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The Battle for Middle Earth Campaign

The Lord of the Rings SBG

Foreword
The Lord of the Rings SBG is fantastic gaming system, players are able to re-tell their favourite moments from the Epic trilogy whether it be upon the walls of Helms Deep or on the plains of the Pelennor. The sourcebooks provide a number of scenarios that when linked create mini-campaigns but these are often short and predictable. The LOTR SBG is missing a simple campaign system that gives players the chance to control multiple armies based on their miniature collection. To fill the void Ive written this Campaign System for the enthusiast looking to create a detailed backstory, perhaps wanting to steer away from Tolkiens lore and instead focus on what if scenarios. The Battle for Middle Earth is about to begin!

Design Notes
The rules are inspired by the Mighty Empire rules and also the Middle Earth in Flames rules. A number of key changes have been made. My aim was to create a simple campaign to be fought over by two or more opponents, directing multiple armies around Middle Earth. The rules allow armies to move around the map, claiming areas of strategic value and fighting over various lands to secure resources. Players can reinforce their preferred strongholds and push for dominance on key areas of the map pitting forces of varying sizes against one another. There are special rules and random events to keep players on their toes and battlefield modifiers such as the Watchtower/Fort special rules. Most importantly players can tailor the campaign towards their miniature collections.

This document is completely unofficial and in no way endorsed by Games Workshop Limited. Lord of the Rings Warhammer, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, locations, illustrations and images from the Lord of the Rings world are either , TM and/or Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

Contents
Campaign Rules Campaign Layout Campaign Story Campaign Objectives Strategic Points Armies Stationed Garrison Campaign Turn Initiative Roll Turn Actions Event Phase Gather Resources Move Armies Scouting Roll Forced March Capturing a Strategic Point Splitting Armies Distribute Resources Reinforcing Armies Creating New Armies Building Outposts Destroying Strategic Points / Outposts Resolving Battles Selecting Forces Reinforcements Battlefield Setup Battlefield Objectives Determining Losses Battle Aftermath Defeated Armies Special Rules Faction Bonuses Wild Creatures Turn Sheet

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Campaign Rules
Campaign Layout
The campaign system can be focused around a small region of Harad, the lands of Gondor or even the whole of Middle Earth itself! Players may choose what they will be fighting over based on their miniature collections, terrain available and time constraints. A hex-based map is suggested, the Mighty Empire tiles are ideal for map building and I highly recommend them. There is also a map featured in White Dwarf 336 should players be unable to produce their own. A campaign map is also provided at the end of this rules set. If you want to build your own hex based map you can by following the link below. http://www.hexographer.com/index.shtml

Campaign Objectives
The campaign objective should be decided next and can be chosen by the participants from the list below. Choose one that best reflects the struggle both forces would likely fight over. Alternatively create your own, make sure all players understand the endgame before beginning the campaign. After 20 Campaign Turns the side who controls the most Strategic Points is the winner. The campaign continues until one side holds all of the Strategic Points at which point they are victorious. The campaign lasts until one player manages to accumulate ____________ Resource Points at which point players gather all their strength and fight one last battle. The force with fewer points may set up within a Strategic Point (Minas Tirith, Isengard etc) and so a Siege Battle will ensue. The winner is the side which kills or routs all the opposing side. After 20 Campaign Turns the player whose faction controls the most Resource Points (including Army and Strategic Points) is victorious. Note for this purpose Strategic Points count as 500 resource points each. The campaign continues until one side is destroyed!

Campaign Story
The campaign story is important and should be considered prior to anything else. The suggested period is the War of the Ring at the end of Third Age however the campaign can be set around any time during Middle Earths long history. Perhaps the involvement of the Rohirrim in the Battle of the Pelennor Fields would have been different if their own conflicts had turned ill. The constant harassment of the Corsair raiders in Southern Gondor may have prevented reinforcements reaching Minas Tirith had they been more effective. All these events are linked so players can pick and choose what conflict they would like to fight over rewriting the history of Middle Earth.

Strategic Points
Strategic Points are places of great importance on the campaign map. They may be an outpost on the border of Harad or perhaps a great city of Gondor. Such places generate wealth through trade, bounties and other such means (see Gathering Resources) and give players the option to recruit new soldiers (see Distributing Resources) much like Generals would use such assets as pawns in their grand game. Strategic Points are permanent features. There should be approximately one Strategic Point for every six hexes, depending on the region and surrounding area within which the campaign is set. The key to success is in increasing the resources at your disposal by winning battles, conquering territory and holding on to these Strategic Points. Each player begins with 2 Strategic Points.

If an army is reduced below 150 points it is destroyed. Players must make it known if any of their armies are all mounted this is for movement purposes (see Forced March). Army Markers should be used to mark the locations of armies on the campaign map. Each Army Marker will have a points total that players should keep a note of. Every time an Army fights against another, players may choose a force equal to the armys points total.

Stationed Garrison
Each of the main Strategic Points in Middle Earth will have a small occupying force permanently based there to defend the local population. If a battle takes place at a Strategic Point consult the following table to determine the Stationed Garrison This may be used in addition with an Army present on the hex. If there is no Army present then the defending player will only have access to the Stationed Garrison. Stationed Garrisons may not be used as reinforcements for battles adjacent to the Strategic Point hex; they are permanently stationed at their garrison. Ignore casualties suffered by Stationed Garrisons, they are assumed to be replaced. Note named heroes are not available to choose from Stationed Garrisons.

Armies
Each faction begins the game with two Armies, each made up of 300 points. Armies begin on or next to their Strategic Point hexes. Armies can be reinforced and created during the campaign (see Distributing Resources) at Strategic Points. A single army can split or two or more can merge to create a larger force during the Move Armies phase. An Army must be made up of at least 150 points, there is no maximum point limit.

Garrison Type Fort/Outpost Mountain/Hills/Forest Fortified Town/City

Examples Cair Andros, Andrast, Helms Deep (see Outposts) Iron Hills, Misty Mountains, Mirkwood, Lothlorien Minas Tirith, Dol Amroth, Umbar, Edoras, Minas Morgul, Barad Dur, Isengard, The Black Gate, Linhir, Pelargir, Dol Guldur, Cirith Ungol

Stationed Garrison 100 points 150 points 200 points

Campaign Turn
Initiative Roll
At the start of every Campaign Turn each player rolls a dice. Compare results to determine the order in which players will take their Turn Actions (much like a Priority Roll). The player that rolls highest goes first. Any ties are re-rolled. All players take their Turn Actions before Resolving Battles. Once every player has taken their actions and any table-top battles have been fought, a new Campaign Turn begins with another Initiative Roll.

Event Phase

Turn Actions
Once Initiative has been determined, players get to take their Turn Actions in the following order: i) ii) iii) iv) Event Phase Gather Resources Move Armies Distribute Resources

All players must roll a dice on the Event Chart below starting with the player who rolled highest in the Initiative Roll. Consult the rules and pick an army/hex were appropriate. These events take effect immediately and last until the end of the Campaign Turn.

D6 1

Event Heavy Storm

Effect Heavy winds and driving rain hamper the land. Pick an enemy hex. An army located there may not move this Campaign Turn. Any armies moving into this hex will be able to move no further than turn. Flash flooding has devastated the area destroying crops and buildings. Choose an enemy Strategic Point. They may not Gather Resources at this location this Campaign Turn. Scouts are hired to assist friendly forces through All friendly armies receive +1 to their Scouting and Forced March rolls this Campaign Turn. Enemy forces begin to suffer as supplies run short. D5 x 12 resource points are deducted from an enemy army of your choice. Note: this effect can only be targeted against an army located outside of a Strategic Point. Friendly forces have carried out successful raids against the enemy. D6 x 10 resource points are added to your treasury. War takes its toll on the enemy, blighting the land leading to famine and unrest amongst the population. As a consequence all enemy resources generated this Campaign Turn are halved.

Local Flooding

Pathfinder

Subsistence Shortfall

Raids

Financial Turmoil

Gather Resources Certain spaces on the map are identified as being Strategic Points. When your faction controls one of these points it has the potential to generate resources that you can later spend to create or reinforce armies. Roll a dice for each Strategic Point you control and add D3 x 25 resource points to your treasury. Note the effects of the Event Phase can affect the total resources collected. Scouting Roll To represent the problems of moving armies over difficult terrain, an army needs to pass a Scouting roll before it can move into an adjacent hex. To do this, first check what type of terrain you want your army to cross. Consult the type of terrain on the Scouting chart and roll a dice. If the roll is passed the army has found safe passage into the next space. If the roll is failed the army can move no further this turn. If a hex has a river running through it and there is no visible crossing on the hex then a roll of a 5+ is necessary in order to proceed. After crossing on a roll of a 5+ an army may move no further that turn. If there is a crossing point clearly shown on the map then treat it as Flatland for the purposes of crossing.

Move Armies Moving an army involves two things first a Scouting roll, then a Forced March roll. If an army fails either of these rolls, it stays where it is and can move no further that Campaign Turn. There are a few other things that can restrict an armys movement: If an army moves into a space occupied by a friendly army, they may continue their move as normal. Alternatively if the controlling player wishes it can merge the two armies (even after moving four spaces). Neither army can then move any further that turn. If an army moves into a space occupied by an enemy army, it can move no further. The other army cannot move either, even when it is its turn to move. The two become locked in combat and a battle is fought at the end of the Campaign Turn to see which army will remain in that space. When two armies are locked in combat, no armies from any faction can pass through however they may finish their movement on an adjacent hex. They may be used as reinforcements in the ensuing battle.

Scouting Chart
Terrain Type D6 Roll

Flatland Forest/Marsh Mountain

Automatic 3+ 4+

Forced March To represent the exhausting effects manoeuvring an army can have, you will need to make a Forced March roll for each space moved. The Forced March chart tells you the number you need in order to successfully move into the next hex. As indicated on the chart, you must make a roll for each successive space you wish to move to. If a Forced March roll is failed the army remains where it is and can advance no further that Campaign Turn. An army cannot move more than four spaces in a single Campaign Turn. If the army is made up of 100% mounted units then add +1 to all Forced March rolls.

If a players army moves onto a Strategic Point that already contains an enemy Army a battle is fought (see Resolving Battles) and control goes to the victor.

Splitting Armies At the start of the Move Armies phase, a larger force may be split into two groups. Unlike with merging armies, splitting armies does not halt movement that turn. A player may choose to split his armies into no more than two separate forces providing they follow the Creating New Armies requirements in regards to points totals. Note each force must have at least one Hero.

Distribute Resources

Forced March Chart


Army Movement D6 Roll

Once a player has moved his armies, he may distribute any resources he has in his Treasury. The points may be used to reinforce or create new armies or simply be kept safe for a subsequent Campaign Turn. They may also be used to build Outposts. Note: A Strategic Point engaged by an enemy Army cannot spend any resources on creating or reinforcing an army during the Campaign Turn.

First space Second space Third space Fourth space

Automatic 3+ 4+ 5+ Reinforcing Armies

Capturing a Strategic Point In order to capture a Strategic Point, an Army has to move into the hex and end the current turns movement there. The player then places one of his Territory Markers to show that he retains control of the hex even if his army moves away in a later turn.

An army can be reinforced while it is at a Strategic Point. It however must not be engaged by an enemy force. Points from your Treasury may be spent in multiples of 50 to increase the Army points total. Note a player must advise whether the army is 100% mounted otherwise it will be treated as normal.

Creating New Armies A new army can be created at any Strategic Point under your control providing there is not an army already present there. Resources are spent from your Treasury as described in Reinforcing Armies. A new army must be made up of a minimum of 150 points and must include at least one Hero. As above players must disclose if the army is 100% mounted.

Building an Outpost

Watchtower: 100 points Watchtowers are tall structures, designed for small groups of warriors to keep watch over the surrounding lands. On a clear day a sentry will be able to see for miles around, always giving the defending force the initiative. The defenders have seen the approaching army and prepared themselves. Once both sides have deployed but before the first turn, the defending player may fire D3 volleys. Each volley has a total number of shots equal to the number of bowmen in the defending army. Follow the normal rules for Volley Fire, with the exception that the bowmen do not need to be in base contact with one another.

Building Outposts A player may elect to build an Outpost using resources from his Treasury. The tile must have an army present there and must not be engaged. An Outpost may not be built on a Marsh hex nor a Strategic Point. Outposts are not strategic points but do have Special Battlefield effects (see below). A Fort also has a Stationed Garrison of 100 points. Resources are deducted from your Treasury equal to the cost of the outpost; a marker may then be added to the Campaign map.

Fort: 400 points Forces wanting to hold a region of importance can construct small fortresses. Forces held up in a fort will benefit from the high walls and crenellations protecting defenders from enemy missile fire and assaults. In addition they will have prepared for the oncoming siege. Once both sides have deployed but before the first turn, the defending player may make one bombardment (treat as a trebuchet/catapult fire). Roll to hit, to scatter and to wound as normal. From the second turn onwards, during the Shoot Phase the defending player may fire 1 bombardment per turn. This rule continues until the attacking force has breached the walls (either one model on or behind the walls) in which case it is assumed all men are called to the arms!

Destroying Strategic Points / Outposts If the army defending a Strategic Point or Outpost is defeated, it falls into the hands of the opposing force. They may then benefit from the effects of the Outpost in future Campaign Turns. Alternatively they may choose to destroy the settlement during the Distribute Resources phase. Once destroyed a Strategic Point cannot be rebuilt however an Outpost can. Once a Strategic Point is destroyed, the tile reverts to being a plain hex with no effects.

Resolving Battles
An Army can attack an opposing force in an adjacent hex to theirs (even if they have moved four spaces), in which case they become the attacking player. A table-top battle is to be fought using forces selected from their respective point totals and following the rules below. Once all the battles have been fought, a new Campaign Turn can begin again.

The type and amount of terrain is up to players to agree on. Take it in turn to place terrain pieces around the map. The following table lists some suggestions.

Terrain

Details

Clear Selecting Forces Both forces are chosen to their respective points totals. If a Hero has already fought a battle with one of the Armies then he is assumed to remain with that army unless otherwise stated (see Splitting Armies). If there are multiple Heroes the same applies. The rest of the forces can then be chosen. Note: they do not have to be the same Warriors that were present in previous battles. Forest/ Swamps Mountain

Can use more than 3 low-lying hills, bushes, trees etc Can use 3 or more tree/ swamp terrain features Can use an elevated terrain feature Can use a portion of a river with at least 2 crossing points

River

Reinforcements If an allied army is located next to the hex where the battle is to take place, they may arrive as reinforcements D6 + 3 turns into the game. Reinforcements move onto the board as one unit from a direction that corresponds to the movements on the campaign map. Once the battle is over, the reinforcements are assumed to merge with the initial force into one army (see Merging Armies) Battlefield Objectives Battlefield Setup The Battlefield Setup should be loosely based upon the area represented on the Campaign Map where the two sides meet. 10 The attacking player may roll on the Battlefield Objectives chart. This is the objective to be fought over in the ensuing battle.

Battlefield Objectives
Objective D6 Details The game lasts until one side is reduced to 50% casualties in which case that side rolls a D6. On a 1-2 the game ends. The side with the most models within 6 of the defending players board edge wins. Note for siege games all the land on or behind the walls is included instead of the 6. Place 3 objectives around the map (For siege games they must be on or behind the walls). To secure an objective, one side must have more models within 3 of it. The Game lasts until one side is reduced to 50% casualties in which case that side rolls a D6. On a 12 the game ends. The side with the most objectives secured wins. The attacking force is held together by the strength of their leaders and is hopeless without them. The game continues until all of the Heroes on the attacking side are slain or routed. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The defending force has prospered under the leadership of its experienced commanders. The game continues until all of the Heroes on the defending side are slain or routed. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The game lasts until one side is reduced to below 75% casualties in which case that side rolls a D6. On a 1-2 the game ends. It is assumed the remnants flee for their lives (treat as routed). Both forces value the surrounding land dearly and will sacrifice many lives in order to hold it. The game lasts until one side is completely destroyed or routed.

Secure the Land

Secure the Objectives

Leaderless Attackers

Leaderless Defenders

War of Attrition

No Quarter

Determining Losses Any models that are killed during a battle are removed from play. However put aside any routed models and roll a dice for each at the end of the game. On a 4+ they return to the army after the battle is over. A player may spend 25 resource points from their Treasury to modify this roll by +1 (much like a point of Might). 11

Add up all the points of the remaining force for each Army (including the routed who returned). The victorious army does not suffer any further losses however the defeated side must take a further 10% deduction from the remaining points total to represent those too injured and weak to go on, those that have fallen, claimed by their battle wounds and those too slow to keep up.

Battle Aftermath The army that wins remains in the contested space. In addition they are assumed to scavenge weapons, armour and other battlefield trophies. Add D6 x 10 points to the victors Treasury.

Dwarven Armies may add +1 to the Gathering Resource roll for one of their Strategic Points. The Armies of the Forgotten Kingdoms may re-roll their Initiative Roll. Elven Armies add +1 to all their Scouting Rolls. Gondor may re-roll on the Event Chart.

Defeated Armies If an Army loses a battle, it immediately retreats 2 spaces towards its closest Strategic Point, ending its movement if it reaches it. They may not enter the hex if it is Under Siege, instead ending their movement next to the Strategic Point. They may not do anything further that turn, as the soldiers are too busy treating the injured. Defending Armies fighting in a Mountain hex cannot retreat and are destroyed if they lose a battle. This also applies to armies which are trapped on all sides on the campaign map (although this is unlikely to ever happen). Defeated Armies must deduct 1 from all their Forced March rolls in the next Campaign Turn. They cannot attack opposing forces but can participate in any battles if attacked. Additionally they may be involved as reinforcements as normal if they are adjacent to an army or Strategic Point that is attacked. Isengard receives an additional 25 resource points each turn. Mordor receives D6 x 25 resource points to their treasury for one of their Strategic Points as opposed to the normal D3 x 25 resource points. The Rohirrim add +1 to all their Forced March rolls (this is accumulative with the 100% mounted rule).

Wild Creatures You may wish to add the Wild Creatures special rule to your campaign, it works as follows. Middle Earth has become a dangerous place in recent years. Reports of savage attacks are common place now, tales of whole warbands disappearing in the dead of night. Wild animals driven by hunger or something more sinister have emboldened these creatures to become more cunning than ever, preying nearer now to the outlying settlements. There are even stories of beasts hunting during the course of battle, prowling the edges of the battlefield for their next meal. If an army has declared they are attacking an opposing force, a special event may occur, roll on the chart below.

Special Rules
Faction Bonuses You may want to give each faction some kind of bonus to represent the character and background of the armies in play. As players may choose to use multiple factions, the special rules can be used in any arrangement. Here are a few suggestions: 12

D6 Roll 1-4

Special Event The creatures of this region have all but fled from the land. No effect Whether it is hunger or something more sinister, the animals of this wood are drawn to the sound of battle. Select up to 100 points of Spiders, Wargs and/or Bat Swarms. They will arrive D12 turns into the battle from multiple directions. Take it in turns to place newly arrived creatures along any of the board edges no closer than 3 to any other models. The din of battle has awoken a group of Hill Trolls (use 3 Cave Trolls). They will arrive D6 turns into the battle from one board edge (chosen by the player with Priority) no closer than 3 to any other models.

If the game is played as a Siege, then any Wild Creatures must set up outside the walls. During the battle the Wild Creatures are controlled by the player with Priority. Wild Creatures do not pick sides so will charge a model if they are in range. If there is no one in range they will always move towards the nearest model at full movement.

Wild Creatures are not skilled warriors and so wont back away if they lose a fight. Treat them as trapped when rolling to Wound. All Wild Creatures have the Survival Instinct special rule The Wild Creatures are not considered to be part of a force; they are part of the wild! Therefore they never count as Broken. If the Wild Creatures are all destroyed continue the battle as normal. If the game objectives are achieved, the game ends immediately. The Wild Creatures are assumed to run off into the wilderness.

Should there be multiple targets in range, then the player with Priority may decide which models they will engage.

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Turn Sheet
Initiative Roll: ____________________________ Resources Gathered: _______________________ Event Phase: _________________________ Treasury Total: _______________________

No. of Strategic Points:

Armies:

Notes: ___________________________________________________________________________ __________________________________________________________________________________ __________________________________________________________________________________ __________________________________________________________________________________ _________________________________________________________________________________

Watchtowers:

Forts:

Resolving Battles Objectives Roll: Force: _________________________________________________ Reinforcements: ________ Losses: ______________________

Objectives Roll:

Force: _________________________________________________ Reinforcements: ________ Losses: ______________________

Objectives Roll:

Force: _________________________________________________ Reinforcements: ________ Losses: ______________________

Objectives Roll:

Force: _________________________________________________ Reinforcements: ________ Losses: ______________________

Faction Bonuses: _________________________

Wild Creatures: _______________________

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The entire map can be used for a campaign. If you want to play a smaller campaign use a portion of the map. Alternatively, use the Mighty Empires tiles. This map can serve as a reference should you get stuck. Also note the Strategic Points.

Flatlands

Forest / Marshlands

Mountain

River Crossing

Strategic Point

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