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Middle-earth Warmaster

Middle-earth Warmaster
Designers Notes Earth Orc can be as small as a Hobbit and not much
braver. Some of the larger breeds of Middle Earth Orc,
The army lists and scenarios on these pages are the like the Black Uruks of Mordor, or the Uruk-Hai of the
product of a long and very entertaining process involving White Hand are almost as tall as a man, but even they are
several complete rewritings and -thinkings. Some of the considerably less formidable than the brutes of the
decisions have been made on the basis of a number of Warhammer world. This seems to suggest the solution of
design principles that are laid out in the following, letting a Middle Earth Orc be a Warhammer Goblin and
others are completely arbitrary. using Warhammer Orcs for the larger breeds (like the
Black Uruks). However, this led to difficulties in balance
BASIC DECISIONS: TOLKIENMASTER VERSUS in armies consisting largely of lesser orcs, like the tribes
WARMASTER of Moria or Gundabad, or even the armies of Angband
The biggest temptation in designing MEWM was to itself: Image the terrible forces of Melkor built largely on
change some of the mechanisms of Warmaster by adding troops with 2 attacks on no save! (Supported by a few
troop types, for example. There are several Warmaster Balrogs, of course.)
variants available, like Stephen Hesss Ancientmaster
rules for ancient wargaming, that prove that this A different solution would be to ignore the problem and
approach can be successful. Indeed, early versions of simply offer the same Orc troop types as for Warmaster
Tolkienmaster had Skirmishing Cavalry, Mobs, a different (Goblins, Orcs, Black Orcs). Most Tolkien friends seem
magic system, and a completely different concept for happy with the idea of Schwarzenegger sized Uruk-Hai
Army Selectors. Several arguments can be made in favour (the New Line cinema adaption certainly is), so Black
of this approach: Warmaster is designed for a slightly Orcs for Uruk-Hai seems acceptable.
more advanced level of technology than Tolkiens In the end we based the Orcs on the Warband special
universe and shows some attention to different types of rules from Ancientmaster, which leads to an internally
gunpowder weapons and machines. These contraptions consistent, entertaining, and playable solution for both
dont exist in Middle Earth, so seems reasonable to pay Lesser Orcs and Greater Orcs.
more attention to issues like pikes and shieldwalls, issues
that are abstracted in Warmaster.
Troop Types
While this approach remains ultimately tempting, we
Previous work on Middle Earth lists for Wargaming was
decided to keep the Tolkienmaster system as close to
mainly done for the DBM system and its variants, and we
Warmaster as possible. After all, Warmaster is designed to
acknowledge the influence of these very thorough lists.
handle epic Fantasy battles, and should suffice for
These lists are complete in the sense that they list every
Tolkiens universe as well. However, the main argument
conveivable troop type available to a particular army. The
is pragmatic: using Warmaster out of the box saves a lot
original Warmaster Army lists are constructed with a
of playtesting, and also allows players to field Middle
completely different approach, which offers a more
Earth armies against Warmaster armies.
parsimonious selection for each army. For example,
ON ORCS AND NOLDOR Warmaster High Elves have only two types of infantry:
The decision to keep close to Warmaster settled several one that shoots and one that doesnt. Even though it
issues about the basic troop types of Middle Earth. certainly is conceivable that High Elf armies of Ulthuan
Dwarfs are Dwarves, and an Empire Spearmen has the include warriors with 6+ save or even no save, the
same stat line as a Rohan foot soldier. However, two philosophy of the Warmster Army Lists seems to dictate
races that have the same name in two universes have that there be only one type of Spearelf.
been changed: Orcs and Elves.
We tried to honour that decision as well. So even though
Our assumption about Elves is that a Sindar Elf is of the Sauron could equip Black Uruks with light armour, and
same power as a Warmaster World High Elf, even though even though it could be argued that some passage in
the former is immortal and the latter isnt. We dont Tolkiens work indicates this, there is not Greater Orc
worry about distinguishing Nandor, Teleri, or Silvan troop type with a 6+ save. Instead, we have tried to
Elves from Sindar Elves and group them as the same race construct well-characterised and playable armies for
for the purposes of the game. However, we felt that the Middle Earth with as few troop types as possible. This
terrible power of the Noldor Elves calls for more turned out to have the added benefit of making the lists
dramatic stats, so we basically equate them with more playable: you dont have to remember which of
Warmaster Chaos Warriors. your opponents Noldor Knights have a 4+ save (they all
do), nor do you have to find figures for that all-important
A Warhammer Orc is a 2 meter high brute with
unit of Orc bowmen with heavy armour (they dont
superhuman strength and endurance, while a Middle
exist).

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Middle-earth Warmaster

SPECIFIC ISSUES side loses no matter how many victory points they had
We cant give motivations for the myriad decisions we gained.
had to make in this process. Some are classical topics of
WARBAND
heated discussions about enthusiasts (do our Balrogs fly?
Warbands are standard infantry with the following
see for yourself!), some are bitter compromises between
changes:
conflicting opinions, some have been subject to a vote.
Some are just whimsical, If you dont like what you see, 1. Warbands roll one extra die for drive-back if they lost a
change it! Or, better yet, join the electronic forum and stand, and one less if they didnt.
tell us.
2. Orders to a brigade of three or more units of warbands
ENTS (and no other troops) receive a +1 modifier, up to and
We had a lot of fun with the Ents. It seemed sound to including 10.
base them on Warmaster Giants, since one wants them to
3. +1 extra pursuit attack
be able to attack fortifications. Thus they basically
received a slightly toned-down Giant stat line with a few 4. -1 attack when fighting pursuing enemy.
foresty special rules. The Giant Goes Wild! chart of the
BODYGUARDS
original Giant rules was an obvious place to add some
A unit can be the bodyguards of a character in the army,
character to this monster; keeping the table down to only
usually the General. If such a unit is joined by the
three (easily remembered) entries reduces the need for
character every stand gains +1 attack (the character still
table reference during the game.
adds his own extra attacks to the combat as usual). If the
WOLF-RIDERS unit is destroyed then the character may move 15cm to
join another friendly unit as the last man of the
Wolf-riders have received 2/1 attacks (and are in all
bodyguard dies in his defence. If no such unit can be
respects identical to WM wolf riders), even though there
reached then the character is destroyed as usual.
is no indication in Tolkiens work that these troops had
bows. The shooting attack can be viewed as a A bodyguard unit costs 60 extra points.
combination of skirmishers, ferocious attacks by
unridden wolves, and limited archery, mounted or
dismounted.
Artifacts
Artifacts are only allowed if noted for a character in the
Rules selector.
SWORDS OF POWER
Middle-earth Warmaster uses the standard Warmaster
Glamdring: Foe-hammer. Forged in the First Age, and
rules (including the rules of Magic Items). However, a
worn by the king of Gondolin. After Gondolin's Fall,
few rules have been changed or added, and the spell lists
Glamdring passed out of history or rumour for more
rearranged.
than 6,000 years. It was discovered in a troll-hoard by
GENERAL SLAIN Gandalf, Bilbo and the Dwarves as they traveled eastward
This rule replaces the rule for slaying generals (WM p. on the Quest of Erebor.
56).
Narsil: The Sword of Elendil, forged by Telchar of
When the general of an army is slain, the other characters Nogrod in or before the First Age. The sword was broken
in the army can try to take over the armys command. in Elendil's fall at the Siege of Barad-dr, and its Shards
This requires a command roll against the characters became an heirloom of his heirs throughout the Third
command value without any modifiers. Age until it was reforged as Andril and borne by
Aragorn II Elessar in the War of the Ring.
If the command roll fails then the player can test for
another character in this army. Once all characters have A character gains +1 Attack while wielding a Sword of
tried and failed to take over command, the army Power.
withdraws.
RINGS OF POWER
If a character succeeds in taking over the armys The magical rings made by Celebrimbor and the Mrdain
command then he becomes the new general. This means of Eregion in the middle years of the Second Age, made
that his command range is now the battlefield, he can no unwittingly under the secret guidance and tutelage of
longer blunder, and the turn ends when he fails an Sauron. Most famous among them were the Three Rings
order. However, this does not change the characters of the Elves, Narya, Nenya and Vilya, the Rings of Fire,
command value. Wizards can still cast spells. Water and Air. A character wearing a Ring of Power gains
a +1 to its Command Value.
ESSENTIAL
Some characters are classified as Essential. When an
essential character dies, the game ends immediately (as if
he were a normal general in the standard rules) and his
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Middle-earth Warmaster

VOICE OF ILLVATAR
Magic 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm
The casters voice booms across the battlefield directing
The most tempting change to the Warmaster engine was troops above the tumult of combat with the magical
to replace the magic system. This is certainly reasonable, voice of Ilvatar.
since the Warhammer World has a much higher number The spell can be cast on any friendly unit within range
of magicians. What battlefield magic we see in Tolkiens regardless of whether the caster can see it or not. If
books is wielded by gods or demigods like Mithrandir, successful the unit can be moved just as if it had received
and not by two-per-thousand-points shamans. Indeed, an order in the command phase. The Voice of Ilvatar
one might argue that especially at the end of the Third only effects a single unit, never a brigade. Characters are
Age the absence of magic is a defining characteristic of not effected by Voice of Ilvatar.
the entire literary setting.
FLAME OF ANOR
On the other hand, classical gaming adaptations of 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: n/a
Tolkiens world like Iron Crowns Middle Earth The wizard shines with the light of the sun and hurls
Roleplaying system introduced a lot of magic to the himself into the enemys ranks blinded by the light.
setting while remaining faithful to it. Warmaster magic The caster can cast this spell on himself if he is with a unit
does a lot to give character to an army, and the existing that it engaged in combat. The caster adds +2 Attack bonus
mechanics work very well. to the unit and, because of the brilliant appearance of the
Flame of Anor the unit is considered to cause terror. The
No completely agreeable solution was found to this +2 attacks are in addition to any attack bonuses the
problem. We decided to retain the magic system of character may normally have.
Warmaster and allow ubiquitous magicians for several
armies where it seemed fitting (like Elven mages in Magic of the Sindar
Gondolin or Black Numenorean Sorcerers in Harad).
Other armies, like the Riders of Rohan, felt decidedly These spells are used by the Sindar.
unmagical to us, so they have to live without a magician, VALINORS FIRE
markedly tipping the play balance against their favour. 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm
The caster imbues the Elven archers with an unearthly
Magic of Aman swiftness enabling them to rain death upon the enemy.
These spells are used by the Noldor and the Istari. The caster can cast this upon any friendly unit of missile
armed infantry or cavalry. The caster does not need to be
LIGHT OF TELPERION able to see either the unit the spell is cast on or their
5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm target.
A radiant silver light shines over the casters companions When the Valinors Fire spell is cast on a unit, it can
inspiring them in combat shoot immediately regardless of whether it has already
This spell effects each friendly unit within range shot that turn. A unit can only have one Valinors Fire
regardless of whether the caster can see the unit or not. cast successfully upon it once on a turn. This spell
The spell takes effect for the duration of the following cannot be cast on artillery or machines.
combat phase and adds +1 Attack to every friendly stand
within 30 cm of the caster including character stands. A SLEEP
unit can only have one Light of Telperion spell cast 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 60 cm
successfully upon it at any time. The caster causes an overpowering weariness to overcome
his opponents.
BALL OF FLAME The caster must be able to see his target to use this spell and
5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm it cannot be directed at a unit engaged in combat. The target
A ball of flame shoots from the casters outstretched arm unit cannot move either by means of Initiative or ordered
burning all in its path. movement in its following Command phase. In addition, if
Draw an imaginary line 30 cm extending from the casters the target has shooting weapons or the equivalent, it cannot
stand in any direction you wish. Each unit under the line shoot in the following Shooting phase.
takes three shooting attacks worked out in the usual way. MIST
Note that this spell can easily effect several units and will 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30cm
effect all units that fall beneath its path (including your A mist settles over the battlefield obscuring the sight of
own). Unengaged units can be driven back by the Ball of opposing units.
Flame as with ordinary shooting. Engaged units cannot This spell can be cast on any enemy unit in range
be driven back but carry over any Hits caused by the spell regardless of whether the caster can see it or not. The
into the first round of combat. Hits caused by Ball of enemy unit cannot use its initiative whilst the mist
Flame count as having as having been struck in the persists and any order given to the unit or brigade of
combat itself. which it is a part will suffer a further 1 Command
penalty. The spell lasts until the end of the opposing
players next turn.

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Middle-earth Warmaster

BEAST MASTER MORTAL TERROR


6+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm
A strong swirling wind falls upon the enemy and all beasts A overwhelming sense of fear envelopes the unit, terrifying
quiver under the tempest. its warriors and hindering its ability to fight.
Each enemy cavalry/chariot/monster unit within 30cm of the The spell can be cast on an enemy unit that is engaged in
caster is immediately confused (while they struggle to combat and within range, whether the caster can see it or
control their beasts). Confusion ends normally at the end of not. Every stand in the unit including character stands
targets next Command phase (dont forget the -1 combat deducts -1 from its Attacks during the following combat
modifier for confusion). phase. Remember, a unit can only be affected by one Mortal
Terror spell in a turn.
Magic of Melkor DOOM AND DESPAIR
These spells are used by Melkor, Sauron, and their 4+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 60 cm
followers. A dark cloud of doom and despair settles over the
enemy, sapping their courage and dampening their
FORCE OF DEATH
warlike spirit.
5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . . . . Range: 30 cm
The spell can be cast on any unit within range regardless
A deadly force extends from the casters outstretched
of whether the caster can see it or not. The enemy unit
arm wounding all in its path.
cannot charge whilst the dark cloud of doom and despair
Draw an imaginary line 30 cm extending from the casters
persists and if engaged in combat it will not
stand in any direction you wish. Each unit under the line
pursue/advance. This spell lasts until the end of the
takes three shooting attacks worked out in the usual way.
opposing players next turn. Only one Doom and
Note that this spell can easily effect several units and will
Despair can be successfully cast on a unit at a time.
effect all units that fall beneath its path (including your
Characters are not effected
own). Unengaged units can be driven back by the Force
of Death as with ordinary shooting. Engaged units SOUL STEALER
cannot be driven back but carry over any Hits caused by 5+ to cast . . . . . . . . . . . . . . . . . . . . . . . . Range: Touching
the spell into the first round of combat. Hits caused by Invoking the fell Demons of Melkor, the caster tears the very
Force of Death count as having as having been struck in souls from his opponents.
the combat itself. This can only be cast if the caster has joined a unit in
combat. The spell automatically makes three attacks on one
enemy unit which is touching the unit the caster has joined.
These are worked out in the usual way, except that armour
has no effect. Any hits scored are carried over into the first
round of combat and count as having been struck in
combat.

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Army Lists

Army Lists

Gondor
These lists represent the Kingdom of Gondor in the Third Age. The Imperial Gondor list covers the years up to the
fall of Osgiliath (TA2475). The Late Gondor list covers the waning power of Gondor through the rest of the Third
Age.
THE ARMY OF GONDOR
The strength of Gondor were its superbly armoured and trained professional troops, the descendants of the splendid
Numenoreans, although the blood of the Dnedain was waning. Gondor's cavalry was the envy of its allies and the
horror of its enemies.
In times of strife Gondor could mobilize militia and levies from its citizens and subjects. Lighter cavalry was available
from subjects or allies like Rohan, and also by equipping able-bodied citizens. However, Gondor rarely relied on such
contingents before its power faded at the end of the Third Age.
With the loss of Ithilien, Gondor developed specialized troops of Rangers to operate independently behind the
enemy's lines.
Bodyguards
One unit of Soldiers, Rangers, or Knights per 1000 points can be Bodyguards for the Steward or a Captain. These
elite troops can be used to represent for example the Guards of the Citadel at Minas Tirith (Soldier bodyguards for
the General), or the Knights of Dol Amroth or Faramir's Company (Captain bodyguards of Knights and Rangers,
respectively).

Imperial Gondor Army Selector


Points Per Unit
Command

Min/Max
Unit Size
Armour

Special
Attack

Hits

Troops Type
Levy Infantry 3 3 6+ - 3 45 -/2 -
Infantry Infantry 3 3 5+ - 3 60 2/- -
Archers Infantry 3/1 3 6+ - 3 75 -/- -
Medium Cavalry Cavalry 3 3 5+ - 3 90 -/2 -
Knights Cavalry 3 3 4+ - 3 110 -/- -
Steward General +2 - - 9 1 125 1 -
Captain Hero +1 - - 8 1 80 -/2 -

Imperial Gondor Special Rules


1. Soldiers. A single unit of Soldiers for every 1000 points may use the Bodyguard rule.
2. Levies. Shoot 15cm 360 degrees.
3. Knights. A single unit of Knights for every 1000 points may use the Bodyguard rule.

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Army Lists

Late Gondor Army Selector

Points Per Unit


Command

Unit Size

Min/Max
Armour

Special
Attack

Hits
Troops Type
Soldiers Infantry 3 3 5+ - 3 60 -/2 *1
Levies Infantry 3/1 3 0 - 3 55 2/- *2
Archers Infantry 3/1 3 6+ - 3 75 -/2 -
Rangers Infantry 3/1 3 5+ - 3 90 -/2 *4
Cavalry Cavalry 3 3 5+ - 3 90 -/2 -
Knights Cavalry 3 3 4+ - 3 110 -/2 *3
Steward General +2 - - 9 1 105 1 -
Captain Hero +1 - - 8 1 80 -/2 -

Late Gondor Special Rules


1. Soldiers. A single unit of Soldiers for every 1000 points may use the Bodyguard rule.
2. Levies. Shoot 15cm 360 degrees.
3. Knights. A single unit of Knights for every 1000 points may use the Bodyguard rule.
4. Rangers. Rangers ignore the modifiers for dense terrain, proximity to enemy, and distance to the commander (this
does not apply to orders given to a brigade containing other troops than rangers). A single unit of Rangers may use
the Bodyguard rules.

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Army Lists

Isengard
The army of Isengard under Saruman the White during the War of the Ring, III 3018-3019.
SARUMAN THE WHITE
Wisest of the Istari, Curunr is the most powerful of Wizards to wander Middle-Earth in the Third Age, second only to
Sauron himself, and maybe the White Rider. His powers over the will of others, known as the Voice of Saruman are
legendary.
Saruman uses the Magic of Aman, can re-roll failed spells, and adds +1 to every attempt to cast Voice of Illvatar,
including re-rolls. There can be only one Saruman in the army, regardless of its size.
There are no records of Saruman ever participating in a battle, and he certainly never commanded an army, so the
option of fielding him as a wizard (albeit an essential one) seemed fitting.
THE ISENGARD ARMY
Sarumans army, raised in short time and great secrecy, consisted mostly of Orcs and Men. The latter were his most
reliable troops and consisted mainly of Dunlendings, but also included Rohirrim and half-orcs. Sarumans reliance on
Human infantry decreased when his breeding programme supplied him with Orcs of great strength, the Fighting
Uruk-Hai of the White Hand. This provided his army with infantry of sufficient size and quality.
What Isengard lacked in cavalry it made up in industry: Saruman used every technological and medical advance he
could learn to further his plans. His Orcs were equipped with stamina-enhancing drugs, and the army used an
number of mechanical and chemical inventions that were technologically (and morally) unthinkable to many of the
surrounding cultures of the Third Age.
The forges of Isengard equipped the Uruk-Hai of the White Hand with exceptionally good armour (for orcs),
comparable only to Saurons troops in Mordor. This, together with the Uruk-Hais resistance to pain motivates the
high save of 5+, which belies their cowardly nature. Orthanc produced armour only for the orcs, so the human
infantry wears only light armour. Orc Warriors and Human Foot Levies fulfill more or less the same battlefield role
(viz. throwaway infantry) and there is no other reason than character to include them both in the list, with
compulsory minima. The evil industrialist aspect of Sarumans character is provided by the Blasting Fire rules
(which are indispensable) and the more surprising addition of a Flame Cannon from the WM Dwarf list; the
Ent-burning device at the Siege of Isengard could very well be such a contraption.

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Army Lists

Isengard Army Selector

Points Per Unit


Command

Unit Size

Min/Max
Armour

Special
Attack

Hits
Troops Type
Orc Warriors Infantry 2 3 6+ - 3 30 2/- *1
Orc Archers Infantry 2/1 3 0 - 3 35 -/- *1
Uruk-hai Infantry 3/1 3 5+ - 3 60 2/- *1
Dunlendings Infantry 3 3 6+ - 3 45 2/- -
Wild-hillmen Infantry 5 3 0 - 3 70 2/- *2
Sappers Infantry 1/1 3 * - +1 90 -/4 *3
Wolf-riders Cavalry 2/1 3 6+ - 3 60 -/- -
Dunlending Nobles Cavalry 3 3 6+ - 3 70 -/1 -
Catapult Artillery 1/3 3 0 - 1 75 -/1 *4
Flame cannon Artillery 2d6 3 0 - 1 50 -/1 *5
Commander General +2 - - 9 1 105 1 -
Captain Hero +1 - - 8 1 80 -/2 -
Saruman Wizard - - - 8 1 80 -/- *6

Isengard Special Rules


1. Warband. See decription

2. Wild-hillmen. The most fanatical of the Dunland forces, Wild-hillmen cannot be Driven back and will never retreat
in combat. They will never evade and will always charge on initiative, no other order can be given. Wild-hillmen will
always pursue/advance when possible.

3. Sappers. A stand of Sappers can be added to an Orc or Uruk-Hai infantry unit and moves and fights as Skirmishers
in the WM Empire list; they have the same armour as their parent unit. They are armed with one of Orthancs most
devilish inventions, Blasting Fire. Is has a range of 10cm from any point of the stand and will ignite during the
shooting phase doing 1 shooting attack to one wall or gate section in range. Blasting Fire damage is resolved per the
Shot section in the siege rules.

4. Catapult. See Warmaster rules

5. Flame Cannon. See Warmaster rules

6. Saruman. See description

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Army Lists

otheod
This list covers the Northmen and the Kingdom of Rhovanion founded by Vidugavia at about 1240. Rhovanion allies
of Gondor are noted for their "fearless spirit of the Northmen" and proud horses. The Lake-men of Esgaroth are
presumably remnants of the Rhovanion kingdom defeated by the Wainriders at about 1850. Mairhwini's outlaws
spearheaded the revolt against the Wainriders. The notes to the Lord of the Rings mention Vidugavia being the most
powerful of the Northern princes The Unfinished Tales mentions the once powerful Northmen confederation.
Frumgar was the chieftain who led his people to othod, his son, Fram, slew Scatha the great Dragon. Frams
grandson was Eorl the Young who became the first ruler of Rohan

otheod Army Selector

Points Per Unit


Command

Min/Max
Unit Size
Armour

Special
Attack

Hits
Troops Type
Light Infantry Infantry 3 3 6+ - 3 45 -/4 -
Archers Infantry 3/1 3 0 - 3 55 -/4 -
Riders Cavalry 3 3 5+ - 3 90 2/- -
Horse Archers Cavalry 3/1 3 6+ - 3 100 -/2 -
Marshall General +2 - - 9 1 125 1 -
Captain Hero +1 - - 8 1 80 -/2 -

Rohan
Then one of the knights took the king's banner from the hand of Guthlaf the banner-bearer who lay dead, and he
lifted it up. Slowly Thoden opened his eyes. Seeing the banner he made a sign that it should be given to omer.
'Hail, King of the mark!' He said. 'Ride now to victory! Bid Eowyn farewell!' And so he died, and knew not that
Eowyn lay near him. And those who stood by wept, crying: 'Thoden King! Thoden King!'
But omer said to them:
Mourn not overmuch! Mighty was the fallen,
meet was his ending. When his mound is raised,
Women then shall weep. War now calls us!
The Rohirrim were a dynamic offshoot of the semi-nomadic cattle-oriented culture that predominated among men
along the northern stretches of the Anduin River. Rohan had been in existence for 500 years at the time of the War of
the Ring, ever since a force of the northern men under Eorl the Young had rescued the Army of Gondor from
destruction in the battle of the Field of Celebrant, and then been invited to settle in the lands north and-northwest of
Gondor by Cirion, Ruling Steward at the time.
THE ARMY OF ROHAN
The core of the Rohirric army consists of Riders, fully trained but non-professional warriors who served for a term
and could be mobilized in times of unrest. When the othed moved to Rohan they were reorganized into a more
professional force and a number of Riders came to serve permanently in the King's Host; these Knights are the elite of
the Rohirrim, equipped with weapons and armour from Gondor itself. The Household ored were a permanent
company of riders quartered at the Marshall's household. The army selector allows for a larger number of Horse
Archers than reported in Tolkien's work; this is a concession to playability.

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Army Lists

Rohan Army Selector

Points Per Unit


Command

Min/Max
Unit Size
Armour

Special
Attack

Hits
Troops Type
Light Infantry Infantry 3 3 6+ - 3 45 -/4 -
Archers Infantry 3/1 3 0 - 3 55 -/4 -
Riders of Rohan Cavalry 3 3 5+ - 3 90 2/- -
Horse Archers Cavalry 3/1 3 6+ - 3 100 -/2 -
Knights Cavalry 3 3 4+ - 3 110 -/2 *1
Ents Monster 6 8 5+ - 1 150 -/1 *2
Hourns Monster 2 3 4+ - 3 100 -/1 *3
Marshall General +2 - - 9 1 125 1 -
Captain Hero +1 - - 8 1 80 -/2 -

Rohan Special Rules


1. Household ored. One unit of Household ored may have the Bodyguard battle honour.
2. Ents. Ents can only be brigaded with other Ents or Huorns. Ents are flammable, so fire attacks against them ignore
armor. Ents ignore the -1 modifier for dense terrain when in the woods. Ents have a great many hits, 8 in fact, which
are almost impossible to inflict even during a fairly lengthy combat engagement. Because Ents have so many hits we
must consider the possibility of hurting the Ent and reducing its effectiveness in subsequent turns. Therefore, if an
Ent has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt.
Once an Ent is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks are halved for
the rest of the battle (to 3 Hits and 4 Attacks).
ENTMOOT
Ents take a notoriously long time to make decisions, and aren't easily ordered around. If you attempt to give an order
to an Ent and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into
account by the following rules. Roll a die an consult the Entmoot! chart. Where Ents are brigaded together roll for
each separately. Huorns in the same brigade don't roll and simply fail their order (even if it was a blunder).
Entmoot chart
D6 EFFECT

1 The Ent becomes very concerned about being too rash with his decisions. He loses the
ability to move by initiative for the remainder of the battle.

2-5 The Ent finds the order `too hasty and stops moving to think things through (like a normal
failed order).

6 Haste! The Ent becomes very agitated and rushes straight at the nearest enemy unit that he
can see. Move the Ent at double his normal full pace move. If he reaches an enemy unit, he
doubles his attacks in the first round of combat.
3. Hourns. Hourns can only be brigaded with other Ents or Huorns. Hourns are flammable, so fire attacks against
them ignore armour. Ents ignore the -1 modifier for dense terrain when in the woods. Huorns can claim defended
status in all terrain (this does not imply that they are defended when charging, advancing, pursuing, or retreating).

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Army Lists

Harad
The Harad is the name given to the wide, sun-baked lands to the south of Gondor and Mordor; the Men of Harad,
called the Haradrim, were ancient enemies of the Gondorians and allies of Sauron during the War of the Ring.
THE ARMIES OF HARAD
This list covers all the human nations of the south who fight for Sauron. At times Tolkien uses the terms Harad,
Southron and Easterling almost interchangeably. Different petty kingdoms can be allied together to produce a
composite force with one becoming the senior partner providing the General and the others allied contingents.
Bowmen upon horse and chariots represent Frodos vision of migrating nations seen from Amon Hen in the Treason
of Isengard. Haradrim use Mmakil during the War of the Ring but are not recorded using them in the great wars
with Gondor during the Third Age.

Harad Army Selector

Points Per Unit


Command

Min/Max
Unit Size
Armour

Special
Attack

Troops Type Hits


Heavy Infantry Infantry 3 3 5+ - 3 60 -/2 *1
Spearmen Infantry 3 3 6+ - 3 45 2/- -
Bowmen Infantry 3/1 3 0 - 3 55 -/- -
Slaves Infantry 2 3 0 - 3 20 -/4 *2
Far-Harad Troll-men Infantry 4 4 5+ - 3 105 -/2 -
Heavy Cavalry Cavalry 3 3 4+ - 3 110 -/2 -
Light Cavalry Cavalry 3 3 6+ - 3 70 2/- -
Mmakil Monster 5/1 4 4+ - 3 150 -/2 *3
Chieftain General +2 - - 9 1 125 1 -
Hero Hero +1 - - 8 1 80 -/2 -
Sorcerer Wizard +0 - - 7 1 45 -/1 -
Mmakil Mount +3 - - 8 1 +85 -/3 *4

Harad Special Rules


1. Heavy Infantry. One unit of Heavy infantry may have the Bodyguard honour.
2. Slaves. Slaves are unruly and ill disciplined if not actually unwilling combatants. A unit of Slaves suffers an additional 1
Command penalty when given an order. However, this penalty is waived if the unit is part of a brigade, which includes units
other than Slaves. Slaves are not allowed to use Initiative to charge though they are allowed to evade as usual. When they do
charge they receive no bonus Attack Modifier for doing so.
3. Mmakil. The great elephant beasts, also known as Oliphaunts brought to war by the Haradrim. Mmakil cause
terror in cavalry units, even for those units normally immune to terror.
When Mmakil take hits from shooting there is a chance they will run amok. If a 6 is rolled when determining drive
back, in addition to being confused, the unit has also run amok, and will move its drive back distance in a random
direction.
When a unit of Mmakil has run amok, roll a scatter dice, spin a pencil, roll a d10 (the dice will point in the direction
of drive back), or any other useful method to determine the direction of drive back. The Mmakil will move its full
drive back distance in the direction indicated, even if the drive back takes the Mmakil unit through another unit or
character of either side. When a unit of Mmakil is forced to move through a unit because it has run amok, the unit is
considered to have been burst through. If the unit of Mmakil contacts a character stand during drive back, the
character is displaced as if it had been contacted by an enemy unit. The character must be able to attach to a unit
within a 30cm move or be destroyed. Characters already attached to the unit when it runs amok are effected as
normal for a character attached to a unit during drive back.
4. Mmakil. A Harad General or Hero can ride a Mmakil. Any unit joined by a character on a Mmakil will cause
terror.

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Army Lists

Easterlings
A general name for the races of Men from the unknown East of Middle-earth, who were a constant foe of the Free
Peoples, from the treachery of Ulfang in the Nirnaeth Arnoediad of the First Age to their frequent attacks against
Gondor in the Third Age. This includes the armies out of Rhun and Khand, the Wainraiders and the Balchoth.

Easterling Army Selector

Points Per Unit


Command

Min/Max
Unit Size
Armour

Special
Attack

Hits
Troops Type
Light Infantry Infantry 3 3 6+ - 3 45 2/- -
Archers Infantry 3/1 3 0 - 3 55 -/- -
Medium Cavalry Cavalry 3 3 5+ - 3 90 2/- -
Horse Archers Cavalry 3/1 3 6+ - 3 100 -/4 -
Knights Cavalry 3 3 4+ - 3 110 -/1 -
Chariots Chariot 3 3 5+ - 3 90 -/4 -
Wagons (Wains) Artillery 3/1 3 4+ - 3 90 -/1 *1
General General +2 - - 9 1 125 1 -
Captain Hero +1 - - 8 1 80 -/2 -
Chariot Mount +1 - - 8 1 10 -/3 *2

Easterling Special Rules


1. Wagons. The wagon consists of two stands, the armoured wagon stand and the horse team stand. In normal use the horse
team stand is placed in front of the wagon either forming a single line or curving column of two stands.
For purposes of movement the player can measure from either stand, but the unit is always arranged so that the team
moves in front of the wagon and not the other way round. So, for example, if you want to reverse direction swap the
stands around. Although it consists of two stands, the Wagon is treated as a single piece the stands are not removed
individually except to denote stockaded status as noted later.
The Wagon cannot charge an enemy. It is more like a mobile defence point or artillery platform. Its movement rate is
20cm at full pace and 10cm half pace (same as infantry). In respect of terrain its movement restrictions are the same
as artillery.
The wagon can shoot all round from the front, side or rear edge of either stand. It has a range of 30cm.
A unit of Wagons is able to form a stockade or wagon laager. Once an order has been received, a wagon can either
move or form a stockade but not both. In reality this involves removing the horse teams and forming the wagons
represented by the single model into a circle or wagon laager. To represent this in the game, the horse team stand is
removed and the wagon stand can be turned on the spot to face as the payer prefers.
A unit of wagons that is stockaded at the start of the Command phase will automatically cease to be stockaded if it
uses its Initiative to evade or if it receives an order to move. The horse stand is placed touching the wagon stand and
the piece moves as normal. A stockaded wagon counts as a fortified target to shooting and to close combat attack. A
stockaded wagon cannot be driven back by enemy shooting. However, it is still necessary to roll as if it were driven
back to establish if the unit becomes confused. In combat, a non-stockaded wagon unit cannot pursue and is
destroyed if forced to retreat. This is the standard rule for artillery. In combat, a stockaded wagon will neither pursue
nor retreat -- it always holds its ground even if defeated. An enemy unit that wins a round of combat can still continue
to fight by remaining in contact or he can elect to fall back as usual. If an enemy wins a round of combat and
continues to fight further rounds then he must move stands which are not already fighting frontally into contact
with any accessible edge of the wagon exactly as in a normal pursuit (see p42). Because stockaded wagons do not
retreat, the enemy will gain no bonus for pursuing in subsequent rounds of combat. Where enemy are fighting both a
wagon and other Kislevite units as part of a multiple combat, it is possible that the wagon remains in place whilst
accompanying units retreat. In this case the usual pursuit rules apply where possible (stands pursue enemy in contact
to their front). If accompanying troops retreat so far that it is impossible to pursue both the wagon and
accompanying troops then the pursuer may choose which to pursue. A stockaded wagon stand has no sides or rear in
combat (it is assumed to represent a circle of actual wagons) and so does not suffer a Combat penalty for fighting
enemy to the side or rear.
2. Chariot mount. Generals and heroes may ride in a chariot mount.

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