Scouring of the Shire
SKIRMISH IN BREE
LAYOUT
The board represents the village of Bree. It should have plenty of houses, with a long central road running from east to west. The board should have plenty of different pathways for the models to move between, and could be dotted with the odd cart, crate or other such items. The largest building should be placed as shown on the map and will represent the Prancing Pony. Its entrance should be as close to the centre of the board as possible.
STARTING POSITIONS
The Good player deploys their force within 3" of the entrance to the Prancing Pony. The Evil player then deploys their force touching the eastern board edge as close to the centre as possible.
OBJECTIVES
The game lasts until the end of a turn in which one side has completed their objective. The Evil player wins if they can reduce the Good force to 25% or less of their starting numbers. The Good player wins if Bill Ferny is slain.
If both players complete their objective in the same turn, the game is a draw.
SPECIAL RULES
Bree Villagers -- The villagers of Bree are not warriors and are not used to warfare; though if the need arises they will fight.
The Bree Villagers use the following profile:
Mv F S D A W C
6" 1/5+ 3 3 1 1 2
Bree Villagers count as being armed with a dagger; however, they may not use Special Strikes.
Bill Ferny's Revenge -- Bill was embarrassed by the Travellers last time he was in Bree and is intent upon taking his frustrations out upon those that live in the village.
Bill Ferny must cause at least two casualties before the Evil player can win. If the Good player is reduced to 25%, and Bill Ferny has not caused at least two casualties then the game is a draw.
PARTICIPANTS
Good: 8 Bree Villagers; 4 Hobbit Militia.
Evil: Bill Ferny; 4 Ruffians; 2 Ruffians with whip;
Ruffians with bow.
THE RUFFIANS ARRIVE
OBJECTIVES
The game lasts for 12 turns. The Evil player wins if they can capture both Holfoot and Robin and move them off the board via the western board edge. The Good player wins if they can prevent this from happening.
SPECIAL RULES
Shirriff Leaders -- The Ruffians know that in order to make the Hobbits fall in line, they must capture the head Shirriffs and make them obey Sharkey's rule.
The Ruffians must capture Holfoot and Robin to win the game. To do this, they will need to bind them in chains using their At 'em Lads special rule. Whilst bound, a Hobbit is treated as a Heavy Object. If either Holfoot or Robin are slain then the game is a draw.
The Brandywine -- Hobbits are naturally distrustful of large bodies of water, and the swift currents of the Brandywine are no different.
LAYOUT
The board represents the Brandywine Bridge and the area that surrounds it. The Brandywine River runs along the centre of the board from north to south, and should be 6" wide. The Brandywine Bridge crosses the river at the centre of the board, and should be wide enough to fit three to four Man-sized models standing side-by-side. The rest of the board can be dotted with the odd tree, bush or other similar scrubland terrain.
STARTING POSITIONS
The Good player deploys Holfoot and Robin touching the bridge on the western side of the Brandywine as shown on the map. They
Hobbit models cannot attempt to swim across the Brandywine River.
PARTICIPANTS
Good: Holfoot Bracegirdle, Shirriff-leader;
Robin Smallburrow, Hobbit Shirriff; 8 Hobbit Shirriffs;
Hobbit Militia.Evil: Bill Ferny; Lotho Sackville-Baggins; 6 Ruffians;
Ruffians with whip; 4 Ruffians with bow.then deploy their force on the western side of the Brandywine
MAGGOT'S FARM
LAYOUT
The board represents Farmer Maggot's fields and the wooded area that lies behind it. The western half of the board is Maggot's fields and should have a series of hedges within it. There should also be a scarecrow on the board that is 12" on from the western board edge. The eastern half of the board should be dotted with trees to represent the wooded area.
STARTING POSITIONS
The Good player deploys the dogs within 6" of the scarecrow; Farmer Maggot is kept aside for later. The Ruffians do not deploy on the board, but will move onto the board via the eastern board edge during the Evil player's first Move phase.
OBJECTIVES
The game lasts until one side has completed their objective. The Evil player wins if four or more Ruffians can move off the board via the western board edge. If three Ruffians move off the board in this way then the game is a draw. The Good player wins if they can prevent the Evil player from achieving their objective.
SPECIAL RULES
On the Prowl -- Maggot's dogs are in the fields to scare off any intruders, but as of yet are unaware of the presence of the Ruffians.
At the start of the game, the dogs follow the rules for Sentries as described in the main rules manual. However, as dogs have a much greater sense of smell, the alarm will be raised if during the End phase of any turn there is a Ruffian within Line of Sight and 6" rather than just 3".
Farmer Maggot -- It is night time, and Maggot is currently in the warmth of his own home. However, should he hear his dogs barking, he will quickly make his way to his fields.
Once the alarm has been raised, the Good player may roll a D6 at the start of each of their Move phases. On a 5+, Farmer Maggot has heard his dogs barking; he may move onto the board from any point on the western board edge via the rules for Reinforcements.
A Stormy Night -- It is an unpleasant night, rain is lashing down and thunder can be heard overhead. In such dismal conditions, and with their courage already eroding, the sight of a snarling dog will strike fear into the Ruffians.
Shooting attacks will only ever hit on the roll of a 6 in this Scenario. Additionally, Grip, Fang and Wolf gain the Terror special rule.
PARTICIPANTS
Good: Farmer Maggot with Grip, Fang and Wolf.
Evil: 2 Ruffians; 1 Ruffian with whip;
Ruffians with bow.
THE OLD MILL
SPECIAL RULES
The Doors -- The doors of the Old Mill are old yet sturdy, they will take some force to break down.
The doors to the Old Mill can be attacked in the Fight phase by a model in base contact that is not already involved in a fight. The doors have a Defence of 7 and 2 Wounds, and always count as trapped.
Ted Sandyman -- Ted Sandyman has another set of keys for the Mill. However, the Hobbits that stand before him have all taken umbrage with the Miller's son and are waiting to give him a piece of their mind!
If, during the End phase of any turn, Ted Sandyman is in base contact with the doors to the Mill, and hasn't been involved in a fight that turn, he may unlock and open the doors to the Mill. Additionally, Hobbit Militia may add 1 when rolling To Wound Ted Sandyman in the Fight phase.
LAYOUT
The board represents the lands directly outside the Old Mill. In the centre of the western board edge are the doors into the mill. The rest of the board should be littered with a small selection of hedges, carts, crates and other such things you may find lying around Hobbiton.
PARTICIPANTS
Good: 12 Hobbit Militia.
Evil: Ted Sandyman; 8 Ruffians; 4 Ruffians with whip.
STARTING POSITIONS
The Good player deploys their force within 6" of the doors of the Old Mill. The Evil player deploys their force within 6" of the eastern board edge.
OBJECTIVES
The game lasts until one side has completed their objective. The Evil player wins if they can break down, or open, the doors to the Old Mill. The Good player wins if they can reduce the Evil player to 25% of their starting number before this can happen. If both players achieve their objective in the same turn, the game is a draw.
THE MAYOR'S ARREST
OBJECTIVES
The game lasts until Will Whitfoot has left the board.
The Good player wins if Will Whitfoot can escape the board via the southern board edge. The Evil player wins if they can carry Will Whitfoot off of any board edge.
SPECIAL RULES
Old Flourdumpling -- The Ruffians have been instructed to capture Will Whitfoot publicly so as to make the other Hobbits fall in line.
The Ruffians must capture Will Whitfoot to win the game.
To do this they will need to bind them in chains using their At 'em Lads or Put 'em in Chains special rules. Whilst bound, Will Whitfoot is treated as a Heavy Object. If Will Whitfoot is slain then the game is a draw.
Ambush! -- Will Whitfoot has been taken completely by surprise by the sudden appearance of the Ruffians, and it takes him a moment to compose himself.
Will Whitfoot may not move during the first turn of the game.
LAYOUT
The board represents the pathway leading towards Bag End. Across the centre of the board from north to south is a pathway with a few Hobbit-holes dotted on either side.
STARTING POSITIONS
The Good player deploys Will Whitfoot in the centre
of the board, then the rest of their force within 3" of Will. The Evil player deploys Sid Briarthorn in the centre of the southern board edge. They then split the rest of their force into three equal parts and deploy each part anywhere within 3" of the centre of a different board edge -- either southern, eastern or western.
PARTICIPANTS
Good: Will Whitfoot, Mayor of Hobbiton;
12 Hobbit Militia.
Evil: Sid Briarthorn, Ruffian Chief; 6 Ruffians;
2 Ruffians with whip; 4 Ruffians with bow.
THE DEATH OF LOTHO
LAYOUT
The board represents a pathway leading towards Bag End from the Green Dragon. Across the centre of the board from north to south is a pathway with a few Hobbit-holes dotted on either side.
STARTING POSITIONS
The Good player deploys Lotho Sackville-Baggins in the centre of the board, then the rest of their force within 3" of Lotho. The Evil player deploys the Ruffians anywhere on the board at least 6" away from any Good model.
OBJECTIVES
The game lasts until Lotho Sackville-Baggins has left the board or is slain. The Good player wins if Lotho Sackville-Baggins can escape the board via any board edge. The Evil player wins if Worm can slay Lotho Sackville-Baggins.
Any other result is a draw.
SPECIAL RULES
Worm -- Lotho has no idea where Worm is coming from -- Sharkey's pet could grab him at any moment.
Worm doesn't deploy as normal in this Scenario. Instead, the Evil player deploys four 25mm markers on the board at the start of the game, one in the centre of each board edge. These markers cannot be Charged, targeted by shooting and do not block movement or Line of Sight. They move 6", do not have a Control Zone, and can move through other models and their Control Zones, and other models may move through them. These markers may only Charge Lotho Sackville-Baggins and when a marker Charges Lotho, roll a D6. On a 1-4, it was not Worm -- remove the marker from play. On a 5+, it is Worm -- replace the marker with Worm and remove the others from play. If the first three markers turn out not to be Worm, replace the final marker with Worm -- Lotho has spotted him! Lotho may not use his Considerable Wealth special rule to prevent Worm or a marker from Charging him.
Shadowed Figure -- It is dark and Worm is wearing black clothes, making him very hard to see to the untrained eye.
Worm gains the Stalk Unseen special rule and always counts as being concealed by a piece of terrain -- even when he is in open ground.
Protect the Boss! -- The Hobbits are trying to protect Lotho from the Ruffians, and have not noticed Worm skulking towards him.
Hobbit Militia must always Charge a Ruffian if able to do so.
PARTICIPANTS
Good: Lotho Sackville-Baggins; 8 Hobbit Militia.
Evil: Worm; 6 Ruffians; 3 Ruffians with whip.
THE BURNING OF WOODY END
SPECIAL RULES
Torching Hobbit-holes -- The Ruffians are intent on teaching Baldo a lesson in respect, by burning down his home!
During the End phase, any Ruffian model that is in base contact with a Hobbit-hole that did not shoot or participate in a Fight this turn can attempt to set it alight. Roll a D6.
On a 5+, the Hobbit-hole has been set alight.
Flaming Arrows -- Some of the Ruffians have set their arrows alight, allowing fire to be swiftly spread.
Ruffian models may shoot at any Hobbit-hole as if they were enemy models, without taking In The Way tests for intervening models. Any Hobbit-hole that is wounded by an arrow will immediately be set alight. Hobbit-holes count as having a Defence of 6.
Put the Fires Out! -- As Woody End becomes engulfed in flame, the Hobbits attempt to subdue the fires and protect their home.
LAYOUT
Any Good model that ends its move in base contact with a
STARTING POSITIONS
The Good player deploys their forces anywhere within 2" of a Hobbit-hole, making sure to split their forces as evenly as possible between the different Hobbit-holes. The Evil player deploys the Ruffians anywhere within 3" of any board edge.
OBJECTIVES
The game lasts for 10 turns. If, at the end of 10 turns, all of the Hobbit-holes are alight, the Evil player is the winner. If three or fewer Hobbit-holes are alight, the Good player is the winner. Any other result is a draw.
PARTICIPANTS
Good: Baldo Tulpenny; 12 Hobbit Militia;
8 Hobbit Archers.
Evil: Rowan Thistlewood, Ruffian Enforcer; 12 Ruffians;
6 Ruffians with whip; 6 Ruffians with bow.
The board represents Woody End. The area within 3" of the edges of the board should be dotted with trees, whilst in the rest of the board there should be five Hobbit-holes.
Hobbit-hole that is on fire, and is not Engaged in a Fight, may attempt to put it out. Roll a D6. On a 6, the fire has been put out. Models that attempt to put out a fire may not shoot in the following Shoot phase. However, should the Good player roll a 1 then the Hobbit-hole will be consumed by flame and cannot be put out for the remainder of the game. At the end of each Move phase, any model that is on a Hobbit-hole that has been consumed by flames immediately takes a Strength 3 hit.
UPROOTING OF BAGSHOT ROW
OBJECTIVES
The game lasts until the end of the turn in which one side has completed their objective. The Good side wins if they can slay Bill Ferny. The Evil side wins if they can reduce the Good side to 25% or less of their starting models. If both sides achieve their objective in the same turn, the game is a draw.
SPECIAL RULES
The Gaffer -- Hamfast is incensed by the blatant disrespect shown by Bill Ferny to the plants he has tended to with great care.
Hamfast 'Gaffer' Gamgee adds +1 to his Fight value when Engaged in a Fight with Bill Ferny. Additionally, Hamfast may re-roll failed To Wound rolls against Bill Ferny during the Fight phase.
Bill Ferny -- Bill Ferny's considerable arrogance may well be his downfall.
Bill Ferny must always Charge if able to do so.
LAYOUT
The board represents the area around Bagshot Row. In the centre of the western board edge extending outwards is Bagshot Row. There is a pathway leading up to the door of the Hobbit- hole. The rest of the board should have a few bushes and hedges dotted around.
STARTING POSITIONS
The Evil player deploys their forces anywhere within 3" of Bagshot Row. The Good player deploys their force anywhere within 6" of the eastern board edge.
For the Shire! -- The Hobbits rallied by Gaffer have had enough of the Ruffians, and are here to put an end to their bullying.
Hobbit models must Charge if able to do so.
PARTICIPANTS
Good: Hamfast 'Gaffer' Gamgee; 12 Hobbit Militia.
Evil: Bill Ferny; 6 Ruffians; 2 Ruffians with whip;
Ruffians with bow.
ARREST OF FOLCO BOFFIN
SPECIAL RULES
The Shirriffs -- Though they are under Sharkey's command, the Shirriffs wish no harm upon the other Hobbits.
Whenever an 'Evil' model wins a Fight against a Good model, they will not make Strikes against them. Instead when an 'Evil' model wins a fight, they will roll a single D6. On a 4+, they arrest the model they fought. Arrested models count as being affected by the Paralyse Magical Power and count as Heavy Objects if carried. If Folco is arrested, he may spend his Fate point to attempt to resist the effects of being Paralysed. Roll a D6. On a 4+, Folco is not arrested -- this time...
Friends at Heart -- Neither the Shirriffs nor the other Hobbits want to cause any lasting harm to each other.
Neither side may Throw Stones at each other in this Scenario. Additionally, if a Shirriff is removed as a casualty in the Scenario, it is probably better to assume they were sent packing by the other Hobbits rather than being slain.
LAYOUT
The board represents one of the many pathways through the Shire. A path runs through the centre of the board from west to east, and should have a few Hobbit-holes dotted either side.
STARTING POSITIONS
The Good player deploys their forces anywhere within 3" of the eastern board edge. The 'Evil' player deploys their force anywhere within 3" of the western board edge.
PARTICIPANTS
Good: Folco Boffin; 8 Hobbit Militia.
'Evil': Holfoot Bracegirdle, Shirriff-leader;
Robin Smallburrow, Hobbit Shirriff; 12 Hobbit Shirriffs.
OBJECTIVES
The game lasts until Folco Boffin leaves the board. The Good side wins if Folco can move off the board via the western board edge of his own accord. The 'Evil' side wins if Folco is arrested and carried off of the western board edge.
THE OLD STOREHOUSE
LAYOUT
The board represents the old storehouse and the surrounding area. In the centre of the board should be a building that represents the storehouse. There should also be a few Hobbit- holes on the board, as well as some additional hedges, bushes and trees dotted around.
STARTING POSITIONS
The Evil player deploys their force within 2" of the storehouse.
The Good player splits their forces into two equal parts, each with a single Hero model. One half is deployed within 6" of the north- east corner of the board, the other is deployed within 6" of the south-west corner of the board.
OBJECTIVES
The game lasts until the end of a turn where one force achieves their objective. The Good player wins if they can successfully move four or more Supply counters off of the board via any table edge. The Evil player wins if they can reduce the Good force to 50% or fewer of its starting numbers. If both sides achieve their objective in the same turn, the game is a draw.
SPECIAL RULES
On Guard -- The Ruffians are not expecting the Hobbits' attempt to steal from them, and are simply patrolling the area.
All Ruffian models start the game as Sentries. Additionally, Rowan Thistlewood may not use his Burn it Down! special rule on the storehouse in this Scenario.
Baldo's Traps -- Under the cover of darkness, Baldo Tulpenny has managed to set up a series of traps around the storehouse -- though he couldn't get too close to it without being spotted.
When setting up Baldo Tulpenny's Traps, no Trap marker may be placed within 6" of the storehouse in addition to any other rules for deploying Trap markers.
Thieves in the Night -- The Hobbits are trying to infiltrate the storehouse and steal back what is theirs, not to cause any harm.
Any Hobbit that is in base contact with the storehouse during the End phase of any turn automatically gains a Supply counter -- this is a Light Object. Additionally, any Ruffian model that suffers its final Wound in combat with a Hobbit will not be slain but is instead knocked unconscious; they count as being under the effect of the Paralyse Magical Power.
Ill Met by Moonlight -- It is dark, and visibility is greatly reduced. However, the cover of night makes missile weapons all the more deadly.
Models cannot be seen or targeted by shooting attacks at distances over 12" away. However, as it is harder to avoid a shot in the dark, all shooting attacks gain a bonus of +1 when rolling To Wound.
PARTICIPANTS
Good: Baldo Tulpenny; Fredegar Bolger;
4 Tookish Hunters; 8 Hobbit Militia.
Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;
Ruffians with whip; 4 Ruffians with bow.
THE BOUNDERS STRIKE BACK
LAYOUT
The board represents the wooded lands that lie on the borders of Tuckborough. The board should be densely packed with trees, hedges and bushes, but leave enough space for the models to move freely across the board.
STARTING POSITIONS
The Evil player deploys their models anywhere within 12" of the eastern board edge. The Good player then deploys their models anywhere within 12" of the western board edge.
OBJECTIVES
The Ruffians are trying to make their way to Tuckborough in order to arrest Paladin Took, who has been stirring up trouble for the Chief. However, the Thain of the Shire is wise to Sharkey's plans, and has sent some of the Bounders to disrupt the advancing Ruffians. The Evil player immediately wins if five Ruffians are able to escape the board via the western board edge. The Good player wins immediately if they can slay enough Ruffians to make it impossible for the Evil player to win.
SPECIAL RULES
Traps -- The Bounders have been awaiting the arrival of the Ruffians, and have prepared a few 'surprises' for them amongst the dense undergrowth.
After both players have deployed their models, the Good player may deploy 20 Trap markers on the board (five Tripwire, five Snare, five Pitfall, five Dummy), following the rules detailed on [page 64].
PARTICIPANTS
Good: 5 Tookish Hunters.
Evil: 6 Ruffians; 2 Ruffians with whip;
4 Ruffians with bow.
BROCKENBORINGS
OBJECTIVES
Having been discovered, the Hobbits must escape the Ruffians. Sharkey has ordered his Ruffians to make an example of the leaders of this attempted rebellion by dragging them to the Lockholes. The game lasts until both Lobelia and Fatty have left the board. The Good player wins if both Lobelia and Fatty can escape the board via any board edge. The Evil player wins if Lobelia and Fatty are carried off of any board edge. If either Lobelia or Fatty escapes but the other is captured, the game is a draw.
SPECIAL RULES
Rebellion Leaders -- The Ruffians have been instructed to capture those attempting to start the rebellion.
The Ruffians must capture Lobelia and Fatty to win the game. To do this they will need to bind them in chains using their At 'em Lads or Put 'em in Chains special rules. Whilst bound, Lobelia and Fatty are treated as Heavy Objects. If either Lobelia or Fatty is slain then the game is a draw.
LAYOUT
The board represents an area of the village of Brockenborings. In the centre of the board is a Hobbit-hole that is the meetinghouse. The rest of the board should be littered with hedges, fences and trees.
STARTING POSITIONS
The Good player deploys their models anywhere touching the meetinghouse. The Evil player then deploys their models anywhere at least 15" away from any Good model.
PARTICIPANTS
Good: Lobelia Sackville-Baggins; Fredegar Bolger;
8 Hobbit Militia.
Evil: Bill Ferny; 6 Ruffians; 2 Ruffians with whip;
4 Ruffians with bow.
THE LOCKHOLES
LAYOUT
The board represents a Lockhole and the surrounding area. The Lockhole is placed 6" away from the centre of the northern board edge with the door facing to the south. The rest of the board should be dotted with trees, hedges and fences.
STARTING POSITIONS
The Evil player deploys Rowan Thistlewood and six of the Ruffians anywhere within 6" of the Lockhole; only two of these Ruffians may have a bow. The rest of the Ruffians will arrive later. The Good player then deploys Paladin, Baldo, the Hobbit Archers, and eight Hobbit Militia anywhere within 12" of the southern board edge. The rest of the Good models are those that are prisoners inside the Lockhole.
OBJECTIVES
Paladin's mission is to free as many Hobbits from the Lockhole as he can, saving them from the ill treatment they are receiving at the hands of the Ruffians. The Good player wins if four or more imprisoned Hobbits can escape the board via the eastern, western or southern board edges. The Evil side wins if they can prevent this.
SPECIAL RULES
Reinforcements -- The Ruffians have seen the Hobbits coming, and called for their allies to help protect the Lockhole.
At the end of each Evil move phase, roll a D6 for each Ruffian that has not yet entered play. On a 4+, that model arrives; roll a further D6 to see where it will arrive. On a 1-2, the model arrives from the western board edge. On a 3-4, the model arrives from the southern board edge. On a 5-6, the model arrives from the eastern board edge. Models arrive via the rules for Reinforcements.
Baldo's Traps -- The Hobbits have arrived quickly and have not had time to scout out the area.
Baldo may not place any Trap markers in this Scenario.
Freeing Prisoners -- The Hobbits must reach the Lockhole in order to free those within.
To free an imprisoned Hobbit, a Good model must be in base contact with the Lockhole's door and have not shot or fought that turn. During the End phase of a turn where these conditions have been met, a single Hobbit may exit the Lockhole. To determine which Hobbit has been freed, the Good player should simply line up the captured Hobbit models and roll a D6 to determine which has been set free. If the Good player rolls higher than the number of remaining Hobbit models, they may choose which has been freed. A rescued Hobbit may act as normal from the start of the following turn. Additionally, Rowan Thistlewood may not use his Burn it Down! special rule on the Lockhole in this Scenario.
Weary and Half-starved -- Those imprisoned in the Lockholes are malnourished and sickly from their capture.
Escaping prisoners may not Charge or Throw Stones, but will fight as normal if Charged. Before moving an escaping prisoner, the Good player rolls a D6. On a 1, the Hobbit is overcome with exhaustion and collapses. The Hobbit becomes Prone and may not move any further that turn.
PARTICIPANTS
Good: Paladin Took; Baldo Tulpenny;
Lobelia Sackville-Baggins; Fredegar Bolger;
12 Hobbit Militia; 4 Hobbit Archers.
Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;
2 Ruffians with whip; 4 Ruffians with bow.
ATTACK ON TUCKBOROUGH
LAYOUT
The board represents the edges of Tuckborough. The southern half of the board should have a selection of Hobbit-holes, fences and hedges, whilst the northern half of the board should be dotted with trees, hedges and bushes. Five Objective markers should be placed across the centre of the board from east to west, with one in the centre and each being 8" away from another.
STARTING POSITIONS
The Good player deploys their forces within 12" of the southern board edge. The Evil player then deploys their forces within 12" of the northern board edge.
OBJECTIVES
Both sides are battling over control of Tuckborough; the Hobbits must defend their borders, whilst the Ruffians are trying to capture them. Once one side has suffered eight or more casualties, the game might suddenly end. Roll a D6 at the end of each turn after this condition has been met. On a 1-2, the game ends, otherwise it continues for another turn. When the game ends, the side that has captured the most objectives is the winner. Whichever side has the most models within 3" of an objective, controls that objective. If both sides have the same number of models within 3" then neither side claims that objective. If both sides control the same number of objectives then the game is a draw.
SPECIAL RULES
Reinforcements -- Both sides have more fighters waiting to strike, and when the two sides clash, those held in reserve race to the battle.
At the start of each player's Move phase, roll a D6 for each Warrior model removed as a casualty. On a 5+, that model may re-enter the board from the centre of the eastern or western board edge, or any point on their controlling player's board edge via the rules for Reinforcements.
PARTICIPANTS
Good: Paladin Took; Baldo Tulpenny; 12 Hobbit Militia; 4 Hobbit Archers.
Evil: Sid Briarthorn, Ruffian Chief; 7 Ruffians;
Ruffians with whip; 5 Ruffians with bow.
OLD COTTON'S FARM
LAYOUT
The board represents the road leading up to Tolman Cotton's farm, and the surrounding area. A 6" wide road runs down the centre of the board from north to south, and is lined with hedgerows on either side. The fields should have a selection of Hobbit-holes, bushes, fences and trees dotted around.
STARTING POSITIONS
The Good player deploys Farmer Cotton 3" from the centre of the southern board edge as shown on the map. The Evil player then deploys their models on the road within 3" of the centre of the board. The Good player then splits their force into two equal halves, each with two Hero and six Warrior models. They then deploy each half on a different side of the road, making sure they are off the road, and at least 3" away from any Evil model.
OBJECTIVES
The Ruffians have walked into the Hobbits' trap, and have decided to fight their way out and take as many of the ringleaders as they can with them. The game lasts until the end of a turn where one side has completed their objective. The Good side wins if they can reduce the Evil force to 25% or less of its starting numbers. The Evil side wins if they can kill any four Hobbit Hero models. If both sides complete their objective in the same turn, the game is a draw.
SPECIAL RULES
Defend the Shire! -- The Hobbits have had enough of being bullied, and are ready to take the fight to the Ruffians.
Hobbit models must Charge if able to do so.
Let 'em have it! -- The Ruffians have been waiting for the chance to fight some Hobbits, and now Farmer Cotton has given them the excuse they need to do just that.
Ruffian models must re-roll To Wound rolls of 1 during the Fight phase. Additionally, if Rowan Thistlewood is Engaged in combat or has been involved in a Fight this turn, and has not been removed as a casualty, Ruffian models treat him as a banner.
PARTICIPANTS
Good: Meriadoc, Captain of the Shire with shield;
Frodo of the Nine Fingers; Samwise the Brave;
Farmer Tolman Cotton; Hamfast 'Gaffer' Gamgee; 6 Hobbit Militia; 4 Hobbit Archers.
Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;
2 Ruffians with whip; 4 Ruffians with bow.
THE BATTLE OF BYWATER
LAYOUT
This Scenario is played on a 2'x2' board. A long road runs across the centre of the board from east to west, and there are a few Hobbit-holes and hedges dotted either side of the road. A barricade should be situated across the road on the eastern side as shown on the map.
STARTING POSITIONS
The Evil player deploys all of their Ruffians within 6" of the centre of the western board edge; Sharkey and Worm are kept to one side for later in the game. The Good player then deploys Frodo, Sam, Holfoot, Robin, Farmer Cotton and the Shirriffs within 6"
OBJECTIVES
Without the Travellers, the Shirefolk will lose all hope and surely fall to the will of the Ruffians. However, if Sharkey can be exposed for the liar that he is then the Hobbits can drive back his Ruffians and reclaim the Shire.
The Good player wins if, at the end of any turn, Sharkey has been slain. The Evil player wins immediately if all four of the Travellers (Frodo, Sam, Merry & Pippin) have been slain.
SPECIAL RULES
Sharkey -- Sharkey resides in Bag End and, at the battle's start, is unaware of its goings-on. The noise from Bywater is enough to draw Sharkey to the battle in an attempt to silence these Hobbits that are causing him so much grievance.
From the fourth turn onwards, roll a D6 at the end of each Evil Move phase. On a 5+, Sharkey and Worm enter the board from the western board edge via the rules for Reinforcements.
The Ruffian mob -- As the battle rages on, more Ruffians join the fight in an attempt to quell the Hobbit uprising.
At the end of each Evil Move phase, roll a D6 for each Ruffian Warrior model that has been previously slain. On a 6, that model may move on from the western board edge via the rules for Reinforcements.
Merry & Pippin -- It is here, at the Battle of Bywater, where Merry and Pippin truly show how much they have changed since they left the Shire. No longer are they young and foolish, but are now brave and sturdy fighters ready to fend off Sharkey's Rogues.
of the centre of the eastern board edge. Merry and the Battlin'
Once per game, both Merry and Pippin can each declare a
Brandybucks are deployed within 6" of the centre of the northern
Heroic Combat without spending Might.
edge. Pippin and the Tookish Hunters are deployed within 6" of
the centre
of the
southern board edge.
PARTICIPANTS
Good: Frodo of the Nine Fingers on pony; Samwise the Brave on pony; Meriadoc, Captain of the Shire with shield on pony; Peregrin, Captain of the Shire on pony; Farmer Tolman Cotton; Holfoot Bracegirdle, Shirriff-leader; Robin Smallburrow, Hobbit Shirriff; 8 Battlin' Brandybucks; 8 Tookish Hunters; 8 Hobbit Shirriffs.
Evil: Sharkey & Worm; Sid Briarthorn, Ruffian Chief;
Bill Ferny; 12 Ruffians; 4 Ruffians with whip;
8 Ruffians with bow.