they would be considered Broken, but the game ends before the next turn can start, they will still count as being Broken for the purpose of scoring Victory Points. the model's base needs to exit the board to allow them to move off the board. When deploying models within 6" of their Warband's Captain, they must still be within 6" of the Warband's Captain's base if they deploy on an elevated position. 'When playing on a 6'x4' board (typically in 1,000 point games), players must choose one of the long board edges as their board edge as shown in the maps. When playing on a &'x4' board, players may choose any board edge as their board edge as they are all the same length.

This battlefield will provide a distinct tactical advantage for whoever holds it for many years to come. Victory can be achieved by forcing the enemy back and securing the key points on the battlefield. Failure will not be permitted! Players fight to control five objectives scattered across the battlefield.

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place five Objective Markers on the battlefield; one is automatically placed in the centre of the board. 'lo place the other objectives, both players roll a D6. The player with the highest score places one objective anywhere on the battlefield at least 12" away from the existing objective and 6" away from any board edge. Their opponent then places a third objective at least 12" away from existing objectives and at least 6" away from any board edge. The players then alternate placing the remaining two objectives, according to the restrictions noted earlier. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their Army to deploy wholly within 24" of their board edge. Models must be deployed within 6" of the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 24" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. Deploymént Zol fiayer B's Deployment Zone w® % Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of 'models or below, at which point the player that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • For each Objective Marker, you score 1 Victory Point if you have more models within 3" than your opponent. If you have at least twice as many models as your opponent within 3", you instead score 2 Victory Points. If you are the only player to have models within 3", you instead score 3 Victory Points. You score 1 Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1 Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points.

To The Death!

Once again, fate has pitted the forces of Good and Evil against each other, and no matter the cost, the enemy must be slain. No quarter shall be asked and none shall be given. Only the Valar know who will win the day! Victory goes to the force which can crush the foe and slay the enemy General.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their Army to deploy wholly within 12" of their board edge. Models must be deployed within 6" of the Captain of their Warband. When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge, as described above. Players then alternate until all Warbands have been placed. ~ Player B's Deployment Zone g e e Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

'The game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of 'models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General has been wounded, and only has a single Wound remaining, then you instead score 3 Victory Points. If the enemy General was removed as a casualty, you instead score 5 Victory Points. You score 3 Victory Points if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 5 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this). You score 1Victory Point if you have at least one banner remaining at the end of the game. If you have more banners remaining than your opponent, then you instead score 2 Victory Points. You score 3 Victory Points if the enemy Army has been reduced to 25% of its starting models at the end of the game. You score 1Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 3 Victory Points.

Hold Ground

In the swirl of battle it becomes apparent that a certain, usually insignificant, area of the battlefield has become vital to the victory of both sides. Both forces surge towards this new tactical advantage, desperate to control it. Control the centre of the battlefield, no matter the cost.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Once the battlefield has been set up, an Objective Marker is placed in the centre of the battlefield. At the battle's start, the Armies are yet to arrive - models are not deployed at the start of the game, but will enter as the game continues. [ ¥y 2 PR % Central _a- D6 roll O'U'K."'"1 | D6 roll of3ors u of3ors - q - - et t Sl; '*' e ] J Dfirollof orapll A Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn, after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 4 Victory Points if you have more models within 6" of the objective than your opponent. If you have twice as many models within 6" of the objective than your opponent, then you instead score 8 Victory Points. If you have three times as many models within 6" of the objective than your opponent, or you are the only player to have 'models within 6" of the objective, then you instead score 12 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this).

Special Rules

Maelstrom of Battle

By destroying the supplies and rations of their enemy, one force can gain an upper hand in the coming battles between the two armies. Destroy your opponent's supplies whilst protecting your own.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place three Objective Markers in each player's deployment zone so that the objectives are equidistant along the edge of each player's deployment zone, with one in the centre. 'The first is placed 12" from the centre of the player's board edge. The others are then placed halfway between the central objective and the board edges on either side. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their Army to deploy wholly within 12" of their board edge. Models must be deployed within 6" of the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

'The game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of 'models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 3 Victory Points for each enemy Supply Marker that has been destroyed. - You score 1Victory Point for each enemy Supply Marker that has not been destroyed, but you have more models 'within 3" of than your opponent. If you have destroyed more Supply Markers than your opponent, you score 1Victory Point. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. - You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this). You score 1 Victory Point if you have at least one banner remaining at the end of the game. If you have more banners remaining than your opponent, then you instead score 2 Victory Points.

Special Rules

Supply Markers: The Objective Markers represent a series of supplies that both sides are trying to destroy. o destroy an enemy Supply Marker, a model must be standing and in base contact with the marker during the End Phase of aturn having not cast any Magical Powers, used a Missile 'Weapon, been Engaged in Combat, Supported a Combat, been rendered unable to Move any further that turn due toa special rule or result of a test (such as a Thrown Rider Test) or been under the effects of an enemy Magical Power that turn. Once a Supply Marker has been destroyed, remove it from play.

Scouts have been sent out by both forces in order to gather vital information from behind enemy lines. Each force is attempting to sneak past the enemy whilst simultaneously preventing their foes from doing the same. Have more models escape the field than your opponent.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. At the battle's start, the Armies are yet to arrive - models are not deployed at the start of the game. Both players roll a D6. 'The player with the highest result chooses one of the long table edges to be their board edge - making the opposite board edge their opponent's (see Special Rules later). Player A?board edgey 'Warbands enter fn&m here Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'The game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw. l Warbands enter from here a Models that have escaped the board count as being on the board for the purpose of determining if an Army is Broken or reduced to 25%.

Scoring Victory Points

  • You score 4 Victory Points if more of your models have escaped the battlefield via your opponent's board edge than vice versa. If at least two of your models and twice as 'many models than your opponent have escaped the board, then you instead score 8 Victory Points. If at least three of your models, and three times as many models than your opponent have escaped the board, then you instead score 12 Victory Points. You score 1Victory Point for each of your Hero models that escapes the board, to a maximum of 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points.

Special Rules

Reinforcements: At the end of your Activation Phase, roll a D6 for each of your Warbands that are not on the battlefield and consult the chart below (the Warband's Captain can use Might to improve the roll). Models enter the board via the rules for Reinforcements. Roll for each Warband separately. Activate the models in the 'Warband, then roll for the next. Warbands yet to arrive count as being on the battlefield for determining if your Army is Broken. D6 Result 13 'The Warband does not arrive, but receives +1 to this dice roll next turn. This is cumulative, so they will arrive ona 3+ on turn 2,a 2+ on turn 3, and automatically on turn 4. 4-6 'T'he controlling player chooses a point on their board edge at least 6" from a corner - the Warband arrives from this point via the rules for Reinforcements. Designer's Note: Special rules that allow for models to arrive on from any table edge (such as the Goblin Mercenary Captain's Mercenary Ambush) must choose

Amidst the maelstrom of the battle that rages, the two forces clash in an endless swirl of shields and swords. Battle plans constantly shift as the two generals become locked in a battle of wits, both trying to outdo the other. Outwit your opponent by concealing your true objective.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their Army to deploy wholly within 12" of their board edge. Models must be deployed within 6" of the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge as described above. Players then alternate until all Warbands have been placed. 33 "Pl r A's D?p?njgment Zfi'é i SR "'n- p 4.' %s 8. e ST P N Hay;;B's Defi?ayrfiznt Zone N 72 A 3 e av~e JI% Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn. and secrecy, hiding your plans from the enemy. Be sure to stay quiet as you complete your objectives, in order to keep your opponent guessing throughout the game!

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • At the start of the game, secretly note down one of your own Hero models - this may not be your General unless you only have one Hero. You score 1 Victory Point if the nominated Hero is still alive at the end of the game. If the nominated Hero is still alive and has suffered no Wounds, you instead score 3 Victory Points. If the nominated Hero is still alive and has suffered no Wounds, and spent no Fate Points, you instead score $ Victory Points. At the start of the game, secretly note down one of your opponent's Hero models - this may not be your opponent's General unless they only have one Hero. You score 1Victory Point for causing one or more Wounds on the nominated Hero. Wounds prevented by a successful Fate Roll do not count. If the nominated Hero has been removed as a casualty, you instead score 3 Victory Points. If the nominated Hero has been removed as a casualty as a result of one of your models Wounding them in Combat, you instead score 5 Victory Points. At the start of the game secretly note down a single terrain piece wholly within your opponent's half of the board. You score 1 Victory Point if at the end of the game you have more models than your opponent on or in base contact 'with your chosen terrain piece. If, at the end of the game, you have at least two models and twice as many as your opponent on or in base contact with your chosen terrain piece, you instead score 3 Victory Points. If your opponent has no models on or in base contact with your chosen terrain piece and you have at least two, you instead score 5 Victory Points. You score 1 Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points.

Control areas of the battlefield and deny them to your foe.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place five Objective Markers on the battlefield; one is automatically placed in the centre of the board. One Objective Marker is placed exactly halfway between the centre of the board and the centre of the northern table edge. The other three Objective Markers are deployed in the same way in relation to the east, south and west board edges respectively (see map). Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their force and roll a D6. Ona 1-3, all models in that Warband must be deployed in their deployment zone and wholly within 12" of the centre line of the board. On a 4-6, the models can be deployed anywhere wholly within their deployment zone. Models may not be deployed within 1" of an enemy model. Regardless of the dice roll, models may not be deployed further than 6 from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and rolls to place it as described above. Players alternate until all Warbands have been placed. Player A's Deployment v holding key locations, both armies believe they can control the field of battle and force their enemy into defeat. Whoever earns victory this day will hold an advantage for many battles yet to come. Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 3 Victory Points for each Objective Marker that is under your control at the end of the game. - You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. - You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 2 Victory Points.

Special Rules

Controlling Objectives: At the start of the game, all of the objectives are considered to be neutral and do not belong to either side. If, during the End Phase of any turn, one or more of your models are in base contact with an objective, then that objective comes under your control. If, during the End Phase both sides have models in base contact with an objective, then that objective returns to being a neutral objective.

With their forces locked in a battle for supremacy, both sides know that if they can break through their enemy's lines they can seize a valuable strategic point from their foe. Capture the areas of the battlefield that are worth the most 0 your opponent.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place four Objective Markers on the board. One of these is placed exactly 12" from the centre of one player's board edge, and another is placed exactly 12" from the centre of the other player's board edge. The remaining two objectives are both placed 12" away from the centre of the board, on opposite sides, along the centreline of the board. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their Army to deploy wholly within 24" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 24" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. - L Player A's Deployment Zone: SR ' Player B's Deploygnt Zone Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

'The game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of 'models or below, at which point the player that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

You score 1Victory Point if there are more friendly models than enemy models within 3" of the Objective Marker in your own deployment zone. For each Objective Marker on the centreline of the board, you score 1Victory Point if there are more friendly models than enemy models within 3" of the Objective Marker. If there is at least one friendly model, and no enemy models, within 3" of this Objective Marker, you instead score 3 Victory Points. - You score 3 Victory Points if there are more friendly models than enemy models within 3" of the Objective Marker in your opponent's deployment zone. If there is at least one friendly model, and no enemy models, 'within 3" of this Objective Marker, you instead score § Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 2 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this). You score 1 Victory Point if the model with the highest points cost in your opponent's army, that is not their General, was wounded during the game. If the most expensive model that is not their General was removed as a casualty, you instead score 2 Victory Points.

Warrlars from both sides hastily dig in as the forces prepare to clash over this contested ground before the battle before the battle starts and the fighting becomes too fierce. Players fight to secure a foothold in five key locations.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place five Objective Markers on the battlefield; one is automatically placed in the centre of the board. One Objective Marker is placed exactly halfway between the centre of the board and the centre of the northern table edge. The other three Objective Markers are deployed in the same way in relation to the east, south and west board edges respectively (see map). Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their Army to deploy wholly within 12" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. . Pla A's Deployment Zone MANNNNN é&3_\\ Objéfi s ¢, st Objective Objective &Obje.mvefi Objective Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'T'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the Army that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

number of Fortification Points you scored throughout the game. You score 4 Victory Points if you scored more Fortification Points than your opponent. If you scored at least twice as many Fortification Points as your opponent then you instead score 8 Victory Points. If you scored at least three times as many Fortification Points as your opponent you instead score 12 Victory Points. - You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. - You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. - At the end of the game, the player who controls the most Objective Markers scores 2 Victory Points. A player controls an Objective Marker if they have more models within 3" of the Objective Marker than their opponent.

Special Rules

Establish Defences: At the beginning of the End Phase of each turn, each player will score 1 Fortification Point for each Objective Marker that has both friendly and enemy models, but more friendly than enemy models, within 3". If a player has at least one of their models, and no enemy models, 'within 3" of an Objective Marker they will instead score 2 Fortification Points for that Objective Marker. S L Pla,ver Bs Deponment Zone e A 1l hl M that players make sure they keep an accurate track of the number of Fortification Points they accumulate each turn as once the game finishes, it will be nigh on impossible to work it out retrospectively!

After weeks of skirmishes and close encounters, it comes down to one final battle to determine which faction will emerge victorious. As their enemies fall before them, warriors redouble their efforts to secure victory. A pitched battle where victory goes to the player who causes 'the most carnage.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a Warband in their force to deploy wholly within 24" of their board edge, but at least 1" away from enemy models. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 24" of their board edge as described above. Players then alternate until all Warbands have been placed. 24" Player A's Deployment Zone. g.0 p 2 a% 4 J & 'Player B's Deployment Zone 24" , %98 g,*, W 26 w® 3 7 Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

A Scoring Victory Points

"lally. Your Wound ally is equal to the number of Wounds your opponent's Army has suffered, regardless of how they were inflicted (including any disabled Siege Engine models), plus any Fate Points that your opponent spent. Wounds that are prevented by a manner other than Fate (such as the Fury Magical Power or if a model can use 'Will Points as if they were Fate points) do not add to your 'Wound 'lally. Hero models that are removed from the game 'with unspent Fate Points will add 1 to the Wound Tally for each one unspent. Models that flee because their force is Broken count towards the Wound Tally, but a Mount that flees does not. You score 4 Victory Points if your Wound "lally is greater than your opponent's. If your Wound "lally is at least twice as large as your opponent's, then you instead score 8 Victory Points. If your Wound Tally is at least three times as large as your opponent's, or your opponent has no models left on the board, then you instead score 12 Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. - You score 1Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 2 Victory Points.

Special Rules

ATime of Heroes

e NP Far the opposing forces, there are certain enemies that pose a thorn in their side. Their swift removal from the equation is crucial to one side achieving victory on the battlefield. % Using your Assassin, slay your target to achieve victory. Both players roll a D6. The player who rolls highest chooses % / 'who has Priority in the first turn.

| Thearmies

R Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

'Warband in their force to deploy wholly within 24" of their * You score 3 Victory Points if your Target has suffered one board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 24" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. Player A' 3 ' I Player B's Deployment Zone or more Wounds. If your larget has suffered one or more 'Wounds, and your Assassin caused at least one of those 'Wounds, you instead score 6 Victory Points. If your Target has been slain, you instead score 9 Victory Points. If your "larget has been slain, and your Assassin caused the fatal 'Wound, you instead score 12 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if your Assassin is still alive at the end of the game. You score 1Victory Point if the model your opponent chose as their Target is still alive at the end of the game.

Special Rules

Dark of Night The Target: At the start of the game, secretly note down one of your opponent's Hero models; this is your Target for the game. This may not be your opponent's General unless they only have one Hero. The Assassin: At the start of the game, secretly note down one of your Hero models; this is your Assassin. This may not be your General unless you only have one Hero.

l tis in the arena of combat that the champions of the light and heralds of the darkness must prove who is the mightier - their efforts serving to spur on their troops, break the spirit of their enemies and ultimately lead to victory. A trial of heroes; the Champion who causes the most carnage will rise triumphant.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Before any models are deployed, both players must nominate one Hero model in their Army to be their Champion. Both players then roll a D6 - the player with the highest result chooses one of the deployment zones. They place their Champion wholly within their deployment zone and within 3" of the centre of the board and then deploy their Champion's Warband wholly within their deployment zone and within 6" of the Champion. Their opponent then does the same. Players then take it in turns (starting with the player 'who rolled highest) to select a Warband in their force and rolla D6. - On a -3, all models in that Warband must be deployed 'wholly within their deployment zone and wholly within 12" of the player's board edge. - On a 4-6, the models can be deployed anywhere wholly 'within their deployment zone. Models may not be placed within 1" of an enemy model. Regardless of the dice roll, models may not be deployed further than 6" from the Captain of their Warband. Players alternate until all Warbands have been placed. Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

'The game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the Army that has scored 'the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • Keep a count of how many kills your Champion scores in 'Combat throughout the course of the battle. Note, kills caused by shooting, Magical Powers or the Hurl Brutal Power Attack do not count towards your Champion's score. You score 4 Victory Points if your Champion has killed more models than your opponent's Champion. If your Champion has killed at least two models and at least twice as many as your opponent's Champion, then you instead score 8 Victory Points. If your Champion has killed at least three models and at least three times as many as your opponent's Champion, then you instead score 12 Victory Points. You score 2 Victory Points if your Champion kills the opposing Champion. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if your General is alive at the end of the game. If your General is alive and has suffered no Wounds at the end of the game, you instead score 3 Victory Points.

Special Rules

ATime of Heroes Stand and Fight: At the start of every Move Phase, the Champion that currently has scored the fewest number of kills (see the first bullet point of Scoring Victory Points above) may declare a Heroic Move for free during that Move Phase. If they do, they must Charge an enemy model. R y - 1-3: Warband deploys here = layer B's

Io OIe Te ITe ITe ITe Two armies clash whilst in search of a long-buried heirloom from ages past. However, the one to find the relic should take heed, for the malign power of this mysterious object can easily corrupt the one who carries it. A precious Heirloom lies upon the battlefield. They who hold it will win the day!

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Objective Markers, one representing the Heirloom and five as decoys. All six Objective Markers should be identical on one side, with the one that is the Heirloom clearly marked on the reverse side. To deploy the Objective Markers, place one exactly 12" from the centre of the northern board edge and another exactly 12" from the centre of the southern board edge. The remaining four Objective Markers are deployed so that they form a hexagon with each being 12" away from the others, as shown on the map. idea to get another table to deploy your Objective Markers whilst you do the same for them. That way players won't accidentally see where the Heirloom is as they deploy their Objective Markers. At the battle's start, the forces are yet to arrive - models are not deployed at the start of the game, but will enter as the game continues. ' J. D';fi! of2or4 i Wi nx-_fi" e ' Objectlvs% Q Obje D6 roll of3ors. D6 rollof 20r 4 Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'T'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 8 Victory Points if your Army is in possession of the Heirloom at the end of the game. If at the end of the game no model from either Army is in possession of the Heirloom, but you have more models within 3" of the Heirloom than your opponent, then you instead score 4 Victory Points. You score 1 Victory Point for each Objective Marker your Army has uncovered which has been revealed to be a decoy. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1Victory Point if you have at least one banner remaining at the end of the game. If you have more banners remaining than your opponent, then you instead score 2 Victory Points.

Special Rules

Maelstrom of Battle, Heirloom of Power Uncovering the Heirloom: Only one of the Objective Markers is actually the Heirloom that both sides seek. The first time each turn an unengaged Infantry model ends its movement in base contact with each objective, they may search it in an attempt to uncover the Heirloom. When this happens, flip the Objective Marker over and reveal it to both players. If the Objective Marker is one of the five decoys, remove it from play. If the Objective Marker is the Heirloom, the model that searched for it will immediately gain possession of it. If at the end of the game the Heirloom has not been uncovered, flip any remaining Objective Markers over to reveal the Heirloom before working out any Victory Points.

There are many places across Middle-earth where old magic still clings to ancient sites. Although their power has waned, the protective wards that remain are still potent enough to deflect an arrow or turn aside a deadly blow. Players fight to control four objectives across the battlefield.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place four Objective Markers on the battlefield. The first Objective Marker is placed exactly halfway between the centre of the board and the north-east corner of the board edge. The other three Objective Markers are deployed in the same way in relation to the south-east, south-west and north-west corners respectively (see map). At the battle's start, the forces are yet to arrive - models are not deployed at the start of the game, but will enter as the game continues. Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'T'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw. Dé roll of 2' 4 < ¢ 75 ' Objective EES g %e'ctiue ...§ g ® D6 ol | D6 roll 0f 3075 mthn of 305 Q.(f!. ' "Objective > B i Dé6rollof 2or 4 4 .' Objective

Scoring Victory Points

  • For each Objective Marker, you score 1Victory Point if you have more models within 3" than your opponent. If you have at least twice as many models as your opponent within 3", you instead score 2 Victory Points. If you are the only player to have models within 3", you instead score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if the model with the highest points cost in your opponent's army, that is not their General, was wounded during the game. If the most expensive model that is not their General was removed as a casualty, you instead score 2 Victory Points.

Special Rules

Dark of Night, Maelstrom of Battle Strange Aura: At the beginning of the Priority Phase of each turn, roll a D6 and consult the table below to determine what effect the sites of power have on those around them until the end of the turn. Result Until the end of the turn, each time a model within 3" of an Objective Marker suffers a Wound, roll a D6. On a roll of a natural 6, the Wound is ignored. This roll is taken immediately after the Wound has been suffered, before Fate Rolls or any other rules that confer a similar effect. Might may not be used to modify this roll. Until the end of the turn, models within 3" of an Objective Marker automatically pass any Courage Tests they are required to take. Until the end of the turn, models within 3" of an Objective Marker may re-roll any To Wound Rolls of a 1 when making Strikes.

Two enemy forces are embroiled in a deadlock on the battlefield. Only by gaining control of the ground they are fighting upon can either side hope to claim victory. 'The battlefield is divided into quarters; control the most to achieve victory.

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. At the battle's start, the forces are yet to arrive - models are not deployed at the start of the game, but will enter as the game continues. D6 rollof 2or 4 vy ® 9 b 3 ) " D6 roll, D6l of3ors ® of3a'r)5; ® < n @ Dérollof 2or 4 Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'T'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the Army that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 1Victory Point for each quarter of the board that has more friendly models than enemy models wholly within it. For each quarter of the board that has at least double the number of friendly models wholly within it than enemy models, you instead score 2 Victory Points. For each quarter of the board that has only friendly models and no enemy models in it, you score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 2 Victory Points if the enemy Army has been reduced to 25% of its starting models at the end of the game.

Special Rules

Maelstrom of Battle 'Worthless Land: The centre of the battlefield provides very little tactical value, and so is not much use to either force. Models wholly within 12" of the centre of the battlefield do not count as being in any quarter of the battlefield for 'working out Victory Points.

Both forces have claimed something of value from their enemy, and will have to fight to reclaim what is rightfully theirs. Reclaim what was stolen by the enemy and escape the battlefield with it.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6 - the player with the highest result chooses one of the corners of the board, and their opponent automatically has the opposite. A line is then drawn between the two chosen corners, and both players then place a single Objective Marker 20" away from their corner along this line - this is their own Relic. 'The board is then split into two halves diagonally between the two corners that were not chosen, forming two deployment zones. The player who scored the highest then selects a Warband in their force to deploy wholly within their deployment zone, but not within 3" of the line that runs diagonally through the centre of the board. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player deploys one of their Warbands in their deployment zone as described above. Players then alternate until all of their Warbands have been placed. Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 3 Victory Points if your opponent's Relic has moved from its original position at the end of the game. If you have retrieved your opponent's Relic, you instead score 6 Victory Points. If you have retrieved your opponent's Relic, and the model holding it is in your deployment zone, you instead score 9 Victory Points. If you have retrieved your opponent's Relic, and managed to move it off the board via either of the board edges in your deployment zone, you instead score 12 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 2 Victory Points. You score 1Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 3 Victory Points.

Special Rules

'The Relic: Each Relic is a Light Object (see page 134 of the Middle-earth Strategy Battle Game Rules Manual). A Relic is considered to have been retrieved if at the end of the game it is being carried by a friendly model. If your Relic has been picked up by an enemy model, and is then subsequently dropped or retaken by a friendly model, then you must try to return it to its original position as quickly as possible. A model may never carry both Relics at the same time under any circumstances, and if they are carrying their opponent's Relic they may entirely ignore their own Relic and continue to move as normal. Until it has been picked up by an enemy model, friendly models may not pick up their own Relic.

Across Middle-earth, ancient and mysterious artefacts have awoken. Their power has drawn two opposing armies to claim them, hoping to use their secrets for their own ends. Both forces will stop at nothing to possess them. Recover the precious items and carry them through the enemy force to victory.

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place three Objective Markers on the battlefield; one is automatically placed in the centre of the board, with the other two placed halfway between the central objective and the centre of the eastern and western board edges respectively (see map). 'These represent the Artefacts. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their force to deploy wholly within 12" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge as described above. Players then alternate until all Warbands have been placed. - Player A s Deploymem Zone % | Objective -te a3. Objective Objective Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'I'he game lasts until either all three Artefacts have been carried off the board, or both Armies have been reduced to a quarter (25%) of their starting number of models or below, at which point the player that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 2 Victory Points for each Artefact that one of your models is carrying within your own board half. For each Artefact one of your models is carrying within your opponent's board half, you instead score 3 Victory Points. For each Artefact that one of your models carries off the board via your opponent's board edge, you instead score 4 Victory Points. At the end of the game, for each of the Artefacts that is still on the board but not in the possession of any model, the player who has the most models within 3" of the Artefact scores 1Victory Point. You score 1 Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if you have at least one banner remaining at the end of the game. If you have more banners remaining than your opponent, then you instead score 2 Victory Points.

Special Rules

Uncovering Artefacts

There are many sites in Middle-earth where ancient kings have been laid to rest, often alongside vast hoards of gold. However, extracting such riches from their resting place can prove to be difficult, especially in the midst of battle! Recover more of the ancient Artefacts than your opponent.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place three Objective Markers in each half of the board. The first is placed exactly 18" from the centre of one player's board edge. 'The others are then placed halfway between the central objective and the board edges on either side, ensuring that they are equidistant along an imaginary line 18" from one player's board edge (see map). These represent the Artefacts. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their force to deploy wholly within 12" of the centre of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of the centre of their board edge as described above. Players then alternate until all Warbands have been placed. Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 2 Victory Points for each Artefact that is in the possession of a friendly model. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point if you have at least one model 'wholly within 12" of your opponent's board edge. If you have at least three models wholly within 12" of your opponent's board edge, you instead score 2 Victory Points.

Special Rules

Uncovering Artefacts % g kg

WIth the surrounding land of such great strategic value, encampments are quickly established as both sides seek to strengthen their claim. However, with neither side willing to yield, the two armies are forced to meet in battle. Oust the enemy from their camp, whilst keeping yours secure.

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Both players roll a D6. The player who scored the highest chooses one of the four table corners as their camp. They then deploy their Army (including any Siege Engine models) wholly within 18" of their chosen table corner. Any models that cannot be deployed wholly within 18" of the chosen corner will move onto the board via the controlling player's corner at the end of their first Move Phase. Their opponent then sets up their Army wholly within 18" of the table corner diagonally opposite. Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 5 Victory Points if your Army managed to capture your opponent's camp. If your Army managed to capture your opponent's camp and you have a Hero model in your opponent's camp, you instead score 7 Victory Points. If your Army managed to capture your opponent's camp and you have a model with a banner in your opponent's camp, you instead score 10 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 2 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1Victory Point for each model you have in your opponent's camp, to a maximum of 5 Victory Points.

Special Rules

The Campsite: The Campsites are the deployment areas of the two armies. A Campsite is captured if at the end of the game you have more models wholly within your opponent's Campsite than they do. Models that are within their own Campsite will defend it at all costs. Any model that is within its own Campsite at the start of a turn will automatically pass any Courage 'lests it is required to make for the remainder of that turn.

With battle having divided their forces, each army must now fight to rejoin their allies, all whilst trying to claim key areas of the battlefield to ensure they will win the day. With your Army split in two, claim the key areas of the battlefield.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle- earth Strategy Battle Game Rules Manual. Then place one Objective Marker in the centre of the board, another halfway between the central objective and the centre of the eastern board edge, and another halfway between the central objective and the centre of the western board edge. Both players roll a D6 - the player with the highest score chooses two opposite corners to be their deployment zones, and labels them A and B. Their opponent has the other two corners and labels them A and B. 'The player who scored highest then deploys one of their Warbands anywhere wholly within 12" of their corner A. 'The other player then does the same. The player that scored highest then deploys one of their Warbands anywhere wholly within 12" of their corner B. The other player then deploys the same. Players then repeat the process above until all Warbands have been deployed. ®a Side A L - Side B_ 9 S '«Deployment A Deployment A o ® @ Objectiv Objective Objective. vecigy foticcuus ipncie Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

Once one Army has been Broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On a 1-2, the game ends - otherwise, the battle continues for another turn. At the end of the game, the Army that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

A Scoring Victory Points

  • You score 3 Victory Points if there are more friendly models than enemy models within 3" of the central objective. If there is at least one friendly model, and no 'enemy models, within 3" of this objective, you instead score 6 Victory Points. For each of the other objectives, you score 1 Victory Point if there are more friendly models than enemy models 'within 3" of the objective. If there is at least one friendly model, and no enemy models, within 3" of this objective, you instead score 3 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 2 Victory Points if at the end of the game your General is within 3" of the central objective.

@'W'm XX After suffering heavy casualties, the two forces are keen to return to safety where their wounded can be treated and the weary find rest. It would appear however, that the fight is not over, and the number of wounded may yet grow. Deliver your wounded allies to safety, whilst preventing the enemy from doing the same.

The Armies

Players choose their Armies, as described on page 154 of the Midadle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place three Objective Markers in each player's deployment zone so that the Objective Markers are equidistant along the edge of each player's deployment zone, with one in the centre. 'The first is placed 12" from the centre of the player's board edge. The others are then placed halfway between the central objective and the board edges on either side, so that all three Objective Markers are equidistant along the edge of one player's deployment zone. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their force to deploy wholly within 12" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. Player B \\S | Floera S Pwerss Sanceuary | 12 Deployment Zone S'"'""\"'y |Objective Objective Objective P e % C' -. bje'cn've onjm Objemue TR T Player B's Deplnymen t lon Player A's sanctu.ar;v Sanctuary Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 2 Victory Points for each of your wounded allies that is being carried by a friendly model in your opponent's board half. For each wounded ally that has been rescued, you instead score 4 Victory Points. You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this).

Special Rules

The Sanctuary: The areas within 12" of the corners that are not in a player's deployment zone are considered to be that player's Sanctuaries. These are the places where they are trying to get their wounded allies. 'Wounded Allies: The Objective Markers in each player's deployment zone represent wounded allies they are attempting to get to safety. Wounded allies are treated as Heavy Objects (see page 134 of the Middle-earth Strategy Battle Game Rules Manual). If, during the End Phase of any turn, a friendly model is carrying a wounded ally and is wholly within a friendly Sanctuary, the wounded ally is removed from the battlefield and has been rescued. Models may never carry their opponent's wounded allies under any circumstances.

Two opposing forces have happened upon each other in the dead of night, thrusting them into an impromptu battle. The darkness makes for an unusual engagement, providing both forces with greater options for stealth. "Iwo forces clash in the dark of night in a bid to assert their dominance upon the other!

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Once the battlefield has been set up, an Objective Marker is placed in the centre of the battlefield. Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their force to deploy wholly within 12" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge as described above. Players then alternate until all Warbands have been placed. Player A Deployment Zone Objective loyment Zone Both players roll a D6. The player who rolls highest chooses 'who has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 4 Victory Points. You score 1Victory Point if the enemy General was 'wounded during the game. If the enemy General was removed as a casualty, you instead score 4 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this). You score 1Victory Point if you have at least one banner remaining at the end of the game. If you have more banners remaining than your opponent, then you instead score 2 Victory Points. You score 1Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 4 Victory Points. You score 1Victory Point if you have more models within 3" of the objective than your opponent. If you have twice as many models within 3" of the objective than your opponent, or you are the only player to have models within 3" of the objective, then you instead score 4 Victory Points.

Special Rules

Dark of Night

During the most desperate battles, it is the actions of an army's leaders that make the difference between victory and defeat. Even the presence of fresh-faced captains can be enough to secure victory when all seems lost. Use your heroes to secure key areas of the battlefield.

The Armies

Players choose their Armies, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game. Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. Then, place three Objective Markers on the battlefield; one is automatically placed in the centre of the board, with the other two placed halfway between the central objective and the centre of the eastern and western board edges respectively (see map). Both players roll a D6 - the player with the highest result chooses one of the deployment zones. They then select a 'Warband in their force to deploy wholly within 12" of their board edge. Models may not be deployed further than 6" from the Captain of their Warband. 'When this has been done, the opposing player chooses one of their Warbands and deploys it wholly within 12" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. - -'quyer A's Deployment Zone 1 Objective Objective - &7 & Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives

'I'he game lasts until the end of a turn in which one Army has been reduced to a quarter (25%) of its starting number of models or below, at which point the player who has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Scoring Victory Points

  • You score 2 Victory Points for each Objective Marker that has both friendly and enemy Hero models within 3", but only if any of the friendly Hero models is of a higher Heroic "Tier than any of the enemy Hero models. You score 4 Victory Points for each Objective Marker that has a friendly Hero model, and no enemy Hero models, within 3". You score 1Victory Point if the enemy Army is Broken at the end of the game. If the enemy Army is Broken and your Army is not, you instead score 3 Victory Points. You score 1Victory Point if the enemy General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 2 Victory Points if your opponent has no banners remaining at the end of the game (if they didn't have a banner to start with, you automatically score this).

Special Rules

ATime of Heroes

An ancient power has awoken, prompting a desperate scramble to control it. In their haste to reach the site before the enemy, armies have become divided and must reunite on the battlefield in order to emerge victorious. Reunite your forces and deliver the Heirlooms to their Both players roll a D6. The player who rolls highest chooses place of power. 'who has Priority in the first turn.

The Armies Objectives

Players choose their Armies, as described on page 154 of the Once one Army has been Broken, the game might suddenly Middle-earth Strategy Battle Game Rules Manual, to anequal end. At the end of each turn after this condition has been points value before the game. met, roll a D6. On a 1-2, the game ends - otherwise the battle continues for another turn. Set up terrain as described on page 157 of the Middle-earth At the end of the game, the player who has scored the most Strategy Battle Game Rules Manual. Place four Objective Victory Points wins the game. If both players have the same Markers on the battlefield to represent the different number of Victory Points, the game is a draw. Heirlooms. Place the first Objective Marker halfway between the centre of the board and the northern board edge. The SCORING VICTORY POINTS other three Objective Markers are deployed in the same * You score 1Victory Point for each Heirloom that is being 'way in relation to the east, south and west board edges held by a friendly model. For each Heirloom that is being respectively (see map). held by a friendly model within 6" of the centre of the battlefield, you instead score 3 Victory Points. You score 2 Victory Points if you have more models within STARTING POSITIONS Both players roll a D6 - the player with the highest score 6" of the centre of the battlefield than your opponent. chooses two opposite corners to be their deployment zones, * You score 1Victory Point if the enemy Army is Broken at and labels them A and B. Their opponent has the other two the end of the game. If the enemy Army is Broken and your corners and labels them A and B. Army is not, you instead score 3 Victory Points. - You score 1Victory Point if the enemy General was 'The player who scored highest then deploys one of their 'wounded during the game. If the enemy General was 'Warbands anywhere wholly within 12" of their corner A. The removed as a casualty, you instead score 3 Victory Points. other player then deploys the same. The player that scored highest then deploys one of their Warbands anywhere SPECIAL RULES 'wholly within 12" of their corner B. The other player then Heirloom of Power deploys the same. Players then repeat the process above until all Warbands Objective. B o ¥ & sidea Deploymer'n B N have been deployed. Side A Objective flde B\A Deployment A ' Deployment w4 g /j