Doubles Events
SCENARIO 1 - NO ESCAPE
H alf of each army is fighting at the centre of the battlefield, with the rest of their enemies bearing down upon them.
SCENARIO OUTLINE
Vanquish the enemy force, whilst protecting your own in the centre of the battlefield.
THE ARMIES
Players choose their forces, as described on page 154 of the Middle-earth Strategy Battle Game Rules Manual, to an equal points value before the game.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A and chooses one of the deployment zones in the centre of the board. Team A then deploys their Primary Force wholly within 6" of the centreline of the board in their deployment zone. Team B then deploys their Primary Force wholly within 6" of the centreline of the board in their deployment zone. Team A then deploys their Secondary Force wholly within 6" of the board edge in the opposite half of the board to their Primary Force; Team B then does the same. Team B Secondary Deployment TeamA Primary Deployment 6" 6" 6" Team B Primary Deployment TeamA Secondary Deployment
INITIAL PRIORITY
Both teams roll a D6. The team that 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 team that has scored the most Victory Points wins the game. If both teams have the same number of Victory Points, the game is a draw.
SCORING VICTORY POINTS
You score 1 Victory Point if the enemy Leader was wounded during the game. If the enemy Leader has been wounded, and only has a single Wound remaining, then you instead score 3 Victory Points. If the enemy Leader 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 the opposing team 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 your Army has at least one banner remaining at the end of the game. If your Army has more banners remaining than the opposing team, then you instead score 2 Victory Points. You score 3 Victory Points if you kill the General of the Secondary Force. You score 1 Victory Point for each of your Hero models within 3" of the centre of the board at the end of the game, to a maximum of 3 Victory Points. DouBles Events
SCENARIO 2 - TOTAL CONQUEST
T wo enemy forces are embroiled in a deadlock on the battlefield. Only by their allies joining the fight and taking control of key areas can they achieve victory.
SCENARIO OUTLINE
There are five Objective Markers on the board. Control the most to achieve victory.
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.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. One Objective Marker is deployed in the centre of the board. The other four Objective Markers are placed halfway in between the centre of the board and each corner, as shown on the map.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A and chooses one of the deployment zones in the centre of the board. 'Team A then deploys their Primary Force wholly within 6" of the centre of the board in their deployment zone. Team B then deploys their Primary Force wholly within 6" of the centre of the board in their deployment zone. Both Secondary Forces are kept aside for later in the game. D6 roll of 2 or 4 Objective Objective D6 roll D6 roll Objective of 3 or 5 of 3 or 5 Objective Objective D6 roll of 2 or 4
INITIAL PRIORITY
Both teams roll a D6. The team that 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 team that has scored the most Victory Points wins the game. If both teams 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 the opposing team. If you have at least twice as many models as the opposing team within 3", you instead score 2 Victory Points. If you are the only team to have models within 3", you instead score 3 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 2 Victory Points. You score 1 Victory Point if the enemy Leader was wounded during the game. If the enemy Leader was removed as a casualty, you instead score 3 Victory Points.
SPECIAL RULES
Maelstrom of Battle DouBles Events
SCENARIO 3 - TAKE & HOLD
T he two rival forces are converging upon a site of great power; whomever controls it will secure victory.
SCENARIO OUTLINE
Control the central objective to claim victory.
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.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. A single Objective Marker is placed in the centre of the board.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A and chooses a corner. The chosen corner and the one opposite are 'Team A's deployment zones; the other two corners are 'Team B's deployment zones. 'Team A then deploys their Primary Force wholly within 12" of their chosen corner. Team B then deploys their Primary Force wholly within 12" of one of their corners. Team A then deploys their Secondary Force wholly within 12" of their other corner. Finally, Team B deploys their Secondary Force wholly within 12" of their other corner. 12" 12" Team A Team B Primary Primary Deployment Deployment Objective Team B Team A Secondary Secondary Deployment Deployment 12" 12"
INITIAL PRIORITY
Both teams roll a D6. The team that 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 team that has scored the most Victory Points wins the game. If both teams have the same number of Victory Points, the game is a draw.
SCORING VICTORY POINTS
You score 4 Victory Points if your team has more models within 6" of the objective than the opposing team. If your team has twice as many models within 6" of the objective than the opposing team, then you instead score 8 Victory Points. If your team has three times as many models within 6" of the objective than the opposing team, or you are the only team to have models within 6" of the objective, then you instead score 12 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. You score 1 Victory Point if the enemy Leader was wounded during the game. If the enemy Leader 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
Old Magic: The area that both Armies are fighting over is an ancient place of great power that is said to be imbued with magic. Models within 6" of the Objective Marker gain the Resistant to Magic special rule, and may re-roll failed Fate Rolls. DouBles Events
SCENARIO 4 - CLASH OF CHAMPIONS
T he two allied leaders must use their combined might against that of their enemies; whoever slays the most shall earn a great victory.
SCENARIO OUTLINE
INITIAL PRIORITY
Have both forces' General models kill more than the two enemy General models.
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.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A and chooses a board edge. Team A then deploys their Primary Force 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, Team B deploys their Primary Force wholly within 24" of their board edge. Teams then take turns to deploy their Secondary Forces, following the same restrictions. 24" Team A's Deployment Zone Team B's Deployment Zone 24" n Both teams roll a D6. The team with the highest score 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 team that has scored the most Victory Points wins the game. If both teams have the same number of Victory Points, the game is a draw.
SCORING VICTORY POINTS
- Keep a count of how many kills both your General and your partner's General score in Combat throughout the course of the battle - this is your team's Kill 'Tally. Note, kills caused by shooting, Magical Powers or the Hurl Brutal Power Attack do not count towards your score. You score 4 Victory Points if your team's Kill 'Tally is greater than that of the opposing team. If your team's Kill Tally is at least 2 and at least twice as much as the opposing team's, then you instead score 8 Victory Points. If your team's Kill Tally is at least 3 and at least three times as much as the opposing team's, then you instead score 12 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. You score 1 Victory Point if the enemy Leader was wounded during the game. If the enemy Leader was removed as a casualty, you instead score 3 Victory Points. You score 1 Victory Point if your Army has at least one banner remaining at the end of the game. If your Army has more banners remaining than the opposing team, then you instead score 2 Victory Points.
SPECIAL RULES
Friendly Rivalry: Whilst the two General models are fighting alongside each other, they are still both trying to prove that they are the better fighter of the two. Keep a record of how many kills the General of each force has in Combat individually. For each Army, whichever General has the fewest kills out of the two in Combat gains a bonus of +1 'To Wound when making Strikes. This bonus ends immediately as soon as they have drawn equal to or overtaken their ally. DouBles Events
SCENARIO 5 - CORNERED
W ith one force surrounded, their allies must fight to save them from the overwhelming forces arrayed against them.
SCENARIO OUTLINE
The defenders must seek to protect the central force, whilst the attackers seek to destroy them.
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.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual. There should be a terrain piece in the centre of the board, no more than 6" in diameter, for the team that ends up in the middle to defend.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A. Team A then deploys their Primary Force wholly within 6" of the centre of the board, including any Siege Engine models, if they have any. Team B then deploys their entire Army at between 6" and 12" away from 'Team A's deployment area. Team A then sets up their Secondary Force anywhere wholly within 3" of any board edge. Team B Deployment 6" TeamA Primary Deployment Team A Secondary Deployment
INITIAL PRIORITY
Both teams roll a D6. The team with the highest score 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 team that has scored the most Victory Points wins the game. If both teams have the same number of Victory Points, the game is a draw.
SCORING VICTORY POINTS
Team A scores 1 Victory Point if their Leader is alive at the end of the game. If Team A's Leader is alive at the end of the game, and has suffered no Wounds, they instead score 3 Victory Points. If Team A's Leader is alive at the end of the game, and has suffered no Wounds and spent no Fate Points, they instead score 5 Victory Points. Team B scores 1 Victory Point for causing one or more Wounds on the enemy Leader (Wounds prevented by a successful Fate Roll do not count). If the opposing Leader has been wounded and only has a single Wound remaining, Team B will instead score 3 Victory Points. If the enemy Leader has been removed as a casualty, Team B will instead score 5 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. You score 3 Victory Points if your team has more models within the central terrain piece than your opponents. If your team has at least twice the number of models in the terrain piece as your opponents, you instead score 6 Victory Points. You score 1 Victory Point if you have at least one banner remaining at the end of the game. If you have at least one banner remaining, and your opponent has none remaining, then you instead score 2 Victory Points. You score 2 Victory Points if the opposing team 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 2 Victory Points if the most expensive model in the opposing team's Secondary Force has been removed as a casualty. DouBles Events
SCENARIO 6 - DUEL OF WITS
ach force has been tasked with eliminating key enemy targets, though in the heat of battle they have been unable to relay this information to their allies.
SCENARIO OUTLINE
Each force secretly selects an enemy Hero. Try to kill the heroes chosen by your team, whilst simultaneously getting your selected heroes into the centre of the board.
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.
LAYOUT
Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.
STARTING POSITIONS
Both teams roll a D6 - the team that scores highest becomes Team A. Team A then chooses two opposite quarters of the board, and then deploys their Primary Force wholly within one of their chosen quarters but not within 12" of the centre of the board. Team B then deploys their Primary Force wholly within one of the two remaining quarters, but not within 12" of the centre of the board. 'Team A then deploys their Secondary Force wholly within their other quarter, but not within 12" of the centre of the board. Finally, Team B deploys their Secondary Force wholly within the last remaining quarter, but not within 12" of the centre of the board. Team A Primary Team B Primary Deployment Zone Deployment Zone 12" Team B Secondary Team A Secondary Deployment Zone Deployment Zone
INITIAL PRIORITY
Both teams roll a D6. The team with the highest score 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 team that has scored the most Victory Points wins the game. If both teams have the same number of Victory Points, the game is a draw.
SCORING VICTORY POINTS
At the start of the game, each player secretly writes down one enemy Hero model to be the Target of their forces. This means that each team will have two Targets (though they may be the same Hero). Players may not discuss with their partner which Hero they have chosen for the duration of the game - it is secret from all players except the player who wrote it down.
- You score 2 Victory Points for each of your team's Targets that has been wounded. For each of your team's Targets that has been slain, you instead score 4 Victory Points (if the same Hero was chosen by both players, you score the Victory Points twice if they are wounded or slain). You score 3 Victory Points for each of your opponent's Targets that are within 6" of the centre of the board at the end of the game (if the same Hero was chosen by both players, you score the Victory Points twice if they are within 6" of the centre of the board). 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 2 Victory Points. You score 1 Victory Point if you have at least one banner remaining at the end of the game. If you have at least one banner remaining, and your opponent has none remaining, then you instead score 2 Victory Points. You score 2 Victory Points if the opposing team 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
Dark of Night CampaiGN events "If the wall is Breached, Helm's Deep will fall." Saruman, The Lord of the Rings: The Two Towers Campign Events N ot every gaming event has to be a winner-takes-all tournament, pitting players against one another in order to find out which of them is the best on that particular day. Sometimes, it is nice to run a different type of event where players can try out new armies or play as part of a larger team.