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LOTR Campaign Rules and Map
#1
Turn 5 to begin. Note updated rules for Capitals - basically these no longer require a seige and are defended by static 650pt armies (Capitals are semi-ruined due to conflagration of war). So they are open to attack if you want to try your luck!

Paul and Rob - assign 100pts reinforcements and put your new 500pt army on Rhun or Harondor


Initiative order for campaign moves was witnessed Tues 4th at the club:
1. Luke & Matt = blue moved
2. Stu & JJ = green moved
3. Chris & Will = yellow 'moved'
4. Paul & Rob = red 'moved'

Here's a list of the node names:

3. Rivendell (Elves)
4. Northern Mirkwood (Elves)
5. Erebor (Easterlings)
8. Tharbad (Isengard)
9. Lothlorien (Isengard) Isengard/Mordor army here 450pts, out of supply being attacked by a Rohan 600pt army here
10. Dol Guldur (Mordor) Mordor army here 650pts
11. Southern Mirkwood (Elves) Mirkwood army here 500pts
12. The Brown Lands (Easterlings)
13. Isengard (Isengard)
14. West Emnet (Rohan)
15. The Wold (Unclaimed/contested) Rivendel 550pt army + Isengard 550pt army, both disordered (-10% next game, so 495pts each)
16. Edoras (Rohan)
17. East Emnet (Southrons) Southron army here of 650pts
18. The Black Gates (Gondor) Gondor army of 500pts here
19. Rhun (Easterlings) Easterling army here 550pts
20. Minas Tirith (Gondor)
21. Osgiliath (Gondor)
22. Barad Dur (Mordor)attacking Gondor army here of 650pts
23. Belfalas (Southrons)
24. Pelargir (Gondor)
25. Harondor (Southrons)

Stars indicate positions of armies, Squares indicate capitals.

   
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#2
Here are the rules, I've simplified things a bit after having a rethink having spoken to a few of you last Tuesday:

LOTR campaign rules

1. Initiative phase – each team rolls a D6 to determine the order in which they move on the campaign map. Reroll any ties.
2. Movement phase – each team takes turns to move their armies in order of initiative.
3. Battle phase – Fight!
4. End phase

Movement on campaign map
You start the game with two armies of 500pts each (see army composition rules) on the respective regions of your side. Each army may move one node per turn. You may also move through one of your own controlled nodes for free, allowing you to effectively move two nodes in a turn, this represents not having to bother scouting out territory your forces already control.

If an enemy moves into a node you occupy, you must fight unless your army hasn't moved this turn – if you chose to move you may only retreat (coward!) - retreat immediately even if it's not your turn to move.

You may not move into a node where two players are about to have a battle.

If your army is unengaged at the end of the movement phase and it is up to 2 nodes away from one of your controlled territories that is being attacked this turn, then that army can defend it - your army immediately moves to the adjacent node and you will fight a battle. Your army must be able to trace a direct path through nodes controlled by you to do this. This will be done in initiative order....can get a bit complicated so make sure you want to move to defend.

Capital nodes (starting nodes)

Each of your capital nodes has a fixed defence force of 650pts that cannot be reinforced and cannot move. If forced to retreat it is destroyed and the capital captured. An friendly army being present has no effect on this and will also be destroyed if it has nowhere to retreat to (the front is only so wide, you can't always bring your full force to bear, but really this is for the sake of simplicity!)

Scenario fought when clash occurs
Feel free to decide on an appropriate scenario between you at the start of the game. Or you can roll on the chart in the rulebook eg Fallen Realms book. I think the 6 scenarios are the same in each book. Later in the campaign different scenarios may be introduced.

Scenery
Please use enough scenery in your games! The books recommend 33% minimum coverage of the table with scenery – woods, rocks, individual trees, walls and hedges, streams and hilltops, ruined buildings etc. This will obviously vary depending on where the game is played. A battle on a node in Mirkwood should include a lot more trees than one on the dead marshes. Ultimately this is up to you though as you're the ones playing the game, but let's try and bring Middle Earth to life!

Battles
If you win, occupy the node. If you lose, retreat - to the node you came from if you moved this turn, or an adjacent node you control, or failing this an unoccupied node. If you cannot retreat to an unoccupied node you are destroyed – you lose your army and can raise one at one of your nodes in the end phase of the following campaign turn. All named heroes attached to the destroyed army escape and may be used in this new army (so effectively you lose map position and play a campaign turn with one army). You may retreat to an unclaimed and/or unoccupied node but do not count as controlling it in the end phase, and if attacked next turn without moving you will count as disordered (fight with a -10% penalty to your force allowance).

Forces/ army composition rules:
As per the rules, one hero and 0 – 12 warriors comprises a warband. Take warbands up to the points limit from your faction(s).
No force can number over 50 models.
Unique named characters can only be included once in the entire campaign.
Note on banners – the 'To the Death!' scenario requires banners to be used to calculate VP's. You do not need to include a banner in your force (I understand some people don't have banners), so the VP's for banners in this scenario is changed to:
'If your opponents banner survived the game he gets a bonus VP, if you destroyed the enemy banner then you get a bonus VP'
i.e. if you both have banners then you can get 1 VP for your banner surviving and 1 VP for destroying the enemy banner for a total of 2 VP. (Although the Mumak counts as a banner to other models it does not count for these extra VPs)

Only the heroes of an army are fixed, warriors can be changed freely between battles. Casualties do not effect the size of force that can be fielded next turn (ie you lose half your army in a battle. The next battle fought is with the same points value as before).

The mumak and any other entities that may be game changing (like the balrog or a dragon – although no-one is playing as Moria so this is probably irrelevant) can only be included in one of your forces, and you can only have one at a time.

Named Heroes can't be in more than one place at one time, so may only participate in one battle per campaign turn, they are also linked to an army – make a note on the army roster.
They may transfer between friendly armies during the end phase provided that they only pass through friendly territory and up to two nodes away (3 if mounted or have the option of being mounted), and provided they are not wounded or missing, but will miss the next campaign turn as they travel. Any further than this and they will not risk the journey during a time of war.

If your named hero dies during a game roll a D6 and apply the result from the following chart:

1 – dead, you may not use this hero again, nor use their rules for a hero by any other name!
2 – missing in action, automatically miss the next battle while you make your way back home (ala Aragorn after the warg attack)
3-5 – wounded, miss the next battle or fight it with -1 Might, Will and Fate (min 0) and -1 wounds (min 1)
6 – it's just a scratch, full recovery

Dead or missing heroes are replaced with their same points value of different troops. You may opt to not use a named hero in a battle and instead use a different hero at any time – remember if you use another named hero it is linked to that army so you must make a note on the roster. Similarly you may opt to not use your mumak or balrog etc at any time.

Example:
Bob has a 500pt army which is led by Legolas as the only named hero. Legolas performs well in the first game and is not slain but Bob fancies a change and takes Thranduil for the next game. Both Thranduil and Legolas are now linked to this army.

Reinforcements:

These are affected by the number of nodes you control and the number of victories you have won so far in the campaign.

The number of nodes you control in the end phase detremines the number of points available for your forces in the next campaign turn:
2 nodes = 2 x 500pt armies
3 nodes = +50pts to one of these forces
4 nodes = +100pts (can be allocated to one force or split in 50pt chunks to two forces)
5 nodes = +150pts
6 nodes = gain a third army of 500pts (also +200pts)
7 nodes = gain a third army of 500pts (also +250 pts)

So for example, someone controlling 6 nodes could have 2 x 500pt armies and a 700pt army.

Sustained victories will bring more troops to your banners:
3 victories = +50pts
5 Victories = +100pts
7 Victories = +150 pts
10 Victories = +200pts

As with reinforcements for controlling nodes, these points can be split between your two forces in chunks of 50pts and they are cumulative with the no. of nodes reinforcements. Max force sizes of 750pts.

So for example 5 nodes(+150) and 3 victories (+50) equals an extra 200pts.

No two armies can occupy the same space on the map in the End phase, unless it is a friendly army retreating to a capital node, or two enemies that have simultaneously retreated to an unoccupied node - in this case they will both fight next turn as disordered.

End phase
Roll for named hero casualties as described if not done so already
Apply any benefits of nodes you control to your force(s)
Transfer Heroes between linked forces if desired (Note this doesn't change the total pts value of either force)
Roll for surviving un-named heroes (ie generic captains) that survived a battle:
1: +1 Might or Will (you choose, max +2 each)
2: +1 Courage (max +2, capped at courage 7)
3: +1 Fight (max +2)
4: +1 Defence (max +2)
5 - 6: roll another dice 1 – 3: +1 Fate, 4 – 6: +1 Strength (max +2 for all; max strength is 5 for a non-monster)
These heroes must now be given a name and are treated as named heroes. Heroes that are Monsters are not allowed to roll on this chart as they are very powerful already (eg Mordor Troll Chieftain)
Heroes that are already named at the start of the campaign are not allowed to roll on this chart, but those that started as generic heroes can roll after each battle.

Victory

At the end of the campaign, add the number of nodes you control to the number of victories you scored - get an extra 2 bonus pts for each capital you control - this is your campaign total. If you have the highest total you can feel a warm fuzzy glow at being the mightiest lord of Middle Earth. However even the mightiest tyrant can be brought low by a great Alliance.....there will follow a multi-player battle (or two if there are too many players) to determine the actual winner. Details to be released in Nov/Dec...!

[These rules are all subject to review as I have no idea how the campaign will actually work! It may be that the fighting means more troops are called upon to fight so we may all get a boost in points if we want to fight bigger games and are getting comfortable with the rules. Additional rules may be added during the campaign]
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#3
Forgot to say, the campaign will run until December, and we could finish off with a big battle then with the outcome of the campaign having some sort of effect on the game - this is a long way off so I'll think about it later if people are interested.
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#4
Updated first post - Campaign started, Luke to move
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#5
(16-03-2016, 11:09 AM)jaqenhgar Wrote: Updated first post - Campaign started, Luke to move

16 to 17, and 1 to 7.

Hopefully avoiding all clashes with Isengard on the 1st Rolleyes
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#6
(16-03-2016, 11:17 AM)LukeR Wrote:
(16-03-2016, 11:09 AM)jaqenhgar Wrote: Updated first post - Campaign started, Luke to move

16 to 17, and 1 to 7.

Hopefully avoiding all clashes with Isengard on the 1st Rolleyes

Thanks Luke.

You can run but you can't hide from the mighty Uruk Hai! Saruman! Saruman!

Ben and Matt, it's now your move, let me know what you decide by pm or posting here, thanks!
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#7
So Ben is moving 5 to 4, picking up an ent on his way through the forest, and I think Matt is moving from 20 to 21. Can you just confirm this is correct please Matt (Brightblade)?

Meanwhile after a very helpful discussion in the other thread I have updated the rules to include capitals, extra reinforcements for victories, the ability to defend close nodes with unengaged armies and victory conditions. See post 2 in this thread for rules.

Let me know if it doesn't make sense (please use the other thread for this: http://forum.redwarsoc.com/showthread.ph...55&page=13 )
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#8
Sorry! Only just got 5 messages in one pile! I'm not the best at 'puters.

My move will be to 21 across the bridge at Osgiliath and watching over the Morgul Vsle. So I guess Mordor will be my opponent. Seems to be the most fluffy move!

To war! Or at least a light dose of fisticuffs.
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#9
No worries, thanks Matt!

The Mordor/Isengard team, aka Will and me, will move from 22 (Barad Dur) to 21 (the Morgul Vale) to engage you and from 13 (Isengard) to 8 (Tharbad), seizing the important crossing of the Greyflood river.

Map will be updated very shortly. Paul and Rob it's now your move.
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#10
Harad will move 25 to 24 Smile
LOTR/Hobbit SBG: Rohan, Minas Tirith, Numenor, Mordor, Moria & Angmar, Isengard, Harad & Umbar, Eregion & Rivendel, Durins Folk, Fellowship, White Council
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