WarCom Narrative Scenarios
WarCom Narrative Scenarios
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © New Line Productions, Inc. All rights reserved. MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS, THE LORD OF THE RINGS: THE RETURN OF THE KING and the names of the characters, items, events and places therein are ™ of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25)
ESCAPE FROM OSGI LIATH™
Reinforcement Point OBJECTIVES The forces of Gondor must escape Osgiliath if they are to survive the Orc onslaught. Gothmog has commanded his forces to slaughter any who defend Osgiliath, and claim the ruined city for Mordor. The game lasts until the end of a turn in which there are 12" 6" 12" no Good models left on the board. The Good side wins if at Evil Evil least 33% of their models (9 models) can escape the board Deployment Good Deployment Deployment 4' via the western board edge. The Evil player wins if they can Area Area Area prevent this.
SPECIAL RULES
Faramir - Faramir is key to the forces of Gondor; not just for morale, but for the future of the War of the Ring. If Faramir manages to escape the board via the western board Reinforcement Point edge, the best result the Evil player can achieve is a draw. If Faramir is slain, the best result the Good player can achieve 4' is a draw. Hordes Without End - There are countless Orcs assaulting PARTICIPANTS Osgiliath, and more are constantly joining the battle from Good: Faramir, Captain of Gondor; Madril, Captain of across the Anduin. Ithilien; Damrod, Ranger of Ithilien; 12 Warriors of Minas Tirith: 4 with shield, 4 with shield and spear, 4 with bow; At the start of each of the Evil player's Activation Phases, they 12 Rangers of Gondor: 4 with spear, 8 with no additional may roll a D6 for each Evil Warrior (with the exception of the equipment. Mordor Troll) that has previously been slain. On a 4+, that model may enter play from either of the points marked on the Evil: Gothmog, Lieutenant of Sauron; Gothmog's Enforcer; map via the rules for Reinforcements. Guritz, Master of Reserves; 24 Morannon Orc Warriors: 6 with shield, 6 with spear, 6 with shield and spear, 6 with "Nazgûl!" - Overhead, the Nazgûl ride their dread Fell Beasts, no additional equipment; 1 Mordor Troll. causing terror in the hearts of those below. At the start of each Move Phase, the Evil player may select LAYOUT a single Good Warrior and roll a D6. On a 3+ the chosen The board represents the ruined city of Osgiliath, and as such Warrior becomes paralysed by fear and may not Activate this should be covered in ruins, buildings, statues and piles of turn. Additionally, they may still fight if Engaged in Combat, rubble of all shapes and sizes. The board should have a variety however, their Fight Value will be reduced to 1 for the duration of walkways of different sizes. Some could represent the major of the turn. roads through the city and would be big enough for whole warbands to fight side-by-side upon. Others will be narrow alleyways that separate the buildings and may fit one or two models through them.
STARTING POSITIONS
The Good player deploys their models anywhere wholly within 6" of the centre of the board. The Evil player then deploys Gothmog, Gothmog's Enforcer, and half of the Morannon Orcs anywhere wholly within 12" of the eastern board edge. The Evil player then deploys their remaining models anywhere wholly within 12" of the western board edge.
BATTLE OF PELENNOR FI ELDS™
6" Objective 6" Objective 24" Mordor Deployment Area 6' Objective Objective 24" 8'
PARTICIPANTS EVIL:
GOOD: Mordor: The Witch-king of Angmar (3 Attacks, 3 Might, 18 Gondor: Gandalf the White with Shadowfax and Pippin; Will, 3 Fate) with Crown of Morgul and armoured Fell Beast; Irolas, Captain of the Guard; 24 Warriors of Minas Tirith: Gothmog, Lieutenant of Sauron with Warg; Gothmog's 8 with shield, 8 with shield and spear, 8 with bow; 6 Citadel Enforcer; Guritz, Master of Reserves; the Mûmak War Leader Guard: 3 with spear, 3 with longbow. (with 12 crew); 1 Haradrim Chieftain with bow; 1 Easterling Captain; 48 Morannon Orc Warriors: 12 with shield, 12 Rohan: Théoden, King of Rohan with heavy armour, shield with spear, 12 with shield and spear, 12 with no additional and Snowmane with armour; Éomer, Marshal of the equipment; 2 Mordor Trolls; 2 War Mûmaks of Harad (each Riddermark with throwing spears and Firefoot with armour; with 12 crew), 12 Haradrim Warriors: 6 with spear, 6 with Éowyn, Shieldmaiden of Rohan with armour, shield, horse bow: 10 Easterling Warriors: 4 with shield, 2 with Easterling and Merry; Gamling, Captain of Rohan with Royal Standard halberd and shield, 4 with bow. of Rohan and horse; 24 Riders of Rohan: 8 with throwing spears, 16 with no additional equipment. Dead of Dunharrow: Aragorn (Strider) with Andúril, Flame of the West and Elven cloak; Legolas Greenleaf with armour and Elven cloak; Gimli, son of Glóin with Elven cloak; King of the Dead; 2 Heralds of the Dead; 20 Warriors of the Dead: 10 with shield, 10 with spear.
LAYOUT SPECIAL RULES
The board represents the fields of Pelennor outside the walls Charge of the Rohirrim - The Pelennor is where Théoden, of Minas Tirith. Along the northern board edge are the walls King of Rohan, will forge his legacy; inspiring his men ahead of Minas Tirith, with the Gatehouse in the centre. The rest of the most devastating cavalry charge of the Third Age. of the board should be barren, befitting of the Pelennor and providing plenty of space for the huge number of models Any Rohan model that Charged during the Move Phase may that take part in the battle. declare a free Heroic Combat in the ensuing Fight Phase. This may be done by both Hero and Warrior models.
STARTING POSITIONS
The Evil player deploys the Mordor force (with the exception War Beasts of Harad - As the battle rages on, the Dark Lord of the Witch-king and the three Mûmakil) anywhere unleashes his followers from the far south, their war beasts between 24" and 48" from the northern board edge, and brought to lay siege to the White City. at least 24" from the eastern and western board edges (see map). The Good player then deploys the Rohan force At the end of the Evil player's second Activation Phase, the anywhere wholly within 6" of the eastern board edge (see Mûmakil will Move onto the battlefield via the southern map). The Good player then deploys the Dead of Dunharrow board edge. force anywhere wholly within 6" of the western board edge, but at least 24" away from the northern and southern board The Witch-king - Upon hearing the horns of the Rohirrim, edges (see map). All other models are kept aside for later the Witch-king of Angmar flies off the walls of Minas Tirith to in the game. combat this new threat. OBJECTIVES At the end of the Evil player's fourth Activation Phase, the The Battle of Pelennor Fields is the greatest battle of the Witch-king will Move onto the battlefield via the northern Third Age, and has many objectives. There are a total of five board edge. objectives for this Scenario, as listed below. As this Scenario will take a long time to play, we suggest that you gather Defend the White City - As the battle rages on, those within your friends together and decide amongst you how long you the White City will make their final desperate defence of the wish to play for - either in time, or number of turns. When gates of Minas Tirith. the game ends, whichever side has completed the most objectives is the winner. At the end of the Good player's sixth Activation Phase, the Gondor force will Move onto the battlefield via the Gates of - Heroes of the West - There are seven key Good Hero Minas Tirith. models upon the battlefield: Aragorn, Legolas, Gimli, Gandalf, Théoden, Éomer and Éowyn. If at the end of the game, more of these Hero models are alive than dead, Good claims this objective. If at the end of the game, more of these Hero models are dead than alive, Evil claims this objective. - Servants of the Dark Lord - There are seven key Evil Hero models upon the battlefield: The Witch-king, Gothmog, Guritz, Gothmog's Enforcer, the Mûmak War Leader, the Harad Chieftain and the Easterling Captain. If at the end of the game, more of these Hero models are alive than dead, Evil claims this objective. If at the end of the game, more of these Hero models are dead than alive, Good claims this objective. - The Mûmakil - There are three Mûmakil on the battlefield. If all the Mûmakil are slain, Good claims this objective. If there is at least 1 Mûmak left alive, Evil claims this objective. - Gates of Minas Tirith - At the end of the game, whichever side has the most models within 12" of the Gates of Minas Tirith claims this objective. - The Pelennor - There are four Objective Markers on the battlefield placed around the edge of the Evil deployment zone (see map). At the end of the game, whichever side controls the most Objective Markers claims this objective. An Objective Marker is considered to be controlled by whichever side has the most models within 3" of it.
TH E END OF ALL TH I NGS
2' Good Frodo and Deployment Sam Area 4' 2' 6" 4'
STARTING POSITIONS
PARTICIPANTS The Good player deploys Frodo and Sam touching the southwest Good: Frodo Baggins; Samwise Gamgee with Sting; corner of the Crack of Doom board. They then deploy all the Aragorn, King Elessar; Gandalf the White; Legolas rest of their models wholly within 6" of the centre of the Black Greenleaf; Gimli, son of Glóin; Meriadoc Brandybuck, Gate board. The Evil player deploys all of their models (except Esquire of Rohan with shield; Peregrin Took, Guard of the Gollum) on the Black Gate board at least 6" away from any Citadel; Éomer, Marshal of the Riddermark; 25 Warriors Good model. of Minas Tirith: 8 with shield, 8 with shield and spear, 8 with bow and 1 with banner; 25 Warriors of Rohan: 8 with OBJECTIVES shield, 8 with shield and throwing spears, 8 with bow and Frodo must destroy the Ring, and must do so quickly or his 1 with banner. friends will perish. Evil: 1 Mordor Troll Chieftain; The Mouth of Sauron on The game lasts until either Frodo has destroyed the Ring, is armoured horse; Gollum; 3 Morannon Orc Captains with taken over by the Ring or is slain. The Good player wins if the shield; 50 Morannon Orc Warriors: 12 with shield, 12 with Ring is destroyed. The Evil player wins if Frodo is either slain spear, 12 with shield and spear, 12 with no additional or taken over by the Ring. Additionally, if all the Good Hero wargear and 2 with banner. models at the Black Gate are slain, the best result the Good player can achieve is a draw.
LAYOUT
This scenario is unusual as it requires two separate playing areas; a 2'x2' one for the Crack of Doom and a 4'x4' one for the Black Gate. The Crack of Doom board should have half of the board representing the outside of Mount Doom with a pathway up to the door in the side of the mountain, which then leads to the walkway and the precipice above the lava (see map). The Black Gate board should have the Black Gate running along the eastern board edge whilst the rest of the board is relatively barren. SPECIAL RULES Destroying the Ring - The Ring's power is becoming too great "Not here, not so close to the Eye!" - Frodo wouldn't risk and it must be destroyed. putting the Ring on so close to Sauron. To destroy the Ring, Frodo must be in base contact with the Frodo may not put the Ring on in this scenario. edge of the precipice over the lava. Frodo will then enter a battle of wills with Ring. Both players roll a D6 (re-rolling The Power of the Ring - With its master so close by, the any ties) and compare results. If the Good player wins this Ring is trying everything it can to corrupt Frodo and return roll three times in a row, the Ring is destroyed. If the Evil to Sauron. player wins this roll three times in a row, the Ring corrupts Frodo and the game ends. Frodo may use Might to influence At the start of each turn, before Priority is rolled, the Evil these rolls. player may use one of the following powers to try and slow Frodo down and corrupt him. To use one of these powers the Gandalf 's Staff - Following his encounter with the Witch- Evil player declares which power they wish to use and rolls a king, Gandalf no longer possesses his Wizard's staff. D6. If the score is equal to or higher than the score required, then they may use the power: Gandalf does not have his Staff of Power, and therefore does not gain a free Will Point each turn. - Exhaustion (3+) - During the turn that this power is in effect, Frodo must take a Courage Test for each inch he Teeming Hordes - A seemingly endless tide of Orcs is spewed wishes to move. If Frodo fails any of these Courage tests forth from the Black Gate, with more constantly joining then he collapses and is immediately Prone. Sam may carry the battle. Frodo as a Heavy Object. - Corruption (4+) - Frodo begins the game with 6 Resistant Each time a Mordor Orc model is slain, keep it to one side. Points, which are unique to this Scenario. When this power At the end of each Evil Activation Phase, the Evil player may is used, the Evil player rolls a D6 and compares it to the Move any models kept aside in this manner onto the board number of Resistant Points Frodo has remaining. If the from the Black Gate via the rules for Reinforcements. result is equal to or higher than Frodo's current Resistant Points, then Frodo immediately loses 1 Resistant Point. If "Stand Your Ground!" - The Free Peoples must stand as one Frodo's Resistant Points are reduced to 0, then he has been upon the hill if they are to have any chance of survival. taken over by the Ring and the game ends. - Lure of the Ring (5+) - The Ring provokes Gollum Good models may not willingly Move more than 12" away to attack, and he is placed in base contact with the from the centre of the Black Gate board. Ringbearer. They will fight as normal during the Fight Phase before Gollum disappears back into hiding. If Gollum is Greatest of the Trolls - The Troll Chieftain that duels with ever slain, this power can no longer be used. Aragorn is unlike the others of its race - tougher, more powerful and far more deadly. The Mordor Troll Chieftain gains the Fearless special rule and an additional point of Might, Will and Fate.
The Hobbit: The Battle of the Five Armies
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25)
FI RE AND WATER
SPECIAL RULES
Smaug's Descent - Having circled the township of Esgaroth, Smaug is now ready to unleash his full fury upon the town. At the end of the Evil player's first Activation Phase, Smaug may Tauriel, Bard Move onto the board at any point on the northern board edge Bard's via the rules for Reinforcements. Family & the Dwarves 4' The Black Arrow - Bain has recovered the Black Arrow from its hiding place, and must now deliver it to his father so that Bard can slay the beast. Bain starts the game in possession of the Black Arrow, which is a Light Object. If both Bard and a model carrying the Black Arrow are in the same tower, Bard may fire the Black Arrow as Master, Alfrid & Braga if he was firing the Windlance, and will still benefit from the 4' Black Arrow special rule. Bard may still fire the Black Arrow even if he has Moved this turn. PARTICIPANTS A Dragon's Wrath - Smaug is focussed only on destroying Lake- Good: Bard the Bowman; Bard's Family; Tauriel, Ranger town, and pays little attention to those running for their lives on of Mirkwood with Elf bow; Kíli the Dwarf; Fíli the Dwarf; its walkways. Bofur the Dwarf; Óin the Dwarf; The Master of Lake-town; Alfrid the Councillor; Braga, Captain of the Guard; Good Hero models gain the Stalk Unseen special rule. However, 24 Lake-town Guard: 8 with spear, 8 with bow, any Hero model in one of the towers will lose this special rule 8 with no additional equipment. whilst they remain in one of the towers. Evil: Smaug. Bard's Destiny - This is Bard's defining moment; the moment where he will either go down in history as the Dragon Slayer or perish along with his loved ones.
LAYOUT
The Scenario is played across the wooden jetties and walkways Bard gains the Mighty Hero special rule. Additionally, Bard may of Esgaroth. There should be five towers on the board; one in ignore the rule where if one of his family is slain then he must the centre, with the other five arranged as shown on the map. Charge the model that killed them if possible - he is already Plenty of other buildings should be dotted around Lake-town, trying to slay the Dragon after all! providing lots of hiding places from Smaug's flames. The Waters of the Long Lake - Esgaroth sits upon the Long STARTING POSITIONS Lake, and the waters could help douse the flames that now The Good player deploys Bard touching the eastern board edge. engulf Lake-town. They then deploy Bain, Sigrid, Tilda, Tauriel, Kíli, Fíli, Bofur and Óin touching the western board edge. The Master of Lake- The water is always Deep Water. Additionally, any model that town, Alfrid and Braga are deployed touching the southern has been Set Ablaze that enters the water for any reason will no board edge. The Lake-town Guard are deployed anywhere on longer be Set Ablaze. the board.
OBJECTIVES
Smaug has come to wreak death and destruction on the fishing settlement of Lake-town, and will not rest until it is naught but ash. The only way to stop the mighty beast is to slay him. The game lasts until one side has wiped out the opposing force, at which point they are declared the winner.
ASSAULT ON RAVENH I LL™
Azog & Fíli Thorin, OBJECTIVES Dwalin & This is a fight to the bitter end. Thorin and his allies know that Bilbo the death of Azog and Bolg will likely lead to victory for the armies battling in the valley below. The Pale Orc and his spawn know that if the line of Durin ends here, he and his forces can press on to the Lonely Mountain and claim it for their lord. 4' Whichever side wipes out their opponent first is declared the winner, and shall decide the fate of the Lonely Mountain.
SPECIAL RULES
The Trap is Sprung - Azog withdrew his forces out of sight, hoping to split the Dwarves up and catch them by surprise. Tauriel, Kili Legolas & Bolg The Evil player has Priority on the first turn. 4' The Last Stand - Thorin and Azog are ready to settle their score once and for all, and both warriors are willing to fight to the death to see the other destroyed.
PARTICIPANTS
Good: Thorin Oakenshield, King Under the Mountain; Hero models may not declare Heroic Strikes. Dwalin the Dwarf, Champion of Erebor; Kíli the Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of Orcrist - Though Legolas took Orcrist from the Dwarves in Erebor; Bilbo Baggins, Master Burglar; Tauriel, Ranger Mirkwood, he will return it to Thorin should his need be great. of Mirkwood; Legolas Greenleaf, Prince of Mirkwood with Orcrist. At the start of any Fight Phase, before the Declare Heroic Actions Step, if Legolas is within 6" of Thorin, and Thorin is Evil: Azog the Defiler with heavy armour and Stone Flail; Engaged in Combat with an enemy Hero model, then Legolas Bolg, Spawn of Azog; 12 Gundabad Berserkers; 6 Gundabad can throw Orcrist to Thorin. From that point on, Thorin carries Orc Warriors: 3 with shield and 3 with spear. Orcrist instead of Legolas. Treacherous Ice - The frozen river is enough to make even the LAYOUT most sure-footed of warriors slip and fall in the chaos of battle. This Scenario takes place atop the summit of Ravenhill. Ruins lie to either side of the frozen river that runs down the centre Any model that Moves on the frozen river during their of the board. At the southern edge of the board, the river should Activation, and ends its Move on the river, must roll a D6. On be crossable via a collapsed tower that now acts as a bridge a 1, the model loses its footing and is immediately Knocked to between the two banks. the Ground. STARTING POSITIONS The Price of Grief - Legolas cares greatly for Tauriel and would The Good player deploys Thorin, Dwalin and Bilbo within 12" of be enraged should any harm come to her. the north-east corner of the board. The Evil player then deploys the Gundabad Berserkers within 18" of the north-east corner of If Tauriel is slain, Legolas immediately increases his Fight Value the board and at least 6" away from any Good model. Kíli and to 7 and his Attacks to 3. Tauriel are then deployed within 12" of the south-west corner of the board. The Evil player then deploys Bolg within 5" of Kíli. Legolas is then deployed within 12" of the south-east corner of the board. The Evil player then deploys Azog and the Gundabad Orcs within 12" of the north-west corner of the board, the Good player then deploys Fíli within 1" of Azog.
TH E BATTLE OF TH E FIVE ARM I ES™
12" Azog Azog's Legion Mirkwood Deployment Elves Area Deployment Area Thorin's 4' The Iron Hills Company Deployment Area 6' PARTICIPANTS Evil: Good: Azog's Legion: Erebor Reclaimed: Azog the Defiler with heavy armour and Stone Flail; Thorin Oakenshield, King Under the Mountain; Kíli the Bolg, Spawn of Azog; 5 Gundabad Orc Captains; 2 Goblin Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of Mercenary Captains; 60 Gundabad Orc Warriors: 30 with Erebor; Balin the Dwarf, Champion of Erebor; Dwalin the shield, 30 with spear; 2 Gundabad Trolls with crushing club; Dwarf, Champion of Erebor; Bifur the Dwarf, Champion of 2 Gundabad Trolls with Scythe Gauntlets; 1 Troll Brute; Erebor; Bofur the Dwarf, Champion of Erebor; Bombur the 6 Gundabad Ogres; 24 Gundabad Berserkers Dwarf, Champion of Erebor; Ori the Dwarf, Champion of (up to 12 may have a two-handed weapon); 24 Goblin Erebor; Nori the Dwarf, Champion of Erebor; Dori the Dwarf, Mercenaries; 6 War Bats; 1 Gundabad Catapult Troll. Champion of Erebor; Óin the Dwarf, Champion of Erebor; Glóin the Dwarf, Champion of Erebor. The Iron Hills: Dáin Ironfoot, Lord of the Iron Hills on War Boar; 1 Iron Hills Captain; 1 Iron Hills Captain with Mattock; 36 Iron Hills Warriors: 12 with shield & spear, 12 with Mattock, 12 with crossbow; 1 Iron Hills Chariot. Halls of Thranduil: Thranduil, King of the Woodland Realm on Great Elk; 1 Mirkwood Elf Captain; 36 Mirkwood Elf Warriors, 12 with shield, 12 with Elven Glaive, 12 with Elf bow. Radagast's Alliance: Beorn; Radagast the Brown on Great Eagle; Gwaihir; 4 Great Eagles.
LAYOUT SPECIAL RULES
The board represents the plains before Erebor - there should Forth from Gundabad - Whilst the Battle of Five Armies has be a few scattered rocks and scrubland dotted around (not too been raging, Bolg has been marching an army from Gundabad to much as there are a lot of models in this Scenario!). The eastern join the melee. board edge represents the walls of Erebor, the centre of which marks the gates of Erebor. At the end of the Evil player's fifth Activation Phase, the Evil player moves Bolg, the Gundabad Berserkers, the Goblin STARTING POSITIONS Mercenaries and the War Bats onto the board from any point on The Evil player deploys Azog within 12" of the northwestern the northern board edge that is within 36" of the western board corner of the board. They then deploy the Gundabad Orc edge via the rules for Reinforcements. Captains, Gundabad Orcs, Gundabad Trolls, Ogres and Catapult Troll between 12" and 36" of the western board edge. The Good "The Eagles are Coming!" - Called to battle by Radagast, the player then deploys Dáin and the Iron Hills Dwarves in the allies of the Free Peoples, both bird and beast, join the battle. eastern half of the board within 12" of the centre of the board. They then deploy Thranduil and the Mirkwood Elves between At the end of the Good player's seventh Activation Phase, the 12" and 24" of the eastern board edge. Finally, the Good player Good player moves Radagast, Gwaihir and the Great Eagles onto deploys the members of Thorin's Company within 6" of the the board from any point on the northern board edge via the gates of Erebor. All other models are kept to one side. rules for Reinforcements. OBJECTIVES Beorn - Ferried to battle upon the back of his avian allies, Beorn The game lasts until one force has been reduced to 25% of its thrusts himself into the battle with unrivalled fury. starting numbers. There are five main objectives that both sides are trying to achieve. Whichever side achieves the most Beorn enters the board as a passenger on the back of any of the objectives is the winner: Great Eagles (not Gwaihir or the one carrying Radagast) and follows the normal rules for Passengers, with the exception that - Azog: If Azog has been slain at the end of the battle, the Good Beorn may both Move and Charge on the turn he dismounts. player achieves this objective. If Azog is alive at the end of the Beorn may not transform into a bear whilst mounted upon this battle, the Evil player achieves this objective. eagle, but will automatically transform as soon as - Thorin: If Thorin has been slain at the end of the battle, the he dismounts. Evil player achieves this objective. If Thorin is alive at the end of the battle, the Good player achieves this objective. Bofur, the Troll Rider - Working with the other members of the - Thranduil: If Thranduil moves off the western board edge to company, Bofur clambers atop one of the fearsome Troll Brutes reach Dale, the Good player achieves this objective. If not, the and takes control of the war beast. Evil player achieves this objective. - The Battlefield: At the end of the game, whichever Army has If Bofur is Engaged in Combat with the Troll Brute and the Good the most models within 6" of the centre of the board achieves player wins the Combat, then the Good player may choose for this objective. Bofur to take control of the Troll Brute. Remove Bofur from play - Strength of Numbers: Whichever Army reduces their (note, he does not count as a casualty). From this point on, the opponent to 25% of their starting number first achieves Troll Brute is treated as a Good model and is controlled by the this objective. Good player with Bofur as its commander. The Signal Tower - Azog's signal tower can be seen high above the battlefield, giving out orders and inspiring the Orcs of Gundabad onwards. In this Scenario, the Evil force benefits from the Raise the Banners special rule as presented in the Army of Gundabad Army List. This can be found on page 147 of Armies of The Hobbit.
The Hobbit: The Desolation of Smaug
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25) FLI ES AND SPI DERS PTH E UNSEEN H EROART 1:
OBJECTIVES
Bilbo must rescue the Dwarves if they are to continue their quest to reclaim Erebor. The Spiders must protect their hard earned meal. The game will last until the end of a turn in which one player completes their objective. The Good player wins if Bilbo is 4' able to free all of the Dwarves by revealing both of the correct markers, or by killing all of the Spiders. The Evil player wins if they are able to kill Bilbo before he can do this.
SPECIAL RULES
Brave Master Baggins - Emboldened by his recent experiences in Goblin-town, and with the Elven blade Sting in hand, Bilbo is ready to take the fight to the spiders. 4' In a turn in which Bilbo Charges, he receives +1 Fight Value and +1 Attack until the End Phase of the turn. Additionally, Bilbo's Thrown Stones become a throwing weapon with a Strength of 1, PARTICIPANTS instead of following the normal rules for Thrown Stones. Good: Bilbo Baggins with The One Ring and Sting. The Power of the Ring - Whilst wearing his newly Evil: 6 Mirkwood Giant Spiders. acquired magic ring, Bilbo is able to slip past the spiders mostly unnoticed. LAYOUT Each turn, at the start of each Mirkwood Giant Spider's This Scenario takes place in the spider-infested forest of Activation it must take an Intelligence Test. If the test is passed, Mirkwood. The board should be densely populated with trees, the Evil player may Move that Mirkwood Giant Spider D6". If bushes and rocky ground, creating a complex network of the test is failed, the Good player may move that Mirkwood terrain for Bilbo to navigate. Giant Spider D6" instead. STARTING POSITIONS Spiders may not be Moved off the battlefield and must always The Evil player places three 25mm Markers on the board at least Move the full amount rolled, stopping only if they move into 6" apart. Two of these Markers represent the captured Dwarves, base contact with Bilbo. If a Spider does Move into base contact the other is a decoy (the Evil player chooses these in secret). with Bilbo, it will count as having Charged him. Once Bilbo has These may be placed in Difficult Terrain - even in trees if you been Charged by a Mirkwood Giant Spider, any other Mirkwood agree that Bilbo may climb them. The Evil player then positions Giant Spiders yet to move will automatically pass their their Mirkwood Giant Spiders at least 6" away from one Intelligence Test for that turn. another. Finally, the Good player places Bilbo Baggins touching any board edge. Bilbo starts the game wearing The One Ring. Caught in a Web - The Dwarves are bound tightly by the spiders' webbing - without Bilbo's help, they are in grave danger. If Bilbo is touching a Marker in the End Phase, the Good player rolls a D6. On a 3+, the Evil player must remove the Marker and reveal if it contained any Dwarves. TH E ELFLI ES AND SPI DERS PVES OF M I RKWART 2:O OD™
OBJECTIVES
The Dwarves are fighting to survive against the ferocious horde of Spiders. The Spiders are simply looking for a substantial meal, which the Dwarves are more than suitable for! The game lasts for 12 turns. If at the end of 12 turns there are still Dwarves 10 or more members of Thorin's Company left alive, the Good + Bilbo 4' player wins. The Evil player wins if they can slay at least six 6" members of the company. Any other result is a draw.
SPECIAL RULES
Haze of Mirkwood - The thick, oppressive air of the forest has addled the Dwarves' minds, leaving them grogg y and dazed. At the start of each Dwarf model's Activation, roll a D6. On a 4+, they may Activate as normal. On a 1-3, they may not 4' Activate that turn, may only roll a single dice for a Duel Roll and cannot make Strikes. PARTICIPANTS The Rangers - Following the sounds of battle, the patrol of Good: Thorin Oakenshield with Orcrist; Kíli the Dwarf; Mirkwood Rangers rushes into the clearing to destroy the Fíli the Dwarf; Balin the Dwarf; Dwalin the Dwarf; Bifur Spiders and capture the Dwarves. the Dwarf; Bofur the Dwarf; Bombur the Dwarf; Ori the Dwarf; Nori the Dwarf; Dori the Dwarf; Óin the Dwarf; At the end of the Good player's fourth Move Phase, they may Glóin the Dwarf; Legolas Greenleaf, Prince of Mirkwood move Legolas, Tauriel and the Mirkwood Rangers onto the with Elven cloak; Tauriel, Ranger of Mirkwood with Elf board as Reinforcements from any board edge. bow; 10 Mirkwood Rangers. The Spider's Nest - The company has unknowingly stumbled Evil: 10 Mirkwood Giant Spiders. deep into the nesting area of the Mirkwood Spiders. For each Spider they slay, a new one quickly scuttles into view. LAYOUT Any Mirkwood Giant Spiders that are slain should be put to one This Scenario takes place on the overgrown forest floor of side. At the start of each Priority Phase, before Priority is rolled, Mirkwood. Much like Flies and Spiders Part 1, you'll want the the Evil player may place any previously slain Mirkwood Giant board to be liberally covered in rotting trees and thick tangles Spiders onto the board at least 10" away from any Good models. of undergrowth. These Spiders may act as normal.
STARTING POSITIONS
The Good player positions Thorin's Company within 6" of the centre of the board. The Evil player then deploys all of the Spiders anywhere on the board that is at least 10" away from any Good model. The Elves are kept aside and will arrive later.
LAKE-TOWN™ ESCAPE
OBJECTIVES
Following their attack on the Dwarves in Bard's house, the Orcs have realised that Thorin is not present, and so are falling back to inform their masters. Legolas is determined to wipe out the Orcs who have invaded Lake-town. Bard's House The game will last until the end of a turn in which one player completes their objective. The Good player wins if every Evil 4' model has been slain. The Evil player wins if either Bolg escapes the board via the western board edge and is not seriously injured (see special rules), or if Legolas is slain.
SPECIAL RULES
Silent Assassins - The Orcs are creeping around Lake-town as quietly as possible, and so not all of them are aware of Legolas, Section A Section B Section C Section D hunting them down. 4' At the start of the game, only the Orcs in section D may act as normal. All other Evil models act as Sentries, though they may PARTICIPANTS not Move out of their section until they are aware of Legolas. Good: Legolas Greenleaf, Prince of Mirkwood with Orcrist. The alarm is not raised as normal in this Scenario. Instead, if an Evil: Bolg, Spawn of Azog; Fimbul, Hunter Orc Captain; 24 Evil model from a section that may act as normal Moves into Hunter Orc Warriors: 6 with Orc bow, 6 with two-handed base contact with an Evil model that is currently acting as a weapon, 12 with no additional wargear. Sentry, then the alarm is immediately raised in that section - though not in any others that are still Sentries. Additionally, if Legolas Charges or Shoots at a model acting as a Sentry, LAYOUT and the model has not been removed as a casualty by the End This Scenario takes place within Lake-town. The board should Phase of the turn, then the alarm is raised in that section as be covered with plenty of walkways, platforms and buildings to described above. make up the dense and winding town on top of the Long Lake. One building that is touching the eastern board edge needs to Legolas' Fury - Legolas is determined to fell every single Orc be designated at Bard's House. The areas not covered by these that has slunk into Lake-town, and will show no mercy. walkways and such represent the Long Lake, and should be treated as Deep Water. You may also place a number of boats In this Scenario Legolas increases his Attacks to 3 and his and ice floes for models to jump across should you wish. Fight Value to 7. STARTING POSITIONS The Spawn of Azog - Though Bolg has his instructions to report The board is divided into four distinct sections labeled A, B, back to his master, his arrogance and desire to spill blood means C and D, running from north to south, each 12" wide. The Evil he won't leave without crossing blades with the Elven prince. player then splits their Hunter Orc Warriors into four groups of 6, and deploys each group in a different section of the board Bolg has 3 Fate Points in this Scenario. Additionally, whilst as shown on the map, though not within 3" of another section. he has all of his Wounds remaining Bolg may not leave the Those deployed in section D must deploy wholly within 3" board and when he Activates Bolg must always Charge Legolas of Bard's House. Bolg is deployed with the group in section if possible (unless he is still acting as a Sentry, of course). A, whilst Fimbul is deployed with the group in section C. The However, if Bolg is ever reduced to a single Wound then he is Good player then deploys Legolas anywhere in base contact considered to be seriously injured. If Bolg escapes the board with Bard's House. whilst he is seriously injured then the best result the Evil player can achieve is a draw.
The Hobbit: An Unexpected Journey
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25)
ROAST MUTTON
OBJECTIVES
The Dwarves are attempting to save poor Bilbo from the clutches of the Trolls, whilst the Trolls are desperate for a decent meal. The Good player wins if they can slay all of the Trolls before 3" daybreak. The Evil player wins if all the members of Thorin's Kíli 2' Company are slain or stuffed into sacks before the sun rises. The Trolls The game is a draw if, when the sun comes up, all of Thorin's Company are not slain or in a sack, or if all of the Trolls are not 3" slain. Additionally, if Bilbo is slain, the best result the Good player can achieve is a draw. Bilbo Baggins
SPECIAL RULES
"The dawn will take you all!" - Gandalf shatters the rocks hiding the early morning sun, bathing the clearing and the 2' Trolls in sunlight. At the end of the sixth turn, the sun will begin to rise. However, PARTICIPANTS Gandalf will still need to destroy the rocky outcrop that is Good: Thorin Oakenshield with the Oakenshield; Kíli the shrouding the clearing in darkness, if he is to save the company Dwarf; Fíli the Dwarf; Balin the Dwarf; Dwalin the Dwarf; from being eaten. Bifur the Dwarf; Bofur the Dwarf; Bombur the Dwarf; Ori the Dwarf; Nori the Dwarf; Dori the Dwarf; Óin the Dwarf; At the start of turn seven, and each turn thereafter, roll a D6. Glóin the Dwarf; Bilbo Baggins. Note: As they have not yet On a 4+, Gandalf has broken the rocks surrounding the clearing, ventured into the Troll's hoard, Thorin and Bilbo do not flooding the camp in sunlight and petrifying the Trolls. carry Orcrist or Sting respectively. Bilbo also has not yet found The One Ring and therefore cannot use it. "I said drop him!" - Kíli bravely rushes to Bilbo's aid, with the rest of the company close behind. Evil: Bill the Troll; Bert the Troll; Tom the Troll. At the end of the Good player's first Activation Phase, roll a D6 for each Thorin's Company model not on the board. On a LAYOUT 3+, they enter the board from the centre of the western board The Scenario takes place in an open clearing in the Trollshaws, edge via the rules for Reinforcements. Any Dwarves that do where the Trolls have built their camp. The Campfire should be not arrive at this time will instead enter from the centre of placed in the centre of the board, with the area immediately the western board edge at the end of the Good player's second around it containing supplies and an enclosure with the Activation Phase. captured ponies. The rest of the board should be a mixture of densely wooded terrain and rocky outcroppings. "A Burrahobbit?" - Having never encountered a Hobbit before, the Trolls are unsure of what to make of Bilbo's sudden STARTING POSITIONS appearance in their camp. The Evil player deploys Bill, Bert and Tom within 3" of the Campfire. The Good player then deploys Bilbo within 3" of Bill The Trolls may not make Strikes against Bilbo until the start of and deploys Kíli touching the centre of the western board edge. the third turn, or until Bilbo Charges one of them. The rest of Thorin's Company will arrive later.
ESCAPE FROM GOBLI N-TOWN™
OBJECTIVES
The company of Thorin Oakenshield has found an opportunity to escape, but must be decisive if they are to outrun the Goblins. The Goblins must recapture the Dwarves, knowing that Weapon Pile Azog will pay a pretty price for Thorin's head. Goblin King At the beginning of the game, the Evil player must nominate 4' a board edge. This is the edge the Dwarves and Gandalf must The escape from. The game lasts for 10 turns. The Good player wins Dwarves if nine or more Good models have escaped from the nominated board edge. If eight Good models escape, the game is a draw. The Evil player wins if less than eight Good models escape.
SPECIAL RULES
" Take Up Arms" - The Dwarves' weapons have been confiscated by the Goblins and now lie in a heap in front of them. 4' Each of the Dwarves will begin the game Unarmed. If any of the Dwarves Moves into base contact with the Weapon Marker at PARTICIPANTS any point during their Activation, they will be able to recover Good: Thorin Oakenshield with Orcrist and the the weapons listed in their Wargear. Oakenshield; Kíli the Dwarf; Fíli the Dwarf; Balin the Dwarf; Dwalin the Dwarf; Bifur the Dwarf; Bofur the "A Wizard is Never Late" - Gandalf has returned just in time to Dwarf; Bombur the Dwarf; Ori the Dwarf; Nori the aid the Dwarves in their escape. Dwarf; Dori the Dwarf; Óin the Dwarf; Glóin the Dwarf; Gandalf the Grey. At the end of the Good player's second Activation Phase, roll a D6 to see who chooses where Gandalf enters play. On a 1-3, the Evil: The Goblin King; Grinnah, Goblin Jailer; Evil player places Gandalf; on a 4-6, the Good player places him. 30 Goblin Warriors. Gandalf must be placed on a walkway, touching any board edge. "Kill Them All!" - As the Dwarves make their escape, more and LAYOUT more Goblins flood onto the walkways. This Scenario takes place on a raised platform in front of the Goblin King's throne, which should be placed roughly At the end of each of the Evil player's Activation Phases, the in the centre of the battlefield. It is important that there are Evil player may nominate D6 previously slain GoblinWarrior several ways to escape from the board, so ensure that there models. The nominated models may then Move onto the are walkways and platforms to enable the models to reach battlefield from any board edge via the rules the edges. Then place a 25mm Weapon Marker to represent for Reinforcements. the pile of confiscated Dwarf weapons on the central platform (see map). Bottomless Pits - The ramshackle pathways of Goblin-town span impossibly-deep chasms and cracks in the rock.
STARTING POSITIONS
The Good player deploys Thorin's Company (excluding Gandalf, Any model that is pushed off of a platform or rocky outcrop, or who will arrive later) wholly within 3" of the centre of the who fails to jump from one platform to another, and if there board. The Evil player then deploys the Goblin King touching the is no platform or outcrop for them to land on, is automatically Throne. Lastly, the Evil player may then deploy the rest of their removed as a casualty. models anywhere on the board that is at least 3" away from a member of Thorin's Company. "I know that sword!" - The Goblin King is caught off guard by the unexpected presence of both Orcrist and Glamdring. In the first turn of the game, the Goblin King may not Move or declare Heroic Actions.
OUT OF TH E FRAND I NTO TH E FI REYI NG PAN...
Marker SPECIAL RULES Rescuing the Dwarves - The Dwarves are in desperate need of assistance. Thankfully, Gandalf has called upon some winged Marker friends for aid. 6" Before the game starts, each player takes it in turn to nominate a total of five trees, starting with the Good player. These are the Thorin 4' trees where the Dwarves and Bilbo are hiding; place a Dwarf Marker beside each tree to remind you. At the end of each Good Marker Activation Phase, any Eagle model not Engaged in Combat may pick up a Dwarf Marker it is in base contact with as if it were a Marker Light Object. Thorin and Bilbo may be carried in the same way. If an Eagle model leaves the board whilst carrying a Dwarf Marker Marker, Thorin or Bilbo, then they are considered rescued. Friends on Swift-wings - After hearing Gandalf 's plea, the 4' Eagles have flown down from their lofty perch to aid in the Dwarves' escape. PARTICIPANTS The Eagles enter the board from the northern or southern board Good: Thorin Oakenshield with Orcrist and the edge at the end of the Good player's second Activation Phase Oakenshield; Bilbo Baggins with The One Ring and Sting; via the rules for Reinforcements. Any Great Eagle that leaves Gwaihir; 4 Great Eagles. the board carrying a Dwarf Marker, Thorin or Bilbo, or that was previously slain, may re-enter the board at the end of the Evil: Azog on the White Warg; Fimbul, Hunter Orc Captain Good player's next Activation Phase from either the northern on Fell Warg; 12 Hunter Orc Warg Riders; 12 Fell Wargs. or southern board edge via the rules for Reinforcements. If an Eagle model is carrying a Dwarf Marker, Thorin or Bilbo, it may not use Brutal Power Attacks. If an Eagle model is slain whilst LAYOUT carrying a Dwarf Marker, Thorin or Bilbo, then they are lost and This Scenario takes place in and around the patch of woodland are considered to be slain. that the Dwarves are sheltering in from the Hunter Orcs. A cliff runs along the eastern board edge, with a stand of trees running Thorin's Wrath - Thorin's blood boils and reason leaves him at along it. The rest of the battlefield should be dotted with rocky the sight of an enemy he believed to be long dead. outcroppings and patches of brush. When Thorin Moves, he must always Charge an enemy model STARTING POSITIONS if possible; prioritising Azog if able. If when Thorin Moves he The Evil player deploys all of their models wholly within 6" of cannot Charge an enemy model, then he must Move as close as the western board edge. The Good player then deploys Thorin in possible to Azog. Additionally, until Thorin suffers a Wound, he base contact with the tree nearest to the centre of the western gains the Fearless special rule. board edge (see map). All other Good models will be available later in the game. Bilbo - Seeing Thorin advance recklessly towards the Pale Orc, Bilbo leaves the safety of the trees in order to help him.
OBJECTIVES
The Eagles must rescue the company and speed them on their At the start of any Fight Phase, the Good player may place way towards the Lonely Mountain. Azog is here for one reason: Bilbo in base contact with any model Engaged in Combat with to take Thorin's head. Thorin. If Bilbo enters the battlefield in this way, he must also be rescued by the Eagles (otherwise he counts as having been The game lasts until all of the Dwarf Markers, Thorin and rescued along with one of the other Dwarf Markers). Bilbo are no longer on the board. The Good player wins if the Eagles safely carry all the Dwarf Markers, Thorin and Bilbo off any board edge. The Evil player wins if they can prevent this from happening.
The Lord of the Rings: The Two Towers
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © New Line Productions, Inc. All rights reserved. MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS, THE LORD OF THE RINGS: THE RETURN OF THE KING and the names of the characters, items, events and places therein are ™ of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25)
AM BUSH AT NIGHT
OBJECTIVES
The Rohirrim have caught the Uruk-hai off-guard and are intent on ridding their lands of these invaders. Yet even as the Rohirrim and Uruk-hai skirmish with each other, Merry and Evil Pippin are trying to escape, making for the safety of Fangorn. Good Deployment Good Deployment Zone Deployment Zone Zone The game lasts until the end of a turn in which one side has 6" 4' been reduced to 25% of its starting numbers, and both Hobbits 6" Merry Pippin 6" are no longer on the board. The Good side wins if the Evil army is reduced to 25%. The Evil side wins if the Good army is reduced to 25%. If both armies are reduced to 25% in the same turn, the game is a draw. If either Merry or Pippin are slain, the best result the Good player can achieve is a draw.
SPECIAL RULES
Surprise Attack - Evil models may not Move during the first 4' turn of the game. Merry and Pippin - Merry and Pippin begin the game Prone PARTICIPANTS and bound. Whilst bound, the Hobbits may only Move by Good: Éomer, Marshal of the Riddermark with Firefoot; crawling and may not Charge. Enemy models may not Charge Meriadoc Brandybuck; Peregrin Took; 1 Captain of Rohan Merry or Pippin - they have far bigger problems to worry about with shield and horse; 12 Riders of Rohan: 4 with throwing after all! Merry and Pippin do not have a Control Zone and may spears and 8 with no additional equipment. ignore enemy Control Zones and may Move through enemy models without penalty; though they may not finish their Move Evil: Uglúk, Uruk-hai Scout Captain; Grishnákh, Orc overlapping an enemy model's base. Enemy models may Move Captain; Snaga, Orc Captain; 1 Uruk-hai Scout Captain; through Merry and Pippin in the same way - we assume they 12 Uruk-hai Scouts: 4 with shield, 4 with Uruk-hai bow, walk over the Hobbits or push them out of the way. 4 with no additional equipment; 12 Isengard Orc Warriors: 4 with shield, 4 with spear, 2 with two-handed weapon, "Their bonds were cut" - At the end of each of Merry and 2 with Orc bow. Pippin's Activations, they may roll a D6. On the roll of a 6, they successfully cut their bonds and are no longer Prone. If when one of the Hobbits makes this roll they are in base contact with LAYOUT the other Hobbit, who is not bound themselves, they receive a The board represents the plains by the edges of Fangorn Forest. bonus of +1 to this roll. The northern board edge is the boundary of the forest, and so should be lined with trees. In the centre of the board is a Grishnákh - Grishnákh follows the same rules for Movement as campfire. The rest of the board is grassland, with the odd bush the Hobbits, except that he crawls 3" and cannot cut his bonds or hedge dotted around. as he is not bound. Grishnákh is the only model that can Charge the Hobbits, and he will fight them in the Fight Phase if he does STARTING POSITIONS so. If Grishnákh is fighting one of the Hobbits, both models will The Good player deploys Merry and Pippin as close to the centre fight as normal even though they are both Prone; ignoring the of the board as possible, as shown on the map. The Evil player rules for being Prone. Additionally, as he is wounded, Grishnákh then deploys Grishnákh 3" away from the Hobbits towards the begins the game with only a single point of Might, Will and southern board edge, and then deploys the rest of their models Fate, and only has 1 Attack. anywhere wholly within 6" of the centre of the board. The Good player then deploys Éomer and half of their Riders of Rohan wholly within 6" of the western board edge, and the Captain of Rohan and the remaining Riders of Rohan wholly within 6" of the eastern board edge.
LAST MARCH OF TH E ENTS™
OBJECTIVES
The Ents can only wash away the filth of Saruman from Isengard by breaking the dam and releasing the River Isen. Should they fail to accomplish their task, the legions of the White Hand will become a force to be reckoned with in Middle-earth. Evil Good Deployment Deployment The game lasts until one side has completed their objective. The Zone Zone 4' Good player wins if the dam is destroyed. The Evil player wins if 24" 6" all Good models are slain.
SPECIAL RULES
Flaming Arrows - The Ents of Fangorn are highly susceptible to fire, a fact that the Orcs of Isengard will use to their advantage by setting their arrows alight before unleashing them upon their foe. 4' If an Orc makes a shooting attack against an Ent and scores a natural 6 To Hit, and then subsequently Wounds their target, then the Ent will suffer 2 Wounds rather than 1 and will PARTICIPANTS immediately become Set Ablaze. Good: Treebeard with Merry & Pippin; Birchseed; Beechbone; 3 Ents. "Bring them down!" - By utilising ropes and their weight of numbers, the Orcs can topple the Ents, allowing for their Evil: 4 Isengard Orc Captains; 48 Isengard Orc Warriors: comrades to set upon them from ground level. 16 with shield, 16 with spear, 8 with two-handed weapon, 8 with Orc bow. If an Ent loses a Combat against at least 3 Evil models, then the Evil player may choose to have the Orcs try and bring down the Ent instead of making Strikes. If they do, then no Strikes LAYOUT are made against the Ent. Instead, the Evil player rolls a D6 for The board represents the area around the Tower of Orthanc, each of their models that was Engaged in Combat with the which stands in the centre of the board. The rest of the board Ent. If any natural 6's are rolled, then the Ent is immediately should be dotted with a variety of scaffolding and pits to knocked Prone. represent the industrial heart of Isengard. In the centre of the western board edge should be the dam holding back the "Release the River!" - Only by breaking the dam can the River Isen. Ents flood the factories of Isengard, inflicting defeat upon the White Wizard.
STARTING POSITIONS
The Good player deploys their models wholly within 6" of the The dam has a Defence of 10 and 5 Wounds, and can only be eastern board edge. The Evil player then deploys their models harmed in Combat. wholly within the western board half, or atop any piece of scaffolding on the board.
SI EGE OF H ELM'S DEEP™
LAYOUT
The board represents the fortress of Helm's Deep and the lands outside it. The Hornburg is situated in the 2'x2' area in the north-west corner of the board, with the causeway extending out onto the battlefield from it. The Deeping Wall runs from the Evil Hornburg to the centre of the Southern board edge, and should Deployment be around 24" away from the western board edge at all times Zone 4' (see map). In the centre of the Deeping Wall is the culvert, and 12" the area of the Deeping Wall within 6" of the culvert should be removable. The rest of the board should be clear to allow plenty of space for the Uruk-hai to make their way to the fortress walls.
STARTING POSITIONS
The Good player deploys the Defenders of the Deeping Wall anywhere on the Deeping Wall. They then deploy the Defenders 4' of the Hornburg anywhere wholly within the Hornburg. The Relief Force is kept aside for later. The Evil player then deploys the Legions of Isengard anywhere wholly within 12" of the PARTICIPANTS eastern board edge. GOOD: Defenders of the Hornburg: Théoden, King of Rohan with heavy armour and shield; Gamling, Captain of Rohan with Royal Standard of Rohan; 25 Warriors of Rohan: 8 with shield, 8 with shield and throwing spears, 8 with bow, 1 with banner. Defenders of the Deeping Wall: Aragorn (Strider) with armour; Legolas Greenleaf with armour; Gimli, son of Glóin; Haldir, Galadhrim Captain with heavy armour and Elf bow; Haleth, Son of Háma; Aldor, Rohan Archer; 25 Warriors of Rohan: 8 with shield, 8 with shield and throwing spears, 8 with bow, 1 with banner; 25 Galadhrim Warriors: 8 with shield, 8 with shield and Elven spear, 8 with Elf bow, 1 with banner. Relief Force: Éomer, Marshal of the Riddermark on Firefoot with armour; Gandalf the White on Shadowfax; 1 Captain of Rohan with shield on horse; 24 Riders of Rohan: 8 with throwing spears, 16 with no additional equipment. EVIL: Legions of Isengard: 5 Uruk-hai Captains; 1 Isengard Assault Ballista; 5 Uruk-hai Demolition Teams; 85 Uruk-hai Warriors: 35 with shield, 35 with pike, 12 with crossbow, 3 with banner; 16 Uruk-hai Berserkers; 10 Siege Ladders.
OBJECTIVES SPECIAL RULES
The Siege of Helm's Deep is a huge battle fought across the Ride Out - At the start of the 8th turn, and any turn entire fortress; as such this scenario has seven objectives for that follows, any Good Hero within 6" of the gates of the both sides to fight over. As this scenario will take a long time, Hornburg that could be mounted on a horse (or a named we suggest you gather your friends and decide amongst horse if relevant) may immediately gain a Mount. yourselves how long to play for (we recommend at least five hours - possibly the whole weekend!) and whichever team The Deeping Wall - If a Demolition Charge is successfully has achieved the most objectives by the time the game ends detonated whilst within 3" of the culvert of Helm's Deep, is declared the winner! the removable section of the Deeping Wall is removed from play. Any model on that part of the wall immediately suffers 1. Théoden - If Théoden is alive at the end of the game, a Strength 9 hit and will suffer falling damage as described in Good claims this objective. If Théoden has been slain, the Middle-earth Strategy Battle Game Rules Manual. then Evil claims this objective. 2. The Deeping Wall - If the Deeping Wall is not destroyed "Look to my coming" - At the end of the Good side's 10th at the end of the game, Good claims this objective. If the Activation Phase, the Relief Force will enter the board Deeping Wall is destroyed, Evil claims this objective. from the southern board edge on the eastern half of the 3. The Hornburg - Whichever side has the most models board. When they enter they will follow the rules for wholly within the Hornburg at the end of the game Reinforcements, with the exception that they may Charge on claims this objective. the turn in which they arrive. 4. The Causeway - Whichever side has the most models wholly on the Causeway at the end of the game claims A Great Siege - This scenario follows all of the rules for this objective. Sieges, including siege equipment, as found in the Middle- 5. The Heroes of Helm's Deep - There are eight Good Hero earth Strategy Battle Game Rules Manual. models within Helm's Deep - Aragorn, Legolas, Gimli, Théoden, Gamling, Haldir, Haleth and Aldor. If more of these models are alive than dead at the end of the game, Good claims this objective. If more of these models are dead than alive at the end of the game, Evil claims this objective. 6. Éomer - If Éomer is alive at the end of the game, Good claims this objective. If Éomer has been slain, then Evil claims this objective. 7. Uruk-hai Commanders - If at least 3 of the Uruk-hai Captains have been slain, Good claims this objective. If at least 3 Uruk-hai Captains are alive at the end of the game, Evil claims this objective.
The Lord of the Rings: The Fellowship of the Ring
Narrative Scenarios Permission to download/print for personal use only. © Copyright Games Workshop Limited 2025. © New Line Productions, Inc. All rights reserved. MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS, THE LORD OF THE RINGS: THE RETURN OF THE KING and the names of the characters, items, events and places therein are ™ of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s25)
WEATH ERTOP™
OBJECTIVES
The Nazgûl have come to claim the One Ring for their master; only by driving them off can Frodo and his companions hope to keep the Ring from their clutches. The game lasts until one side has completed their objective. The Evil player wins immediately if Frodo is slain. The Good player 2' wins if all Evil models are slain before this can happen. Frodo
SPECIAL RULES
Flaming Brands - With the Nazgûl having arrived, the Hobbits have picked up flaming brands to protect themselves. Aragorn, Sam, Merry and Pippin have flaming brands in this scenario in addition to their normal wargear. If a Ringwraith loses a Combat against a model with a flaming brand, then after 2' Backing Away they will retreat D6" away from that model, in a direction chosen by their controlling player. Additionally, once per game, Aragorn may choose to use his flaming brand as a PARTICIPANTS throwing weapon. If Aragorn hits with this flaming brand do Good: Frodo Baggins; Samwise Gamgee; Meriadoc not roll To Wound; instead the hit model is automatically Set Brandybuck; Peregrin Took; Aragorn (Strider) with bow. Ablaze. Once Aragorn has thrown his flaming brand, remove it from his wargear. Evil: The Witch-king of Angmar (1 Attack, 1 Might, 10 Will, 1 Fate) with Morgul Blade; 4 Ringwraiths (1 Attack, 0 Might, Aragorn - Aragorn has been scouting ahead and foraging for 7 Will, 0 Fate). food; only by hearing the cries of the Hobbits will he know to return to protect them. LAYOUT From turn 2 onwards, the Good player may roll a D6 at the The board represents the ruined watchtower of Amon Sûl, end of each of their Activation Phases. On a 4+, Aragorn has which has a diameter of 12" and should occupy the centre of arrived; place him in base contact with any edge of Amon Sûl. the board. The rest of the board can have the odd pile of rubble, Aragorn may not Activate during the Activation Phase, but may trees and hedges dotted around. otherwise act normally. STARTING POSITIONS Cry of the Nazgûl - The piercing cry of the Nazgûl is enough to The Good player deploys Frodo in the centre of Weathertop freeze the hearts of all who hear it. and then deploys the other Hobbits in base contact with Frodo. The Evil player then deploys the Witch-king and the Once per game, at the start of any Move Phase, the Evil player other Ringwraiths in base contact with the edge of Amon Sûl. can declare they are unleashing the screech of the Nazgûl. If Aragorn is kept aside for later in the game. they do, then until the End Phase of the turn all Good models suffer an additional -3 to any Courage Tests they are required to take. If this is used before Aragorn has arrived, he will automatically arrive this turn.
BALI N'S TOM B™
OBJECTIVES
The Fellowship have been ambushed and trapped by the We l l Goblins, and must now fight them off to survive. The game lasts for 10 turns. The Good player wins if at least five members of the Fellowship, including Frodo, are alive at Good the end of the game. The Evil player wins if five or more Good Trapdoor Deployment Trapdoor 2' models are slain. Additionally, if Frodo is slain the Evil player Zone automatically wins.
SPECIAL RULES
The Goblin Tide - Quite how many Goblins have swarmed the tomb is unknown, and more constantly find their way to Evil the battle. Deployment Zone Whenever a Goblin Warrior is slain, keep it to one side. At the 2' end of each of the Evil player's Activation Phases, each Goblin Warrior kept aside in this manner may re-enter the board from one of the entry points. Up to one Goblin may enter from each PARTICIPANTS trapdoor (providing no Good model is stood upon it), up to two Good: Frodo Baggins with Sting and Mithril Coat; Samwise Goblin models may enter from the well, and any others may Gamgee; Meriadoc Brandybuck; Peregrin Took; Gandalf enter via the doorway. Any Goblin models that cannot enter the the Grey; Aragorn (Strider) with bow; Legolas Greenleaf; board may try again next turn. Goblin models that arrive in this Gimli, son of Glóin; Boromir of Gondor with shield. manner may Activate as normal when they enter the board, and may Charge if they wish. Evil: 2 Moria Goblin Captains; 24 Moria Goblin Warriors: 8 with shield, 8 with spear, 8 with Orc bow; 1 Cave Troll "They have a Cave Troll!"- It is not just hordes of Goblins that with hand-and-a-half weapon. have attacked the Fellowship, but also a fearsome Cave Troll that has been led into battle. LAYOUT At the beginning of the Evil player's fourth Activation Phase, The board represents Balin's Tomb. In the centre of the southern the Cave Troll may Move onto the board via the doorway, and board edge is the doorway to the tomb. There is a raised edge may Activate and Charge as normal. During the turn it enters that runs all the way around the edge of the board that is 3" the board, the Cave Troll may Move 'through' friendly models. wide. In the centre of the board is the tomb itself, and the Any Goblin Moved through immediately suffers a Strength 3 well is placed 6" from the centre of the northern board edge. hit, and any Goblin that the Cave Troll finishes its Move on is A selection of pillars should be placed as shown on the map, automatically slain. as well as two trapdoors on the raised area in the centre of the eastern and western board edges. Troll Rampage - The Cave Troll that bursts through the doorway of Balin's Tomb has been whipped into a frenzy, and is about to STARTING POSITIONS unleash its full ferocity upon the Fellowship. The Good player deploys the Fellowship wholly within 6" of the centre of the board. The Evil player then places the Goblins The Cave Troll gains a bonus of +1 to its Fight Value during a wholly within 6" of the doorway of the tomb, but not within turn in which it Charges. the Control Zone of any Good models. The Cave Troll is kept aside for later in the game.
AMON H EN™
Legolas and Gim- 6" STARTING POSITIONS li Deployment The Good player deploys Aragorn and Frodo in base contact Zone with the Seeing Seat, and then Legolas and Gimli anywhere wholly within 6" of the north-east corner of the board. Merry, Pippin and Boromir are then deployed wholly between 6" and 6" 12" of the centre of the western board edge, and within 1" of Merry, Pippin & Aragorn each other. X Boromir Deployment 4' Zone The Evil player then deploys the Uruk-hai Scout Captain and Frodo 12 Uruk-hai Scouts wholly within 6" of the Seeing Seat, but not within 1" of a Good model. They then deploy Lurtz and the other 12 Uruk-hai Scouts wholly within 12" of Boromir, but no closer than 6". Finally, Sam is deployed anywhere on the board at least 12" away from any other member of the Fellowship. 4' OBJECTIVES Frodo has made his decision; he is going to leave the Fellowship PARTICIPANTS and journey to Mordor alone. The Uruk-hai are under strict Good: Frodo Baggins with Sting and Mithril Coat; Samwise orders to deliver the Hobbits to Saruman alive and unspoiled. Gamgee; Meriadoc Brandybuck; Peregrin Took; Aragorn (Strider) with bow; Legolas Greenleaf; Gimli, son of Glóin; The game lasts until Frodo leaves the board under any Boromir of Gondor. circumstance. The Good player wins if Frodo can escape the board by moving into base contact with the boats. The All Good models have an Elven cloak. Evil player wins if Frodo is captured by the Uruk-hai. The Evil player can claim a draw even if Frodo escapes the board Evil: Lurtz, Uruk-hai Scout Captain; 1 Uruk-hai Scout via the boats, so long as they have captured any two of the Captain; 24 Uruk-hai Scouts: 8 with shield, 8 with Uruk-hai remaining Hobbits. bow, 8 with no additional equipment.
SPECIAL RULES
"Find the Halflings!"- Should a Hobbit model suffer their final LAYOUT Wound, then instead of being slain they will recover a single The board represents the area surrounding the Seeing Seat of Wound and be knocked out - treat them as under the effects Amon Hen. The board should be densely packed with trees of the Paralyse Magical Power. Evil models treat a knocked out and other foliage. The western board edge represents the River Hobbit as a Heavy Object (see page 134 of the Middle-earth Anduin and should have two boats placed at the point marked Strateg y Battle Game Rules Manual). Should a Good model end X. The Seeing Seat should be placed in the eastern half of the its Activation in base contact with a knocked out Hobbit model, board as per the map. they will automatically revive them and the Hobbit model may act as normal from then on, though they will begin their Activation Prone. Should an Evil model leave the board whilst carrying a knocked out Hobbit, then that Hobbit is captured. Evil models may not leave the board via the River Anduin on the western board edge. The Legions of Isengard - At the start of each of the Evil player's Activation Phases, they may roll a D6 for each Evil Warrior that has previously been slain. On a 4+, that model may enter play anywhere along the northern, southern or eastern board edges via the rules for Reinforcements.