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The Battle of Pelennor Fields PDF Free

The Haradrim launch a concerted attack along the length of the River Harnen against outnumbered Gondor defenders. While unable to coordinate well across the wide battlefront, their attack wave is still disjointed, buying time for Imrahil to ride to assistance of southern forces. However, it will take many days for Imrahil to arrive, so Gondor prepares for a bitter struggle against desperate odds.
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0% found this document useful (0 votes)
1K views22 pages

The Battle of Pelennor Fields PDF Free

The Haradrim launch a concerted attack along the length of the River Harnen against outnumbered Gondor defenders. While unable to coordinate well across the wide battlefront, their attack wave is still disjointed, buying time for Imrahil to ride to assistance of southern forces. However, it will take many days for Imrahil to arrive, so Gondor prepares for a bitter struggle against desperate odds.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE STRIKING SERPENT - ACT ONE:

THEBANKSOFTHEHARNEN
T he war with the stone lands that has been brewing is now
upon us, and I am afraid. Not for myself, for I am a warrior.
If we ride to war, we should do so for our own cause, for are
the warriors of our tribes not deserving of ascendance over
1fdeath comes upon the battlefield I shall welcome it.for if there the lesser Men in the north? Instead, our lords would have us
is a better way to make an end than with a sturdy blade reddened slink to war in service, and return to our ruined land when the
by an enemy's blood, I do not know of it. It is the fate of my butchery is done. I can only imagine that a greater fear drives
people that weighs heavily upon my mind. Their fortunes in the this disgrace.for the army that they have assembled along the
years that follow will be determined by what transpires in the banks of the river is greater than any I have seen. I am no
coming days. We are a strong people, yet I deem that there is no stranger to war, and yet I would never have dreamt that this
escapefrom the cage within which our masters have trammelled land could muster such a host; a host that couldforge a new
uso The plains and people of this land have been bled dry to kingdom in fire and blood if given freedom to act. I wonder
prepare for a war in which we hold no interest. We stand to gain just how many of these men given over to my command hold
naught ifGondor falls, yet we shall suffer greatly if defeated. Our loyalty to the Lords of Umbar close to their hearts. A man
'lords' will take profit, and we shalllose our sons. may fight for many things: for his brothers, his family; for
The insidious venom of Umbar has dominated these lands power, glory and the respect of kings. Few indeed are they
since long before my time, leeching both our spirit and our who fight willingly for liege-lords that take with one hand and
blood. Many proud sons of noble lineage have fallen to the give nothing in return. This is how our masters have treated
whims of our masters, lost in battle for no gain where instead with us in recent years, and I cannot conceive that it has gone
they should have made an empire worthy of their fathers. unnoticed by ali but I.

The Haradrim launch a concerted attack along the length of PARTICIPANTS


the River Harnen, an assault that the outnumbered defenders GOOD
cannot hope to block. Fortunately, they are not able to Gilant (Captain of Minas Tirith on foot)
coordinate their attacks well across such a wide battlefront 8 Warriors of Minas Tirith with spears and shields
and, as a result, the attack wave is disjointed, buying time for 8 Warriors of Minas Tirith with shields
Imrahil to ride to the assistance of the southern forces. 8 Warriors of Minas Tirith with bows
However, it is a long road, and the journey will take many
One Good Warrior may carry a banner.
days. Against desperate odds, the warriors of Gondor prepare
themselves for a bitter struggle ...
EVIL
Mürakir (Haradrim Chieftain on foot)
12 Haradrim Warriors with spears
12 Haradrim Warriors with bows
One Evil Warrior may carry a banner.

LAYOUT
The scenario is played on a board 48"/112cm by 48"/112cm.
The Harnen is a river roughly 6"114cm wide and flows from
the centre of one board edge to the centre of the board edge
opposite (see map). The Harnen counts as difficult ground.
The rest of the board is covered with occasional trees and
rocky outcrops.

POINTS MATCH: BORDER SKIRMISH


Rather than re-enacting the conflict along the river
Harnen, you can play another 'Border Skirmish'
scenario that uses alternative forces and/or occurs in a
different location. 1f you want to play this game with
other forces, use two forces of roughly equal value.
Each side must include at least one Hero. No more
than 33% of the models on either side may carry bows
or crossbows and no models on either side may ride
horses, wargs, or other mounts of any kind.
The sound of battlefills the air as old hatreds are rekindled.
The Banks of lhe Harnen

STARTING POSITIONS SPECIAL RULES


The Good player deploys his force within 12"/28cm of the Continual Reinforcement. Whenever a Warrior is removed
northern board edge. The Evil player then deploys his force as a casualty, the contralling player may move it on frorn his
within 12"/28cm of the southern board edge. board edge (the north for Gondor and the south for the
Haradrim) at the end of his next Move phase. Newly arrived
OB]ECTIVES models may not charge in the turn that they arrive, but may
The game lasts 12 turns. Keep a record of how many otherwise act norrnally. Heraes do not return to play in this
casualties each side inflicts. At the end of the game, each way - once slain they are no longer available,
player receives 1 Victory Point for every casualty they The Striking Serpent. Each Hera in The Striking Serpent
have caused, In addition, the Gondor player receives campaign has a unique name to identify them from other Heroes
10Victory Points if there are no Haradrim on the northern of the same type. If you are playing these scenarios as a linked
bank of the Harnen - the Haradrim player receives campaign, any Heraes that die are lost - they cannot be used in
I Victory Point for each of his models that is on the north later scenarios even if they are listed in the Participants. The two
bank of the Harnen. The player with the most Victory exceptions to this rule are Imrahil and Suladân - if they are slain,
Points wins the garne, they begin their next scenario with only 1 Wound and no Fate.

48"/1I2cm

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THE STRIKING SERPENT - ACT TWO:
A BLADEIN THE NIGHT
M y 'advisors' have decreed that our progress, or rather lack
of it, is unacceptable, and insist that it is not possible for
the garrisons along the Harnen to withstand our forces. They
to me; I would have struck his camp long ago had they
released enough troops to allow me to follow this course. It
could be done this very day but, rather, I have been informed
express their dismay in terms of disdainful reason with scant that they shall attend to lmrahil in their own manner, curse
effort to hide their venomous intentoTo them it matters little that them. It is intolerable enough that I should be forced to
ir is their paucity of trust that has denied me enougli warriors endure their constant and flawed oversight like some foolish
to achieve victory. Nor are they concerned that their meddling child, but to have their own brand of cowardice thrust upon
in my command has scattered those whom I can trust to obey my shoulders is almost more than I can bem: I deem there to
my orders. Of sole concem to them is that the blame for this be no honour to be had in the quiet death of an enemy who
failure is laid four-square before my feet and associated with could instead easily fali on the field of battle.
my name. If unchecked, this can only earn me a blade in my
Despite the fact that Imrahil's removal will create an
heart and, shortly thereafter, a promotion to the poisoned
opportunity to breach the defences of Gondor, I cannot say
chalice that is leadership of this army for one of my chieftains.
that this course of action pleases me. If Imrahil is removed,
They have also imparted a new course of action to carry us and his absence contributes to our eventual success, that, and
forwards. The forces of Gondor now rally about the Swan- my apparent failure, will be remembered. A victory on the
prince of Dol Amroth, and with his death the enemy would be morrow will be attributed to these serpents, whose poison is
weakened considerably. Sueli inspired wisdom is of no news not saved for the enemy alone.

After several days of fighting, the overwhelnúng forces of STARTING POSITIONS


Harad have been checked on Gondor's southern border by the The Good player deploys Prince Irnrahil in one of the tents.
leadership and determination of Prince Irnrahil. The Hâsharii He then deploys 8 Warriors of Minas Tirith (sentries) within
announce that they will eliminate Irnrahil, for if he dies and the 12"/28cm of any board edge. Finally, the remaining Good
border is taken, the credit for the victory will rest with the models are deployed in tents, following these rules:
Hâsharii. Shortly after midnight, one of their number sneaks
o No more than four models may be in each tent.
into the Prince's camp - with most of the camp sleeping, only
a handful of sentries stand between the Hâsharin and success. o No model, other than Irnrahil, may be deployed in
Irnrahil's tent (rank hath its privileges!).
PARTICIPANTS o At least one model must be deployed in each tent.
GOOD
Prince Irnrahil of Doi Arnroth The Hâsharin will enter the board from a table edge of the
12 Warriors of Minas Tirith with hand weapons and shields Evil player's choice at the start of Turn One.
4 Warriors of Minas Tirith with spears and shields
4 Knights of Doi Arnroth (on foot) OB]ECTIVES
4 Warriors of Minas Tirith with hand weapons and bows The Evil side wins if Prince Irnrahil is slain and the Hâsharin
escapes by moving off one of the board edges.
EVIL The Good side wins if the Evil player fails in both of these
Drôzhna (Hâsharin) objectives.
If Prince Irnrahil is slain and the Hâsharin fails to escape, the
LAYOUT
game is a draw.
This scenario is played on a board 48"/l12cm by 48"/112cm.
The centre 24"/56cm square of the board should be covered
with at least eight tents (see map). Beyond this, there should
SPECIAL RULES
Sneak Attack. To represent the surprise of the Hâsharin's
be a broken line of obstacles no higher than 1"/2cm. The
attack, the Evil player automatically has Priority in the first
remainder of the board should be covered in hills, rocky
turno
outcrops and occasional trees.
The Dead of Night. Irnrahil and the other models deployed
within the tents are sleeping - lie the models down to show
POINTS MATCH: INFILTRATION this. They may not perform actions of any kind until the alarm
If you want to use this scenario to refight an lnfiltration is raised (see opposite). In addition, Irnrahil is not accoutred
scenario witli different participants, choose about for battle - he does not carry his sword, shield or wear heavy
300 points of models for the Good side (including at least armour and so has a Defence of 4 for this scenario and counts
one Hero and no more than four models with missile as being armed with a dagger. Sleeping models roll no dice in
weapons) and 100 points of models for the Evil side. a fight and so automatically lose, and always count as trapped
- if they survive the fight, they instantly wake up.
A Blade in the Night
Raise the Alarm. Once a Good model has seen the Hâsharin sentry's move, the Good pIayer roIls a D6 for each of the
- or is within 6"114cm of a friendy mo dei when they are kiIled sentries and consults the Sentry Reaction table.
by a Hâsharin's attack - they may attempt to raise the alarmo
They may do this once in every Move phase at any point
during their movement. On the roIl of a 4+, the cry is taken up
and the alarm is sounded. If the alarm is raised, ali sentries SENTRY REACTION TABLE
revert to the normal ruIes for movement. In addition, at the D6 Result
start of each foIlowing Move phase, roIl a D6 for each 1 Unawares. The sentry has seen nothing unusual
sleeping mode!. On the roll of a 4+ the modeI awakens and and, in fact, is more concerned with keeping
may act normally. Once the alarm has been raised, any awake. The model may not move this turno
sleeping models in base contact with an awake model at the 2-5 Suspicion. The player with Priority may
end of the Fight phase will automaticaIly wake up. immediately move the sentry the distance roIled in
inches (or twice that rolled in centimetres) in a
Darkness. All models wearing Elven cloaks are always direction of their choice. If this move takes the
considered to be in concealing terrain for the purposes of this sentry dose enough to see an enemy, he may
scenario and wiIl not be seen from more than 6"114cm away- attempt to Raise the Alarm. The sentry may not
if in cover they wiIl not be seen from more than 3"/8cm away. move further this turno
6 Patrol. The Good player may move the sentry
Sentries. Until the alarm is sounded, the Good player will during his Move phase as normal.
have only limited control of the sentries. At the start of each

48"/1I2cm

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Good force 'li


deployment zone

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THE STRIKING SERPENT - ACT THREE:
THE HARAD ROAD
rr: lives, and I am glad of it. It is a curious thing to
rejoice in the health of your foe, even as he stands between
rather than any physical sense. There is not a single man in
this army who is unaware of their plans for the Swan-prince.
you and your aims but, though I may come to rue such. a lt is this vulnerability, I feel certain, that has spurred them
sentiment, I welcome it. Enemy though he is, I would not wish into sending many men northwards in a foolhardy attempt to
upon him thefate that my 'council' had planned. I have sem too ambusn Imrahil's reinforcements. Had my counsel been
many good friends perish. at their behest to take any joy in the sought, I would have insisted iri sending enougb warriors to
death of any man upon whom they have set their mark. Does he grind our foes to offal, leaving their dismembered bodies to
view me as a faceless enemy, to be hated and slain with as little rot before the gates of Imrahil's fortress. The Hãsharii are
regard as a snake with poisonous fangs? I suspect not, and plainly worried about the consequences of gathering too
strangely Ifeel more kinship with an enemy I would gladly slay many men in one place, that I might be tempted to cast off my
than with those who claim to hold the seifsame goals as l. While yoke were I able to muster enougb followers. This sacrifice
it is true that lmrahil's leadership will yet exact a great tithe of
that they have wrought is but a ruse to buy time, to weaken my
support until they can have me removed. The hour of
Haradrim lives before this work is done, his life is mine to take,
judgement wlll be soon, for fresh warriors marcn to my camp
not theirs, and I shall feed his lifeless corpse to the crows yet.
even now. Before they arrive and my support is renewed, the
lt matters little. My councillors 'failure to remove Imrahil has Hâsharii will find a pretext under which to remove me from
left them as the wounded party, but in pride and renown their concerns. I sleep lightly, and never for longo

Prince Imrahillives, though the blade of the Hâsharin cut deep. PARTICIPANTS
This tum of events has worked to Suladân's advantage for, while GOOD
Imrahil will not be a factor for severa! days because of the Maethor (Captain of Men on foot)
Hâsharin's strike, they have nonetheless essentially failed in their Môrathol (Captain of Men on horseback)
mission. More than aware of this, and suspicious that Suladân is 8 Warriors of Minas Tirith with shields
watching and waiting for a chance to throw off his shackles, the 8 Warriors of Minas Tirith with spears and shields
Hâsharii dispatch a large number of warriors from Suladân's 8 Warriors of Minas Tirith with bows
persona! command northwards. Not only can these warriors 4 Knights of Doi Amroth (on foot)
ambush Imrahil's reinforcements as they make their longjourney 12 Knights of Minas Tirith
down the Harad Road, but their absence from the army massing 6 Knights of Doi Amroth with lances and on horseback
a!ongside the Hamen river also weakens Suladân's chances of
seizing command and so safeguards their authority. Up to two Good Warriors may carry a banner.

EVIL
Râza (Haradrim Chieftain on foot)
Guthâric (Haradrim Chieftain on horseback)
18 Haradrim Warriors with spears
18 Haradrim Warriors with bows
8 Haradrim Raiders
8 Haradrim Raiders with lances
Up to two Evil Warriors may carry a banner.

LAYOUT
This scenario is played on a board 48"/l12cm by 48"/l12cm.
The board is actually divided into two equal halves, each
showing a different section of the Harad Road (see map). On
both halves, the land to either side of the road is covered with
occasional rocky outcrops and trees.

STARTING POSITIONS
The Good player deploys his infantry (including Maethor) in
the Infantry deployment zone (see map) and his cavalry
(including Môrathol) in the Cavalry deployment zone. The
Evil player then splits his force into two numerically equal
groups and deploys one group on each board section, with no
Their ambush sprung, the Haradrim attack. model further than 3"/8cm from the edge of a board section.
The Harad Road

OB]ECTIVES SPEClAL RULES


Whichever side reduces the other to 25% or less of their The Harad Road. The two board sections represent connected
starting numbers first, wins the game. sections of the Harad Road and, accordingly, models may move
between them, the only problem is that another part of the battle
If both sides are reduced to 25% of their starting numbers in
rages on the section of road between the two boards. At the start
the same turn, the game is a draw.
of each tum, rol! a D6 for each model that has left the board from
one of the marked edges. On the ro11 of a 4-6, the model has
successfully negotiated the ongoing battle and arrived at their
POINTS MATCH: AMBUSH THE COLUMN destination - they may move onto either board from the marked
Ifyou want to use this scenario to refight an 'Ambush the edge. On a roll of2-3, the mode! does not arrive - the controlling
Column!' scenario with different participants, choose player may rol! again in the fol!owing tum. On the roll of a l, the
about 500 points of models for both sides, including at model does not arrive (as described above) and also takes a
least two Heroes for each side. No more than 33% of the single Strength 3 hit to represent them being attacked as they
models on either side may carry bows ar crossbows and traveI. Models may not voluntarily leave the board from any
no more than 50% of the models on either side may ride other board edge. If a model exits the board from either of the
horses, wargs ar other mounts of any kind. marked edges as the result of a failed Courage test, remove them
from play as normal.

48"/1l2cm

1 6"/14c
1
1
1
1

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Evil force deployment zone

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THE STRIKING SERPENT - ACT FOUR
THE FALL OF HARMINDON
t is a strange thing to wake up one moming and to know with powerless to act against them. In this, a sane man would not
I utterfinality that your life will never again be the same. I have hesitate to agree with them. They have done their work well,
spent another fitful night, wary of an unwelcome blade, and for though many would rally to my banner; there are no
have come to a decision. 1 can.no longer abide nor tolerate the guarantees that they would do so in. great enough numbers
feckless shadow that the Hâsharii, and through them, the Lords to grant me victory. The sacrifice of my men in the north,
of Umbar, cast upon my people. Though a warrior's life should most of whom were personally loyal to me, has aided them
be one of battle, 1 cannot reconcile myself to the dishonour that in this regard and weakened my position yet further, but
has been brought upon those who follow me. Word has reached today I am perhaps not sane, for a strange madness has
me ofthe ill-considered attack upon Imrahil's reinforcements. It taken me. These crippling odds malte r not to me, except as
gladdens my heart to know that my warriors fought well, but this a detail to be overcome. 1 will lead my peoplefrom under the
does not lessen the rage I feel at their deaths. Those few that shadow of the Hâsharii, or die trying, for I can. tolerate this
survive now try to returri but, in a land alive witn Imrahil's
course no longer. Before I do this, however; I must achieve a
soldiers, 1 hold out little hope for them.
great victory over the enemy. Only with a victory, and my
The Hâsharii must be content with this situation, for name once more in ascendance, can 1 hope to rally enough
Imrahil 's forces are thinned and they think me isolated, warriors to create a new future, for myselfand my people.

As the Hâsharii coordinate their attacks far to the north of the PARTICIPANTS
Harnen river, much of the Haradrim army waits beyond the GOOD
southern bank. Although denied control of much of the army, Prince lmrahil of Doi Amroth
and separated from a large portion of his personal guard, Galglir (Captain of Men on horseback)
Suladân decides that the time to strike has come. Overruling Corâzin (Hâsharin)
Corâzin, the remaining Hâsharin, he gathers what troops he 6 Warriors of Minas Tirith with shields
can and rides north. Though horribly outnumbered by 6 Warriors of Minas Tirith with spears and shields
lmrahil's forces, if Suladân manages to defeat the garrison of 6 Warriors of Minas Tirith with bows
Harmindon piece by piece, and if the ambushes to the north 6 Knights of Doi Amroth (on foot)
have been successful, it will break lmrahil's hold on the 6 Knights of Doi Amroth with lance and on horseback
crossings of the Harnen. This fact has not been lost on Up to two Good Waniors may carry a banner.
Corâzin. He knows that the glory Suladân will earn if
Harmindon falls may allow the chieftain to muster popular EVIL
support in the army. This cannot be allowed to happen ... Suladân
Mürakir (Haradrim Chieftain on horseback)
8 Haradrim Raiders with lances
8 Haradrim Raiders
8 Haradrim Warriors with bows
8 Haradrim Warriors with spears
Up to two Evil Warriors may carry a banner.

LAYOUT
This scenario is played on a board 72"/180cm by 48"/112cm.
The tower of Harmindon is set 6"/14cm in from one of the
short board edges (see map) and is surrounded by tents. The
remainder of the board is covered with rocky outcrops.

STARTING POSITIONS
The Good player divides his Warriors into three numerically
equal groups. He deploys one group and Imrahil in
deployment zone one. The second group and Galglir are
deployed in deployment zone 2. The third and final group is
deployed in deployment zone 3. The Evil player then deploys
his entire force in the Evil deployment zone. Finally, Corâzin
is deployed (by the Good player) anywhere on the board and
The Knights of DoI Amroth charge into the fray. at least 6"/14cm away from an Evil model.
The Fali of Harmindon

OB]ECTIVES
The Good player wins if Suladân is slain and the Evil force is POINTS MATCH: FLANK ATTACK
reduced to 50% of its starting numbers. The Evil player wins lf you want to use this scenario to refight a 'Flank
if the Good force is reduced to 25% of its starting numbers. If Attack' scenario witli different participants, choose
both players meet their objectives in the same turn, the game about 500 points of models for both sides, including at
is a draw. least one Hero for the Evil side, and two for the Good
side (one of which must be chosen from the Heroes
SPECIAL RULES section of the Forces of Darkness). No more than 33% of
Corâzin. Corâzin is controlled by the Good player. No Evil the models on either side may carry bows or crossbows.
model other than Suladân may ever strike blows or shoot at
Corâzin - they are allowed to charge and fight rum, but may
strike no blows if they win (they are too intirnidated by the
power he wields). Note that Corâzin does not count as part of
either force for the purposes of Courage tests or victory
conditions.

•• n"/I80em
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Good re deployment zOl/e 3 I deployment
deploymen _ 2 I zone
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"It is amongst our greatest follies that we have given scant consideration to our borders in recent years.
Harmindon, Celentir and Velsinir are all now empty shells of their former glories, and birds now dwell where a
hundred bold warriors once served their land. I fear that even with the leadership of our Prince, we shall be
fortunate to hold against the fury of the Southrons."
Maethor, Captain of Doi Amroth
THE STRIKING SERPENT"- ACT FIVE:
HUNT THE MUMAK
ate has smiled upon me, and I am thankful for it. My slaughter his followers in battle and drown him in that river
P attack against Imrahil's forces has been more successful but, for now, a greater duty calls me south.
than I would have dreamed. Even now he fiees north in
Mümakil are incredible beasts, and if I have seen a more
disarray, while carrion birds weary the fiesh of his fal!en intimidating sight in my life, I truly believe that ir would no!
warriors. Many of my followers fel! also, treading the have been easily forgotten. The sheer size and strength of
warrior's path to its conclusion and, though I have taken them must be seen to truly be believed, and he who has such
care to sacrifice our captives to their memory, I have no time power to command can shape the world to his liking. This
to mourn. Battle calls to me once more, but now ir calls to power is due to fali into the hands of my enemies in less than
one who is master of his own destiny, for I am now all but a day. Before sundown tomo rrow, fully two dozen of these
free of the Hâsharii and their poisonous taint. If Imrahil great beasts and their handlers willjoin the army I so recently
continues to ride north, as my scouts assure me he does, he Zeft and, once there, they will fali under the command of the
must be intent on holding us at the great river known in the Hâsharii, and my efforts will have been for nothing. I must
north as the Poros. This river once dictated the boundaries ride swiftly and retake control of my army from those who
of our land and the extent of our power, and he doubtless would destroy my people, and hope that Imrahil can do little
hopes that it will hoZd us at bay once more. ln time, I will in the meantime.

Forced to turn his attention south once more, Suladân breaks PARTICIPANTS
off from his pursuit of Imrahil. Seizing his opportunity, the GOOD
Prince of Doi Amroth rides north to the ancient fortress of Prince lmrahil of Doi Amroth
Glamorgarth. As Imrahil's army makes the long journey Gilant (Captain of Minas Tirith on foot)
northwards, their outlying scouts report the presence of a 8 Knights of Doi Arnroth with lances and on horseback
single Mümak a league or so to the west. Imrahil is reluctant 8 Warriors of Minas Tirith with bows
to delay his journey for anything - whatever fortune has kept
him and his men safe from pursuit can surely not last much One Good Warrior may carry a banner.
longer - however, the chance to cripple one of these mighty
beasts is far too good to pass up. Taking only an escort of his EVIL
knights and as many archers as they can carry with them, 1 Múmak
lmrahil rides out to battle. 12 Haradrim Warriors with bows
8 Haradrim Warriors with spears

LAYOUT
This scenario is played on a board 48"1112cm by 48"/l12cm.
Set in the bleak plains of Harad, the board should be covered
with sand dunes and rocky outcrops.

STARTING POSITIONS
The Múmak is deployed in the centre of the board. The Evil
player may then deploy his remaining warriors on it, or within
6"114cm of it. When this has been done, the Good player
deploys his forces anywhere on the board, provided that no
model is placed more than 6"114cm away from a board edge.

OB]ECTIVES
The game ends when the Mümak is killed or the Good force
is wiped out or retreats off the board.
The Good player wins if he has achieved the following
objectives:
• The Múmak has been slain or leaves the table
• Imrahil is still alive and on the table
The Evil player wins if the Good force is wiped out before the
Mümak is slain. lf both lmrahil and the Múmak are slain, or
Dol Arnroth for Gondor! have left the table, the game is a draw.
Hunt the Mümak

SPECIAL RULES relatively unencumbered, but it can be difficult for the


Sandstorm. In the desert there is a chance that a sandstorm heavily burdened. ln this scenario, ali models who are
will whip up, filling the air with fast-rnoving, razor-sharp wearing heavy armour move J"/2cm slower than their normal
sand. During any turn in which the sum of both players' move rate.
Priority rolls is 9 or more, a sandstorm sweeps the battlefield.
The controlling player must roll a D6 for each model - if the
result is higher than the model's Strength, the model may not POINTS MATCH: SEEKAND DESTROY
move this turno No missile weapons of any kind may be fired If you want to use this scenario to refight a 'Seek and
in a sandstorm, though magical powers may still be used as Destroy' scenario with different participants, choose
normal. The sandstorm automatically dies away at the end of
about 400 points of models for both sides. No more than
the turno
50% of lhe models on the Good side may carry bows 01'
Shifting Sands. The soil of the battlefield, like much of the crossbows and no more than 50% of the models on either
ground in Harad, is very sandy and somewhat less than side may ride horses, wargs, 01' other mounts of any kind.
stable underfoot. This is not so much of a problem for the

48" I 1I2cm

Good side deployment zone

"0

, ;----- .......
,, " ,,
,, ,,
,,
I
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,
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I
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,
, ,all other Evil models ,,
, ,
,~ithin 6" ofit.;»
•.•.... _-----'

6"1I4cm

Good side deployment zone


THE STRIKING SERPENT - ACT SIX:
REBELLION
~ the three Hâsharii who have blighted my steps these I stand alone before the encamped army, and hope that my star
V past years, only two remain amongst the living. As I is sufficiently ascendant in the minds of the warriors there to
drove lmrahil from his fortifications, the third attempted to overcome the fear that the Hâsharii inspire. It is a risk, for the
steal my life, a hasty stroke borne of desperation, I deem. He influence the Hâsharii wield is great, but ir is a risk that must
paid no more swiftly than was deserved for this final be taken. Only by slaying the Hâsharii can I bring under my
misjudgement and, as his death contributed in no small way command the Mümakil due to arrive at sundown. I cannot
to the eagerness of my followers, Iam doubly glad. The two walk away from this fight, and I must trust to a warrior's fate
that remain must be dealt with. I cannot allow them to remain that ir is not my destiny to die here with so much yet undone.
alive, drawing schemes that will lead to my death, for they Whether this is the case or no, the future before me now holds
still command a great army in their own right. They must but two possibilities: victory or defeat. It matters not what
perish, and perish soon. awaits me, I ride to meet ir without hesitation.

With the success of Suladân's attack upon Harmindon, and with and take command of the army. With this in mind, Suladân
his reinforcements scattered along the Harad Road, lmrahil has alIows lmrahil to retreat unmolested, and instead tums his force
no other choice but to withdraw north. It is a long march from towards the rest of the Haradrim army ...
Harmindon to the Glamorgarth and, weary and bloodied by
battle, the DoI Amroth army would be easy prey but for one PARTlClPANTS
thing. The Haradrim chieftain's success in battle has made his GOOD
name spread like wildfire through his army and, coupled with Suladân
Corâzin's failure to dispose of him, has given him a great deal Múrakir (Haradrim Chieftain on horseback)
of popular support - possibly enough to remove the Hasharim Râza (Haradrim Chieftain on foot)
Guthâric (Haradrim Chieftain on horseback)
Hagrâz (Haradrim Chieftain on foot)
24 Haradrim Warriors with spears
24 Haradrim Warrior with bows
4 Haradrim Raiders
4 Haradrim Raiders with lances
1 Múmak

EVIL
Vâshnir (Hâsharin)
Drôzhna (Hâsharin)

LAYOUT
This scenario is played on a board 48"/112cm by 48"/1 12cm.
Set in the camp of the Haradrim army, the board should have
tents scattered all over the board. A campfire should be placed
in the very centre, with a watchtower within 6"/14cm of it.

STARTING POSITIONS
The Evil player deploys Vâshnir and Drôzhna in base contact
with the campfire. The Good player then deploys Suladân and
Múrakir up to 3"/8cm fram any board edge. Then, starting
with the Evil player, each player takes it in tum to place one
of the remaining Good models. They can be placed anywhere
on the board, but no closer to the table edge than 12"128cm.
The Múmak may be deployed at any point and up to ten
models may be deployed on the howdah as normal.

OB)ECTIVES
Whichever side reduces the other to 25% or less of their
starting numbers first, wins the game. If both sides are
reduced to 25% of their starting numbers in the same tum, the
Only one fate awaits those who betray the Hâsharii ... game is a draw.
Rebellion

SPECIAL RULES who holds Priority - no Courage test is required. If ali models
Brother Against Brother. As SuJadân attacks, the Haradrim on the howdah are either Good or Evil, the Mümak reverts to
army begins to polarise into those who are loyal to the Hâsharin its normal mies under the contrai of the relevant player.
and those who are loyal to SuJadân. Evil has Priority in the first
turnoln addition, at the start of the game, the Good player must
take a Courage test for each of his warriors and chieftains POINTS MATCH: REBELLlON
(Might may not be used to rnodify this roll). If they pass, they lfyou want to use this scenario to refight a 'Rebellion'
remain under the control of the Good player for the rest of the scenario with different participants, choose about
game. If they fail, the Evil player contrais them for the rest of 1,200 points of models for the Good side and
the game (replace the model with one with a different colour 200 points of models for the Evil side, including at
scheme or mark the base to indicate this). Roll this Courage test least one Hera for each side. No more than 33% of the
separately for each model on the Mürnak, The Mürnak may not models on the Good side may carry bows or crassbows
move in the first turno ln following turns, whilst there are both and no more than 50% of the models on the Good side
Good and Evil models on the Mümak it will always may ride horses, wargs, or other mounts of any kind.
automatically Stampede in a direction chosen by the player

48" 11l2cm

Súladan & Mürakir deployment zone

3"/8cm

Vâshnir & Drõzhna


begin the game in base
contact with campfire
THE STRIKING SERPENT - ACT SEVEN:
ASSAULT ON GLAMORGARTH
he army now moves at the bidding of one voice, and that I stand now on the borders of Gondor, with a great army at my
T voice is mine. With the Hâsharii dead, and the Lords of
Umbar distant from us by many leagues, none can
back and the enemy before me. With every hour that passes, more
menflock to my banner. They beseech me to lead them onwards, to
challenge me save the other chieftains, and it would appear cast the forces of Gondor from our lands, and reclaimfrom the
that none among them can summon lhe courage or will to northmen that which was wrestedfrom us in ages pastolmrahil has
do so. The Mümakil arrived exactly as my scouts had mustered his forces around the ancient fortress of Glamorgarth.
predicted. Once their Hâsharin escort was disposed of, the Thougli its walls be decayed and its defences be crumbled; it is still
Mahüd were eager to accept my commands in exchange for a great redoubt that will cost many lives to take. Only this las!
a tithe of the women and children that we shall take as obstacle now stands between my people and a new age. The tribes
slaves from Gondor. Now at my call I have a far greater of the soutn will finally be revenged upon. the arrogance of the
army than I could ever have dreamt possible. I now north, and join with the armies of Mordor to choke the defenders
comprehend how the Hâsharii could so casually cast the of Gondor in their own blood. With allies eamt upon the field of
lives of men aside when they knew that these creatures battle, and wealth takenfrom the sack of great cities, I shall drive
would join our forces so soon. I shall give careful thought the Lords of Umbar from their perch and carve a new kingdom
indeed to their use. upon the bones ofGondor's once great realm.

Having achieved complete control over his army, Suladân has begins its journey up the Harad Road toward Minas Tirith,
assembled his forces for one great blow upon the defences of while a bold few remain behind to slow Suladân's assault.
southern Gondor. On the far side of the Poros, Irnrahil has
correctly interpreted the lull in fighting - he knows that the PARTICIPANTS
next attack wiU be the final one and that his troops cannot GOOD
hold any longer. With his forces tired and weary, the prince Prince Imrahil of Doi Arnroth (on foot)
knows that he must buy ti e for the bulk of his warriors to Maethor (Captain of Men on foot)
escape. Before night falls, uch of the army of Doi Arnroth 10 Knights of Doi Arnroth (on foot)
I 12 Warriors of Minas Tirith with shields
12 Warriors of Minas Tirith with spears and shields
12 Warriors of Minas Tirith with bows

Up to one Good warrior may carry a banner.

EVIL
Suladân
1 Mürnak
Guthâric (Haradrim Chieftain on foot)
Hagrâz (Haradrim Chieftain on horseback)
24 Haradrim Warriors with bows
24 Haradrim Warriors with spears
5 Haradrim Raiders with lances
5 Haradrim Raiders

Up to two Evil warriors may carry a banner.

LAYOUT
This scenario is played on a board 48"/112cm by 48"/112cm. The
main tower of the Glamorgath is deployed 12"/28cm in frorn one
table edge (see map). Aline ofbarricades stretches across the length
of the board, 24"/56cm from the Harad board edge (see map).

STARTING POSITIONS
The Good player deploys Prince Irnrahil and at least half of
his Warriors in base contact with the line of barricades. He
then deploys Maethor and the remaining Good Warriors in or
within 3"/8cm of the tower.

When this has been done, the Evil player deploys his entire
force within 6"/14cm of the Harad board edge.
Assault on Glamorgartn

OB]ECTIVES SPECIAL RULES


At the end of each turn, roll 2D6 and multiply the result by 10. Unrelenting Assault. When an Evil Warrior (on foot) is slain,
This is how much of lmrahil's retreating army has managed to the Evil player may put it aside to use it as reinforcements. At
reach a safe distance. Keep a running total of how many the end of each of the Evil player's Move phases, he may roll a
troops have escaped in this fashion. Once this total reaches D6 for each model put aside in this way. On the roll of a 4+, that
300 ar more, lmrahil and any remaining Good models may model may move onto the board from the Harad table edge.
attempt to withdraw from the battle by exiting from the Newly arrived models may not charge in the turn that they
Gondor table edge. Until this point, they may not voluntarily arrive, but may otherwise act normally. On a roll of 3 or less, the
move more then 3"/6cm from teh barricade. model does not arrive, but may be rolled for in the next turno
Once ali Good models have been slain, ar have fted the board, roll No Surrender. The Good side does not take Courage tests for
a 06 for each model that has left the table, adding 1 to the roll if being below 50% of their starting numbers in this scenario.
tive ar less Evil cavalry models are still alive. On a result of 1-3,
the unfortunate individual has been caught and killed by the
pursuit. Ifthe roll is 4-6, they have successfully escaped and lived POINTS MATCH: WITHDRAWAL
to fight another day. Might may be used to inftuence this roll. If you want to use this scenario to refight a 'Withdrawal'
scenario witlt different participants, choose two forces.
If at least 10 Good models, or lmrahil and five other models, The defender (the Goodforce) should have about half as
manage to escape the board (see above) the Good side wins. many points as the attacker (the Evilforce).
Any other result is an Evil victory.

48" I 112cm
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AMBUSH IN ITHILIEN
"The road may pass, but they shall not! Not while Faramir is Captain:"
Mablung to Frodo & Sam - The Two Towers.

The servants of the Dark Lord are pouring into Ithilien Iike a PARTIClPANTS
plague. Regiments of the Haradrim advance unchecked, GOOD
going about their master's bidding. It falls to Faramir and his Faramir (armed with bow and wearing armour)
dutiful Rangers of Gondor to patrol the wild, lying in wait for Mablung (use Damrod's rules)
opportunities to strike out at the enemy. From their outpost of Damrod
Henneth Annún, the brave Rangers of Ithilien sally forth to Frodo
conduct their raids and ambushes. Sam
As fortune would have it, Frodo and Sam find themselves 20 Rangers of Gondor
prisoner to Faramir's Rangers. Held captive, the Hobbits are
witness to a violent encounter between Faramir's men and an EVIL
advancing regiment of Haradrim. Despite the efforts of the 1 Haradrim Chieftain (on foot)
Rangers, the safety of the Hobbi ts is not assured, and the Ring 1 Haradrim Chieftain (on horseback)
Bearer finds himself in peril once again as the warriors of 12 Haradrim Warriors with spears
Harad strive to break through the thin line of Rangers. 24 Haradrim Warriors with bows
5 Haradrim Raiders
5 Haradrim Raiders with lances
1 Mümak

One Evil Warrior may be given a banner.

LAYOUT
Set up a 48"/112cm x 48"1l12cm board, with a road running
between two opposite edges. Place lots of shrubbery, trees and
rocky outcrops on the board to either side of the road. The
more scenery you can place across the board, the more
atmospheric the game will feel, and the greater the challenge
for both sides.

STARTING POSITIONS
AlI Evil models enter play in 'waves'. These waves represent
the column gradually separating throughout the day's marcho
On the first turn, the Evil side moves the Haradrim Chieftain
on foot, along with the 12 Haradrim Warriors armed with
bows and the 12 with spears, onto the board along the road.
The Heroes and all Rangers may be deployed anywhere on
the table, but ali models must be in cover - either in or hidden
behind a wood or some rocks. This represents the Rangers
lying low and waiting for the Haradrim to arrive. The Hobbits
should be placed within 12"/28cm of the edge by which the
Haradrim enter play.

OB]ECTIVES
The Evil player must move 33% of his models off the board
edge opposite to their starting edge. Models leaving the table
by any other edge count as slain.
The Good side wins if they can prevent 33% of the total
Haradrim force escaping from the board without losing more
than half of their starting force.
If neither player meets their objectives, or if both meet their
objectives in the same turn, the game is a draw.
The Rangers' trap is sprung! The Good side automatically loses if Frodo is slain.
Ambush in lthilien

SPEC/AL RULES Evil models may only enter play by moving along the road.
Waves. The Haradrim regiment under ambush has become Newly arrived models may act normally, but may not charge
separated because of the long day's marcho Once an Evil on the tum they arrive.
model crosses the halfway point on the road, the next wave is
able to enter play in the foIlowing Evil Move phase. The POINTS MATCH
second wave consists of the Haradrim Chieftain on Whi/st this scenario details the efforts of Faramir and his
horseback, and 10 Haradrim Raiders. Once a member of the Rangers to slow the Haradrim advance, you can use
second wave reaches the halfway point on the board, the third these rules to play another 'Convoy Ambush' scenario.
and final wave may enter play in the following Evil Move Choose 400 points of models, including at least one Hera
phase. Wave three consists of the Mürnak with for the Good side. For the Evilforce choose 800 points of
12 Haradrim armed with bows within the howdah. Should aIl models, and divide them into three groups, none smaller
Evil models in a wave be slain, then the next wave may enter than 150 points.
play on the foIlowing Evil Move phase.

48"/1I2cm

Hobbits
deployment
zone

I
I
I
I
I
I

: 24"/56cm
THE GLORY OF DOL AMROTH
"Amrothfor Gondor!" they cried. "Amroth to Faramir!"
The Knights of DoI Amroth

The siege of Gondor has begun and the host of Morgul marches PARTICIPANTS
eastwards to lay waste to Gondor and all of Middle-earth. The GOOD
defenders at Osgiliath and Cair Andros are hard pressed by Faramir (with heavy armour and on horseback)
uncounted numbers of evil creatures, but Denethor is unwilling Gandalf the White (riding Shadowfax)
to yield the river and the Pelennor unfought. The Steward of Prince Imrahil (with lance and on horseback)
Gondor despatches his son, Faramir, to ride out to Osgiliath to 2 Captains of Gondor (with heavy armour and on horseback)
strengthen the river defences there, though the cause seems 5 Warriors of Minas Tirith with spears and shields
hopeless. Having already sent the majority of his company 5 Warriors of Minas Tirith with bows
southwards from Ithilien, Faramir has no choice but to obey his 10 Rangers of Gondor
10 Knights of Minas Tirith
lord and rides out to rejoin them. But the battle goes ill and the
8 Knights of Doi Arnroth with lances and on horseback
enemy forces a crossing of the Anduin, pushing Faramir back
to the Pelennor and the causeway forts. Faramir remains with Up to one Good model may carry a banner.
the rearguard, lest the retreat become a rout and, harried by foes
ali about him, he and his men ride desperately for the White EVIL
City with ali the hosts of evil on their heels. Even as men watch 2 Ringwraiths on (Fell beasts)
from the walIs of the city, horsemen of the enemy and dark- 2 Haradrim Chieftains (on horseback)
1 Ore Captain (on foot)
pinioned felI beasts sweep up and overtake the retreating men
1 Ore Captain (on Warg)
of Gondor. Then a trumpet rings out from the Citadel and
8 Ores with hand weapons and shields
Denethor sends out a sortie of knights, led by Prince Imrahil of
8 Ores with spears
Doi Amroth, to rescue Faramir. In this scenario, the Good
4 Ores with Ore bows
player must ride to Faramir's aid before they are overtaken and 4 Ores with two-handed weapons
destroyed by the forces of Evil. 6 Haradrim Raiders
6 Haradrim Raiders with lances
4 Warg Riders with throwing spears
4 Warg Riders with Ore bows
Up to two Evil Warriors may be given a banner.

LAYOUT
The scenario is played on a board 48"1112cm by 48"1112cm.
This encounter takes place on the Pelennor Fields before the
city of Minas Tirith. As such, the ground is largely flat,
though there will be the odd, low patch of scrubby bushes or
c1usters of rocks strewn about.

STARTING POSITIONS
Faramir, the Captains of Gondor, the Warriors of Gondor and
Rangers of Gondor are placed first, in the deployment area
shown on the map. The Evil player divides his force into two
halves of as equal size as possible and deploys one in the
northern deployment zone and the other in the southern
deployment zone. The Ringwraiths move on from the eastern
table edge in the Move phase of Turn 1.

OB]ECTIVES
The Good player is attempting to rescue Faramir and the
retreating rearguard of the out-companies that held Osgiliath.
The Evil player is attempting to destroy them be\fore
Denethor 's sortie is able to rescue them.
To win, the Good player must have at least 12 ofthe models that
were deployed on the table at the start of the game exit the table
via the western edge. The Evil player wins if the Good player
The Nazgül attack. does not achieve this.
The Glory of Doi Amroth

SPECIAL RULES
The Swan Knights of Doi Arnroth. Just as it appears that POINTS MATCH: DESPERATE SORTIE!
Faramir's waniors will be overwhelmed by the forces of Evil, Though this scenario recreates Prince Imrahil's rescue
Prince lmrahil of DoI Amroth leads a brave band of warriors of Faramir's out-companies, you can also use it to fight
from Minas Tirith to the rescue. On Tum 4, the Good player may any rescue mission. lf you want to play this scenario
move Gandalf, Prince lmrahil, the Knights of Doi Arnroth and with other forces, choose a Goodforce 25% larger than
the Knights of Minas Tirith on from the westem board edge. the Evil force. The Good force must deploy 33% of its
force on the table at the start of the game. Each side
must include at least one Hero and at least one model
"And with a piercing cry out of the dim sky fell the
on each side must carry a banner.
winged shadows, the Nazgúl stooping to the kill:"
The Return of the King

48" /1I2cm

12"/28cm
Evilforce deployment zone

,,"
~----~ . êt-~----

Ringwraiths
enrer table
from this edge

Faramir;
Gonã
iors
&
gers
deployment N
,..,
zone 3
6"/l4cm
li( ••
Gandalf, I I
lmrahil and
Knights of
Minas Tirith
and Doi Amroth
0.
enter the table
from this side

~53
THE HORSE AND THE SERPENT
"Arise, arise, Riders of Théoden!
Fel! deeds awake: fire and slaughter!
Spear shall be shaken, shield be splintered,
A sword day, a red day, ere the sun rises!
Ride now, ride now! Ride to Gondor!"

The Rohirrim have come to Gondor's aid and the might of their unwilling to await his onset, charges headlong to greet him. In
charge has smashed through the Ore defenders of the Rammas this scenario, both players must attempt to fight their way
and ridden down through the hosts of Mordor with the joy of towards the heart of the enemy host and slay its leader.
battle. The Riders of Rohan sing as they slay their foes and the
hoofs of wrath ride down hosts of fleeing Ores. Riding hither and PARTICIPANTS
thither, the Rohirrim slaughter all before them, driving their GOOD
enemies to the river. With nigh on the entirety of the northem half Théoden
of the Pelennor Field overrun, the tide of war has tumed, but the Gamling
battle has not yet been won. Overcome with battle fury, Théoden Éowyn
and his greatest warriors have ridden far ahead of the main battle Merry (starts as a passenger on Éopwyn's horse)
and reaehed the road to the river. Here, Suladân, greatest of the 1 Captain of Rohan
Haradrim commanders, has spotted them. Rousing his warriors 6 Rohan Royal Guard with throwing spears and on horsebaek
to battle, the Serpent Lord charges the exposed Rohan king who, 12 Riders of Rohan
6 Riders of Rohan with throwing spears
Up to one Good Warrior may be given a banner.
EVIL
Suladân
The Witch-king (on fell beast)
2 Haradrim Chieftains
8 Haradrim Raiders
8 Haradrim Raiders with lances
4 Warg Riders with throwing spears
4 Warg Riders with Ore bows
Up to two Evil Warriors may be given a banner.

LAYOUT
The scenario is played on a board 48"/112cm by 48"/112cm.
This encounter takes place on the Pelennor Fields before the
city of Minas Tirith. As such, the ground is largely flat,
though there will be the odd, low patch of scrubby bushes or
cJusters of rocks strewn about.

STARTING POSITIONS
The Good player places his models first, no further than
12"/28em from the northem board edge. The Evil player then
places his models, no further than 12"128cm from the southem
board edge. The Witch-king is not deployed to begin with,
since he is fighting within the city walls but, as the homs of the
Rohirrim echo from Mindolluin's sides, he flies out to meet this
new threat and will appear later in the battle.

OB]ECTIVES
Both Théoden and Suladân are determined to see the other
dead and will spare no effort to see their opposite number
slain. The Good player must kill Suladân and have Théoden
survive the battle. The Evil player must kill Théoden and have
Suladân survive the battle. Whichever player meets their
objectives first, wins the game. If both Suladân and Théoden
"Rally to me! To me!" are killed in the same turn, the game is a draw.
The Horse and the Serpent

SPECIAL RULES
Witch-king of Angmar. The Witch-king is fighting within POINTS MATCH: GLORIOUS CHARGE!
the walls of Minas Tirith when the Rohirrim arrive, but when Though this scenario recreates Théoden 's devastating
he hears their horn blasts, he turns his fell beast towards the charge, you can ais o use ir to recreate any two cavalry
Pelennor Fields. From the end of Turn 4 onwards, roll a D6 at basedforces riding out to meet each other. Ifyou want to
the end of every game turn. On a 4, the Witch-king has arrived play this scenario with. other forces, choose two forces of
and may move on from the Evil player 's table edge in his next equal points value. Each side must include at least one
Move phase. Having been engaged in battle with Gandalf Hera and at least one model must carry a banner.
prior to this, the Witch-king has only 1 point of Might and
10 points of Will.

"...he carne against the white horse and the green with
great press of men; and the drawing of the scirnitars
of the Southrons was like a glitter of stars."
The Return ofThe King

48" /1l2cm

~
e Goodforce deployment zone

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.~
.(\ .. '

N
r>
3

".A.·;;
.~~
. ';c

Evilforce deployment zone


r>
3
"Mourn not overmuch! Mighty was the fallen,
meet was his ending. When his mound is raised,
women then shall weep. War now calls us!"

Théoden's glorious charge has shattered the front lines of the EVIL
Haradrim. Spears shiver as the Rohirrim throw down the Gothrnog, Lieutenant of Morgul
Southron's chieftains and send their foes reeling. But evil acts 1 Ore Shaman
are afoot and the Lord of the Nazgül sweeps down in darkness 1 Easterling Captain
to slay the mighty King ofRohan. Through deeds both mighty 1 Uruk-hai Captain
and courageous, Éowyn, Shield Maiden of Rohan, and I Troll Chieftain
Meriadoc Brandybuck banish the mighty Ringwraith, but fall 1 Haradrim Chieftain
beside their king, wounded almost unto death. Such a scene of 8 Ore Warriors with hand weapons and shields
woe does Éomer come upon after marshalling his warriors 8 Ore Warriors with spears
and setting out for the road to the river. The silver swan of 4 Ore Warriors with two-handed weapons
Doi Amroth is borne out of the city of Minas Tirith, together 4 Ore Warriors with Ore bows
with all the strength of Men that is in it. And not a moment 6 Easterling Warriors with spears and shields
too soon, as Gothmog, Lieutenant of Morgul, unleashes a host 6 Easterling Warriors with shields
6 Haradrim Warriors with bows
of evil from Osgiliath - Ores, Trolls, Uruk-hai and Easterlings
6 Haradrim Warriors with spears
- as Haradrim footmen regroup around the great Mümakil.
4 Mordor Uruk-hai Warriors with swords
Great is Éomer's rage and, without taking counsel or awaiting
4 Mordor Uruk-hai Warriors with two-handed weapons
the arrival of the Knights of DoI Arnroth, the son of
2 Mordor TroUs
Théodwyn charges headlong towards the mighty host of evil.
But even as he rakes back his spurs, the billowing sails of 1 Múrnak with tusk weapons and Mahüd Chieftain
Black Ships are spied approaching the Harlond ... 12 Haradrim Warriors with bows (in the howdah)

In this scenario, the Evil player must try to destroy Éomer's Up to two Evil models may carry banners.
badly outnumbered warriors before the Knights of
Doi Amroth can come to his rescue and the Black Ships dock LAYOUT
to reveal who they carry to war. The scenario is played on a board 48"1112cm by 48"/I12cm.
This encounter takes place at the edge of the Pelennor Fields
PARTIClPANTS not far from the harbour of Harlond. As such, the ground is
GOOD largely flat, though there wi\1 be the odd, low patch of scrubby
Prince Imrahil of Doi Amroth bushes or clusters of rocks strewn about. To the south are the
Aragorn (with Elven cloak and Andúril) docks and in the exact centre of the table is a green hillock.
Legolas
Gimli STARTING POSITIONS
Halbarad The Good player places Éomer and ali the Rohan models first,
2 Elven Captains in the centre of the board on the green hillock, with no model
9 Rangers of the North further than 6"1l4cm from the centre of the table. The Evil
Éomer player divides his warriors into four forces of as near equal
2 Captains of Rohan number of models as possible and deploys one force in each
8 Knights of Doi Amroth with lances and on horseback of the deployment zones. No Evil model may be deployed
8 Knights of Minas Tirith more than 6"1l4cm onto the board. The Mümak and
12 Haradrim Warriors in the howdah are not deployed at the
4 Rohan Royal Guard with throwing spears
start of the game.
6 Warriors of Rohan with bows
6 Warriors of Rohan with throwing spears and shields
6 Warriors of Rohan with shields OB]ECTIVES
The Evil player has cut off Éomer from the city of
One Warrior of Rohan must carry a banner. Minas Tirith and seeks to destroy him before any rescue may
be attempted. To win this scenario, the Evil player must kill
A\1 Good models, other than Imrahil and the Knights, are on
foot. every mo dei in the Good player's initial force. If he fails to
kill Éomer's force before his own is reduced to 25% of its
The Elven Captains represent Elladan and Elrohir, the twin total numbers, then the Good player wins as warriors pour
sons of Elrond; you may use their rules from the Shadow & from the Black Ships and more knights sally forth from Minas
Flame supplement if you wish. Tirith to drive the forces of Evil back to the river.
Éomer's Rage

SPECIAL RULES Shield Wall. Éomer and his men are resigned to die. Ali
Reinforcements. The hosts of Minas Tirith, led by Prince Rohan models will automatically pass ali Courage tests they
Irnrahil of Doi Arnroth ride eastwards to the succour of Éomer are required to take, but may not move more than 12" away
and fight to reach the new King of Rohan with great fervour. from the centre of the table.
On Turn 3, Prince Irnrahil, the Knights of Doi Arnroth and the
Knights of Minas Tirith move on from the western table edge
POINTS MATCH: LAST STAND!
in the Move phase.
lfyou want to play this scenario with other forces, choose
On Turn 5, the Black Ships dock on the Harlond and the 1W0 forces of equal points value. The Good player
remainder of the Good forces move on from the southem chooses 25% of his force to represent the force he deploys
table edge in the Move phase. On this turn, the Múrnak and at the beginning of the scenario and splits the rest into
transported Haradrim also arrive. MO roughly equal halves, designating whicn half is the
first wave of reinforcements and whicli is the second.
The Tide has Thrned. A black dread falls upon the hosts of Each side must include at least one Hero and the player
Morgul when the heir of Isildur and his warriors leap from the attempting to destroy the force making its last stand may
Black Ships, and their courage falters in the face of the sign not equip more than 33% of his models witn bows or
of Elendil. Once Aragom arrives on the battlefield, no Evil crossbows or include more than one siege engine.
models may benefit from the Stand Fast! rule.

48" /1I2cm

I I
I I
I I
I Evilforce I
I I
I deployment zone I
I I
I I

- --~--------------------------------------------------- ---------
I ~. I

I
..•.
I
I
. ~<'
~~..

Evilforce
Evilforce
deployment
deployment
zone
zone
Imrahil
and ali
the ~
Knights ~
enter
6" .14cm N
n
from this 6"/14cm
3
board
edge.

Aragorn and the Grey Company enter here

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