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War of the Rohirrim

TO CLAIM A THRONE

PARTICIPANTS

Good: Helm Hammerhand, King of Rohan.

Evil: Freca, Lord of the West-march.

LAYOUT

The board represents the courtyard outside of the Golden Hall of Meduseld. The board should have an open space in the centre, with a few houses pushed towards the outskirts.

STARTING POSITIONS

The Good player deploys Helm Hammerhand anywhere wholly within 1" of the centre of the board. The Evil player then deploys Freca, Lord of the West-march anywhere wholly within 1" of the centre of the board.

OBJECTIVES

With their honour at stake, both Helm and Freca wish to overcome the other in a display of physical strength.

The game lasts until one side completes their objective. The Good player wins if Helm slays Freca. The Evil side wins if Freca slays Helm or renders him unconscious.

SPECIAL RULES

A Question of Honour - Though the two lords of Rohan have come to blows, neither seeks to land a mortal blow on the other.

For the duration of the Scenario, neither Helm nor Freca is wearing any armour or carrying their usual weapons. However, as both men are fighting in hand-to-hand combat, neither is considered to be Unarmed.

The First Punch - Freca is quick off the mark and rains down a flurry of blows upon Helm.

The first time a Duel Roll results in a tie, Freca wins regardless of Fight Value. Additionally, the Evil player has Priority on the first turn.

Dunlending Fury - Despite being past his prime, Freca is still a man of Dunlending blood and a formidable brawler.

Whenever Freca charges, he improves his Attacks to 3 until the end of the turn.

Knockout Blow - Throughout the years, Freca has settled many disputes with his fists rather than his words.

If Freca rolls a natural 6 To Wound when making a Strike, and the Wound is successful, he has struck a Knockout Blow and Helm is rendered unconscious.


A NEW THREAT ON ROHAN'S BORDERS

PARTICIPANTS

Good: Héra, Daughter of Helm with Ashere; Fréaláf, First Marshal of the Riddermark with horse; Olwyn, Shieldmaiden of Rohan with horse; Lief, Page of Helm with horse.

Evil: Rabid Mûmak (see The Rabid Mûmak special rule).

LAYOUT

This board represents an area of ancient woodland and the large lake that sits within its borders. The board should be dotted with both individual trees and clusters of woodland, creating a network of pathways through the forest. The south-western corner of the board should be dominated by a large lake.

STARTING POSITIONS

The Evil player deploys the Rabid Mûmak anywhere wholly within 12" of the north-east corner of the board. The Good player then deploys Héra, Fréaláf, Olwyn and Lief anywhere wholly within 18" of the north-eastern corner of the board.

OBJECTIVES

Suddenly confronted by this monstrous beast, Héra knows she and her companions cannot bring the creature down alone. In an effort to buy her friends time to escape, the king's daughter attempts to goad the thundering Mûmak into the depths of the forest.

The game lasts until one force achieves their objective. The Good player wins if the Mûmak is slain. The Evil player wins if Héra is slain. Additionally, if two or more Good heroes are slain, the best result the Good player can achieve is a Draw.

SPECIAL RULES

The Rabid Mûmak - Driven mad by sickness and infection, the beast from the south has succumbed to its base instincts and a need to trample all in its path.

The Rabid Mûmak uses the War Mûmak of Harad profile, except that it does not have a Howdah or Haradrim Commander. Additionally, the Rabid Mûmak gains the Fearless special rule and increases its Movement Characteristic to 10".

Madness Beyond Pain - The madness that has overtaken the beast has left it all but oblivious to its injuries.

Whenever the Rabid Mûmak would suffer a Wound in the Fight Phase, roll a D6. On a roll of a 4+, the Wound is ignored.

Destructive Rampage - The trees of this old forest are tall and strong - but even they are little obstacle to the frenzied Mûmak.

If the Mûmak comes into contact with any trees whilst Trampling, rather than stopping it will inflict Impact Hits onto the trees as if they were a model. Each tree has a Defence of 7 and 2 Wounds and can only be Wounded by Impact Hits.

The Southron's Horn - By sounding the Southron's horn, Héra hopes to draw the raging beast away from her friends.

Héra can blow the Southron's horn at either the start or end of her Activation. If she does, the Rabid Mûmak must take an Intelligence Test. If the test is failed, the Rabid Mûmak must pivot to face Héra and Move D3+1" directly towards her, even if it has already Moved that turn. Additionally, if the test is failed and the Rabid Mûmak has not activated yet this turn, it must end its Move closer to Héra.

If the Rabid Mûmak comes into contact with another model during this move, it will Trample as normal.

This cannot be used to Move the Rabid Mûmak out of Combat.

The Beast in the Lake - Though bringing the beast down herself would be near-impossible, Héra knows of a creature that lurks within the lake that might be up to the task.

Good models may not enter the lake for fear of being dragged to the depths by the creature that lurks there. In addition, the first time each turn that the Rabid Mûmak ends a Move within 6" of the lake in the south-west corner of the board, the Good player rolls a D6. On a 1-2, the waters remain undisturbed and the game continues. On a 3+, the beast lurking in the water strikes and drags the Mûmak into the depths. The Mûmak is removed as a casualty.


AN ENEMY REVEALED

PARTICIPANTS

Good: Héra, Daughter of Helm; Fréaláf, First Marshal of the Riddermark; Olwyn, Shieldmaiden of Rohan.

Evil: Wulf, High Lord of the Hill Tribes; 24 Hill Tribesmen: 2 with no additional equipment, 2 with light shield, 2 with flaming brand, 2 with flaming brand and light shield, 4 with spear, 4 with two-handed weapon, 8 with bow.

LAYOUT

This board represents a Hill Tribe encampment in the verdant grounds of Isengard. The board should be littered with Hill Tribe tents and campfires, as well as a scattering of trees and low walls. There should be a stone building in the centre of the board, representing Wulf's quarters, and a smaller stone building touching the centre of the western board edge to represent the stables.

STARTING POSITIONS

Starting with the Good player, both players alternate placing the Hill Tribesmen anywhere that is more than 3" from the building in the centre of the board and more than 3" from the eastern board edge. The Good player then places Olwyn and Fréaláf anywhere touching the western board edge. Wulf and Héra are kept aside for later.

OBJECTIVES

Fréaláf and Olwyn have crept their way into Wulf's camp in an effort to find Héra, free her from her bonds and escort her safely back to Edoras.

The game lasts until there are no Good models left on the board. The Good side wins if Héra is able to reach the stables and escape from the encampment. The Evil side wins if Héra is slain. If Héra escapes, but both Olwyn and Fréaláf have been slain, the best result the Good side can achieve is a draw.

SPECIAL RULES

Night Watch - The camp sentries settle in for what they believe to be an easy watch, for they have no reason to suspect anyone would be foolish enough to infiltrate their camp.

This Scenario takes place at night and follows the rules for Fighting at Night as described on page 137 of the Middle-earth Strategy Battle Game Rules Manual. Additionally, Evil models begin the game as Sentries as described on page 136 of the Middle-earth Strategy Battle Game Rules Manual.

Prized Prisoner - Héra has been relieved of her weapons and is being held in Wulf's quarters in the centre of the camp.

In order to free Héra, Olwyn or Fréaláf must be standing and in base contact with either the northern or southern side of Wulf's quarters during the End Phase of a turn, having not been Engaged in Combat. Once Héra has been freed, place her in base contact with both the model that freed her and Wulf's quarters. Once Héra is freed, the alarm is immediately raised. Lastly, for the duration of the Scenario, Héra is Unarmed.

Ride to Edoras - Should Héra reach the stables and escape, Wulf's hopes of using her to achieve his goals will be dashed.

If a Good model ends its Activation in base contact with the stables, remove it from play. This model has secured themselves a horse to escape from the encampment and now rides towards Edoras with all haste.

Wulf's Fury - Thinking his camp secure, Héra's sudden escape was the last thing Wulf anticipated.

When the alarm is raised, place Wulf in base contact with the northern side of his quarters; he may act as normal from that point onwards. If the alarm is raised as a result of Héra being freed, instead place him in base contact with the side of the building opposite to where Héra has been placed.

Quick and Quiet - Thanks to their stealthy approach, Olwyn and Fréaláf have maintained the element of surprise.

On the first turn of the game, the Good player may choose who has Priority.


PLAINS OF EDORAS

PARTICIPANTS

Good: Helm Hammerhand, King of Rohan with armoured horse; Haleth, Prince of Rohan with armoured horse; Háma, Prince of Rohan with horse; Captain of Rohan with horse, heavy armour and shield; 6 Royal Guard: 4 with horse and 2 with horse and throwing spears; 24 Riders of Rohan: 16 with no additional equipment and 8 with throwing spear; 24 Warriors of Rohan: 8 with shield, 8 with throwing spear and shield and 8 with bow.

Evil: Wulf, High Lord of the Hill Tribes with horse; General Targg with horse; 3 Hill Tribes Chieftains; 72 Hill Tribesmen: 6 with no additional equipment, 6 with light shield, 6 with flaming brand, 6 with flaming brand and light shield, 12 with spear, 12 with two-handed weapon, 24 with bow; 3 War Mûmaks of Harad with a Haradrim Commander and 6 Haradrim Warriors: 3 with spear and 3 with bow, in the Howdah.

LAYOUT

This board represents the plains of Rohan surrounding the city of Edoras and, as such, there should be a few rocky outcroppings and small hills dotted around.

STARTING POSITIONS

The Evil player deploys the Hill Tribes Chieftains and 60 of the Hill Tribesmen wholly within 6" of the centreline of the board that runs from east to west. The Good player then deploys their models wholly within 12" of the southern board edge. The War Mûmaks of Harad, Wulf, General Targg and the remaining Hill Tribesmen are kept to one side for later in the game.

OBJECTIVES

For Wulf's plan to succeed, the war beasts from the south must make their way through the battle and shatter Edoras' outer defences.

The game lasts for 10 turns. The Good player wins if they are able to prevent all of the Mûmakil from moving off the eastern board edge. The Evil player wins if two or more Mûmakil can move off the board via the eastern board edge. Any other result is a draw.

SPECIAL RULES

Wulf's Cunning - At the end of the Evil player's second Move Phase, the Evil player moves all three of the Mûmakil, Wulf, General Targg and the remaining Hill Tribesmen onto the board via the western board edge.

The King's Riders - Whilst they are within 12" of Helm and have the Cavalry keyword, Riders of Rohan gain a bonus of +1 to their Fight Value in a turn in which they Charge.


LORD THORNE'S BETRAYAL

PARTICIPANTS

Good: Héra, Daughter of Helm; Lief, Page of Helm; 6 Warriors of Rohan: 2 with shield, 2 with shield and throwing spear, 2 with bow.

Evil: Lord Thorne of the Wold; 6 Rohirrim Traitors: 2 with shield, 2 with shield and throwing spear, 2 with bow.

LAYOUT

The board represents the area around a stable within the walls of Edoras. The board should have plenty of buildings on it, including one in the centre of the board to represent the stable. Once both sides have deployed, the Evil player places a Pitchfork Marker anywhere within the stables more than 1" away from Lord Thorne.

STARTING POSITIONS

The Good player deploys Héra inside the stable, touching the wall furthest from the door. The Evil player then deploys Lord Thorne inside the doorway to the stable, and the Rohirrim Traitors anywhere on the board at least 6" away from the stable. The Good player then deploys Lief touching any of the stable's exterior walls. Finally, starting with the Good player, both players alternate placing the Warriors of Rohan touching any board edge.

OBJECTIVES

Having already betrayed his king, Lord Thorne now seeks to aid Wulf in ending Helm's line once and for all, a task he might well complete after finding Héra alone.

The game lasts until one force achieves their objective. The Good player wins if Lord Thorne is slain. The Evil player wins if Héra is slain.

SPECIAL RULES

Unarmed - Having been disarmed by Lord Thorne, Héra scrambles in search of something to use as a weapon.

Héra begins the scenario Unarmed. If Héra moves into base contact with the Pitchfork Marker at any point during her Activation, she is no longer considered Unarmed.

Easy Prey - Lord Thorne has instructed his men to wait outside the stable, hoping to claim the promised reward of slaying Héra all for himself.

When Lord Thorne Moves, he must always Charge Héra if possible. Additionally, the Rohirrim Traitors may not Charge Héra.

Race for Help - Lief spots the would-be assassins and races away to summon aid.

The Warriors of Rohan may not Activate until Lief has raised the alarm. The alarm is raised if, during the End Phase, Lief is within 3" and Line of Sight of any of the Warriors of Rohan.

Additionally, if an Evil model Charges or makes a Shooting attack against a Warrior of Rohan and does not slay them, the alarm is raised.

Loyal Steed - With Ashere still tethered in the stables, Héra knows that her loyal warhorse could make the difference if she can goad Lord Thorne towards her.

Once per game, at any point during Héra's Activation, she may call upon Ashere to aid her in the battle with Lord Thorne. If she does, Lord Thorne is immediately Knocked Prone.


STREETS OF EDORAS

PARTICIPANTS

Good: Haleth, Prince of Rohan; Háma, Prince of Rohan; Héra, Daughter of Helm; 24 Warriors of Rohan: 8 with shield, 8 with shield and throwing spear, 8 with bow.

Evil: Wulf, High Lord of the Hill Tribes with horse; General Targg with horse; Hill Tribes Chieftain; 36 Hill Tribesmen: 3 with no additional equipment, 3 with light shield, 3 with flaming brand, 3 with flaming brand and light shield, 6 with spear, 6 with two-handed weapon, 12 with bow; 1 War Mûmak of Harad with Haradrim Commander and 6 Haradrim Warriors: 3 with spear and 3 with bow, in the Howdah.

LAYOUT

This board represents the densely packed city of Edoras. The board should be filled with plenty of buildings to create a network of winding streets and tightly packed buildings.

STARTING POSITIONS

The Evil player deploys the War Mûmak, the Hill Tribes Chieftain and half of the Hill Tribesmen anywhere wholly within 12" of the eastern board edge. The Good player then deploys their models anywhere wholly within 6" of the centre of the board. The Evil player then deploys Wulf, General Targg and the rest of the Hill Tribesmen anywhere within 12" of the western board edge.

OBJECTIVES

Should the Mûmak be allowed to rampage through the city streets, there will be little of it left to rule over should Helm and his sons be victorious. Yet, as the princes strive to save their city, Wulf prowls into view - waiting for his moment to strike.

Once either the Mûmak or Haleth has been slain, the game will last for one additional turn.

The Good player wins if the Mûmak has been slain and Haleth is still alive. The Evil player wins if the Mûmak is still alive and Haleth has been slain. Any other result is a draw.

SPECIAL RULES

Spirit of the Ancestors - Overcome by the battlefury of his forefathers, Haleth fights like the heroes of the old stories.

For the duration of this Scenario, Haleth gains the Fearless, Hatred (Mûmak) and Mûmakbane special rules.

Monstrous Rampage - The homes and stables within the walls of Edoras are little more than dry kindling to the destructive power of the Southrons' monsters.

If the Mûmak comes into contact with a building whilst Trampling, rather than stopping it will inflict Impact Hits onto the building as if it were a model. Each building has a Defence of 8 and 3 Wounds and can only be Wounded by Impact Hits.

A Chance for Revenge - As the eldest son of Helm stands triumphant, Wulf sees his chance to exact his revenge.

For the duration of the scenario, Wulf is armed with a bow. Additionally, Wulf must re-roll failed To Hit and To Wound rolls when making a Shooting Attack that targets Haleth.


EDORAS BURNS

PARTICIPANTS

Good: Helm Hammerhand, King of Rohan; Háma, Prince of Rohan; Héra, Daughter of Helm; Captain of Rohan with heavy armour and shield; 6 Royal Guard: 4 with no additional equipment, 2 with throwing spear; 12 Warriors of Rohan: 4 with shield, 4 with bow, 4 with shield and throwing spear.

Evil: Wulf, High Lord of the Hill Tribes; General Targg; 2 Hill Tribes Chieftains; 36 Hill Tribesmen: 3 with no additional equipment, 3 with light shield, 3 with flaming brand, 3 with flaming brand and light shield, 6 with spear, 6 with two-handed weapon, 12 with bow.

LAYOUT

This board represents the city of Edoras. The board should be filled with plenty of buildings to create a network of winding streets and densely packed buildings. Additionally, place a building touching the centre of the western board edge to represent the stables.

STARTING POSITIONS

The Evil player deploys both Hill Tribes Chieftains and half of the Hill Tribesmen anywhere wholly within 18" of the western board edge. The Good player then deploys their entire force between 18" and 24" of the eastern board edge. Lastly, the Evil player deploys their remaining models wholly within 12" of the eastern board edge.

OBJECTIVES

The city is lost and Helm's army has been defeated. The last hope that remains for the people of Rohan is to escape to the Hornburg, but Wulf is determined not to let his prey slip through his grasp when he can taste victory.

The game lasts until one player has achieved their objective. The Good player wins if, at the end of a turn, 6 or more Good models have escaped from Edoras by reaching the stables. If Helm or Héra have been slain, the best result the Good player can achieve is a Draw. The Evil player wins if, at the end of a turn, they have slain enough models to stop the Good player from being able to complete their objective. If Helm and/or Héra have escaped, the best result the Evil player can achieve is a Draw.

SPECIAL RULES

Flee the City - With Edoras lost to Wulf and his followers, the only hope that the people of Rohan have is to flee the city and regroup at the Hornburg.

If a Good model ends its Activation in base contact with the stables, remove it from play. This model has successfully escaped from Edoras and is riding towards safety.

A City Overrun - More and more Hill Tribesmen are pouring into the city as Héra tries to lead her people to safety.

Whenever an Evil model with the Warrior keyword is slain, put it to one side. At the end of each Evil Move Phase, roll a D6 for each model kept aside in this manner: on a 4+, that model may enter the battlefield from any point on the northern, eastern or southern board edge via the rules for Reinforcements.

Death's Door - Helm has sustained severe injuries in an effort to reach his wounded son, and now hangs on by a thread. With arrows piercing his chest and blood filling his mouth, much of Helm's strength is spent.

Helm begins the game with no points of Fate. Additionally, for the duration of the scenario, Helm has his attacks reduced to 2 and loses the Into the Fray special rule.


WRATH OF THE HAMMERHAND

PARTICIPANTS

Good: Helm Hammerhand, Wraith of the Hornburg.

Evil: 1 Hill Tribes Chieftain; 24 Hill Tribesmen: 2 with no additional equipment, 2 with light shield, 2 with flaming brand, 2 with flaming brand and light shield, 4 with spear, 4 with two-handed weapon, 8 with bow.

LAYOUT

This board represents the Hill Tribe encampment that has been established on the barren, snow-covered plains in front of the walls of the Hornburg. There should be between six and eight tents placed across the board, along with camp supplies, cookfires and small bushes.

STARTING POSITIONS

The Evil player places the Hill Tribes Chieftain in the centre of the board. Then, starting with the Evil player, both players alternate placing the Hill Tribesmen anywhere on the battlefield. The Good player then places Helm touching any board edge.

OBJECTIVES

By navigating a secret passage through the mountains, Helm has come across an encampment of Hill Tribesmen sheltering from the winter storms. Driven near-mad by his wounds and seemingly beyond counsel or reason, Helm seeks to slay as many of Wulf's followers as he can.

The game lasts until one player has completed their objective.

The Good player wins if Helm is the only model remaining on the battlefield. The Evil player wins if Helm is slain. If the Hill Tribes Chieftain escapes, the best the Good player can achieve is a Draw.

SPECIAL RULES

Night Watch - Whilst the Hill Tribesmen have placed sentries on watch, they believe Helm and his warriors to be trapped behind the walls of the Hornburg.

This Scenario takes place at night and follows the rules for Fighting at Night as described on page 137 of the Middle-earth Strategy Battle Game Rules Manual. Additionally, Evil models begin the game as Sentries as described on page 136 of the Middle-earth Strategy Battle Game Rules Manual.

Escape! - As confusion washes through the camp, the Chieftain knows Wulf must be informed of what has transpired.

Once the alarm has been raised, the Hill Tribes Chieftain may escape the battle by moving off the board via the northern board edge.

"Night after night, limb from limb" - Thinking that Helm must have succumbed to his wounds by now, the Hill Tribesmen believe what they see before them to be the king's spirit seeking revenge for the destruction wrought by Wulf.

For the duration of the Scenario, Helm has the Terror special rule.


BEASTS OF THE LONG WINTER

PARTICIPANTS

Good: Héra, Daughter of Helm; Helm Hammerhand, Wraith of the Hornburg.

Evil: Shank; Wrot; Snow Troll.

LAYOUT

This board represents the frozen land outside of the tunnels that Helm uses to venture out of the Hornburg and attack the Hill Tribesmen.

STARTING POSITIONS

The Good player places Héra in the centre of the board and Helm touching the centre of the southern board edge. The Evil player then places Shank and Wrot within 3" of Héra and the Snow Troll touching the centre of the northern board edge.

OBJECTIVES

Helm must reach Héra and save her from the scavenging Orcs, but a foul beast approaches from the shadows, intent on murder.

The game lasts until either Helm is slain or there are no Evil models remaining on the board.

The Good player wins if all of the Evil models have been slain. The Evil player wins if Helm has been slain. If Héra has been slain, the best result the Good player can achieve is a draw.

SPECIAL RULES

Unarmed - Having unwittingly followed her father into danger, Héra is unarmed when she stumbles across Shank and Wrot.

For the duration of the Scenario, Héra is Unarmed.

Caught Unawares - The last thing Héra expects to encounter in the caves beneath the Hornburg are a pair of Mordor Orcs.

The Evil player has Priority in the first turn.


LAST STAND OF HELM HAMMERHAND

PARTICIPANTS

Good: Helm Hammerhand, Wraith of the Hornburg; Héra, Daughter of Helm.

Evil: Wulf, High Lord of the Hill Tribes; General Targg; 24 Hill Tribesmen: 2 with no additional equipment, 2 with light shield, 2 with flaming brand, 2 with flaming brand and light shield, 4 with spear, 4 with two-handed weapon, 8 with bow.

LAYOUT

The board represents the snow covered landscape outside the Hornburg and the causeway leading up to the main gates. The causeway is a sloped walkway that extends 9" out from the north-western corner of the board directly towards the centre of the board, and should be 4" wide at all times. The north-western corner represents the gates of the Hornburg. The rest of the board is a barren, snowy landscape, though there can be a few rocky outcrops dotted around if you wish.

STARTING POSITIONS

The Good player deploys Helm and Héra in base contact with the southern board edge, as close to its centre as possible. The Evil player then deploys Wulf in base contact with the centre of the eastern board edge, and then General Targg in base contact with Wulf. The Evil player then deploys the rest of their models anywhere wholly within 6" of the centre of the eastern board edge.

OBJECTIVES

Helm knows that if his bloodline is to survive then he must ensure Héra reaches the safety of the Hornburg. However, Wulf has seen the opportunity to finally slay Helm and his only surviving heir, if his forces can cut them off from the fortress.

The game lasts until either Héra is slain, or until Héra exits the board through the gates of the Hornburg at the top of the causeway. If Héra manages to exit the board in this manner, then the game will last for a further five turns, or until Helm is slain - whichever comes first.

The Good player wins if Héra manages to exit the board and Helm is still alive when the game ends. The Evil player wins if Héra is slain. If Héra manages to exit the board, but Helm is slain before the game ends, then the game is a draw.

SPECIAL RULES

Fierce Blizzard - The Long Winter is in full force. A howling gale bites at those outside, and the snow whips through the dark making visibility all but impossible.

Models cannot see further than 6" in this scenario, and shooting attacks will only ever hit on the roll of a natural 6. Additionally, Hero models may not declare a Heroic March.

Snowstorm - The combination of deep snow, swirling winds and the sheer cold makes trudging through the snowstorm an incredibly difficult task.

At the beginning of each model's Activation, they must roll a D6 and consult the Snowstorm Chart below. This will dictate how far they can Move during their Activation, and any other restrictions that may apply. The effects last until the end of the turn. Hero models may use Might to improve this roll.

D6 Effect
1 The model's Activation immediately ends. Additionally, the model may not declare any Heroic Actions or make any shooting attacks.
2 The model may only Move up to half of its Move Value; however, they may not Charge an enemy model during their Move.
3 The model may only Move up to half of its Move Value.
4 The model may Move up to its full Move Value; however, they may not Charge an enemy model during their Move.
5 The model may Move up to its full Move Value; however, they may not declare a Heroic Combat during the Fight Phase.
6 The model may Move up to its full Move Value.


THE FATE OF ROHAN

PARTICIPANTS

Good: Héra, Bride of Death; Olwyn, Shieldmaiden of Rohan; Fréaláf, First Marshal of the Riddermark with horse; Captain of Rohan with horse, heavy armour and shield; 24 Riders of Rohan: 16 with no additional equipment, 8 with throwing spear.

Evil: Wulf, High Lord of the Hill Tribes; General Targg; 2 Hill Tribes Chieftains; 60 Hill Tribesmen: 5 with no additional equipment, 5 with light shield, 5 with flaming brand, 5 with flaming brand and light shield, 10 with spear, 10 with two-handed weapon, 20 with bow.

LAYOUT

The board represents the snow covered landscape outside the Hornburg with Wulf's siege tower leading to the walls. The siege tower is a sloped walkway that extends 24" out from the centre of the western board edge directly towards the centre of the board, and should be 4" wide at all times. In the south-eastern quarter of the board there should be a Hill Tribe encampment, comprising between six and eight tents, along with some scatter terrain to represent supplies and cookfires. The rest of the board should be barren.

STARTING POSITIONS

The Good player deploys Olwyn at the top of Wulf's siege tower, in base contact with the western board edge. The Evil player then deploys one of the Hill Tribes Chieftains and 12 of the Hill Tribesmen on the siege tower, within 6" of the centre of the board. The Good player then deploys Héra halfway between the centre of the board and the north-eastern corner. Then, the Evil player deploys Wulf anywhere within 3" of Héra. Lastly, the Evil player deploys General Targg, the second Hill Tribes Chieftain and the remaining Hill Tribesmen anywhere between 18" and 24" of the southern board edge (but not on the siege tower), and the Good player places Fréaláf and the Riders of Rohan within 6" of the southern board edge.

OBJECTIVES

As the duel between Wulf and Héra rages, Olwyn battles desperately to stem the tide of Hill Tribesmen trying to breach the Hornburg and Fréaláf races to his cousin's side.

The game lasts for 10 turns, at which point the player who has scored the most Scenario Points wins the game. If both players score the same number of Scenario Points, the game is a draw.

  • The Good player scores 1 Scenario Point for each of the following Evil Hero models that have been slain: General Targg; Hill Tribes Chieftain. The Evil player scores 1 Scenario Point for each of the following Good Hero models that have been slain: Olwyn, Shieldmaiden of Rohan; Fréaláf, First Marshal of the Riddermark.
  • The Good player scores 2 Scenario Points if Wulf, High Lord of the Hill Tribes has been slain. The Evil player scores 2 Scenario Points if Héra, Bride of Death has been slain.
  • The Good player scores 1 Scenario Point if less than 3 Hill Tribesmen move off the western board edge via the siege tower. The Evil player scores 1 Scenario Point if 3 or more Hill Tribesmen move off the western board edge via the siege tower. The Evil player scores 1 Scenario Point if a Hill Tribes Chieftain moves off the western board edge via the siege tower.
  • The Good player scores 1 Scenario Point if there are more Good models than Evil models in the south-east quarter of the board. The Evil Player scores 1 Scenario Point if there are more Evil models than Good models in the south-east quarter of the board.

SPECIAL RULES

Bought and Paid for - Should Wulf be slain or there be fewer than 32 Evil models remaining on the board at the beginning of a turn, the Evil Army will become Broken, even though an Army does not normally become Broken in Narrative Play Scenarios.

The Marshal of the Mark - Whilst they are within 12" of Fréaláf and have the Cavalry keyword, Riders of Rohan gain a bonus of +1 to their Fight Value in a turn in which they Charge. Lastly, Fréaláf counts as wearing heavy armour and gains the Fearless special rule for the duration of the Scenario.

Commander of the Hill Tribes - Friendly Dunland Warrior models treat General Targg as a banner with a range of 6".

The Siege Tower - Models may only move onto the siege tower walkway from within 1" of the centre of the board.