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Matched Play Guide

SCENARIO 1 - DOMINATION

T his 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!

SCENARIO OUTLINE

Players fight to control five objectives scattered 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.

LAYOUT

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. 'To 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.

STARTING POSITIONS

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. 24" Player A's Deployment Zone Central Objective Player B's Deployment Zone 24"

INITIAL PRIORITY

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

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.


SCENARIO 2 - TO THE DEATH!

nce again, fate has pitted the forces of Good and Evil against each other, and no matter the cost, the enemy must be slain. No guarter shall be asked and none shall be given. Only the Valar know who will win the day!

SCENARIO OUTLINE

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

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. 12" Player A's Deployment Zone Player B's Deployment Zone 12"

INITIAL PRIORITY

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 1 Victory 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 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. 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 1 Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 3 Victory Points.

SCENARIO 3 - HOLD GROUND

n 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.

SCENARIO OUTLINE

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.

LAYOUT

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.

STARTING POSITIONS

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. D6 roll of 2 or 4 Central Objective D6 roll D6 roll of 3 or 5 of 3 or 5 D6 roll of 2 or 4

INITIAL PRIORITY

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 1 Victory 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 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 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


SCENARIO 4 - DESTROY THE SUPPLIES

DESTROYTHESUPPLIES B y destroying the supplies and rations of their enemy, one force can gain an upper hand in the coming battles between the two armies.

SCENARIO OUTLINE

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.

LAYOUT

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.

STARTING POSITIONS

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. 12" Player A's Deployment Zone Objective Objective Objective Objective Objective Objective Player B's Deployment Zone 12"

INITIAL PRIORITY

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 plaver 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 1 Victory Point for each enemy Supply Marker that has not been destroved, but you have more models within 3" of than your opponent.

  • If you have destroyed more Supply Markers than your opponent, you score 1 Victory Point. 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 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 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. 'To destroy an enemy Supply Marker, a model must be standing and in base contact with the marker during the End Phase of a turn 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 to a 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.


SCENARIO 5 - RECONNOITRE

S couts 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.

SCENARIO OUTLINE

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

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's board edge Warbands enter from here F Player B's board edge Warbands enter from here

INITIAL PRIORITY

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. 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 1 Victory Point for each of your Hero models that escapes the board, to a maximum of 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.

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 vet to arrive count as being on the battlefield for determining if your Army is Broken. D6 Result 1-3 The Warband does not arrive, but receives +1 to this dice roll next turn. This is cumulative, so they will arrive on a 3+ on turn 2, a 2+ on turn 3, and automatically on turn 4. 4-6 The 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 the controlling player's table edge for this Scenario.


SCENARIO 6 - FOG OF WAR

A midst 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.

SCENARIO OUTLINE

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

Both players roll a D6 - the plaver 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 A's Deployment Zone Player B's Deployment Zone 12"

INITIAL PRIORITY

Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn. Designer's Note: This Scenario is all about subterfuge 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 5 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 1 Victory 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 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.

SCENARIO 7 - CAPTURE & CONTROL

B y 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.

SCENARIO OUTLINE

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.

LAYOUT

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).

STARTING POSITIONS

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. On a 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 l" 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 Objective Deployment Zone 1-3: Warband deploys here Objective Objective Objective 1-3:Warband deploys here PlayerB's Objective Deployment Zone

INITIAL PRIORITY

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 1 Victory 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 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.

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.


SCENARIO 8 - BREAKTHROUGH

W ith 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.

SCENARIO OUTLINE

Capture the areas of the battlefield that are worth the most to 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.

LAYOUT

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 plaver'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.

STARTING POSITIONS

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. Player A's Deployment Zone 24" Objective Objective Objective Objective 24" Player B's Deployment Zone

INITIAL PRIORITY

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 plaver 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 1 Victory 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 1 Victory 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 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 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 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.

SCENARIO 9 - STAKE A CLAIM

W arriors 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.

SCENARIO OUTLINE

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.

LAYOUT

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).

STARTING POSITIONS

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 deplovs it wholly within 12" of their board edge, as described above. Players then alternate until all of their Warbands have been placed. Player A's Deployment Zone 12" Objective Objective Objective Objective Objective 12" Player B's Deployment Zone

INITIAL PRIORITY

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

  • For this Scenario you need to keep track of the total 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 vyou scored at least three times as many Fortification Points as your opponent you instead score 12 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 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 3 Victory Points. At the end of the game, the plaver 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 plaver 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 Obiective Marker they will instead score 2 Fortification Points for that Objective Marker. Designer's Note: For this Scenario, it is really important 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!


SCENARIO 10 - LORDS OF BATTLE

A fter 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.

SCENARIO OUTLINE

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

Both players roll a D6 - the plaver 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 l" 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 Player B's Deployment Zone 24"

INITIAL PRIORITY

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

  • For this Scenario you need to keep track of your Wound Tally. Your Wound 'Tally 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 Tally. 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 Tally is greater than your opponent's. If your Wound Tally 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 1 Victory 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 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 for each enemy Hero model that has been removed as a casualty, up to a maximum of 2 Victory Points.

SPECIAL RULES

A Time of Heroes


SCENARIO 11 - ASSASSINATION

F or 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.

SCENARIO OUTLINE

Using your Assassin, slay your target 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.

STARTING POSITIONS

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. 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. 24" Player A's Deployment Zone Player B's Deployment Zone 24"

INITIAL PRIORITY

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 Target has suffered one or more Wounds. If your 'Target 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 Target has been slain, and your Assassin caused the fatal Wound, you instead score 12 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 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 3 Victory Points. You score 1 Victory Point if your Assassin is still alive at the end of the game. You score 1 Victory 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.


SCENARIO 12 - CONTEST OF CHAMPIONS

t is 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.

SCENARIO OUTLINE

SCORING VICTORY POINTS

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

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 roll a D6.

  • On a 1-3, 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 l" 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.

INITIAL PRIORITY

Both players roll a D6. The plaver 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. 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 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 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

A Time 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. 1-3: Warband deploys here Player A's Deployment Zone 24" Player B's Deployment Zone 24' 1-3: Warband deploys here


SCENARIO 13 - HEIRLOOM OF AGES PAST

T wo 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.

SCENARIO OUTLINE

INITIAL PRIORITY

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 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. This Scenario uses six 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. If you are plaving this Scenario in a tournament, it is a good 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.

STARTING POSITIONS

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 roll of 2 or 4 Objective 12" Objective Objective D6 roll D6 roll 12" of 3 or 5 of3 or 5 Objective Objective Objective D6 roll of 2 or 4 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 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 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 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 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.


SCENARIO 14 - SITES OF POWER

T here 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.

SCENARIO OUTLINE

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.

LAYOUT

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 Obiective 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).

STARTING POSITIONS

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.

INITIAL PRIORITY

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 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. D6 roll of 2 or 4 Objective Objective D6 roll D6 roll of 3 or 5 of 3 or 5 Objective Objective D6 roll of 2 or 4

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 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 General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. 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.

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. D6 Result 1-2 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. 3-4 Until the end of the turn, models within 3" of an Objective Marker automatically pass any Courage Tests they are required to take. 4-6 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.


SCENARIO 15 - COMMAND THE BATTLEFIELD

T wo 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.

SCENARIO OUTLINE

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 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

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 roll of 2 or 4 D6 roll D6 roll of 3 or 5 of 3 or 5 D6 roll of 2 or 4

INITIAL PRIORITY

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

You score 1 Victory 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 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 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.


SCENARIO 16 - RETRIEVAL

B oth forces have claimed something of value from their enemy, and will have to fight to reclaim what is rightfully theirs.

INITIAL PRIORITY

SCENARIO OUTLINE

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.

LAYOUT

Set up terrain as described on page 157 of the Middle-earth Strategy Battle Game Rules Manual.

STARTING POSITIONS

Both players roll a D6 - the plaver 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. 20" Objective Objective 20" 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 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 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 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.


SCENARIO 17 - SEIZE THE PRIZES

ā cross 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.

SCENARIO OUTLINE

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 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. 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.

STARTING POSITIONS

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 deplovs it wholly within 12" of their board edge as described above. Players then alternate until all Warbands have been placed. 12" Player A's Deployment Zone Objective Objective Objective Player B's Deployment Zone 12"

INITIAL PRIORITY

Both players roll a D6. The player who rolls highest chooses who has Priority in the first turn.

OBJECTIVES

The 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 1 Victory 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 1 Victory 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 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

Uncovering Artefacts


SCENARIO 18 - TREASURE HOARD

T here 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!

SCENARIO OUTLINE

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.

LAYOUT

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 l8" from the centre of one plaver'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.

STARTING POSITIONS

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. PlayerA's 12" Deployment Zone Objective Objective Objective Objective Objective Objective Player B's 12" Deployment Zone

INITIAL PRIORITY

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 2 Victory Points for each Artefact that is in the possession of a friendly model. 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 General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1 Victory 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


SCENARIO 19 - STORM THE CAMP

W ith 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.

SCENARIO OUTLINE

Oust the enemy from their camp, whilst keeping yours secure.

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 players roll a D6, The plaver 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. 18" 18"

INITIAL PRIORITY

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 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 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 General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points. You score 1 Victory 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 Tests it is required to make for the remainder of that turn.


SCENARIO 20 - DIVIDE & CONQUER

W ith 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.

SCENARIO OUTLINE

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.

LAYOUT

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.

STARTING POSITIONS

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. 12° Side A Side B Deployment A Deployment A Objective Objective Objective Side B Side A Deployment B Deployment B 12°

INITIAL PRIORITY

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.

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 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 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.


SCENARIO 21 - ESCORT THE WOUNDED

A fter 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.

SCENARIO OUTLINE

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 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. 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.

STARTING POSITIONS

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 Player B's Player A's 12" Sanctuary Sanctuary Deployment Zone Objective Objective Objective Objective Objective Objective Player B's PlayerA's PlayerA's 12" Deployment Zone Sanctuary Sanctuary

INITIAL PRIORITY

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 plaver 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 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 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.


SCENARIO 22 - CLASH BY MOONLIGHT

CLASHBYMOONLIGHT T wo 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.

SCENARIO OUTLINE

Two 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.

LAYOUT

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.

STARTING POSITIONS

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. 12" Player A's Deployment Zone Objective Player B's Deployment Zone 12"

INITIAL PRIORITY

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 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 4 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 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 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. You score 1 Victory Point for each enemy Hero model that has been removed as a casualty, up to a maximum of 4 Victory Points. You score 1 Victory 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


SCENARIO 23 - LEAD FROM THE FRONT

uring 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.

SCENARIO OUTLINE

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.

LAYOUT

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).

STARTING POSITIONS

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. 12" Player A's Deployment Zone Objective Objective Objective Player B's Deployment Zone 12"

INITIAL PRIORITY

Both players roll a D6. The player 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 guarter (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 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 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

A Time of Heroes


SCENARIO 24 - CONVERGENCE

A n 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.

SCENARIO OUTLINE

INITIAL PRIORITY

Reunite your forces and deliver the Heirlooms to their place of power.

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. Place four Objective Markers on the battlefield to represent the different Heirlooms. Place the first Objective Marker halfway between the centre of the board and the northern board edge. The other three Obiective Markers are deployed in the same way in relation to the east, south and west board edges respectively (see map).

STARTING POSITIONS

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 deploys 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. 12" 12" Side B Objective SideA Deployment A DeploymentA Objective Objective Objective Side B SideA 12" 12" Deployment B Deployment B 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 1 Victory Point for each Heirloom that is being held by a friendly model. For each Heirloom that is being 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 6" of the centre of the battlefield than your opponent. 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 General was wounded during the game. If the enemy General was removed as a casualty, you instead score 3 Victory Points.

SPECIAL RULES

Heirloom of Power DouBles events "I ' . I !"

  • Samwise Gamgee, The Lond of the Rings, The Return of the King DouBles Events oubles events have always been a popular way to play the Middle-earth Strategy Battle Game; there is just something about teaming up with a friend to do battle against another team that most hobbyists get a real kick out of. Being able to bring your collective gaming experience and knowledge to the full, and no doubt have a friendly rivalry along the way about whose part of the army can slay the most, are just some of the reasons that Doubles games will often stick in the minds of those who play them for many years. Over the next few pages we are going to present some additional rules for playing Doubles events, as well as six Scenarios specially written for Doubles games for 'Tournament Organisers to use at their events. Each Scenario is balanced in the same way as the standard Matched Play Scenarios so that they can be used in Doubles events, and will provide a new fun twist on playing Doubles games. When running a Doubles event, it will follow the same format as a standard tournament, with the exception that the event will use the Doubles Scenarios presented over the next few pages rather than the Scenario Pool system. THE ARMY A Doubles Army is made from a single Army List split into two forces, each controlled by a different plaver. Each force must be built to the same points limit, so that each force has half of the overall points. The two forces may not share leftover points with their partner. Army Lists are still subject to all of the usual rules associated with them in regards to Army building. For example: Jay and Rob are playing as a team, each with a 400 point force. Although Jay only spends 395 of his points, he may not give his spare 5 points to Rob and so Rob can only spend 400 points as well. The entire Doubles Army must be from a single Army List, and so may not contain any models from a different Army List. However, Bow Limit and Throwing Weapon Limit is calculated for each force individually, not across the whole Army - that way you can't just put all of your bows or throwing weapons in the same force. Each player must note which Hero is the General of their force. At the beginning of each game, before rolling for deployment zones, teams will need to determine which of them is the Primary Force and which is the Secondary Force. If one force has its General as a Hero with a higher Heroic Tier than the other force, then that force will automatically become the Primary Force, If both forces have their General as a Hero with the same Heroic Tier as the other, then they will roll-off (re-rolling any ties) with the force belonging to the player that scored highest becoming the Primary Force, and the other becoming the Secondary Force. Example 1: Luke and Lewis are playing a Doubles event using the Kingdom of Rohan Army List. Luke's force is led by Théoden, a Hero of Legend, whilst Lewis' force is led by Théodred, a Hero of Valour. As Théoden is of a higher Heroic Tier than Théodred, Luke's force will automatically be the Primary Force. Example 2: Becky and Keith are playing a Doubles event using The Last Alliance Army List. Becky's force is led by Elendil, a Hero of Legend, whilst Keith's force is led by Gil-galad. another Hero of Legend. As both Elendil and Gil-galad are of the same Heroic Tier, Becky and Keith will need to roll off to determine who is the Primary Force. Becky rolls a 4 whilst Keith rolls a 2, making Becky's force the Primary Force. If an Army List states that a specific Hero is always the Army's General, then whichever force the model is in will automatically be the Primary Force for each game - there is no need to roll. If a team wishes to use an Army List that reguires all models to be deployed as a single Warband (such as The Fellowship), then this will still be allowed. In this case, the players should split their Army into two forces of as equal a number of points as possible as usual, with the side that includes the General automatically becoming the Primary Force. This must be done before the event starts and cannot be changed during the event. THE GENERAL The General of the Primary Force is considered to be the Leader of the entire Army for the duration of that game. BREAKING For Doubles games, the Break Point is worked out across the entire Army rather than each individual force. DouBles Events