Defence of The North
Defence of The North
Defence of The North
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ISBN: 978-1-83906-724-2
INTRODUCTION
W
elcome to Defence of the North, the latest supplement for this edition of the Middle-earth Strategy Battle Game.
This 112-page sourcebook covers the events surrounding Sauron’s invasion of the northern kingdoms of Middle-earth during
the time of the War of the Ring. This includes the Easterling invasion of Erebor and Dale, as well as the Mordor assaults on the Elven
realms of Mirkwood and Lothlórien. There is also an appendix at the back of this sourcebook covering some more of the historical
events that happened to the northern kingdoms of Middle-earth.
On the whole, Rhovanion had not been embroiled in too much Yet the Dragon’s death did not bring peace. Instead, the
turmoil as the Third Age has progressed; yet, as the years roll on, Men of Lake-town and Elves of Thranduil’s Halls marched upon
and the Dark Lord’s power grows once more, evil begins to creep Thorin’s newly-reclaimed homeland to demand that he pay them
back into the dark places of the world and much of Rhovanion what he had promised in return for their help. Thorin’s refusal
is about to be plunged into conflicts that will last until the threatened to plunge these allies into war with each other, and the
end of the Age. arrival of Dáin Ironfoot and his Iron Hills Dwarves only made
conflict all the more likely.
THE COMING OF SMAUG
In the year 2770 of the Third Age, devastation came upon the However, as Men, Elves and Dwarves stood upon the brink of
kingdoms of Erebor and Dale. From the north, a fierce wind blew, war with one another, a different threat marched upon the Lonely
heralding the arrival of the great fire-drake, Smaug. Mountain. A host of Orcs from Gundabad and Dol Guldur had
The vast wealth that lay within Erebor had drawn Smaug towards come to claim Erebor in the name of the Dark Lord, who had
the Lonely Mountain, for Dragons covet gold more than they finally revealed himself to have returned to Middle-earth. On the
do anything else. fields outside Erebor, the Battle of the Five Armies took place as
the legions of Azog the Defiler fought to lay claim to the Kingdom
However, before sacking Erebor, Smaug turned his attention to of Erebor. Yet whilst the forces of Men, Elves and Dwarves were
the nearby city of Dale. Raining down fire and death upon it, ultimately victorious, Thorin Oakenshield and his heirs, Kíli
Smaug razed Dale to the ground in great gouts of flame leaving and Fíli, were slain in the battle and so rule of Erebor passed to
many of the buildings naught but smouldering rubble; a far cry Thorin’s cousin, Dáin Ironfoot.
away from the grandeur and beauty they once held. As the city
burned, the Men of Dale gave their all to try to slay the beast;
led by Girion, Lord of Dale, they stood defiant against Smaug.
Using a Dwarvish Windlance, Girion loosed Black Arrow
after Black Arrow at the beast yet even these were not enough
to fell the Dragon, and Girion and his city were consumed by
flame. Though, despite his fate, Girion had left his mark upon
the beast; loosening a scale which would one day prove to be
Smaug’s undoing.
TALE OF YEARS
Year of the Year of the
Third Age Third Age
2770 Smaug destroys Dale and lays claim 20th June 3018 Sauron’s forces attack the Woodland Realm;
to Erebor. Gollum escapes. The War of the Ring begins.
2941 Smaug is slain by Bard the Bowman. 11th March 3019 Sauron launches his first assault on
The Battle of the Five Armies and the death Lothlórien.
of Thorin II Oakenshield. Dáin Ironfoot 14th March 3019 The Easterling forces cross the River Carnen.
becomes King Under the Mountain. 15th March 3019 Battle under the Trees. Second assault on
2977 Death of Bard the Bowman. His son, Bain, Lothlórien.
succeeds him as King of Dale. 17th March 3019 The Battle of Dale begins. King Brand and
3001 Beginning to suspect that Bilbo’s magic ring Dáin Ironfoot are slain.
is the Ring of Power, Gandalf and Aragorn 20th March 3019 End of the Battle of Dale. Erebor is besieged.
begin their search for Gollum. 22nd March 3019 Sauron’s third assault on Lothlórien.
3007 Death of King Bain of Dale. His son, Brand, 25th March 3019 The One Ring is destroyed and Sauron
succeeds him as king. defeated.
3017 Gollum is released from captivity in Mordor. 27th March 3019 News of Sauron’s defeat reaches the
1st February 3017 Gollum is captured by Aragorn on the Easterlings, who begin to despair.
borders of Mordor. The Easterlings are driven back and defeated
21st March 3017 Aragorn completes his journey by Bard II and Thorin III Stonehelm.
northwards and delivers Gollum to the 28th March 3019 The destruction of Dol Guldur.
Woodland Realm.
Scenarios
Crossing of the River Carnen
W
hen an envoy of the Dark Lord came to the city Yet, when Brand and his people reached the banks of the river, the
of Dale in order to try to secure their allegiance, Easterling army was far bigger than they had ever imagined – thousands
King Brand quickly dismissed them, stating firmly that he of golden-clad warriors were relentlessly marching towards their lands.
and his people would not bow to Sauron. Yet Brand knew With no hope of a peaceful resolution, the only way to prevent the
that such an act would clearly incur the wrath of the Dark Easterling army from reaching Erebor and Dale was to stop them crossing
Lord, and so he began preparing Dale and its people for a the fast-flowing river.
potential attack that could come at any time.
Should Brand and his army succeed in pushing back the eastern threat
Though initially nothing came of Brand’s encounter with the envoy, upon the banks of the river then they might be able to prevent war on a
Sauron was biding his time; gathering his armies to strike out at his massive scale. However, the army of Dale is severely outnumbered by the
enemies simultaneously. When the time was right, Sauron legions of Easterlings that have marched relentlessly from Rhûn, and the
sent a huge army from the east to assault both Erebor and Dale. When odds are stacked against them. If Brand cannot hold back the Easterlings
news of this advancing army reached the ears of Brand, as they approach the city, then their next act will be to wage war upon
he led a contingent of his army to confront them at the River Carnen and Dale and Erebor.
try to negotiate.
OBJECTIVES
Brand has come to the banks of the River Carnen to negotiate
with the Easterlings; however, Sauron’s army will not be dissuaded
and are intent on crossing the river and marching to war.
The game lasts for 10 turns. The Evil player wins if at least 33%
of their models have reached the western side of the river by the
end of the game. The Good player wins if they can prevent this.
Additionally, if Brand is slain then the best result the Good player
can achieve is a draw.
SPECIAL RULES
The River – The Carnen is fast flowing and dangerous to cross.
H
aving been driven back from the River Carnen, Pointing his blade towards the armies of Men and Dwarves,
Brand and his people warn King Dáin of Erebor the Dragon Emperor commands his forces forwards into battle to claim
about the legions of Easterling warriors that are now all but Erebor and Dale in the name of the Dark Lord. Readying their weapons,
on their doorstep. Upon hearing this news, Dáin readies his Brand and Dáin begin their charge towards the golden host of the Dragon
armies for war and prepares to stand alongside Brand and Emperor, preparing to fight side-by-side against seemingly impossible odds.
the people of Dale in defence of their lives and homelands. The Battle for Dale has begun.
With the collective armies of Dale and Erebor gathered upon the fields
outside the Lonely Mountain, the armies of the Easterlings come into view
as they crest over the hills. Rank upon rank of Easterling warriors now
bear down upon them, the sound of their relentless march heard across the
valley, and their golden armour glinting in the sunlight. At the head of the
army is the fabled Dragon Emperor of Rhûn himself; carried into battle
atop his royal palanquin.
SPECIAL RULES
To War! – With the Battle of Dale having begun, both sides will fight
until the bitter end to achieve victory.
Models from both sides, apart from those armed with a bow,
Esgaroth bow or crossbow, must Charge if able to do so.
PLAINS OF EREBOR
T
he Battle of Dale is well underway; the armies of With a rousing cry, Dáin Ironfoot commands his Dwarves to begin to
Erebor and Dale are embroiled in a swirling melee move further towards these areas of the battlefield, whilst Brand relays
against the golden host of the Dragon Emperor outside the new orders to his warriors. However, the Dragon Emperor is no mere
the gates of the Lonely Mountain. Man and Dwarf fight Easterling general but a veteran of many wars. Knowing full well the
side-by-side as they attempt to quash the relentless advance value of these areas to the armies of Erebor and Dale, the Dragon Emperor
of the Easterling army, though the Easterlings have by far has also commanded his forces to advance on these positions in an attempt
superior numbers in the fight and are beginning to force to cut off the Men and Dwarves from their homes.
their foes back towards Erebor with each push.
As the battle continues, Dáin and Brand come to the realisation that
they must hold important areas of the lands outside Erebor in order
to anchor their forces to fend off the Easterlings. If these key locations
become overwhelmed by the Easterling forces then the armies of Dale and
Erebor will become flanked on either side and unable to retreat should
the need arise.
SPECIAL RULES
Controlling Objectives – To control one of the key positions of the
battlefield, one force must dominate that area.
DEATH OF BRAND
T
he assault of the Easterling army has proven to Seeing that his friend of many years is trapped and faced with mortal
be devastating on the armies of Erebor and Dale, danger, Dáin Ironfoot leads a group of nearby Dwarves to fight their way
inflicting huge numbers of casualties upon them. Many through the Easterling ranks in order to save Brand. However, with the
Men and Dwarves have fallen defending their homes, and King of Dale facing down such a formidable foe, Dáin will have to fight
now the advancing hosts of the Dragon Emperor are closing harder than he has ever fought before if he is to reach Brand before it is too
in on those that survive; the sheer weight of numbers of late; and even if he does so it may not be enough…
the Easterlings proving to be too much for even these two
renowned armies.
As the Easterlings have swept through the flanks of the army of Men,
they have managed to cut off a section of the Dale forces from the rest of
the battle; a section of the army that includes Brand within its ranks.
Suddenly, the King of Dale finds himself and a handful of the Knights
of Dale surrounded by the golden-clad Easterlings and staring down
almost certain death as Rutabi, one of the Dragon Emperor’s most feared
warriors, stands at the head of the Easterling ranks.
OBJECTIVES
Brand has been separated from his allies, and Dáin must now fight
his way to Brand’s side before the Easterling forces overwhelm
him. The game lasts for 10 turns, or until Brand is slain. The
Good player wins if Brand is alive at the end of the game. The
Evil player wins immediately if Brand is slain.
SPECIAL RULES
Brand’s Last Stand – Surrounded and outnumbered, Brand
knows that this could well be his end – though he will not go down
without a fight.
Allies in War – Brand and Dáin have been firm allies for many years,
and Dáin will stop at nothing to defend his friend on the battlefield.
LAYOUT PARTICIPANTS
The board represents the lands between Erebor and Dale. Good: Brand, King of Dale; Dáin Ironfoot, King
The lands themselves are relatively barren and should have a Under the Mountain; 6 Knights of Dale; 12 Iron Hills
few hedges, bushes, rocky outcrops and other shrubbery dotted Dwarves with spear.
around. In the centre of the board should be a slightly raised area
for Brand to defend. Evil: Rutabi, General of the Dragon Legion; Brórgîr the
Conjurer; 20 Easterling Warriors: 8 with shield, 4 with shield
STARTING POSITIONS and pike, 8 with bow; 2 Rhûnish War Drakes.
The Good player deploys Brand in the centre of the board, and
then deploys the Knights of Dale within 3" of him.
The Evil player deploys their force within 12" of the centre of the
board, but not within 6" of an enemy model. The Good player
then deploys the rest of their models within 12" of the centre of
the northern board edge.
Dáin’s Last Stand
T
hough he was able to reach the side of his friend Atop a small rocky outcrop, standing over the body of King Brand, Dáin
amidst the swirling melee, ultimately Dáin was Ironfoot made his final stand against the golden hosts. Though there would
unable to prevent Brand from falling to the blades of the be little hope of Dáin surviving the battle himself, he would fight with
Easterlings and perishing on the fields outside Erebor. every ounce of strength he could muster to bring down as many of his foes
The sight of his dear friend being slain filled Dáin with as he could to honour his fallen friend.
an unbridled fury, which he unleashed upon all who
stood before him.
With a rage burning inside him, Dáin felled Easterling after Easterling
as he fought to avenge his fallen ally. Swinging Barazantathûl in a deadly
arc, Dáin seemed to find much of the raw power of his youth, swatting
aside countless foes. Yet Ironfoot and his fellow Dwarves that had fought
their way through to aid Brand were now themselves surrounded by a sea
of gold and red.
OBJECTIVES
Incensed by the death of his friend, Dáin will defend Brand’s body
until either the battle ends or he himself falls. The game lasts for
12 turns or until Dáin is slain. The Good player wins if Dáin is
alive at the end of 12 turns. The Evil player wins immediately
if Dáin is slain.
SPECIAL RULES
The Wrath of Ironfoot – Dáin is beside himself with grief at the loss
of his ally and will unleash his fury upon those that slew him.
Victory within Reach – The death of King Brand signals that victory
is close at hand for the Easterlings, a fact that encourages them to keep
piling the pressure onto those who remain.
LAYOUT PARTICIPANTS
The board represents the lands between Erebor and Dale. Good: Dáin Ironfoot, King Under the Mountain;
The lands themselves are relatively barren and should have a 12 Iron Hills Dwarves with spear.
few hedges, bushes, rocky outcrops and other shrubbery dotted
around. In the centre of the board should be a slightly raised area Evil: Rutabi, General of the Dragon Legion; Brórgîr the
for Dáin to defend. Conjurer; 20 Easterling Warriors: 8 with shield, 4 with shield
and pike, 8 with bow; 2 Rhûnish War Drakes.
STARTING POSITIONS
The Good player deploys Dáin in the centre of the board,
and then deploys their remaining models within 3" of him. The
Evil player then deploys their models anywhere on the board at
least 6" from any Good model.
Retreat to Erebor
RETREAT TO EREBOR
T
he Battle of Dale is going ill for those defending However, seeing the princes beginning to retreat, the Dragon Emperor has
their homes. King Brand has been overwhelmed and ordered his Easterlings to cut them off before they can reach the mountain
slain upon the field of battle, and even the mighty Dáin and slay them where they stand. As the Men and Dwarves retreat, the sea
Ironfoot has fallen as he defiantly stood over his ally’s body of golden armour begins to close in on either side and the chance of escape
in an effort to drive back the constant tide of Easterling grows increasingly slim. Those that remain must reach the gates of Erebor
warriors. With both kings of the two great kingdoms before they are completely cut off and at the mercy of the Easterlings.
slain, morale has begun to ebb away within the forces of
Erebor and Dale.
Having seen their fathers perish, and their people severely outnumbered
and in danger of being overwhelmed themselves, Bard II and Thorin
Stonehelm must take up command of their respective armies. However, the
Easterling threat is too great and they have no choice but to order a retreat
to the relative safety of Erebor. Giving the command to fall back, Bard and
Thorin begin to lead their people towards the Lonely Mountain.
OBJECTIVES
With the armies of Erebor and Dale severely outnumbered,
they must retreat to Erebor if they are to survive. However, the
Easterling forces are trying to cut them off from the safety of the
Lonely Mountain.
The game lasts until either the Good player completes their
objective, or the Evil player kills enough Good models to make it
impossible for the Good player to win. The Good player wins if 10
or more Good models move off the board via the gates of Erebor.
The Evil player wins if they can prevent this. Additionally, if either
Bard or Thorin are slain, the best result the Good player can
achieve is a draw.
SPECIAL RULES
Fall Back! – Bard and Thorin are aware that the battle has gone ill
and have ordered a hasty retreat.
SIEGE OF EREBOR
H
aving been driven back from the battlefield and into The siege itself lasted for many days. Each time the Easterlings tried to
the Lonely Mountain, the alliance of the Erebor assail the walls, they were somehow driven back by the sheer determination
Dwarves and Men of Dale found themselves trapped within of those that defended the mountain – with each assault, the numbers
the mountain halls. The sheer number of Easterlings had of Men and Dwarves dwindling. Sensing the chance to finally see his
proven too much for their combined forces; both kings lay forces break through the ranks of Erebor and Dale, the Dragon Emperor
dead on the plains outside, and now even Erebor itself was ordered one more push to claim the walls, and sent his best warriors to
under siege and ready to fall. deliver them to him.
Yet even though their chances of victory were all but extinguished, Bard
and Thorin would not surrender to the Easterlings; for they knew
they would be shown no mercy at their hands. As the Easterling forces
attempted to use their siege ladders to climb the walls of Erebor, those
inside the mountain fought to fend off their assault. Atop the walls, Bard
and Thorin led a desperate defence against their Rhûnish foes.
SPECIAL RULES
Numbers beyond Count – The Easterlings constantly scale the walls,
with more climbing the siege ladders to join the battle.
STARTING POSITIONS
The Good player deploys all of their models within 6" of the PARTICIPANTS
northern board edge. The Evil player then deploys their models Good: Bard II, Prince of Dale; Thorin III Stonehelm;
within 1" of the Siege Ladders. 10 Warriors of Dale: 3 with shield, 4 with spear & shield,
3 with Esgaroth bow; 6 Knights of Dale; 12 Iron Hills
OBJECTIVES Dwarves: 6 with spear, 3 with mattock, 3 with crossbow.
The Easterlings have made it onto the battlements of Erebor, and
now the Men and Dwarves must fight to prevent the walls being Evil: Rutabi, General of the Dragon Legion; Easterling
overrun. If they can stem the tide of Easterlings, they may be able Captain with shield; Easterling Dragon Knight;
to buy themselves some more time. 21 Easterling Warriors: 8 with shield, 4 with
shield and pike, 8 with bow, 1 with banner;
The game lasts for 12 turns. The Good side wins if at the end of 12 Black Dragons: 6 with shield, 6 with pike and shield;
12 turns they have managed to kill 35 or more Evil models (it’s 6 Dragon Cult Acolytes.
important to keep track). The Evil side wins if they can prevent
this. If either Bard or Thorin die, the best result the Good side can
achieve is a draw.
The Tide Turns
W
ith the armies of Erebor and Dale being forced to As disarray set in amongst the Easterlings, Bard and Thorin gathered
retreat back into the Lonely Mountain, the Battle together every last Man and Dwarf within Erebor and armed them ready
of Dale came to an end with the Easterlings victorious. Yet for one final push against their invaders. With hope now on their side, and
the war was not yet over, as the Easterlings besieged Erebor the host of the Dragon Emperor showing signs of cracking, the heirs of the
in an attempt to finally crush those that had stood against kingdoms of Erebor and Dale opened the gates to the Lonely Mountain
the Dark Lord once and for all. For days, the Easterlings and led their people in one final charge to break the lines of their foes and
unsuccessfully attempted to breach the walls of Erebor, attempt to claim victory.
each time forced back by those that still defended it.
However, when it seemed only a matter of time before the gates would
be breached, fortune smiled upon the Men and Dwarves held up within
Erebor. As the siege of Erebor had been underway, Frodo Baggins of
the Shire had managed to climb Mount Doom and cast the One Ring
into its fires; destroying it and, with it, the Dark Lord himself. News of
Sauron’s defeat had taken two days to reach the ears of the Easterlings
but with it came doubt and panic, and a renewed hope for those trapped
within the mountain.
SPECIAL RULES
The Heirs to the Kingdoms – When their fathers perished upon the
field of battle, the new kings of Dale and Erebor continued to honour the
alliance that had stood between their people, protecting their allies as their
fathers had done.
Broken Morale – News of the Dark Lord’s defeat and the destruction
of the black tower of Barad-dûr has sapped the resolve of the Easterlings
and turned the tide of battle.
The Evil force count as Broken for this Scenario, and must test
to see if they flee; even though forces do not normally break in
Narrative Play games.
LAYOUT PARTICIPANTS
The board represents the lands between Erebor and Dale. Good: Bard II, Prince of Dale; Thorin III Stonehelm;
The lands themselves are relatively barren and should have a Captain of Dale with shield; Iron Hills Dwarf Captain;
few hedges, bushes, rocky outcrops and other shrubbery dotted 21 Warriors of Dale: 6 with shield, 8 with spear and shield,
around. The northern board edge is the Lonely Mountain, in the 6 with Esgaroth bow, 1 with banner; 6 Knights of Dale; 25
centre of which are the gates of Erebor, which are 6" wide in total. Iron Hills Dwarves: 12 with spear, 6 with mattock, 6 with
crossbow, 1 with banner.
STARTING POSITIONS
The Good player deploys their force within 12" of the centre of Evil: The Dragon Emperor of Rhûn; Rutabi,
the northern board edge. The Evil player then deploys their forces General of the Dragon Legion; Brórgîr the Conjurer;
within 24" of the southern board edge. Easterling Captain with shield; Easterling Dragon
Knight; 21 Easterling Warriors: 8 with shield, 4
OBJECTIVES with shield and pike, 8 with bow, 1 with banner;
With hope renewed, this is the last chance for the Men and 18 Black Dragons: 9 with shield, 9 with pike and shield; 12
Dwarves to achieve victory and defeat the Easterling invaders. Dragon Cult Acolytes; 2 Rhûnish War Drakes.
The game lasts until the end of a turn in which one force has been
reduced to 25% of its starting numbers. The Good player wins if
they can reduce the Evil force to 25%. The Evil player wins if they
can reduce the Good player to 25%. If both forces are reduced to
25% in the same turn, the game is a draw.
Gollum’s Escape
GOLLUM’S ESCAPE
H
aving lost the precious to the Hobbit, Bilbo Baggins, Whilst keeping him prisoner within the halls of the Elvenking, the Elves
in his cave, the creature Gollum had ventured out took some level of pity upon Gollum, and he was allowed time to climb
of the Misty Mountains in the hope of tracking down Bilbo the trees of the forest, so long as he was guarded. During one trip outside,
and reclaiming the Ring for himself. For many years, he a band of Orcs attacked the Elves guarding Gollum. Whether these Orcs
wandered the wilderness in his search for the Ring, but to were sent by Sauron to ensure Gollum was set free to continue his search
no avail. As he scoured Middle-earth, Gollum found himself for the Ring, or whether they had simply attacked Mirkwood on a whim
drawn southwards, and on the edges of the lands of Mordor was of no consequence to Gollum; all he knew was that his chance to
the forces of the Dark Lord captured him. escape had arrived…
The game lasts until one force has completed their objective. The
Good player wins if at the end of any turn all the Orcs and Wargs
have been slain. The Evil player wins immediately if Gollum
escapes the board via the southern board edge.
SPECIAL RULES
Gollum – The attack on the Elves has given Gollum an opportunity to
sneak away unseen, and he will not risk being recaptured if he can help it.
Elven Prisoner – Aragorn has entrusted Gollum to the Elves, and they
will not bring harm upon the creature unless they have no other option.
LAYOUT If Gollum is slain, the best result the Good player can
The board represents an area of Mirkwood forest. As such, achieve is a draw.
the board should be densely packed with trees, bushes and other
appropriate undergrowth.
PARTICIPANTS
STARTING POSITIONS Good: Mirkwood Ranger Captain; 10 Mirkwood Rangers.
The Evil player places Gollum in the centre of the board.
The Good player then deploys their forces within 6" of the centre Evil: Gollum; Orc Captain with shield; 12 Orc Warriors: 4
of the board. The Evil player then deploys the rest of their models with shield, 4 with spear, 2 with two-handed weapon,
within 6" of any board edge. 2 with Orc bow; 6 Fell Wargs.
An Uneasy Alliance
AN UNEASY ALLIANCE
A
s the Easterling host wages war upon the kingdoms Deep within the forest resides the Spider Queen; a spawn of Ungoliant
of Erebor and Dale, Sauron has sent an army of Orcs herself. This huge and bloated arachnid dwells within her lair, and it is
northwards to attack the Elven kingdom within Mirkwood there that Razgûsh plans to force her to submit to his will. Yet the Spider
in order to prevent Thranduil from leading his people to Queen does not take kindly to those that enter her domain, and she will
aid the Men and Dwarves at the Lonely Mountain. Sauron’s certainly not pass up the opportunity of a free meal that has wandered
plan is to have this army of Orcs crush Thranduil’s into her lair. If Razgûsh’s plan is to work, his Orcs must now fend off the
people before marching southwards and converging upon Spiders of Mirkwood and avoid becoming the Spider Queen’s next victims!
Lothlórien to destroy the Golden Wood.
The game lasts until one force has completed their objective. The
‘Good’ player wins if they can reduce the Evil force to 25% of its
starting numbers at the end of any turn. The Evil player wins if
they can force the Spider Queen to submit and bend to their will.
SPECIAL RULES
The Spider Queen – It is Razgûsh’s plan to control the Spider Queen
in order to get her to fight alongside them; yet to achieve this the Orcs must
cause her enough pain to force her to submit.
Once the Spider Queen has been wounded, there is a chance she
will submit in order to survive. If during the End phase of any
turn the Spider Queen has 2 or fewer Wounds remaining she must
take a Courage test, which cannot be modified by Might or Will
points. The third time this test is failed, the Spider Queen will
LAYOUT submit to the Orcs and the game will end.
The board represents the dense wooded area of Mirkwood where
the Spider Queen’s lair resides. As such there should be plenty of We Need Her Alive – The Orcs are under strict instructions not to kill
trees, bushes and undergrowth dotted around. Four Spider Nests, the Spider Queen, as she is needed for the war with the Elves.
no more than 6" in diameter should be placed on the board, one
in the centre of each 2'x2' area of the board. In the centre of the If the Spider Queen is slain, the game immediately
eastern board edge is the entrance to the Spider Queen’s lair, ends and is a draw.
which is built into a rocky outcrop.
Spider Nests – The nests in the forest are home to the Spider Queen’s
STARTING POSITIONS offspring and more will constantly come to her aid.
The ‘Good’ player deploys the Spider Queen, 2 Mirkwood
Spiders, 2 Giant Spiders and the Bat Swarms within 12" of the Evil models treat Spider Nests as difficult terrain. Additionally,
entrance to the Spiders Queen’s Lair. They then place one spider whenever a Spider model is slain, keep it to one side. At the start
in each of the Spider Nests. The Evil player deploys their forces of each turn, before Priority is determined, roll a D6 for each
within 12" of the western board edge. Spider model kept aside in this manner. On a 5+ that model
will re-enter the board via one of the Spider Nests. To determine
where they enter roll a further D6. On a 1-3 the Evil player
chooses which Spider Nest the model enters from; on a 4+ the
‘Good’ player decides. Models that arrive in this manner are
placed anywhere within or touching the Spider Nest and may act
as normal that turn.
PARTICIPANTS
‘Good’: The Spider Queen; 4 Mirkwood Spiders; 4 Giant
Spiders; 2 Bat Swarms.
A
s the forces of the Dark Lord marched northwards Grimbeorn, the son of Beorn, had set about hunting the main army of Orcs
through Mirkwood, it was not just the Elves that were that marched northwards, however, the sound of his people being attacked
caught up in the Orcs’ desire to wage war. Towards the had forced him to transform into his huge, bear-like form and race to their
edge of the forest resided the Beornings, followers of the aid. Yet even as he relentlessly bounds through the forest, his people are
descendants of Beorn the great skin-changer. A peaceful surrounded and outnumbered; if Grimbeorn doesn’t arrive in time, they
people, the Beornings have kept the paths through the vales may well perish at the hands of the Orcs.
of Anduin free from evil creatures, providing safe passage
to friendly folk.
The Beornings are the allies of the Elves of Mirkwood, and would fight
alongside them if they were needed. Not wanting to have to fight both the
Beornings and the Elves, Razgûsh dispatched a smaller force of Orcs to
the Beorning homestead to engage them in combat far away from the halls
of the Elvenking. Even as the Beornings prepared to aid their allies, the
Orcs attacked them in their homes, forcing them into a battle they were not
yet prepared for.
OBJECTIVES
The Beornings are fighting to stave off the assault on their home
for long enough for Grimbeorn to return and aid them. The Orcs
are simply out to slay the Beornings so that they cannot aid the
Elves in Mirkwood.
The game lasts for 10 turns. The Good side wins if, at the
end of the 10th turn, there are at least four Beornings left alive.
The Evil side wins if they can slay enough Beornings to prevent
this. If Grimbeorn is slain, the best result the Good player can
achieve is a draw.
SPECIAL RULES
Grimbeorn – Grimbeorn has been out hunting the Orcs that are
making their way through Mirkwood, but the sound of his people in
trouble has forced him back towards his homestead.
BURNING OF MIRKWOOD
W
ith the armies of Sauron and the beasts of Seeing that they are outnumbered and in need of reinforcements, messengers
Mirkwood converging on his kingdom, the are sent back to Thranduil to inform him of the threat now facing his
Elvenking, Thranduil, has commanded that a force of Elven kingdom. Those Elves that now face the might of Mordor will not flee;
warriors and rangers meet this foe on their borders in order instead they engage the Orcs and beasts in a clash of blades around the
to prevent them from entering the Woodland Realm. Led trees. Yet even whilst the Elves fight to stave off the Orcs, Spiders and other
by their captains, a contingent of golden-clad Elves march foul creatures, Razgûsh’s host has already set about destroying areas of the
to meet the threat of Mordor head-on, whilst a band of forest. The Elves must act quickly if they are to defend their home.
rangers sneak quietly through the trees alongside them.
Yet it is when the Mordor forces come into view that the Elves realise
quite how dire their situation really is. The Orc army is far larger than
Thranduil had originally anticipated, and they are accompanied by the
vile and evil creatures that dwell in the forest. This combined army of Orcs
and beasts is set upon destroying the Elves of Mirkwood, and they plan on
razing the kingdom of the Elvenking to the ground one tree at a time.
SPECIAL RULES
Destroying Trees – With axes and torches in hand, the Orcs have
come to destroy the forest.
During the End phase of each turn, any Orc model in base
contact with one of the larger trees may attempt to destroy it,
provided they have not fought in a combat, supported a combat
or fired a missile weapon this turn or are Prone. When an Orc
attempts to destroy a tree, their controlling player rolls a D6. On a
5+ that tree has been destroyed.
Timber! – When cut down, there is a chance that a falling tree will land
on the combatants below.
D6 Result
1 The Evil player chooses the direction it falls.
2 The tree falls towards the southern board edge.
3 The tree falls towards the eastern board edge.
LAYOUT 4 The tree falls towards the western board edge.
The board represents an area of Mirkwood forest and so should be 5 The tree falls towards the northern board edge.
densely packed with trees, bushes and other undergrowth. There 6 The Good player chooses the direction it falls.
should be five larger trees that are spread equidistantly along the
centre line of the board from east to west; these are the objectives. When a tree falls, draw a 1mm wide line from the centre of the
tree that extends 6" in the required direction. Any model whose
STARTING POSITIONS base is under that line suffers a Strength 8 hit and is knocked
The Good player deploys their forces within 12" of the northern Prone. The tree is then removed from play.
board edge. The Evil player then deploys their forces within 12" of
the southern board edge.
PARTICIPANTS
OBJECTIVES Good: Tauriel; Mirkwood Captain; Mirkwood Ranger
The Orcs have come to burn down the Elven kingdom of Captain; 12 Mirkwood Elves: 4 with shield, 4 with Elven-
Mirkwood, and plan on starting by torching some of the taller made glaive, 4 with Elf bow; 10 Mirkwood Rangers.
trees on the borders of their kingdom.
Evil: Razgûsh, War Leader of the North; The Spider Queen;
The game lasts for 10 turns. The Good player wins if at least Orc Captain with shield; 24 Orc Warriors: 8 with shield, 8
three of the larger trees are still standing at the end of the game. with spear, 4 with two-handed weapon, 4 with Orc bow; 6
The Evil player wins if at least three of the larger trees have been Warg Riders: 2 with shield, 2 with throwing spear, 2 with
destroyed by the end of the game. Orc bow; 6 Orc Trackers; 2 Mirkwood Spiders; 2 Giant
Spiders; 1 Bat Swarm.
Battle under the Trees
H
aving received the message requesting At the head of the Orc army, Razgûsh leads his Orcs in a terrifying war
reinforcements from his people in the forest, the chant, whilst the Spider Queen herself can be seen gathering her kin to
grim realisation of the size of the force the Elves are up her side to unleash them upon the Elves. Giving an emboldening speech,
against has finally hit Thranduil. Though he initially Thranduil prepares his people for war, and as the Orcs and beasts rush
wanted to keep his people out of the wars that were being towards them, the Elvenking himself leads the charge in defence of the
fought to the south, war has now come upon the Elvenking Woodland Realm. The Battle under the Trees has begun…
and he has little choice but to gather the rest of his armies
and prepare for battle.
With his full strength gathered, Thranduil leads the rest of his armies
south to where the remainder of his forces have managed to hold off the
hordes of Mordor and the forest creatures. Yet even with the full might
of his halls, Thranduil’s armies are still outnumbered by the amassed
numbers of Orcs, Wargs and the vile creatures that have lurked in the
depths of Mirkwood and hunted his people.
SPECIAL RULES
Through the Forest – Having marched through the forest of
Mirkwood, the forces of Mordor have learned how to traverse the
thick-wooded terrain.
Death to the Elves – The Orcs and beasts of Mirkwood have long
hated the Elves of the Woodland Realm, and now they get their chance to
bring death upon them.
The War Leader – Razgûsh is a mighty Orc, and one who has been
tasked with putting an end to the Elves who reside in Mirkwood by any
means necessary.
Defend the Forest – The Elves know that this could be their end, and
LAYOUT they will fight as hard as they are capable to survive.
The board represents an area of Mirkwood forest and so should
be densely packed with trees, bushes and other undergrowth. Elf models must re-roll 1s To Wound during the Fight phase.
STARTING POSITIONS
The Good player deploys their forces within 12" of the northern PARTICIPANTS
board edge, but not within 12" of either the eastern or western Good: Thranduil, King of the Woodland Realm, with
board edges. The Evil player then deploys their forces within 12" heavy armour and additional Elven-made hand-and-a-half
of the southern board edge. sword; Tauriel; Palace Guard Captain with shield; Mirkwood
Captain; Mirkwood Ranger Captain; 10 Palace Guard: 4
OBJECTIVES with shield, 4 with spear, 2 with spear & shield; 12 Mirkwood
The battle for Mirkwood has begun and both sides will use every Elves: 4 with shield, 4 with Elven-made glaive, 4 with Elf
ounce of strength to achieve victory. bow; 10 Mirkwood Rangers.
The game lasts until the end of a turn in which one force Evil: Razgûsh, War Leader of the North; The Spider Queen;
has been reduced to 25% or less of its starting numbers. 2 Orc Captains with shield; Orc Shaman; 36 Orc Warriors:
The Good player wins if the Evil force has been reduced to 12 with shield, 12 with spear, 6 with two-handed weapon, 6
25%. The Evil force wins if the Good force has been reduced with Orc bow; 6 Warg Riders: 2 with shield, 2 with throwing
to 25%. If both sides are reduced to 25% in the same turn, the spear, 2 with Orc bow; 6 Orc Trackers; 4 Mirkwood Spiders;
game is a draw. 4 Giant Spiders; 2 Bat Swarms; 6 Fell Wargs.
Crossing of the Anduin
S
auron’s assault on Middle-earth is underway. To To enter the Golden Wood, the forces of Mordor must first cross the fast-
the south, a legion of Orcs prepares to assail Minas flowing waters of the Anduin; a fact that Galadriel well knows. A band
Tirith, whilst to the north a host of Easterlings march upon of Wood Elves has been commanded to stand guard on the edge of the
Erebor and an army of Orcs are making their way through forest to the east near a ford in the river, the ideal place for the Orcs to
Mirkwood to assault the Woodland Realm. Yet Sauron still cross. As the Orcs approach the River Anduin, the Elves begin to unleash a
fears the power of Galadriel, so in an attempt to buy his hail of arrows towards the would-be invaders in the hope of driving them
forces enough time to crush Erebor and Dale, he sends a backwards and away from Lothlórien.
separate army to Lothlórien in order to wage war upon
the Golden Wood.
However, Sauron’s plan is not for this army to achieve victory alone; in
fact the army itself is simply not large enough to do so. Instead, the Dark
Lord plans for this army of Orcs to keep the forces of Lothlórien at bay for
long enough that his other armies in the north can crush those that stand
against him, before Orcs and Easterlings alike congregate upon Lothlórien
in order to overwhelm them and bring the Woodland Realm to its knees.
OBJECTIVES
The Elves have seen the advancing Orcs and aim to prevent them
from entering the Golden Wood.
The game lasts until one force has completed their objective. The
Evil player wins if 10 or more Evil models escape the board via
the western board edge. The Good player wins if they can slay
enough models to make it impossible for the Evil player to win.
SPECIAL RULES
Defend our Borders – The Elves have come to the edge of the forest in
order to defend it, but they will not go further unless they have to.
Good models may not willingly move further than 12" away from
the western board edge. If a Good model finds itself further than
12" from the western board edge at the start of its Move phase, it
must try to move back within 12" if possible.
LAYOUT The river is Deep Water, with the exception of the ford which
The board represents part of the River Anduin and the edges is treated as open ground. Additionally, any model that makes a
of Lothlórien. There should be a 6" wide river running down Swim test for trying to cross the Anduin suffers an additional -1
the centre of the board from north to south, in the centre of penalty to their roll.
which should be a 6" wide ford for models to cross safely. The
area within 12" of the western board edge is the forest of Lórien
and should be densely packed with tress. The rest of the board PARTICIPANTS
should be relatively clear with the odd tree, bush or bit of Good: Wood Elf Captain with Elf bow; 12 Wood Elf
shrubbery dotted around. Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4
with Elf bow; 1 Wood Elf Sentinel.
STARTING POSITIONS
The Good player deploys their models within 12" of the western Evil: Muzgúr, Orc Shaman; Orc Captain with shield; 12
board edge. The Evil player then deploys their models within 12" Orc Warriors: 4 with shield, 4 with spear, 2 with two-handed
of the eastern board edge. weapon, 2 with Orc bow; 6 Warg Riders: 2 with shield, 2
with throwing spear, 2 with Orc bow; 6 Orc Trackers.
Attack on Lórien
ATTACKON LÓRIEN
L
othlórien is home to the fabled Mallorn; huge trees Now an army of Galadhrim warriors has joined the Wood Elves of
that grow far taller and stronger than any others in the forest as they fight to defend the Mallorn from the Orcs that seek to
the forest. These trees once grew in Valinor and it was destroy them. Yet the Orcs bring with them something the Elves have not
Galadriel that brought some of the Mallorn seeds with anticipated. The Orc Shamans that march with the Mordor armies have
her when she settled in Lothlórien. The Mallorn trees been trained in a crude form of magic, and possess the power to wither and
sprout great leaves that turn a glorious golden colour rot the Mallorn trees from the inside should they be able to get near enough
in the Autumn and Winter; and it is because of this that to the trunks of the trees.
Lothlórien is often referred to as the Golden Wood.
It is these Mallorn trees that the Orcs plan to destroy as they cut their way
through the forest. Sauron knows that Elves hold the Mallorn in such high
regard and believes that their destruction would demoralise them, allowing
his armies to conquer Lothlórien. However, the Elves will fiercely protect
the Mallorn trees from any potential harm, and have sent an army of
Galadhrim to fight against the Orcs that now threaten to cut them down.
SPECIAL RULES
The Mallorn Tree – This magnificent tree stands tall and proud
within the forest and will not be easy to simply cut down.
Decay – The Orcs plan on using their crude magics to wither and decay
the Mallorn trees, causing them to become much weaker.
DECAY
DURATION: INSTANT
LAYOUT This Magical Power may only target the Mallorn tree, has a
The board represents an area of Lothlórien, and as such should range of 6" and is cast on a 4+. The Mallorn tree suffers a Wound.
be densely packed with trees, bushes and other appropriate Additionally, it reduces its Defence characteristic by 1 for the
undergrowth. In the centre of the board should be a Mallorn tree remainder of the game.
with a trunk with a diameter of 3".
STARTING POSITIONS Additionally, both Muzgúr and the Orc Shaman gain a free Will
The Good player deploys their forces within 12" of the western point per turn, however, this free Will point can only be used to
board edge. The Evil player then deploys their forces within 12" of cast the Decay Magical Power.
the eastern board edge.
OBJECTIVES PARTICIPANTS
The Mallorn trees within Lothlórien grow to immense heights Good: Orophin; Wood Elf Captain with Elf bow; 12
and are the pride of the Golden Wood, and it is these trees that Galadhrim Warriors: 4 with shield, 4 with spear and shield,
the Orcs plan to destroy. 4 with Elf bow; 12 Wood Elf Warriors: 4 with throwing
daggers, 4 with Wood Elf spear, 4 with Elf bow.
The game lasts for 10 turns. The Good player wins if the Mallorn
tree is still alive at the end of the game. The Evil player wins Evil: Muzgúr, Orc Shaman; Orc Captain with shield; Orc
immediately if the Mallorn tree is destroyed. Shaman; 24 Orc Warriors: 8 with shield, 8 with spear, 4
with two-handed weapon, 4 with Orc bow; 6 Warg Riders:
2 with shield, 2 with throwing spear, 2 with Orc bow;
6 Orc Trackers.
Trapped on both Sides
T
he Mordor assault on Lothlórien has not gone Whilst Orophin has been leading the Elves against the Orcs of Mordor,
unnoticed by other unsavoury beings that have reinforcements led by his brother Rúmil have made their way from Caras
long sought to attack the borders of the Golden Wood. Galadhon to aid those already in battle. However, the arrival of Rúmil
The sound of the Elves and Orcs fighting within the is followed swiftly by nightfall and a band of Goblins of the Misty
trees has reached the pointed ears of those Goblins Mountains; and now the Galadhrim find themselves trapped between an
from the Misty Mountains that no longer dwell within army of Orcs to the east and a horde of Goblins to the west who both seek
the mountains themselves, but instead live at their base to bring death upon them.
amongst the fell creatures that also make the foot of the
mountains their home.
Upon hearing the Orcs’ assault upon Lórien, the Goblin Shamans that
have taken up the mantle of leading the Goblins and beasts at the foot
of the Misty Mountains see an opportunity to join the war against the
Elves and bring ruin and death upon the Galadhrim. Gathering as
many of their kin, and other vile creatures, as they can, the Goblins
known as Drûzhag and Ashrâk lead them east into the Golden Wood
and towards war.
OBJECTIVES
With their reinforcements having arrived, the Elves are trying
to fend off the combined forces of Orcs and Goblins from
overrunning the forest.
The game lasts for 12 turns. At the end of the 12th turn, whichever
side has the most models wholly within 6" of the centre of the
board is the winner. If both sides have the same number of models
wholly within 6" of the centre of the board, the game is a draw.
SPECIAL RULES
Cover of Darkness – As the Goblins of the Misty Mountains cannot
move by sunlight, the assault on Lothlórien comes during the dead of night.
LAYOUT Dark Magics – Those that lead the Orcs and Goblins are well versed in
The board represents an area of Lothlórien, and as such the crude sorceries they have been taught, and have shared their knowledge
should be densely packed with trees, bushes and other with their allies.
appropriate undergrowth.
Evil models may re-roll any number of D6s when making
STARTING POSITIONS a Casting roll.
The Good player deploys their force within 6" of the centre of the
board. The Evil player then splits their force into two halves, one Defend the Golden Wood – The Elves will hold their own against
with all the Mordor models, and one with all the Moria and whatever comes out of the darkness.
Spider models. The Mordor models are then deployed within
12" of the eastern board edge. The Moria and Spider models are All Good models automatically pass any Courage tests they are
then deployed within 12" of the western board edge. required to make.
PARTICIPANTS
Good: Rúmil; Orophin; Wood Elf Captain with Elf bow; 24
Galadhrim Warriors: 8 with shield, 8 with spear and shield,
8 with Elf bow; 12 Wood Elf Warriors: 4 with throwing
daggers, 4 with Wood Elf spear, 4 with Elf bow; 4 Guard of
the Galadhrim Court; 1 Wood Elf Sentinel.
L
othlórien has been embroiled in all-out war. The Orc However, Caras Galadhon is well defended. The brothers Rúmil and
army that marched from Mordor has been joined by Orophin command the golden-clad warriors of the Galadhrim and the
a rabble of Goblins, Wargs and other creatures that have Wardens of Caras Galadhon, the most elite of all of Lothlórien’s warriors.
come from the base of the Misty Mountains. Together Even Galadriel and Celeborn have come to fight against the threat of
they have forced the Galadhrim armies back to Caras Mordor, for they know that their people will require every ounce of strength
Galadhon and now they prepare to launch one final attack and courage to overcome the combined forces of Orcs and Goblins that now
on the Elven city with the intent of conquering it in the seek to destroy them.
Dark Lord’s name.
Under the cover of darkness, Muzgúr leads his Orcs north towards Caras
Galadhon, whilst Drûzhag and Ashrâk command the Goblins and beasts
to follow. Though the plan was originally to have had reinforcements from
Sauron’s forces in Mirkwood and Erebor, the Orcs instead have the Moria
Goblins as their allies and so prepare to launch the final assault upon the
Elves of the Golden Wood.
SPECIAL RULES
Galadriel – The Dark Lord fears the power of Galadriel more than any
other; should she fall then all hope will be lost.
If Galadriel is slain then the game immediately ends and the Evil
side is victorious, regardless of any other factors.
Dark Magics – Those that lead the Orcs and Goblins are well versed in
the crude sorceries they have been taught, and have shared their knowledge
with their allies.
LAYOUT Evil models may re-roll any number of D6s when making
The board represents an area of Lothlórien, and as such should a Casting roll.
be densely packed with trees, bushes and other appropriate
undergrowth. Galadriel’s mirror is deployed 12" from the centre Defend the Golden Wood – The Elves will hold their own against
of the northern board edge as shown on the map. whatever comes out of the darkness.
STARTING POSITIONS All Good models automatically pass any Courage tests they are
The Good player deploys their force within 12" of the centre of required to make.
the northern board edge. The Evil player then deploys their force
within 12" of the southern board edge.
PARTICIPANTS
OBJECTIVES Good: Galadriel with mirror of Galadriel; Celeborn with
This is the final assault of Lothlórien and the combined forces of heavy armour, shield and Elven-made hand-and-a-half
Orcs and Goblins have come to destroy Caras Galadhon. sword; Rúmil; Orophin; 24 Galadhrim Warriors: 8 with
shield, 8 with spear and shield, 8 with Elf bow; 12 Wood Elf
The game lasts until the end of a turn in which one force Warriors: 4 with throwing daggers, 4 with Wood Elf spear, 4
has been reduced to 25% or less of its starting numbers. with Elf bow; 4 Guard of the Galadhrim Court;
The Good player wins if the Evil force has been reduced to 3 Wood Elf Sentinels.
25%. The Evil force wins if the Good force has been reduced
to 25%. If both sides are reduced to 25% in the same turn, the Evil: Muzgúr, Orc Shaman; Drûzhag the Beastcaller;
game is a draw. Ashrâk; Orc Shaman; 24 Orc Warriors: 8 with shield,
8 with spear, 4 with two-handed weapon, 4 with Orc bow;
6 Warg Riders: 2 with shield, 2 with throwing spear, 2 with
Orc bow; 6 Orc Trackers; 24 Moria Goblins:
8 with shield, 8 with spear, 8 with Goblin bow;
8 Venom-back Spiders; 3 Warg Marauders.
Fall of Dol Guldur
T
he Dark Lord’s plan has failed. Sauron’s army of Orcs Yet the fortress of Dol Guldur is still protected by those loyal to the Dark
in Mirkwood has been defeated, and the Easterling Lord, and if Galadriel is to succeed in breaking the incantations that still
hosts have been driven back from Erebor. As such, neither linger and tearing the fortress down then the Galadhrim will have to stave
were able to converge upon Lothlórien and join the final off those that defend it. Bands of Orcs and Wargs still roam the ruins, and
assault on the Golden Wood. Though the combined forces foul Mirkwood Spiders from the forest are drawn to the sound of battle in
of Orcs and Goblins managed to destroy parts of Lórien search of a quick meal.
forest, they have ultimately been defeated by the armies
of the Galadhrim. However, perhaps the deadliest of those that defend the walls of Dol
Guldur are the Castellans; spectral automatons that have long been tasked
With news that the One Ring has been destroyed and Sauron finally with protecting this bastion of the Dark Lord’s power and, even with
defeated reaching the ears of the Elves, Galadriel sets out for Dol Sauron defeated, they will stop at nothing to ensure it still stands. As the
Guldur in southern Mirkwood to destroy the final bastion of the Dark Galadhrim enter the ruins of Dol Guldur, the Castellans come forth from
Lord. To accompany the Lady of Lothlórien, Celeborn brings with the shadows intent on slaying those who have dared enter this place of evil.
him as many of the remaining Galadhrim forces as he can muster in
order to protect Galadriel as she uses her immense power to fell the
stronghold of Dol Guldur.
SPECIAL RULES
The Lady of Light – Galadriel is solely focused on the destruction
of Dol Guldur, and bringing down its walls upon the servants
of the Dark Lord.
BREAK STONE
DURATION: INSTANT
This Magical Power may only target the ruins of Dol Guldur,
has a range of 3" and is cast on a 4+. The targeted ruins are
immediately destroyed. Any models within the ruins, or within 1"
of the ruins, when they are destroyed suffer a Strength 8 hit.
Weary from War – The Galadhrim have been at war with Orcs and
Goblins and many are still weary from the conflict.
Each Good Hero model starts the game with one fewer Might
LAYOUT point than usual.
The board represents the ruins of Dol Guldur. On the
board there should be a total of seven sections of ruined walls,
towers or buildings spread out evenly, each no larger than 6" in PARTICIPANTS
diameter. None of these ruins may be within 6" of the southern Good: Galadriel; Celeborn with heavy armour, shield and
board edge. The rest of the board should have some areas of Elven-made hand-and-a-half sword; Rúmil; Orophin; 24
rubble and rocky outcrops dotted around. Galadhrim Warriors: 8 with shield, 8 with spear and shield, 8
with Elf bow; 4 Guard of the Galadhrim Court.
STARTING POSITIONS
The Evil player deploys one Castellan of Dol Guldur within Evil: 6 Castellans of Dol Guldur with Morgul Blade;
each ruin. The rest of their forces are then deployed as evenly as 12 Hunter Orcs: 4 with Orc bow, 2 with two-handed pick, 6
possible within each of the ruins. The Good player then deploys with no additional wargear; 12 Fell Wargs;
their force within 6" of the southern board edge. 4 Mirkwood Spiders.
OBJECTIVES
The Galadhrim have come to protect Galadriel who intends to
tear down the walls of Dol Guldur for good.
H
ere we present you with the Defence of the North You can play this campaign with as few as two people, though, if
campaign, a system for linking your games together in such you wish, different players can take control of different Scenarios,
a way that the results of one game can impact your next game that way you can get a whole gaming group involved. However, it
or even one much later on! This will join together the already is important to note that you should play the Scenarios in order as
dynamic Narrative Play Scenarios in such a way that it will feel the results of one Scenario may change how a later one plays…
as if you are playing through the scenes directly from the books
and the movies. Another way that you can play this campaign, rather than
to play it as one long series of battles, is to play each of the shorter
As you may have already read, this supplement focuses on the campaigns individually and see which side can win the most;
battles and events that happened in the northern region of perhaps even having different players doing different parts of the
Rhovanion at the time of the War of the Ring. The Easterlings campaign. If the Evil side wins the Battle of Dale, and then the
have marched upon the kingdoms of Erebor and Dale, and Good side wins the Defence of Mirkwood, then it will be all to
Sauron has sent hordes of Orcs to assault the Elven realms within play for in the Assault on Lothlórien!
Mirkwood and Lothlórien. This campaign is slightly unusual in
that it is essentially three shorter campaigns in one. Sauron’s plan Whichever side wins the final battle in a campaign will be the
was to have the Easterlings defeat the forces of Dáin and Brand overall winner of that campaign.
whilst a host of Orcs conquered Mirkwood. Then the two armies
would converge on Lothlórien, joining the army already there, to SCENARIO BONUSES
combine forces and defeat the Galadhrim. After each Scenario has been completed, it is important to note
down which side won that Scenario, either Good or Evil. This
The Defence of the North campaign mirrors this as it starts with is important as, depending on who was victorious, there may
the war of the Easterlings against Erebor and Dale, then moves on be a bonus or penalty to a certain side in a future Scenario.
to the battles in Mirkwood, before finishing with the skirmishes For example, if the Good side is victorious in The Hosts Clash
within Lothlórien. Though these battles all happen at roughly the Scenario, then the Good side will receive a bonus in the Plains
same time, we have decided to separate them out into the three of Erebor Scenario – the next Scenario in the campaign. These
shorter campaigns so that they can be played out individually. bonuses reflect the advantages of success and the edge it will give
Also, the victor in each of these regions will gain bonuses for the either side in the future.
battles happening elsewhere.
CAMPAIGN 1
THE BATTLE OF DALE
CROSSING OF
THE RIVER CARNEN
Good: In The Hosts Clash Scenario, Good Hero models
may re-roll 1s To Wound when making strikes.
DEATH OF BRAND
Good: In the Dáin’s Last Stand Scenario, whenever
Dáin spends a point of Might roll a D6. On a 5+ the
Might point is free.
RETREAT TO EREBOR
Good: In the Siege of Erebor Scenario, the Good
player needs to kill 30 enemy models rather than 35
in order to win.
SIEGE OF EREBOR
Good: In The Tide Turns Scenario, the Dragon Emperor
of Rhûn suffers a -1 penalty to his Courage tests whilst
within 12" of a Good Hero model.
GOLLUM’S ESCAPE
Good: In the Burning of Mirkwood Scenario, Tauriel may
re-roll To Wound rolls of a 1 when making strikes.
AN UNEASY ALLIANCE
Good: In the Burning of Mirkwood Scenario, Razgûsh
starts the game with only a single point of Might.
BURNING OF MIRKWOOD
Good: In the Battle under the Trees Scenario, Tauriel re-
rolls all failed To Wound rolls when making Strikes.
ATTACK ON LÓRIEN
Good: In the Trapped on Both Sides Scenario,
the Good player may choose to have the game end on the
11th turn if they wish.
GARRISON OF DALE
A
t the foot of the Lonely Mountain lies Dale, the great Many years later it was Bard, the descendant of Girion, who finally felled
city of Men who have ever been the close allies of the the beast; however, Lake-town was destroyed in the process and its people
Dwarves of Erebor. For many years the city had been a were forced to take refuge in the ruins of Dale. Following the Battle of
place of peace, whose markets were known far and wide as the Five Armies, Dale was rebuilt and began to grow into a city that once
the best in Middle-earth. Travellers from all reaches of the more stood proud and tall. It took many years for Dale to reach its former
free lands would flock to Dale in order to trade in the wares glory but, with the help of the Dwarves, eventually the city was restored.
of the city, as well as those provided by the Dwarves under
the mountain who were known as great smiths. That was At the time of the War of the Ring, it is Bard’s grandson, Brand, who is
until the coming of Smaug. king of Dale, and the city’s armies have been built up to the greatest level
they have ever reached. The archers of Dale still possess the exceptional skill
From the north, the great Fire-drake had come in search of riches. For with a bow that their ancestors had, whilst the warriors are adept fighters
Dragons desire gold above all else, and Smaug coveted the vast wealth that that constantly train to hone their skills. The Knights of Dale are the city’s
lay within Erebor. Before he conquered the mountain, Smaug devastated most elite warriors, trained to fight with both spear and shield to impale
the city of Dale; razing it to the ground in great gouts of flame. Yet even as foes as they charge towards them in battle. When Sauron’s messenger comes
the city burned, the Men of Dale fought for their homes. Girion, the lord of to Dale, Brand sends them away empty-handed and begins to prepare for
Dale, led his warriors against the beast, ordering them to loose arrow after war – a war that will come all too swiftly upon both Dale and Erebor.
arrow upon Smaug. Girion himself tried everything he could, but even the
great Black Arrows fired from a Windlance couldn’t pierce the Dragon’s
hide, and Girion was lost within the flames.
ARMY COMPOSITION
This army may include: Girion, Lord of Dale; Brand, King of ARMY BONUS
Dale; Bard II, Prince of Dale; Captains of Dale; Warriors of Dale “Girion, Lord of the City, rallied his Bowmen to Fire
and Knights of Dale. upon the Beast” – Captains of Dale and Warriors of Dale
have their Shoot value improved to 3+.
STRENGTHS WEAKNESSES
Exceptional Shooting – Thanks to the Army Bonus, Warriors No Fight 6 Heroes – Whilst the Heroes of Dale are impressive,
and Captains of Dale have a Shoot value of 3+. Couple this with none are quite at the same level as the greatest heroes of Men
their Strength 3 Esgaroth bows and you have some of the best such as Aragorn, Isildur or Prince Imrahil, which means they
archers in the game! have no Fight value 6 or higher heroes.
Decent Fight value – The armies of Dale are made up of elite No Cavalry – The Dale army contains no Cavalry,
fighters, and this is represented by the fact that every model in meaning they may struggle to keep up with faster moving
the army has a Fight value of 4 or higher. armies. Make sure you have plenty of archers to shoot those
fast-moving targets.
Solid Leaders – Brand, Bard II, and even Girion, are all great
leaders for a Dale force, each bringing their own benefits to
the battlefield.
KEY MODELS
BRAND, KING OF DALE
The king of Dale, Brand is all but essential to a Dale force that represents the city at the time of the War of the
Ring. A Fight value of 5, 3 Attacks, 3 Wounds and a Defence of 7 make Brand a tough fighter on the battlefield.
Also, should he be Trapped at the start of a fight, he may re-roll a dice to win the fight and one To Wound,
allowing him to get stuck into the fray.
WARRIORS OF DALE
Every Dale army will want to have a contingent of Warriors of Dale. Relatively cheap in points,
you can really get quite a few of them into your force. However, it is the archers that are the key.
With a 3+ Shoot value, and Strength 3 Esgaroth bows, the Warriors of Dale are the best archers the
race of Men have to offer.
Mv F S D A W C M W F SPECIAL RULES
6" 5/3+ 4 7 3 3 5 3 3 1 Lord of Dale ACTIVE – A ruler of great integrity, Brand is loved by his
people who will follow their liege into battle even when the war seems to
WARGEAR go ill.
Heavy armour, sword and shield.
Brand’s Stand Fast! is 12" rather than 6".
HEROIC ACTIONS
• Heroic Resolve Stoic Fighter ACTIVE – Even when fighting against seemingly-impossible
• Heroic Strike odds, Brand will fight to the bitter end.
• Heroic Strength
At the start of a Fight involving Brand, check to see if he would be
Trapped should his side lose the Duel roll, with the exception of if
If your force contains Brand, King of Dale, or Bard II, a friendly model can Make Way for Brand.
Prince of Dale, then it may not also include Girion, Lord If Brand would be Trapped, he may re-roll a single D6 to
of Dale. Additionally, ignore the Allies Matrix for the win the Duel roll, and a single D6 when rolling To Wound.
Garrison of Dale army list. Instead, they will be Historical
Allies with Erebor Reclaimed, so long as the list contains
Dáin Ironfoot, King Under the Mountain, or Thorin III
Stonehelm. They will be Convenient Allies with The Dead
of Dunharrow, Fangorn, The Fellowship, The Fiefdoms,
Halls of Thranduil, Lothlórien, Minas Tirith, The Misty
Mountains, The Rangers, Rivendell, Rohan, The Shire and
Wildmen of Drúadan. They will be Impossible Allies with all
other army lists.
BARD II, PRINCE OF DALE..............................................................................100 POINTS
(MAN, DALE, INFANTRY, HERO) – HERO OF VALOUR
Bard II is the son of King Brand, and the heir to the throne of Dale. Having joined the ranks of the Knights of Dale at a young age,
Bard quickly developed an exceptional martial skill, one worthy of the name that had been bestowed upon him, and rose through the
ranks to eventually become commander of the Knights. At the Battle of Dale, Bard fought alongside his father against the Easterling
army. Though his father was slain and their forces driven back to Erebor, Bard, along with Thorin III Stonehelm, rallied his people to push
out from Erebor, facing the Easterling armies head-on and winning a great victory.
Mv F S D A W C M W F SPECIAL RULES
6" 5/3+ 4 7 3 2 6 3 2 2 Wall of Blades ACTIVE – With their shields at the ready, the Knights of
Dale point their weapons forward, forcing their foes to risk the sharp-
WARGEAR bladed spears if they are to meet them in combat.
Heavy armour, spear, sword and shield.
This model gains a bonus of +1 To Wound when making Strikes
HEROIC ACTIONS with their spear against a model that charged them this turn.
• Heroic Resolve
• Heroic Strike
• Heroic Defence
KNIGHT OF DALE .................................11 POINTS
(MAN, DALE, INFANTRY, WARRIOR)
Mv F S D A W C
6" 4/4+ 3 6 1 1 4
WARGEAR
Heavy armour, spear, sword and shield.
SPECIAL RULES
Wall of Blades ACTIVE – With their shields at the ready, the Knights of Dale point
their weapons forward, forcing their foes to risk the sharp-bladed spears if they are to meet
them in combat.
This model gains a bonus of +1 To Wound when making Strikes with their spear
against a model that charged them this turn.
WINDLANCE.........................................................................................................75 POINTS
(SIEGE ENGINE)
Forged by the Dwarves of Erebor and gifted to the city of Dale to protect its walls, a Windlance is a weapon of exceptional craftsmanship. This war
engine launches barbed spears towards the enemy, powerful enough to pierce all but the most impenetrable armour or hide,
and is cleverly designed so only a single Man of Dale is required to fire it if needed. It was a Windlance that Girion, Lord of Dale,
used to launch a Black Arrow at the Dragon Smaug; though it did not slay the beast, it did loosen a scale that would one day prove
to be Smaug’s downfall.
It is commonplace for a small band of Dwarves from Erebor and Men from Dale to be tasked with the defence of an outpost, one that provides great
benefits to both realms. Bands such as these often end up forming close bonds as they hone their skills side-by-side in the wild lands of Middle-earth, both
sharing their talents and experiences with the other.
EREBOR RECLAIMED
T
he kingdom of Erebor has long been one of the However, their journey was far from over. Outside their gates, a host
greatest kingdoms of the Dwarves in Middle-earth. of Men of Esgaroth and Elves of the Woodland Realm had gathered to
The single solitary peak, also known as the Lonely ask Thorin for their share of the treasure that was promised to them.
Mountain, lies east of Mirkwood forest and just north of Refusing to honour his pledge to the Men of the Lake, Thorin had sent
the Long Lake. The vast wealth of Erebor is unmatched by word to his cousin Dáin, Lord of the Iron Hills, who marched upon
any kingdom of the Dwarves and is kept deep within the Erebor and to war.
mountain. However, it would be the greatest asset of Erebor
that would also prove to be its downfall. Yet as the Dwarves of the Iron Hills arrived, and prepared to wage
war upon Thranduil’s people, the legions of the Pale Orc emerged from
During the reign of King Thrór, disaster fell upon the Lonely Mountain. beneath the earth and forced the Dwarves once more into war. Though
Word of the great wealth of Erebor had reached the ears of Smaug, a great ultimately the Dwarves were victorious, the battle claimed the lives of
Dragon from the northern lands. The temptation of such a vast treasure Thorin and his heirs.
was enough to drive Smaug to Erebor in order to claim it for his own.
It was on a single terrible day that Smaug sacked not only Erebor, but At the time of the War of the Ring, Erebor is still ruled by Dáin Ironfoot.
also burned the city of Dale to the ground. Routing the Dwarven armies, Though he is now a very old Dwarf and is well past his prime, Dáin is
Smaug claimed the mountain for his own and Thrór’s people were cast out still a formidable and stubborn ruler. When the Nazgûl came to Erebor
into Middle-earth. in search of the One Ring, and offered Dáin one of the lost Dwarven
Rings of old, the king would have nothing to do with the servants of the
Some 170 years later, a company of Dwarves led by Thorin Oakenshield, Dark Lord, sending them away empty handed. Instead, Dáin prepared
the grandson of Thrór, set out to reclaim their homeland from the clutches for war, ensuring that every Dwarf within Erebor was armed and ready
of Smaug. With the help of Gandalf the Grey and Bilbo Baggins, the for the incoming assault that would no doubt swiftly descend upon them
Dwarves were able to fulfil their quest and take back Erebor. and their allies.
Strong Troops – The Iron Hills Dwarves are a hardy race who
are highly trained in the art of warfare. In the Strategy Battle
Game they have a Strength of 4, which can really pack a serious
punch on the battlefield.
KEY MODELS
DÁIN IRONFOOT, KING UNDER THE MOUNTAIN
Dáin is the natural choice to lead an Erebor Reclaimed list focused around the War of the Ring and it’s easy to
see why! Though he may have lost a step in battle since his prime, Dáin is still a formidable foe to face in-game.
As his axe, Barazantathûl, is Master-forged, Dáin can swing it with as much ease as a standard axe whilst still
packing as much punch as a two-handed axe. Dáin’s Stand Fast! also covers the entire board, making him the
ideal leader for your force.
Mv F S D A W C M W F SPECIAL RULES
5" 6/4+ 4 8 3 3 7 3 3 1 Fearless
Barazantathûl ACTIVE – This is a Master-forged Whenever Dáin makes a Jump, Leap or Climb test, he will roll
hand-and-a-half axe. two dice and pick the lowest result.
HEROIC ACTIONS King Under the Mountain ACTIVE – Dáin’s authority is unmatched
• Heroic Resolve among the Dwarves, and they will follow him to the bitter end.
• Heroic Strike
• Heroic Strength Friendly Erebor Dwarf models, including Hero models,
• Heroic Challenge will benefit from Dáin’s Stand Fast! regardless of range.
THORIN III STONEHELM .........................................................................................................110 POINTS
(DWARF, EREBOR, INFANTRY, HERO) – HERO OF VALOUR
Thorin III is the son of Dáin Ironfoot, and has inherited much from his father, including the same martial prowess that Dáin was
famed for. Though he has gained much from Dáin, and is like his father in many ways, Thorin possesses a calmer and more cool-headed nature, which
lends itself well to tactical insight upon the battlefield. Yet this does not mean that he is less formidable when he goes to war, and those who underestimate
the Dwarven prince are swiftly cut down. It was during the Battle of Dale where Thorin came into his own, driving back the Easterling forces from
Erebor and avenging the death of his father.
Mv F S D A W C M W F
5" 6/4+ 4 8 3 2 6 3 3 3 If your force contains Dáin Ironfoot, King Under the
Mountain, or Thorin III Stonehelm, then all models in this
WARGEAR Army List change their Iron Hills keyword for the Erebor
Heavy armour, shield and hand-and-a-half pick. keyword. Additionally, your force may not also include the
following models from the Erebor Reclaimed army list:
HEROIC ACTIONS Thorin Oakenshield, King Under the Mountain; Kíli the
• Heroic Strike Dwarf, Champion of Erebor; Fíli the Dwarf, Champion of
• Heroic Strength Erebor; Balin the Dwarf, Champion of Erebor; Bombur the
• Heroic Defence Dwarf, Champion of Erebor; Ori the Dwarf, Champion
of Erebor; Óin the Dwarf, Champion of Erebor; Dáin
SPECIAL RULES Ironfoot, Lord of the Iron Hills. Also, Dwalin may not
Cool-headed ACTIVE – Many wars against the enemies of Erebor have take a War Goat.
made Thorin adept in reading the battlefield and changing his tactics with
the ebb and flow of battle. Additionally, ignore the Allies Matrix for the Erebor
Reclaimed army list. Instead, they will be Historical Allies
Whenever Thorin declares a Heroic Action, roll a D6. with the Garrison of Dale, so long as the list contains
On a 5+, no Might is spent and the Heroic Action is free. Brand, King of Dale, or Bard II, Prince of Dale. They
Additionally, if Thorin declares a Heroic Action and an enemy will be Convenient Allies with The Dead of Dunharrow,
model subsequently declares a Heroic Action, Thorin may choose Fangorn, The Fellowship, The Fiefdoms, Halls of Thranduil,
to change the type of Heroic Action he has declared. Lothlórien, Minas Tirith, The Misty Mountains, The
Rangers, Rivendell, Rohan, The Shire and Wildmen
of Drúadan. They will be Impossible Allies with all
other army lists.
Lothlórien
LOTHLÓRIEN
T
o the east of the Misty Mountains is the woodland With the power of the Dark Lord growing, Galadriel had sent an army
realm of Lothlórien. Within its boughs and branches of Galadhrim to Helm’s Deep to aid the Rohirrim in their war against
reside the Galadhrim Elves who have kept it a safe haven Isengard. Yet this has left Lothlórien itself vulnerable to attack, and
from Evil beings that would seek to gain a foothold in their Sauron will not hesitate to seize any chance to wage war upon the Lady
lands. The Lady Galadriel rules all of Lothlórien, with of Light who he considers to be his greatest threat in Middle-earth. At the
the Lord Celeborn at her side; they came to live within same time as he unleashes armies of Orcs and Easterlings upon Erebor
Lothlórien during the Third Age following the loss of its and Mirkwood, Sauron has commanded a contingent of Orcs to assault
previous lord, and they have kept it safe ever since. Lothlórien. The Galadhrim are now thrust into a war against Orcs and
the Moria Goblins that have come down from the Misty Mountains to join
The Elves of the Galadhrim are every bit as skilled as their kin who live in the battle under the trees.
in Rivendell and Mirkwood, possessing great proficiency with both blade
and bow when they fight in defence of the Lady of Lórien. Their steeds, Those Elves that have remained in Lothlórien must fight with all they
though rare, have been reared within the woodland and have developed an have to protect the Golden Wood from falling and to defend the lord and
ability to ride swiftly through the forest where other mounts would struggle lady of Lórien. Though Galadriel can stave off some of the assault with
to move quickly. the power of her Elven Ring, the Elves must be prepared to fight their
attackers as they cross the Anduin and into their homeland. Though
Never once has the Golden Wood fallen whilst the Galadhrim defend it, diminished in number by aiding the Rohirrim, the armies of Lothlórien
for their skill is far greater than any who have dared to assault Lothlórien, are by no means weak and will prove to be a powerful foe for those who
and the Lady Galadriel harbours a great power with the Elven Ring attempt to burn down the Golden Wood.
Nenya that she uses to protect her woodland home.
ARMY COMPOSITION
This army may include: Galadriel; Celeborn; Haldir; Rúmil; ARMY BONUS
Orophin; Galadhrim Captains; Wood Elf Captains; Galadhrim “They say a Great Sorceress lives in these Woods…”
Stormcallers; Galadhrim Warriors; Galadhrim Knights; Guard of – Friendly Lórien models gain the Resistant to
the Galadhrim Court; Wood Elf Warriors and Wood Elf Sentinels. Magic special rule.
STRENGTHS WEAKNESSES
Good Heroes – The Heroes available to Lothlórien each have Expensive Models – Whilst the Galadhrim are exceptional
their own place in an army, giving you plenty of options to both with blade and bow, they cost a lot of points for the
overcome almost any challenge thrown at you. privilege. Prepare to be outnumbered in many fights; though
with their high Fight value the Galadhrim should be able to
High Fight Value – Elves are perhaps the greatest warriors weather the storm.
in Middle-earth, having lived for thousands of years honing
their skills. This is represented by their Fight value, which No Mounted Heroes – Whilst the Heroes from other Elven
is never below 5. kingdoms are often mounted, those from Lothlórien keep
their feet firmly on the ground. Whilst this means they may
Exceptional Shooting – With their Elf bows having a lack raw hitting power, their strength is usually in aiding
Strength of 3, and with each Elf possessing a Shoot value of 3+, those around them.
Elves are amongst the greatest archers in Middle-earth.
KEY MODELS
GALADRIEL
The Lady of Lothlórien herself is the ideal Hero for this army. Being a Hero of Legend, she can lead a total of 18
warriors in her warband, and her combination of Heroic Defence, Nenya and the Terror special rule means that
she will not be an easy model to take down in a fight. However, Galadriel is most useful when casting any one of
her array of Magical Powers. From Blinding Light to protect her troops from missile weapons, to Immobilise to
stop enemy Heroes in their tracks, to Blessing of the Valar to restore Fate, Galadriel is an excellent support Hero.
RÚMIL
The Warden of Caras Galadhon, Rúmil is an excellent fighter in a Lothlórien force. Whilst other Heroes focus
more on pure killing power, Rúmil is much more defensively minded. His Fight value of 6 means that he can
stave off most enemies, and his Swift Parry special rule means he can force an enemy model to re-roll a dice in a
fight, making it very hard to shift Rúmil from a place he is defending.
OROPHIN................................................................................................................................................85 POINTS
(ELF, LÓRIEN, INFANTRY, HERO) – HERO OF FORTITUDE
The brother of Haldir and Rúmil, Orophin has spent centuries guarding the borders of the Golden Wood. Whilst Haldir has trained as a skilled archer,
and Rúmil has mastered a defensive style of combat, Orophin has spent his years becoming a skilled swordmaster capable of striking his foes with
lightning speed. When Haldir marches to the defence of Helm’s Deep, Orophin remains in Lothlórien with Rúmil in order to protect its borders against
the armies that Sauron would send against them, commanding the Galadhrim ranks from the front.
Mv F S D A W C M W F SPECIAL RULES
6" 6/3+ 4 6 3 2 6 3 1 1 Whirl of Blades ACTIVE – With a flash of steel, Orophin can land a
flurry of strikes upon his foe before they have time to react.
WARGEAR
Heavy armour and two Elven-made swords. If Orophin rolls one or more natural 6s when making a Duel roll,
then any dice that roll a natural 6 will make double the number of
HEROIC ACTIONS Strikes they would normally make when rolling To Wound. Note
•Heroic Strength that any Strikes doubled in this way will not double again if the
model Orophin is fighting is Trapped.
Halls of Thranduil
HALLS OF THRANDUIL
T
o the north of the forest of Mirkwood lies the great Throughout the Third Age, the armies of Mirkwood have proven themselves
Elven kingdom of the Wood Elves. For centuries, to be a fearsome enemy. At the Battle of the Five Armies, the Elves of
the Elves of Mirkwood have resided in the forest, keeping Mirkwood fought alongside the Men of Lake-town and the Dwarves of
the evil creatures that dwell in its depths at bay. Yet these Erebor, albeit begrudgingly, against the onslaught of Azog’s legions of
Elves are not like the rest of their kin; they are considered Gundabad Orcs. Though they suffered heavy losses, the Elves and their
to be less wise than their counterparts in Rivendell and allies were ultimately victorious, and the battle rekindled some of the
Lothlórien; but also a more dangerous people that will alliances that once stood between Men, Elves and Dwarves.
not hesitate to defend their homes with force if they
feel threatened. Years later, when news that the One Ring had been discovered reached
Mirkwood, Thranduil dispatched his son, Legolas, to Rivendell in order
Ever since the War of the Last Alliance, it has been Thranduil to learn what he could. However, whilst Legolas joined the Fellowship of
the Elvenking who has ruled over the Elves of Mirkwood. the Ring on their quest to Mount Doom, Thranduil and his people stayed
Thranduil is a proud, yet stubborn king and gives little thought within their kingdom. With evil creeping once more back into the world,
for the well being of any outside his kingdom; not concerning himself with the beasts of the forest had become more vicious and unruly, causing a
those that are not his kin. major threat to the Woodland Realm. The Elves could not avoid conflict
for long, as soon Sauron sent an army of Orcs northwards to assail their
Even as the Dragon, Smaug, sacked Erebor, Thranduil did not provide lands, bringing death upon Thranduil’s people and thrusting them into a
aid to the Dwarves as they had refused to return gems of great value to war that would take every ounce of strength that the Elves could muster in
the Elvenking some years previous. Quite what happened between the two order to prevail.
races remains a mystery, but it is true that for many years the Dwarves and
Elves harboured a great disdain for each other.
ARMY COMPOSITION
This army may include: Thranduil, King of the Woodland Realm; ARMY BONUS
Legolas Greenleaf, Prince of Mirkwood; Tauriel; Palace Guard “The Elves of Mirkwood are not like their Kin.
Captains; Mirkwood Elf Captains; Mirkwood Ranger Captains; They are less Wise, and more Dangerous” – Mirkwood
Palace Guard; Mirkwood Elves; Mirkwood Cavalry; Mirkwood Rangers from this force do not count towards the army’s Bow
Rangers and Wood Elf Sentinels. Limit. Additionally, whilst they are within 3" of Thranduil,
all Palace Guard Captains, Mirkwood Elf Captains, Palace
Guard Mirkwood Cavalry and Mirkwood Elves will also gain
+1 to their To Wound rolls when making Strikes.
STRENGTHS WEAKNESSES
High Fight Value – Elves all have a Fight value of 5 or higher, Low Model Count – Elves are elite fighters, and pay the
meaning they will be more likely to win the fight. Winning more points cost for the privilege. Be prepared to have your force
fights means more chances to kill your foes. outnumbered in most of its battles.
Mirkwood Rangers – As Mirkwood Rangers don’t count Expensive Heroes – The Heroes themselves cost a lot of
towards your Bow Limit, you can potentially have a list where points, even the unnamed Captains. You’ll need to make
every model can shoot with an Elf bow. sure you get a lot out of them in order for them to be
worth their points.
Army Bonus – The Army Bonus means that certain models
near Thranduil get +1 To Wound. This is a huge advantage,
especially when fighting enemies with a high Defence.
KEY MODELS
THRANDUIL, KING OF THE WOODLAND REALM
Naturally, Thranduil is the most important model to the army. Unlike most Heroes, Thranduil can be
customised to fulfill whichever role you need him in. If you need a defensive leader then you can simply have
him as he is with no added wargear and save on points. However, if you require a Hero to take on anything
before him, then load Thranduil up with his Elk, armour, extra sword and the Circlet of Kings and let him
loose on the enemy!
MIRKWOOD RANGERS
The Mirkwood Rangers are exceptional archers and do not count towards the force’s Bow Limit meaning you
can have as many as you can fit into your army. Add in their Knife Fighters special rule and they can even hold
their own in a fight.
The Beornings
THE BEORNINGS
I
t is not just the Elves and evil creatures that live within The Beornings tasked themselves with keeping the trails between the Misty
the forest of Mirkwood. On the very edges of the forest, Mountains and their homes free of Orcs, Goblins, and other evil beings, for
in the Vales of Anduin, dwell the Beornings; a small Beorn’s ancestors had been tortured and killed at the hands of Orcs until
collection of woodsmen who have lived in this area for it was only he who survived. When called upon to fight, the Beornings
many years. They followed the skin-changer known as arm themselves with huge axes that require great strength to lift, and
Beorn, and his son Grimbeorn after him, and lived a powerful bows carved from yew. Wielding these weapons with a ferocity
peaceful life keeping themselves to their own unless a need to match the skin-changers they follow, the Beornings are a dangerous foe
arose for them to take up arms. and one that cannot be underestimated; something many Orcs have found
out all too late.
Though at the time when he provided aid to Thorin’s Company he lived
in solitude and apart from the world, Beorn has since cultivated a small In the years before the War of the Ring, Beorn and his people kept the
homestead in the lands around the Carrock. lands near their homestead clear of Orcs, making it safe for friendly-folk
to travel there – for a price. However, as Sauron’s power has grown and
The community of woodsmen that now live there call themselves the the War of the Ring has begun, command of the Beornings has fallen
Beornings, and follow Beorn’s ideals of peace and caring for all creatures. solely to Grimbeorn who now continues his father’s work. Yet as Sauron’s
In this time, Beorn has also fathered a son, Grimbeorn, who possesses the forces invade Mirkwood and wage war upon the Elves, the Beornings
same skin-changing abilities as his father; though Grimbeorn does not have are forced to take up arms against this new threat and engage in a battle
the same short-temper that his father is famed for, and is instead a more for their homes.
measured and rational leader.
ARMY COMPOSITION
This army may include: Beorn; Grimbeorn and Beornings. ARMY BONUS
Whilst the Beornings are not an army list in their own
right, they do have their own Legendary Legion on page 90
that has been purpose built to represent the Beornings on
the battlefield. It is this Legendary Legion that we will be
talking about here.
STRENGTHS WEAKNESSES
Bears! – Both Beorn and Grimbeorn can transform into huge Very Small Numbers – A Beorning force will have a
bears. Not only is that awesome in and of itself, but they can very small model count, which can be an issue in certain
cause some major damage to an opponent’s battle lines! Scenarios. Good job that every model has multiple Wounds to
make up for it!
Strong Warriors – Quite literally! The Beornings are naturally
strong Men and so they have a Strength of 4. Couple this with Risky Heroes – Beorn especially can be quite a risk, especially
the fact they are Burly and have a hand-and-a-half axe, the as his ferocious nature means he must charge if able. Make sure
Beornings can cut swathes out of any army. the rest of the force can help him out if he gets swamped.
Multiple Wound Warriors – The Beornings each have 2 No Spear Support – The Beornings have no access to spears
Wounds, and this makes taking them down far more difficult in their army and so cannot support each other. On the other
than the majority of warriors. hand, the Beornings all have 2 Attacks to make up for this.
KEY MODELS
BEORN
Beorn is the greatest of the skin-changers, able to turn into a huge bear almost at will. He is also the best fighter
available to the Beornings with a Fight value, Strength and Defence of 8 whilst in bear form. He also causes
Terror and is Fearless himself, meaning that he can always charge whatever he wishes to. Beorn can also utilise
his Crushing Strength to try to crush enemies that are foolish enough to be caught in his huge paws.
GRIMBEORN
Like his father, Grimbeorn has the power to transform into a bear; however, this ability diminishes slightly
with each generation. Because of this, Grimbeorn is only Fight value 7 when in bear form – though Fight 7 is
certainly nothing to complain about! However, as he is less ferocious than his father, Grimbeorn possesses more
self-control and so doesn’t have to charge each turn – making him slightly more reliable than Beorn.
GRIMBEORN......................................................200 POINTS
(MAN, BEORNING, INFANTRY, HERO) – HERO OF VALOUR
Mv F S D A W C M W F
6" 5/4+ 5 5 3 3 6 3 3 3
WARGEAR
Hand-and-a-half axe and great bow.
HEROIC ACTIONS
• Heroic Strike
• Heroic Strength
• Heroic Defence
SPECIAL RULES
Burly, Fearless, Resistant to Magic, Woodland Creature.
Skin-changer ACTIVE – Much like his father, Grimbeorn has the ability to transfigure
The leader of the Beornings, and the son of Beorn, his body into the shape of a bear.
Grimbeorn is a tall and burly woodsman who dwells in
the Carrock between the Misty Mountains and Mirkwood. To change Grimbeorn’s form, the controlling player may roll a D6 at the start
Much like his father, Grimbeorn possesses the ability to of Grimbeorn’s Move. On the roll of a 4+ (Might may be used to modify this
transform into a huge bear at will, unleashing his primal roll), Grimbeorn changes shape from a man into a bear (or vice-versa). Replace
fury upon the Orcs and Goblins that dare to enter his the Grimbeorn model with the Grimbeorn the Bear model (or vice-versa).
lands. When the forces of Sauron invade Mirkwood and Grimbeorn can then continue with his move as normal, including making
the home of the Beornings, Grimbeorn leads the followers Charges. Grimbeorn cannot change form if there is an enemy model in base
of Beorn against them, using his raw power to break the contact with him.
forces of his enemies.
Leader of the Beornings PASSIVE – Grimbeorn is wary of those not of his race.
Only Bear or Beorning models may benefit from Grimbeorn’s Heroic Actions
or Stand Fast!.
Mv F S D A W C M W F
8" 7/4+ 8 8 3 3 6 * * *
WARGEAR
Teeth and Claws.
HEROIC ACTIONS
• Heroic Strike
• Heroic Strength
• Heroic Defence
SPECIAL RULES
Burly, Fearless, Resistant to Magic, Terror, Woodland Creature.
*Grimbeorn is a very unusual character, in that he can Skin-changer ACTIVE – Much like his father, Grimbeorn has the ability to transfigure
shift between being a man and a bear. When he alters his body into the shape of a bear.
form, replace him with the appropriate model. Also,
when he changes, he adopts the appropriate profile and To change Grimbeorn’s form, the controlling player may roll a D6 at the start
characteristics. Grimbeorn’s Might, Will, Fate and of Grimbeorn’s Move. On the roll of a 4+ (Might may be used to modify this
Wounds remain unchanged when he changes form. roll), Grimbeorn changes shape from a man into a bear (or vice-versa). Replace
the Grimbeorn model with the Grimbeorn the Bear model (or vice-versa).
Grimbeorn can then continue with his move as normal, including making
Charges. Grimbeorn cannot change form if there is an enemy model in base
contact with him.
Leader of the Beornings PASSIVE – Grimbeorn is wary of those not of his race.
Only Bear or Beorning models may benefit from Grimbeorn’s Heroic Actions
or Stand Fast!.
BEORNING.............................................................................................................................................20 POINTS
(MAN, BEORNING, INFANTRY, WARRIOR)
The Beornings are great woodsmen that dwell within the vales of Anduin between Mirkwood and the great river. Though few in number, they possess
great strength, carrying mighty axes and great bows made of yew when they fight. Under the rule of Grimbeorn, the Beornings keep the roads between
the Misty Mountains and Mirkwood clear of the servants of Sauron, though their services come at a price. If it wasn’t for the work of the Beornings, it is
likely that the regions they protected would be overrun with Orcs.
Mv F S D A W C SPECIAL RULES
6" 5/4+ 4 4 2 2 5 Burly, Woodland Creature
WARGEAR Followers of the Bear PASSIVE – The Beornings follow Grimbeorn into
Hand-and-a-half axe and dagger. battle, and the sight of him as a great bear is enough to inspire his men
to great deeds.
OPTIONS
Swap hand-and-a-half axe for great bow ...................................free Whilst within 6" of a friendly Bear model, this model counts as
being in range of a banner.
THE EASTERLINGS
T
he Easterlings are proud warriors from the east of The shadowed group known as the Dragon Cult is the most highly
Middle-earth, and amongst the most skilled warriors skilled of all of the Easterling warriors; only those Easterlings that show
in the Rhûnish lands. Every aspect of Easterling culture exceptional promise in battle are recruited to join their ranks. Those that
is geared towards the art of warfare and improving their do become the Black Dragons and are trained to wield their swords with
military prowess. Every Easterling child is taught to wield even more dexterity and ruthlessness than their brethren outside the cult.
a blade as soon as they are able to hold one, becoming Those that progress past the level of Black Dragon become the Dragon Cult
exceptional fighters from an early age. Their rigorous Acolytes, and it is here that the warriors are forced to learn great agility
training never ceases, continuing until they are unable to and dexterity through a series of brutal tasks. Only those that survive the
hold a blade any longer or until they fall in battle. gruelling training of the Acolytes will rise to the rank of Dragon Knight –
the highest and most prestigious level of the Dragon Cult.
Centuries ago, the Easterlings pledged themselves to the service of Sauron
and have followed him zealously ever since, with every life they take and At the head of the Easterling army is the Dragon Emperor of Rhûn; a
battle they win done in the name of the Dark Lord. Every Easterling warrior whose reputation is unrivalled amongst the Easterlings and
warrior is utterly dedicated to Sauron’s cause, and to fight in the Dark tales of whom are told throughout the lands of Rhûn. In truth, very little
Lord’s name is seen as a great honour. is known about the Dragon Emperor, yet the tales of his victories are
enough to command complete control over his forces. When the Dragon
Sauron is held with great reverence in Easterling culture, and it is the Emperor leads his golden-clad armies to Erebor in the name of the Dark
Warrior Priests that stoke this utter devotion in battle, relentlessly driving Lord, he does so with an unbending resolve to crush those that stand
the Easterling forces forwards to war with Sauron’s enemies. against Sauron.
ARMY COMPOSITION
This army may include: The Dragon Emperor of Rhûn; ARMY BONUS
Amdûr, Lord of Blades; Rutabi, General of the Dragon Legion; “No quarter was asked…” – Easterling models receive
Brórgîr the Conjurer; Easterling Dragon Knights; Easterling +1 Courage when their force is Broken. Additionally, once
Captains; Easterling War Priests; Easterling Warriors; Easterling per game, in Scenarios in which a dice is rolled to see when
Kataphrakts; Dragon Cult Acolytes and Rhûnish War Drakes. the game ends, so long as there is at least one Easterling
Hero model alive and on the battlefield, the Easterling
player may choose to have the dice re-rolled if the game ends
before they wish it to. If there is an Easterling contingent as
part of an army that contains an alliance, this Army Bonus is
only in effect if 25% or more of the total models in the army
have the Easterling keyword.
STRENGTHS WEAKNESSES
Excellent Combat Heroes – The Easterlings boast some Warriors can be Expensive – If you choose to upgrade your
of the best combat heroes in the game, which pack a serious warriors to Black Dragons, they do become that bit more
punch in combat. expensive. If you go for this option then be prepared to pay
more points for your troops and therefore reduce your numbers.
High Defence – Most Easterlings don heavy armour and
carry shields, giving them a high Defence value that can prove Difficult Choices to Make – There is so much to choose from
difficult for enemies to cut through. in the army list that deciding what to feature can become very
difficult. Remember to have in mind what you want the army to
Black Dragons – The Black Dragon upgrade gives your accomplish, and then build your army list to achieve that.
standard Easterling Warriors +1 Fight value and +1 Courage;
both of which improve them massively on the battlefield.
KEY MODELS
THE DRAGON EMPEROR OF RHÛN
The greatest of the Easterlings, the Dragon Emperor is a man steeped in mystery and is a mighty foe on the
battlefield. Carried into battle atop his Royal Palanquin, the Dragon Emperor can hold his own with some of the
greatest heroes in Middle-earth. With a Fight value of 6, 3 Attacks, 3 Wounds, a Defence of 7 and 3 points each
of Might, Will and Fate, the Dragon Emperor can go toe-to-toe with the likes of Elrond, Dáin and even Aragorn.
EASTERLING WARRIORS
The humble Easterling Warriors are the core of any Easterling army. With a high Defence value, and the
potential to be upgraded to Black Dragons, these warriors are certainly not easy to kill. They are excellent
at anchoring the battle lines in place, allowing the more elite warriors and heroes to get stuck in right where
they are needed.
Mv F S D A W C M W F HEROIC ACTIONS
6" 6/4+ 4 7 3 3 6 3 3 3 • Heroic Resolve
• Heroic Strike
WARGEAR • Heroic Strength
Heavy armour, The Emperor’s Glaive, Helm of the Dragon • Heroic Defence
Emperor and Royal Palanquin.
SPECIAL RULES
The Dragon Emperor of Rhûn and his Palanquin counts as a Phalanx (see page 74)
single model for the purpose of working out a force’s Break Point.
Emperor of the Easterlings ACTIVE – Ruling with an iron fist, the
The Emperor’s Glaive ACTIVE– Legend has it that this sleek and Dragon Emperor ensures that his orders are followed and his will be done.
ornate weapon once belonged to an Elven lord, until the Dragon Emperor
slew him and took it for himself. Friendly Easterling models will benefit from the Dragon
Emperor of Rhûn’s Stand Fast! regardless of range; this will also
This is an Elven-made spear that may use the Feint special strike. affect friendly Easterling Hero models.
Additionally, the bearer may use the Shielding special rule even
though they do not have a shield. The Dragon Emperor of Rhûn
may not support whilst mounted upon his Royal Palanquin.
Unlike other mounts, the Dragon Emperor does not use any
of the characteristics of the Palanquin; instead he always uses
his own set of characteristics, even if one of the Palanquin’s is
better. If the Dragon Emperor wins a Duel roll, except when
shielding, then in addition to his own Strikes, the Palanquin
may make a number of Strikes equal to its remaining Wounds.
These Strikes are always resolved after those of the Dragon
Emperor and cannot make Special Strikes.
Mv F S D A W C M W F
6" 6/4+ 4 7 3 3 5 3 2 2
WARGEAR
Heavy armour, sword and shield.
HEROIC ACTIONS
• Heroic Strike
• Heroic Challenge
SPECIAL RULES
Master of Battle (3+), Unyielding Combat Stance
Phalanx ACTIVE – Easterlings drill endlessly so that they can fight in tightly-knit
A gifted fighter even by the standards of the Easterlings, formations, bristling with bladed pikes.
Rutabi has been trained personally by Amdûr and even
the Dragon Emperor himself. This has seen her rise swiftly Easterling models can use pikes and shields at the same time without penalty.
through the ranks of the Easterling army to be one of the Furthermore, should an Easterling model on foot with this special rule lose a
Emperor’s most trusted commanders. A cold and ruthless Duel roll, up to two other models that also have the Phalanx special rule can
fighter, Rutabi will not hesitate to sink her blade into her Make Way instead of one.
enemy, taking pride in watching their life ebb away. There
are few who have crossed blades with Rutabi and lived Show No Mercy ACTIVE – Rutabi will give no quarter to her foe; mercilessly cutting
to tell the tale; for she is bereft of mercy and will slay any down those who cannot escape her blade.
warrior she defeats.
When making Strikes against an enemy model that is Trapped, Rutabi may re-
roll failed To Wound rolls.
Mv F S D A W C M W F
6" 3/4+ 3 5 1 2 4 2 5 2
WARGEAR
Heavy armour and Easterling battle stave (can be used as a spear or
two-handed axe).
HEROIC ACTIONS
•Heroic Channelling
SPECIAL RULES
Sorcerous Adept ACTIVE – Brórgîr has practiced his art for many years,
becoming a skilled user of dark magics.
Each time Brórgîr rolls a natural 6 when making a Casting test, he will regain a
Brórgîr is the head of the Easterling War Priests, those single Will point after resolving the effects of the Magical Power.
who have pledged themselves to worshipping the Dark
Lord and do so with a frenzied devotion. Whilst most MAGICAL POWERS Range Casting
War Priests practise a basic form of magic, Brórgîr has Bladewrath 12" 2+
delved deeper into various scrolls and texts in order to Fury (Easterling) 6" 3+
develop his own powers. In battle, Brórgîr is able to imbue Enchanted Blades 12" 4+
the weapons of his allies with a mystical force, and even Tremor 6" 5+
splinter the very ground before him.
DRAGON CULT ACOLYTE..........................11 POINTS
(MAN, EASTERLING, INFANTRY, WARRIOR)
Mv F S D A W C
6" 4/4+ 3 4 2 1 4
WARGEAR
Armour, throwing daggers and two swords.
SPECIAL RULES
Unyielding Combat Stance
Supreme Agility PASSIVE – The Dragon Cult Acolytes are light on their feet and wear
very little armour, making them able to scale walls and leap fences with remarkable ease.
A model with this special rule gains a bonus of +2 to Jump, Leap and Climb
tests. Additionally, a model with special rule will automatically pass all In The
Way tests to Strike a model that is defending a barrier or a doorway.
Within the Dragon Cult, only those who show true promise
will progress from the Black Dragons to the Dragon Cult
Acolytes. It is here within the Order that the Acolytes learn
to develop the great sense of agility and dexterity that they
require to become fully-fledged Dragon Knights. Yet the
trials are rigorous, Acolytes donning much lighter armour
to aid their fluid movement, and they will often spend
hours on end forced to evade the blades and arrows of their
sparring partners as they hone their skills.
Mv F S D A W C
6" 4/6+ 4 5 2 2 4
WARGEAR
Armour, teeth and claws.
SPECIAL RULES
Terror, Venom
Any model that suffers a Wound from a Rhûnish War Drake, but
is not slain, reduces their Fight value and Attacks by 1
(to a minimum of 1) for the remainder of the game. Once an
enemy model has been affected by this special rule, it cannot be
affected again for the remainder of the game, even if wounded by
a different Rhûnish War Drake.
THE EASTERLINGS
I
t is said of the Easterlings that there is no mannish culture in Middle-earth so devoted to warfare, with every Easterling,
male and female, learning to fight with spear and sword from their youth. Those who take their devotion to martial
matters further will supplicate themselves at one of the many warrior shrines across the land, and there learn the art of
bladecraft under the brutal tutelage of the Dragon Knights, in the hope of one day being raised to become one of their
chosen ‘Black Dragons’. To this end, aspirants will venture forth from their warrior shrine to test themselves, either
against the fighters of other shrines or, preferably, against the dwellers of other lands.
A warband that succeeds in this task does not become rich in the conventional sense, for wealth is of no consequence to those who walk the blade-path.
Indeed, any treasures plucked from the fallen are offered to their shrine as proof of their feats in battle. Victories inevitably draw more like-minded soldiers
to their ranks, and while many warbands eventually dwindle and fail through defeat, the greatest will return back to their shrine triumphant, faces
scarred from battle and their packs bulging with plunder taken from the vanquished.
W
ithin the ranks of the Easterling army are the Black Dragons; a mysterious warrior cult fanatically dedicated to
warfare in the name of Sauron. It is within this cult that many Easterlings undergo vigorous and ruthless training
in order to hone their martial skills and dexterity. Should they survive their training, then they will become a Dragon
Knight, one of the most elite warriors in the Easterling armies.
As part of their training, it is not unheard of for a band of Black Dragons to venture out into Middle-earth in order to accomplish gruelling tasks in the
name of the Dark Lord. Often, these bands of Black Dragons will be accompanied by some of the Dragon Cult Acolytes, those who have progressed from a
Black Dragon and are nearing their goal of becoming a Dragon Knight. The Acolytes see leading these bands of Black Dragons as a chance to show that
they have completed their training, and are ready to prove themselves as a fully fledged Dragon Knight.
MORDOR
T
he Black Lands of Mordor have been the stronghold Yet the Men and Dwarves to the north are not the only threat to Sauron.
of Sauron since he fled to Middle-earth, and ever The Elves have constantly stood against his designs to rule and they too
since then the threat of war has hung over the free peoples. must be crushed if Sauron is to regain full dominion over Middle-earth.
Even after his defeat during the War of the Last Alliance, As the Easterlings assail Erebor and Dale, Sauron has sent a large
Sauron has continued to reclaim the power he lost and by force of Orcs through Mirkwood to attack the halls of Thranduil the
the closing years of the Third Age, he has regained much Elvenking. As they march through the forest, the Orcs draw to them the
of his former strength and is prepared to launch a full- evil beings that dwell within its depths and a full-scale assault upon the
scale assault on the lands of Middle-earth in his quest to Woodland Realm begins.
find the One Ring.
At the same time, Sauron has sent a much smaller force to attack
Whilst much of Sauron’s forces are focused upon Gondor to the west, Lothlórien, which has drawn many of the Moria Goblins down from
and his puppet Saruman has unleashed the legions of Isengard upon the the Misty Mountains to fight. The aim of this force is not to earn victory
Rohirrim, there are other kingdoms that stand against the Dark Lord that alone, but rather to hold up the Galadhrim for long enough for Sauron’s
Sauron intends to crush with an iron fist. armies at Mirkwood and Erebor to claim victory and congregate upon
Lothlórien before burning it to the ground.
To the north, the kingdoms of Erebor and Dale have refused to join the
Dark Lord’s cause, and Sauron cannot risk them marching south to war Together, the armies of the Dark Lord are perhaps the most formidable
against his forces. To prevent this, Sauron strikes first by sending a golden evil forces that Middle-earth has ever seen; if they cannot be stopped
host of Easterlings to conquer the kingdoms of Men and Dwarves that from achieving the Dark Lord’s plans then the entire world will be
refused to bow to him, and claim them in his name. plunged into darkness.
ARMY COMPOSITION
This army may include: The Witch-king of Angmar; Khamûl ARMY BONUS
the Easterling; The Dark Marshal; The Undying; The Shadow “Our Enemy is Ready, His full Strength gathered”
Lord; The Tainted; The Knight of Umbar; The Betrayer; The – Whilst you have more models on the board than your
Dwimmerlaik; Ringwraiths; Shelob; Gothmog, Lieutenant of opponent, friendly Mordor Warrior models gain +1
Sauron; Gothmog’s Enforcer; The Mouth of Sauron; Razgûsh, Courage and may re-roll 1s To Wound when making Strikes.
War Leader of the North; Goroth, Captain of the Morannon;
Shagrat, Captain of Cirith Ungol; Guritz, Master of Reserves;
Gorbag, Orc Captain; Grishnákh, Orc Captain; Zagdûsh, Orc
Captain; Kardûsh the Firecaller; Muzgúr, Orc Shaman; Orc
Captains; Orc Shamans; Orc Taskmasters; Orc Drummers;
Morannon Orc Captains; Captains of the Black Guard; Black
Guard Drummers; Black Númenórean Marshals; Mordor
Uruk-hai Captains; Mordor Troll Chieftains; Great Beasts of
Gorgoroth; Orc Warriors; Orc Trackers; Warg Riders; Morgul
Stalkers; Morannon Orcs; Black Guard of Barad-dûr; Black
Númenóreans; Morgul Knights; Mordor Uruk-hai; Mordor
Trolls; Mordor Siege Bows and Mordor War Catapults.
Huge Choice of Heroes – There are so many heroes in the Too much Choice! – The Mordor army list is huge. With
Mordor army to choose from, you’ll be able to find a hero to so many different profiles, you will have to make some tough
suit any situation. decisions when forming your force.
Cheap, Effective Warriors – The likes of Mordor Orcs and Unreliable Shooting – Orcs have never been very
Morannon Orcs are cheap warriors, meaning you can get a accurate with a bow and possess a Shoot value of 5+. Don’t
pretty sizable force of them on the battlefield. expect too much from your archers in-game. Catapults, on
the other hand…
Plenty of Elite Choices – The Mordor army also has access to
some excellent elite choices, such as the Black Guard of Barad-
dûr, that can add some extra punch to your force.
KEY MODELS
THE SHADOW LORD
One of the nine Ringwraiths, the Shadow Lord has perhaps one of the best abilities for keeping your Orcs from
being torn to shreds by incoming bow fire. His Pall of Darkness special rule means that, if he spends a point of
Will, all shooting attacks that target a model within 6" of him will only ever hit on the roll of a 6. As Mordor
armies are often out-shot by pretty much every other faction, this is really handy for making sure your army
reaches the enemy largely unscathed!
WARG RIDERS
Cheap and hard-hitting Cavalry, Warg Riders are often overlooked in Mordor armies. Not only do they have a
decent Strength of 4, but they are also ideal for capturing objectives, escaping the board if needed, or picking
up relics. As they are cheap in points, it is no huge loss if they are slain or used to capture objectives, but if your
opponent underestimates them then they can be powerful on the charge.
RAZGÛSH, WAR LEADER OF THE NORTH ...................................................................110 POINTS
(ORC, MORDOR, INFANTRY, HERO) – HERO OF VALOUR
As the Easterlings assault Erebor, Sauron has sent an army of Orcs to attack the Woodland Realm of Mirkwood. It is Razgûsh that has been tasked
with commanding the Mordor forces and bringing the realm of Thranduil to its knees. An Orc general with a feared reputation, Razgûsh has led many
attacks on the kingdoms of the Elves across the Third Age, slaying many of their kind in every battle and weakening their power. As he leads his army of
Orcs through Mirkwood, Razgûsh draws the beasts of the forest to him and prepares to unleash his forces upon the Halls of Thranduil.
HEROIC ACTIONS
• Heroic Strike
• Heroic Strength
SPECIAL RULES
Elfbane, Hatred (Elf)
Mv F S D A W C M W F SPECIAL RULES
6" 4/4+ 4 5 2 2 4 2 4 1 Power from Death ACTIVE – Through some dark magic, Muzgúr is
able to siphon power from the death of his enemies.
WARGEAR
Armour, dagger and spear. Whenever Muzgúr slays an enemy model in combat,
he immediately regains a single point of Will spent
HEROIC ACTIONS earlier in the battle.
• Heroic Channelling
• Heroic Defence MAGICAL POWERS Range Casting
Drain Courage 12" 2+
Wither 12" 3+
Transfix 12" 4+
Dark Denizens of Mirkwood
M
irkwood is not simply the home of the Wood Elves The Spider Queen did not come to Mirkwood alone, and as she migrated
that reside within the Halls of Thranduil the to the forest, spiders from nests all across Middle-earth joined her. Areas
Elvenking; the forest is also home to all manner of foul of Mirkwood are now overrun with the foul creatures, and entering
and evil creatures that lurk within the gloom and stalk the such places can only spell death for those that are careless or foolish
ground of the forest in search of those who have wandered enough to do so.
far from the safety of the paths. Many have been the
unwary travellers who have strayed too far from the safe However, the Spiders are not the only creatures of Mirkwood. Swarms of
passage of Mirkwood never to be heard from again. blood-hungry bats circle overhead, whilst packs of ravenous Fell Wargs
stalk the dimly lit trails of the forest in search of prey. Whilst these
There are many creatures of terror within the forest; however, none are creatures may not strictly be allies, they all have the same purpose; to feast
quite as feared or as deadly as the Spider Queen. This huge and bloated upon those that fall foul of the forest’s secrets.
spider is one of the children of Ungoliant who made Mirkwood her home
centuries ago, though quite when she took up residence within the boughs of As the Dark Lord’s armies march to war upon Thranduil’s kingdom, they
Mirkwood’s trees is unknown. Yet ever since her arrival within Mirkwood, must go through the forest and its various pathways. Though at first the
the forest has become a dangerous place to dwell and her thirst for blood Orcs are seen as simply another meal, the Spider Queen is no mere beast
is unquenchable. Though its exact location is a mystery, her lair lies and her cunning mind sees the potential for her and her kin to form a
deep within the forest’s winding paths and any who have ventured there, temporary alliance so they can feast on sweeter meats elsewhere.
whether willing or not, have not returned.
ARMY COMPOSITION
This army may include: The Spider Queen; Mirkwood Spiders; ARMY BONUS
Giant Spiders; Bat Swarms and Fell Wargs. Beasts of Mirkwood – So long as your army includes
the Spider Queen, warbands composed entirely of Warg
models do not need a Hero to lead them if they number
six or more models; warbands composed entirely of Spider
models do not need a Hero to lead them if they number
two or more models; and warbands composed of a mixture
of models do not need a Hero to lead them if they number
ten or more models. Instead, one Warrior within the
warband takes on the role of the warband’s captain for the
purpose of deployment.
STRENGTHS WEAKNESSES
Venom – All of the spiders have either Venom or Low Defence – Naturally, the creatures of Mirkwood don’t
Poisoned Fangs, meaning they can re-roll some or all of wear armour and so have a low Defence value. Make sure you
the dice to wound. make the most of the terrain to protect them.
Fast Moving – Bats, Spiders and Wargs are all fast creatures, Only one Hero – The Spider Queen is the only Hero in the
so you’ll likely be able to outmanoeuvre your opponent on list and therefore the only source of Might. Be prepared to have
the battlefield. less Might than your opponent in most of your games.
High Strength – With Strength 4 on the Wargs, 5 on the No Shooting – Bats, Wargs and Spiders cannot wield bows
Spiders, and a whopping 6 on the Spider Queen, the beasts of (imagine if they could!), and so will be out-shot by any army.
Mirkwood can cut, bite and claw their way through even the
thickest of armour.
KEY MODELS
THE SPIDER QUEEN
The Spider Queen is a deadly foe to face. With a Fight value of 6, 2 Attacks, 3 Wounds and a Strength of 6, plus
the fact she has the Monstrous Charge and Venom special rules, she will kill almost anything she gets to charge.
She can also spawn Broodlings mid-battle, which can be used to grab objectives, trap enemies or even appear
behind enemy lines in order to attack softer targets.
BAT SWARMS
Bat Swarms are the fastest and most manoeuvrable models in the army thanks to the fact they can fly. Not only
this but they also halve the Fight value of any enemy they are in combat with. Coupling one of these with a
charging Spider Queen will more often than not result in whatever has been charged being swiftly slain.
MIRKWOOD SPIDERS
Whilst they are not as good in a fight as their Giant Spider kin, Mirkwood Spiders have a different trick up their
sleeves. They can shoot sticky webbing at their foes in an attempt to bind them, which has the same effect as the
Paralyse Magical Power and leaves their prey as an easy target to feast on without being able to fight back.
FELL WARGS
Not as fast as Bat Swarms, and not as deadly as Spiders, the Fell Wargs may seem to be the worst models
in the army at first glance; however, they do have some great advantages on the battlefield. Firstly, they are
cheap models that are still fast and so can make up the numbers in your force. They are also the ideal objective
grabbers as you then don’t need to send a more important model to collect an objective. Finally, their Fell Sight
rule means they can still charge even if they cannot see their target.
Legendary Legions
LEGENDARY LEGIONS
O
ver the vast history of Middle-earth, there have been countless wars, battles and skirmishes that have shaped the
future of its races and peoples, and all have been fought by heroes and warriors that have given their all for their
cause. These individuals have not always been from the same armies, kingdoms, or even races, but nonetheless they fought
and died together on the battlefield, weaving their names into the great tapestry of Middle-earth’s ever-growing story.
A Legendary Legion is a different way of selecting your army for a battle. Each represents those fighting forces that were present at a
specific battle or point in time within the history of Middle-earth, either from the books or the movies, by providing a bespoke army list
with all of the relevant Heroes as well as a series of special rules to faithfully encapsulate the feel of the moment you are representing
on the tabletop.
HOW DO THEY WORK? When a Legendary Legion lists a profile that can be used in the
A Legendary Legion is a standalone army list that is separate from army list, the profile can be found either in this supplement or in
all of the others presented elsewhere. It will list all of the profiles Armies of The Lord of the Rings or Armies of The Hobbit. Additionally,
that can be used when fielding it, as well as any wargear that can Hero models will keep the same Heroic Tier that they are
be taken by the units and Heroes included. This may mean that presented with in their specific profile, unless otherwise stated.
a profile that could normally take a certain piece of wargear may
not be able to take that piece of wargear in a Legendary Legion All Legendary Legions will have a series of special rules that will
if it does not fit the specific theme of the list. Alternatively, some help set them apart from the other army lists available. Each
profiles may come with certain wargear already built into their special rule will help to add to the character of the army and really
points cost, ensuring that the relevant wargear is always taken. evoke the feeling that you are playing with the force directly out of
When this is the case, the wargear will be stated in the profile’s the books or movies.
entry and its points value will have been adjusted accordingly.
A
t the foot of the Lonely Mountain sits the Kingdom of The armies of Dale are a well-disciplined military force, one that can hold
Dale, a great city of Men that has long been the ally their own against almost any enemy that would dare wage war upon
of the Dwarves that dwell within Erebor. Famous for its them. Ever since the coming of Smaug, the archers in Dale have honed
markets, Dale has enjoyed much prosperity across its years their skill with their powerful Esgaroth bows so that they may unleash a
and has become famed as a beacon of trade in the north. hail of arrows upon any who threaten them. The archers themselves are
Following the city’s destruction by the Dragon Smaug, it regarded as amongst the best the race of Men has to offer.
was rebuilt by Bard the Bowman, who was descended from
the lords of Dale, following the death of Smaug and the At the close of the Third Age, the city of Dale is preparing for war. The
Battle of the Five Armies, and once more stands proud. heralds of the Dark Lord have come to the city to try to gain King Brand’s
allegiance in the coming wars, something that the king refused to give.
At the time of the War of The Ring, it is Bard’s grandson, Brand, who
rules the city of Dale. A just and noble leader worthy of the crown he In doing so, Dale must now be prepared to fight for their homes against the
now bears, Brand is a king that is loved by his people. His son, Bard II, armies of the Dark Lord. Yet when they fight as a cohesive military force,
was named after Brand’s grandfather and is a warrior of great martial the armies and war machines of Dale are among the most envied in all
prowess. Bard II has risen through the ranks of the Knights of Dale, and of Middle-earth.
now commands these skilled warriors on the field of battle.
ARMY COMPOSITION
BRAND, KING OF DALE ...................................110 points WARRIOR OF DALE ...........................................7 points
• War horn..................................................................30 points
BARD II, PRINCE OF DALE ................................100 points • Banner......................................................................25 points
• Esgaroth bow .............................................................2 points
CAPTAIN OF DALE ..........................................50 points • Shield ..........................................................................1 point
• Esgaroth bow .............................................................5 points • Spear ...........................................................................1 point
• Shield .........................................................................5 points
WINDLANCE .................................................75 points
KNIGHT OF DALE ...........................................11 points • Upgrade Siege Veteran to Engineer Captain...........50 points
• Additional Crew.................................................7 points each
ADDITIONAL RULES
• An Army of Dale force must always include Brand, King of Dale, who is always the army’s leader.
SPECIAL RULES
Skilled Bowmen – Ever since the time of Girion, the Men of Dale Protect the King! – As Brand leads his armies into battle,
have been skilled archers armed with powerful Esgaroth bows. those who fight for him will give their lives in defence of their king
should they need to.
Captains of Dale and Warriors of Dale have their Shoot value
improved to 3+. Friendly Dale models gain the Sworn Protector
(Brand) special rule.
Designer’s Notes: This Legendary Legion represents the armies of Dale at the end of the Third Age. As King of Dale, Brand is integral to
the force itself; being the only Hero of Legend the army has access to, but also as every model gains the Sworn Protector (Brand) special rule, it is
very important that he remains alive.
The force possesses some of the best archers in the game as, when part of the Legendary Legion, Warriors of Dale gain a 3+ Shoot value. This
makes shooting with their Esgaroth bows very reliable, and these Strength 3 bows can cause some serious damage at range. In combat, the Army
of Dale will be looking to utilise Bard II and the Knights of Dale in order to form a deadly defensive wall that an opponent will not wish to
charge unless they have to.
Defenders of Erebor
DEFENDERS OF EREBOR
T
he Dwarves of Erebor and the Men of Dale have been When Sauron sent an army of Easterlings to wage war upon Erebor
firm allies for many decades; the two great kingdoms and Dale, the two armies banded together to defend each other. Together
mutually benefitting one another with the Dwarves forging their combined forces fought to save their homes and drive off the eastern
armour and weapons for the Men of Dale, and some invaders. Both Man and Dwarf fought side-by-side against their foes,
to sell in the city’s famous markets. Even following the striving to protect their people that were giving their all to defend, not only
coming of Smaug and the Dragon’s ultimate fate, the two their own homelands, but also those of their long-standing allies.
kingdoms have rekindled their old alliance and once more
become firm allies. The combined forces of Dale and Erebor are a sight to behold. Rank upon
rank of stubborn and heavily-armoured Dwarves stand alongside the
At the close of the Third Age, it is Dáin Ironfoot who rules Erebor. Though highly-trained warriors of Dale. At the forefront of the armies stand the
he is still a formidable fighter, Dáin’s age has begun to catch up with him. kings, Dáin and Brand, along with their sons, Thorin III Stonehelm and
His fearsome temper has subsided somewhat in his waning years and he is Prince Bard II of Dale. Should their fathers fall defending each other in
no longer as spry as he was in his youth. His friendship with the kings of battle, the heirs of the kingdoms will be ready to continue the fight against
Dale reaches back to the aftermath of the Battle of the Five Armies when the armies of the Dark Lord.
Bard the Bowman ruled the city, and continues to this day through Bard’s
grandson, Brand of Dale.
ARMY COMPOSITION
DÁIN IRONFOOT, BARD II, PRINCE OF DALE ................................100 points
KING UNDER THE MOUNTAIN ........................130 points
CAPTAIN OF DALE ..........................................50 points
THORIN III STONEHELM.................................110 points • Esgaroth bow .............................................................5 points
• Shield .........................................................................5 points
DWALIN THE DWARF, CHAMPION OF EREBOR....115 points
IRON HILLS DWARF.........................................11 points
BIFUR THE DWARF, CHAMPION OF EREBOR ........65 points • Banner......................................................................25 points
• Exchange shield for crossbow......................................1 point
BOFUR THE DWARF, CHAMPION OF EREBOR .......65 points • Spear ...........................................................................1 point
• Exchange shield for mattock .............................................free
NORI THE DWARF, CHAMPION OF EREBOR .........80 points
IRON HILLS GOAT RIDER .................................20 points
DORI THE DWARF, CHAMPION OF EREBOR .........75 points
WARRIOR OF DALE ...........................................7 points
GLÓIN THE DWARF, CHAMPION OF EREBOR .......90 points • War horn..................................................................30 points
• Banner......................................................................25 points
IRON HILLS CAPTAIN ......................................80 points • Esgaroth bow .............................................................2 points
• War goat...................................................................10 points • Shield ..........................................................................1 point
• Exchange war spear for mattock.......................................free • Spear ...........................................................................1 point
ADDITIONAL RULES
• A Defenders of Erebor force must always contain at least one named Erebor Hero model, and at least one named
Dale Hero model.
• Only Erebor Hero models may lead Erebor Warrior models.
• Only Dale Hero models may lead Dale Warrior models.
• All models with the Iron Hills keyword replace it for the Erebor keyword.
SPECIAL RULES
Long-standing Alliance – Dale models within 1" of a The Heirs to the Kingdoms – If either Thorin III
friendly Erebor model re-roll 1s To Wound during the Fight Stonehelm or Bard II would be Trapped at the start of the
phase. Additionally, Erebor models within 1" of a friendly Fight phase, then the other may declare a Heroic Combat
Dale model re-roll 1s To Wound during the Fight phase. without spending Might. If successful, they must join their
Trapped ally’s fight if possible. If this is not possible, they must
A Bond Forged in War – If either Dáin or Brand would move as close as possible to their Trapped ally.
be Trapped at the start of the Fight phase, then the other may
declare a Heroic Combat without spending Might. Royal Bloodlines – Friendly models within 3" of Dain
If successful, they must join their Trapped ally’s fight if Ironfoot, Thorin III Stonehelm, Brand, King of Dale and
possible. If this is not possible, then they must move as close as Bard II, Prince of Dale count as being in range of a banner.
possible to their Trapped ally.
Designer’s Notes: The Defenders of Erebor Legendary Legion represents the combined armies of Erebor and Dale that fought against the
Easterling threat. It is designed to allow players to recreate any part of the Battle of Dale, whether this is the fight outside the gates of Erebor led
by Dáin and Brand, or the final push out from the mountain led by Thorin and Bard following their fathers’ deaths. The Legion also contains
the surviving members of Thorin Oakenshield’s company that did not go to Moria who would have fought at the battle: Dwalin, Nori, Dori,
Glóin, Bifur and Bofur. However, although Bombur is still in Erebor – he is too fat to move and now cannot fight any more!
The Beornings
THE BEORNINGS
O
n the edges of Mirkwood, within the Vales of The Beornings themselves are large and powerful, possessing strength
Anduin, lives a collection of woodsmen known as greater than that of most other races of Men. Though they are few in
the Beornings. These great Men are the followers of Beorn number, and are unable to transform into the shape of a bear themselves,
the skin-changer, and his descendants after him; and they the Beornings are still a formidable foe. Arming themselves with great axes
have kept the paths and passages through the vales and the or bows of yew, the Beornings will fight alongside their leaders regardless
surrounding lands free from Orcs and other foul beings of their form, being spurred on by the sight of a great bear tearing towards
for many years. those that threaten their homes.
Though Beorn lived alone when Thorin’s Company came to his house In the years before the War of the Ring, it was Beorn who led his people
on their quest to Erebor, he has since then grown a small community against those that invaded their lands; fighting off the likes of Orcs, Wargs
within his homestead around the Carrock. Beorn has also produced a and Goblins from his homestead. However, by the time the Third Age
son, Grimbeorn, who possesses the same gift as his father in the ability was coming to a close, command of the Beornings had fallen solely to
to transform into a great bear at will. Both Beorn and Grimbeorn have Grimbeorn, who continued his father’s work to ensure the paths between
tasked themselves and their people with ridding their lands of Orcs in the Misty Mountains and Mirkwood were clear for friendly folk.
revenge for how their ancestors had been captured and tortured at the
hands of the Pale Orc long ago.
ARMY COMPOSITION
BEORN .........................................................200 points BEORNING ....................................................20 points
• Swap hand-and-a-half axe for great bow ..........................free
GRIMBEORN .................................................200 points
ADDITIONAL RULES
• If a Beornings force includes both Beorn and Grimbeorn, then Beorn will automatically be the leader.
• Friendly models may benefit from Beorn’s Heroic Actions. Additionally, Beorning models may benefit from
Beorn’s Stand Fast!
SPECIAL RULES
Great Resilience – When in their powerful bear-like forms, both Natural Resistance – The Beornings have been subjected to
Beorn and Grimbeorn are all but oblivious to the pain inflicted the strange powers of Mirkwood for many years, and have grown
by their enemies. accustomed to its magics.
Whenever a friendly Bear model suffers a Wound, roll a Friendly models gain the Resistant to Magic special rule.
D6. On a 5+ the Wound is ignored just as if a point of Fate
had been spent. Fuelled by Fury – When outsiders threaten their lives, those
capable of changing form will do so without hesitation.
Charge of the Bear – The force of a great bear charging
is enough to send even the toughest and most sure-footed foe Beorn and Grimbeorn do not need to roll for their Skin-
sprawling to the ground. changer special rule; they can transform at will.
Designer’s Notes: The Beornings is an interesting Legendary Legion in that it allows players to recreate a Beorning force from multiple
different time periods. If players want to play an army that represents the time in between the events of The Hobbit and The Lord of the Rings,
then they can use both Beorn and Grimbeorn together. However, if players would rather use the force at the time of the War of the Ring, they will
only be able to take Grimbeorn.
This Legendary Legion is a great way to play an all-Beorning force, allowing you to have not one, but two fearsome skin-changers in your army.
On top of that, they no longer need to roll to change form – they can simply do it at will. Naturally, the key feature of this force is the two great
bears themselves and, when taken as part of the Legendary Legion, they become far more resilient by gaining the chance to negate any wound
suffered on a 5+.
Host of the Dragon Emperor
T
he Easterlings have ever been a proud warrior culture, Commanding these northern forces is the mysterious Dragon Emperor
one that pledged their service to Sauron centuries of Rhûn, the greatest of the Easterlings of the Third Age. Though none
ago and followed the Dark Lord’s rule with an unwavering actually know the truth about the Dragon Emperor, the Easterlings have
dedication ever since. The armies of the Easterlings are many tales of the deeds he has done in the Dark Lord’s name. With him,
among the most skilled in the Rhûnish lands, each warrior the Dragon Emperor brings the warriors that make up the Easterling
trained to wield a blade as soon as they are able. Such Dragon Cults, the most skilled and unwaveringly devout of all those under
martial discipline has made the Easterlings an army worthy the Dragon Emperor’s command.
of fighting for the Dark Lord.
With the golden-clad warriors that form the Host of the Dragon Emperor
As Sauron prepares his final assault upon Middle-earth, he commands marching upon Erebor and Dale, those that live there will be forced to
the Easterlings to once more march to war in his name and bring death give their all to defend their homes. Such is the feverish devotion that the
upon his enemies. Whilst some of the Easterlings join Sauron’s forces at Easterlings hold for the Dark Lord that when called upon to fight in
the Battle of the Pelennor, the majority are sent north to war with the his name they will do so without hesitation and will show no mercy to
kingdoms of Erebor and Dale who still stand in defiance of the Dark Lord. Sauron’s enemies.
ARMY COMPOSITION
THE DRAGON EMPEROR OF RHÛN ...................170 points EASTERLING WARRIOR .....................................7 points
• Banner......................................................................25 points
RUTABI, GENERAL OF THE DRAGON LEGION .....110 points • Upgrade to Black Dragon..........................................2 points
• Bow .............................................................................1 point
BRÓRGÎR, THE CONJURER ................................80 points • Pike..............................................................................1 point
• Shield ..........................................................................1 point
EASTERLING DRAGON KNIGHT ........................65 points
• Armoured horse .......................................................15 points EASTERLING KATAPHRAKT .............................14 points
• Banner......................................................................25 points
EASTERLING CAPTAIN ....................................50 points • War Drum (Easterling).............................................15 points
• Swap Easterling glaive for armoured • Upgrade to Black Dragon..........................................2 points
horse and sword .......................................................10 points
• Bow ............................................................................5 points DRAGON CULT ACOLYTE ................................11 points
• Shield .........................................................................5 points
RHÛNISH WAR DRAKE ....................................20 points
EASTERLING WAR PRIEST ................................60 points
• Armoured horse .......................................................15 points
ADDITIONAL RULES
• A Host of the Dragon Emperor force must include the Dragon Emperor of Rhûn, who is always the army’s leader.
SPECIAL RULES
The Dragon Cults – As the Easterlings march to war upon No Quarter was Asked – The Easterlings relish the art of
Erebor, the Dragon Emperor has ordered that the Dragon Cult join warfare and will fight to the bitter end in the name of the Dark Lord.
them on the battlefield.
Easterling models receive +1 Courage when their force is
Easterling Warriors and Easterling Kataphrakts in warbands Broken. Additionally, once per game, in Scenarios in which
led by the Dragon Emperor or Easterling Dragon Knights do a dice is rolled to see when the game ends, so long as there is
not need to pay the points to be upgraded to Black Dragons – at least one friendly Easterling Hero model alive and on the
this upgrade is free. battlefield, the Easterling player may choose to have the dice
re-rolled if the Scenario ends before they wish it to.
Heroes of the Easterlings – The Easterlings are proud warriors
whose leaders relish the chance to fight, and the assault on Erebor
provides them with a platform to claim the glory they seek.
Designer’s Notes: The Host of the Dragon Emperor represents the Easterling forces that marched to war against the combined armies of
Erebor and Dale. As such, it contains the Dragon Emperor of Rhûn himself, along with some of his greatest captains in Rutabi and Brórgîr, as
well as the Dragon Cults who have been commanded to deliver victory for the Dark Lord.
Some players may note the absence of Amdûr; this is due to the fact that Amdûr is leading the contingent of Easterlings that waged war upon the
Pelennor and, as such, is not present at the Battle of Dale.
Easterling armies are an exceptional martial force that fight until the bitter end. This is represented by the fact that they keep the Easterling
Army Bonus, and that Easterling Heroes may re-roll a D6 in a Duel roll, showcasing their exceptional martial skill.
Fell Beings of Mirkwood
T
he dark paths of Mirkwood play home to many foul Amongst the evil creatures of Mirkwood, the greatest is undoubtedly the
creatures; huge bloated spiders that feast upon those spawn of Ungoliant known only as the Spider Queen. This great and
unfortunate travellers that stray from the forest paths linger bloated spider has dwelt within the depths of Mirkwood for centuries, and
in the boughs, whilst packs of ravenous Wargs stalk the has long been seeking to breach the walls of Thranduil’s kingdom and feast
trails of Mirkwood in the hope of finding their next meal. upon the Elves that dwell within. Finally, the opportunity has arisen and
It is these evil creatures that Sauron plans to unleash upon so the Spider Queen leads her children northwards alongside the Orc army
the Elves of Thranduil’s Halls in order to bring the Elvish led by Razgûsh.
kingdom to its knees.
Together, the host of Orcs, spiders and other evil creatures form a fearsome
To achieve his goal of binding the creatures of Mirkwood to his will, army; one capable of bringing death and ruin upon the Halls of Thranduil
Sauron has sent an army of Orcs northwards led by one of his most feared should they go unchallenged – and should they be victorious and crush the
war leaders. The Orc known as Razgûsh has fought many wars against armies of the Woodland Realm, then Sauron’s northern forces will march
Elf-kind, and has earned a reputation for being a callous and vicious south again to crush what is left of Lothlórien.
leader. As Razgûsh leads his army through the forest, he draws the beasts
of Mirkwood to the Dark Lord’s cause.
ARMY COMPOSITION
RAZGÛSH, WAR LEADER OF THE NORTH ...........110 points WARG RIDER .................................................11 points
• Banner......................................................................25 points
ORC CAPTAIN ................................................40 points • Orc bow ......................................................................1 point
• Warg.........................................................................10 points • Shield ..........................................................................1 point
• Orc bow .....................................................................5 points • Throwing spears .........................................................1 point
• Shield .........................................................................5 points
ORC TRACKER .................................................5 points
ORC SHAMAN ................................................50 points • Warg...........................................................................7 points
• Warg.........................................................................10 points
MIRKWOOD SPIDER ........................................20 points
ORC TASKMASTER ..........................................50 points
GIANT SPIDER................................................20 points
ORC DRUMMER..............................................30 points
FELL WARG ......................................................8 points
THE SPIDER QUEEN........................................115 points
BAT SWARM ..................................................35 points
ORC WARRIOR .................................................5 points
• Banner......................................................................25 points
• Orc bow ......................................................................1 point
• Shield ..........................................................................1 point
• Spear ...........................................................................1 point
• Two-handed weapon...................................................1 point
ADDITIONAL RULES
• A Fell Beings of Mirkwood force must always include Razgûsh, War Leader of the North, who is always the army’s leader.
SPECIAL RULES
Through the Forest – Having marched through the forest of The War Leader – Razgûsh is a mighty Orc, and one who has
Mirkwood, the forces of Mordor have learnt how to traverse the thickly been tasked with putting an end to the Elves that reside in Mirkwood
wooded terrain. by any means necessary.
Friendly Infantry models gain the Woodland Razgûsh gains a bonus of +1 to his Fight value when engaged
Creature special rule. with an enemy Elf model.
Death to the Elves – The Orcs and beasts of Mirkwood have long
hated the Elves of Mirkwood, and now they have their chance to bring
death upon them.
Designer’s Notes: This Legendary Legion represents the Orcish forces sent by Sauron to wage war on the Elves of Mirkwood,
as well as the foul forest creatures that joined them in their assault. These creatures are made up of spiders, bats and Wargs,
and are led by the Spider Queen providing a powerful threat to any army they will face.
As Razgûsh is the war leader sent by Sauron, it makes sense that he is the leader of the force; which also frees up the Spider Queen to get stuck
into the fight without risking giving away Victory Points if she dies. Also, as Razgûsh has fought many wars against the Elves, he is seeking
vengeance upon them. This hate for Elf-kind is drilled into his allies, and is represented in-game by the Hatred (Elf) special rule.
Assault on Lothlórien
ASSAULT ON LOTHLÓRIEN
S
auron’s plan to conquer the northern lands of Knowing that Galadriel possesses great magical prowess, Sauron has sent
Middle-earth is to launch a three-pronged assault upon many of his Orc Shamans to Lothlórien in the hope that they can bombard
the north’s various kingdoms. A glittering host of the Golden Wood with enough sorcery to drain Galadriel of some of her
Easterlings has been sent to wage war upon Erebor and power. These Orcs are led by the Orc Shaman known as Muzgúr; a wily
Dale, whilst an army of Orcs and foul creatures has and vindictive Orc who has learnt to draw strength from the death of his
marched north through Mirkwood to assail the realm of foes before using his own crude form of dark sorcery to enfeeble his enemies
the Elvenking. Yet Lothlórien remains unchallenged, and and leave them helpless.
Sauron knows that should Galadriel lead the Galadhrim
against him then his armies shall fall. As the Orcs continue their war with the Galadhrim, an army of Moria
Goblins has snuck down from the Misty Mountains under the cover
In a bid to hold the armies of Galadriel at bay, Sauron sends another, of darkness intent on joining the battles under the trees. Together, the
smaller, army of Orcs to Lothlórien. This army, whilst not large enough combined forces of Orcs and Goblins, and the different dark magics they
to win victory alone, is sent with the purpose of delaying the Galadhrim both bring with them, are a potent force; any that stand against them will
for long enough for Sauron’s forces in Mirkwood and Erebor to crush their have to contend with the overwhelming sorceries that they can employ if
foes, and then sweep across to Lothlórien to engage the Golden Wood in they are to survive.
all-out war and burn it to the ground.
ARMY COMPOSITION
MUZGÚR, ORC SHAMAN .................................70 points ORC WARRIOR .................................................5 points
• Banner......................................................................25 points
ORC CAPTAIN ................................................40 points • Orc bow ......................................................................1 point
• Warg.........................................................................10 points • Shield ..........................................................................1 point
• Orc bow .....................................................................5 points • Spear ...........................................................................1 point
• Shield .........................................................................5 points • Two-handed weapon...................................................1 point
ADDITIONAL RULES
• An Assault on Lothlórien force must always include Muzgúr and at least one named Goblin Hero model.
• Only Orc Hero models may lead Orc Warrior models. Only Goblin Hero models may lead Goblin Warrior models.
• Spider models may only be included in warbands led by Drûzhag or Ashrâk.
• In this Legendary Legion, Muzgúr, Drûzhag and Ashrâk are Heroes of Valour, and Shamans are Heroes of Fortitude.
SPECIAL RULES
Cover of Darkness – Any battle featuring this Legendary Ruthless Savagery – Friendly Orc and Goblin models gain
Legion takes place at night. As such, due to the reduced a bonus of +1 To Wound in a fight in which the opposing
visibility, models cannot be targeted by shooting, Magical model is outnumbered. Note that supporting models do not
Powers or special abilities over 12" away. However, as it is count for either side for the purpose of this rule.
much harder to avoid a shot in the dark, all shooting attacks
gain a bonus of +1 when rolling To Wound. Siege Engines Dark Magics – Friendly models may re-roll any number of
may still target enemy models more than 12" away, however in D6 when making a Casting roll.
this situation they will only ever hit on the roll of a 6. Models
with the Cave Dweller special rule can see as normal. Venom-back Spiders – If your force contains Ashrâk then all
Giant Spiders in your force can be upgraded to
Venom-back Spiders for free.
Designer’s Notes: This Legion represents the Orcs sent to keep the Galadhrim busy, and the Goblins that joined them in their war. To
represent this, the Legion has plenty of Shamans; all of whom can benefit from the Legion’s rule to re-roll casting rolls.
The Cover of Darkness rule means they will always be fighting at night, making them less vulnerable to the arrows of the Elves!
Appendix
T
hough the War of the Ring thrust the many kingdoms Though Thorin had reclaimed Erebor, peace was not his yet.
and people of Rhovanion into war against the forces of With an army of Elves and Men at his newly-regained gates, Thorin
the Dark Lord, this has not been the only time that turmoil refused to honour his pledge to provide aid to the Men of Lake-town in
has encompassed the northern lands. In fact, throughout return for their help. Yet as the Elves prepared to assault Erebor, an army
the Third Age there have been many instances of the Men, of Dwarves from the Iron Hills arrived to defend the Lonely Mountain
Elves and Dwarves that live within Rhovanion having to and their kin. With Men, Elves and Dwarves poised for war with one
defend their homes and lands against all manner of Evil. another, it was now that a great host from Gundabad and Dol Guldur,
This has become all the more prevalent as the Third Age led by the Pale Orc known as Azog, descended upon the kingdom of Erebor
draws to a close. For, as the years of the Third Age roll by, and began the Battle of the Five Armies; perhaps the greatest battle in
the Dark Lord’s power grows; and as it does so the attacks Rhovanion’s history.
of Evil beings upon the lands of Rhovanion become all
the more frequent. In the years following the Battle of the Five Armies, peace still eluded the
kingdoms of Rhovanion; though nothing threatened to cause the same level
The kingdoms of Erebor and Dale have felt this more than most; the latter of devastation as that done before by Smaug or the legions of Dol Guldur.
years of the Third Age having not been kind to the Men and Dwarves Small Orc raids on the Elves of Lothlórien were commonplace, and the
of Rhovanion. In the year 2770 of the Third Age, the Dragon known as Elves of Mirkwood were constantly required to keep the foul creatures of
Smaug descended upon the Lonely Mountain and the nearby city of Men, the forest at bay. Even the Beornings were not at peace, having tasked
razing Dale to the ground in gouts of flame before turning his gaze to themselves with keeping the paths of the Vales of Anduin free of Orcs and
Erebor. The Dwarves stood little chance against the power of Smaug, and Evil creatures so that friendly folk may pass safely – for a price.
the great Fire-drake sacked the mountain and claimed it, and the great
treasure hoard within, for his own. In this Appendix, we present four additional Narrative Play
Scenarios for you to play through, focussing on the events that
Years later, it was the descendants of Men and Dwarves that proved to embroiled Rhovanion in war in the years before the War of
be the downfall of Smaug. Thorin Oakenshield and his company had set the Ring. You will be able to re-create the coming of Smaug to
out to reclaim the Lonely Mountain, and had caused Smaug to burst forth Dale, the epic Battle of the Five Armies, the desperate defence
from Erebor to enact his vengeance on the people of Lake-town that had of Dale and one of the many times the Beornings kept the High
aided the Dwarves. Yet it was here that Smaug would meet his end as Pass clear of Orcs.
Bard the Bowman slew the mighty Dragon with a Black Arrow.
Destruction of Dale
DESTRUCTION OF DALE
S
ince the re-founding of Erebor in the Third Age, Dale Smaug’s arrival was terrible to behold, and huge jets of flame flooded the
had been a prosperous city filled with laughter and city as the beast unleashed fire upon it. Buildings were torched and the once-
trade. Its markets were known far and wide and it had proud market stalls were reduced to naught but ash as Smaug brought his
become the centre of all commerce in the north. People fury upon the city.
would come from across Middle-earth to visit the city’s stalls
and purchase its wares. However, Dale’s time of prosperity It was in this moment that Girion, the Lord of Dale, made his last stand.
and good fortune was not to last. Rallying his warriors to him, Girion commanded every able fighter to stand
and take aim at the beast. The Lord of Dale himself manned the Windlance
From the mountains to the north, the sound of creaking trees and rushing in defence of his city, firing Black Arrow after Black Arrow in an attempt
wind could be heard; a sound that heralded the destruction of the city of to pierce Smaug’s aged and tough hide. If Girion is able to use this Dwarven
Men. Smaug, the great Fire-drake of the north, had come to claim the war machine to pierce the Dragon’s scaled hide, the city of Men may stand a
treasures of Erebor and to bring death and ruin to Dale. chance of surviving Smaug’s fiery wrath…
SPECIAL RULES
The Coming of Smaug – The Dragon has come from the north and is
circling the city, ready to unleash his wrath upon the people of Dale.
At the end of the Evil player’s first Move phase, Smaug will arrive.
The Evil player rolls a D6. On a 1-3, the Good player may decide
which board edge Smaug arrives from. On a 4+, the Evil player
may choose instead.
Not Yet Loosened – The Lord of Dale is yet to leave his mark upon
the great Fire-drake.
STARTING POSITIONS
The Good player deploys their force anywhere on the board,
but at least 6" from any board edge and at least 6" from the
Windlance. The Evil player does not deploy Smaug; he will move
onto the board on the first turn.
OBJECTIVES
This is a fight to the death. The Men of Dale must slay the
Dragon, or perish in the attempt. The first side to wipe out their
opponent is declared the winner.
Battle for Dale
BATTLEFOR DALE
O
n the plains of Erebor, the Battle of the Five Armies However, those within the city are not without hope, for they have Bard
has begun. The heavily-armoured Dwarves of the the Dragon Slayer within their ranks. Holding his sword aloft, Bard
Iron Hills are fighting side-by-side with the glittering host leads the battered and ragged citizens of Lake-town against this new
of Mirkwood in an attempt to force back the vast legions of foe in defence of the city and the loved ones they hold dear, and they do
the Pale Orc. Yet it is not just Dwarves and Elves fighting not stand alone.
for their lives. Within the walls of Dale, the refugees of
Lake-town have been thrust into a battle they did not From the plains of Erebor, Thranduil leads the remaining Mirkwood Elves
expect, as Azog’s Trolls breach the outer walls of the city. towards the city of Dale in a bid to aid those within its breached walls
against the throng of Orcs and Ogres that threaten to raze the once glorious
Hordes of Gundabad Orcs, and even bigger threats, now flood the city to the ground. However, if Thranduil cannot reach the inhabitants of
crumbling and snow-covered streets of Dale as they endeavour to capture Dale in time, they will surely perish, like the Men of Dale many years ago.
the city for the Pale Orc.
SPECIAL RULES
The Elven Host – As the battle rages, the Elves charge into Dale to
ensure its safety, and protect those within.
At the end of the Good player’s second Move phase, the Elves
move onto the board through the gates of Dale.
Radagast’s Staff – After having his staff destroyed at the hands of the
Necromancer, Gandalf is gifted a new one by Radagast. However, it is
not always reliable, resulting in many of Gandalf’s attempts at casting
Magical Powers faltering.
OBJECTIVES
The Orcs are trying to take the city, and will not stop until all
those within it are dead. The Men and Elves are trying to prevent
the city falling into Orcish hands. Both forces are trying to capture
key areas of Dale (represented by the markers). The game lasts
until one force has been reduced to 25% of its starting number; at
which point whichever side has captured the most objectives by
having more models within 3" of them is the winner. Additionally,
if both Thranduil and Bard have been slain, the best result the
Good player can achieve is a draw.
The Battle of Five Armies
T
he Dragon, Smaug, lies dead, slain by the Black Arrow The arrival of Dáin only exacerbates the situation, provoking Thranduil and
fired by Bard in Esgaroth. Yet ill temperament and starting a battle between Elves and Dwarves that sees casualties on both sides.
conflict still lie ahead. Consumed by the Dragon sickness As Dwarves and Elves clash blade with axe, the armies of Azog burst forth from
that lies upon the vast treasure hoard of Erebor, Thorin the ground, uniting these unlikely allies together in order to prevent the mountain
Oakenshield refuses to honour his oath to share the wealth from falling into the hands of the enemy. As Dwarves, Elves and Men set
with the people of Lake-town; instead opting to send for his aside their differences in the face of the armies of the Pale Orc, the battle for the
cousin, Dáin, and an army of Dwarves from the Iron Hills. mountain begins…
2. Thorin: If Thorin has been slain at the end of the battle, the The Eagles are Coming – Called to battle by Radagast,
Evil player achieves this objective. If Thorin is alive at the end of the allies of the Free Peoples, both bird and beast, join the battle.
the battle, the Good player achieves this objective.
At the end of the Good player’s seventh Move phase,
3. Thranduil: If Thranduil moves off the western board the Good player moves Radagast, Gwaihir and the Great Eagles
edge to reach Dale, the Good player achieves this objective. onto the board from any point on the northern board edge.
If not, the Evil player achieves this objective.
Beorn – Ferried to battle upon the back of his avian allies,
4. The Battlefield: At the end of the game, whichever force has Beorn thrusts himself into the battle with unrivalled fury.
the most models within 6" of the centre of the board achieves
this objective. Beorn enters the board as a passenger on the back of any of the
Great Eagles (not Gwaihir or the one carrying Radagast) and
5. Strength of Numbers: Whichever force reduces their follows the normal rules for passengers, with the exception that
opponent to 25% of their starting number first achieves Beorn may both Move and Charge on the turn he dismounts.
this objective. Beorn may not transform into a bear whilst mounted upon this
eagle, but will automatically transform as soon as he dismounts.
PARTICIPANTS
GOOD EVIL
Erebor Reclaimed: Thorin Oakenshield, King Under the Azog’s Legion: Azog with heavy armour, stone flail and Signal
Mountain; Kíli the Dwarf, Champion of Erebor; Fíli the Tower; Bolg; 5 Gundabad Orc Captains with shield; 2 Goblin
Dwarf, Champion of Erebor; Balin the Dwarf, Champion of Mercenary Captains; 60 Gundabad Orcs: 30 with shield, 30
Erebor; Dwalin the Dwarf, Champion of Erebor; Bifur the with spear; 2 Gundabad Trolls with crushing club; 2 Gundabad
Dwarf, Champion of Erebor; Bofur the Dwarf, Champion Trolls with scythe gauntlets; Troll Brute; 6 Gundabad Ogres;
of Erebor; Bombur the Dwarf, Champion of Erebor; Ori the 24 Gundabad Berserkers; 24 Goblin Mercenaries; 6 War Bats;
Dwarf, Champion of Erebor; Nori the Dwarf, Champion of Catapult Troll.
Erebor; Dori the Dwarf, Champion of Erebor; Óin the Dwarf,
Champion of Erebor; Glóin the Dwarf, Champion of Erebor.
The Iron Hills: Dáin Ironfoot, Lord of the Iron Hills on war
boar; Iron Hills Captain; Iron Hills Captain with Mattock; 36
Iron Hills Dwarves: 12 with spear, 12 with mattock, 12 with
crossbow; Iron Hills Chariot.
I
n the years following the Battle of the Five Armies, The High Pass is one of the main routes used by Orcs to cross
Evil has continued to find a way back into the world; the Misty Mountains in order to travel between the ancient kingdoms
infecting corners of Middle-earth and spreading from them of Angmar and Dol Guldur in southern Mirkwood. Often, Beorn and
like a disease. Orcs are becoming bolder, openly travelling his son would take small bands of their people to the eastern entrance
across the many paths of Middle-earth as they make their of the High Pass in order to ambush any Orcs, or other beings with evil
way between the Dark Lord’s many strongholds in Mordor, intent, attempting to cross the mountains and venture into their lands;
Angmar, Dol Guldur and beyond. Many pathways that were something that is happening more and more frequently as the Third Age
once safe for friendly folk to traverse have since become draws to a close…
dangerous roads where the chances of an Orc ambush are
ever increasing.
In the northern areas of the Vales of Anduin, Beorn, his son Grimbeorn,
and their people, the Beornings, have made it their task to keep the various
paths that run from the Misty Mountains in the west to Mirkwood in the
east free from unsavoury beings that seek to harm those they come across,
though they charge a hefty toll for their work. However, without Beorn
and his people keeping the paths free of Orcs and other evil creatures, they
would be nigh-on impossible to cross safely.
OBJECTIVES
The Beornings have tasked themselves with keeping the roads
around their home clear of evil beings, and the Orcs will have
to make their way past Beorn and his people if they are to
reach Dol Guldur.
The game lasts until one force completes their objective. The Evil
player wins if 12 or more Evil models can escape the board via the
eastern board edge. The Good player wins if they can kill enough
Evil models to prevent this from happening.
SPECIAL RULES
Thick Fog – A thick layer of fog has descended upon the High Pass
making it hard to see those nearby.
FORCES OF GOOD
Bard II, Prince of Dale Brand, King of Dale Girion, Lord of Dale
Knights of Dale
Iron Hills Warrior with Banner Dáin Ironfoot, King Under the Mountain Thorin III Stonehelm Iron Hills Captain
FORCES OF EVIL
Rutabi, General of the Dragon Legion Easterling Dragon Knight Brórgîr the Conjurer
Muzgúr, Orc Shaman Razgûsh, War Leader of the North Drûzhag the Beastcaller Ashrâk