"Darkness Over Angmar Campaign" - Summer 2007
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Updated June 16, 2007 (Added new rules or updates for prisoners, field sustainment, Burhdur reinforcements rules, battle recovery rolls)

CAMPAIGN TURN SEQUENCE

  1. Campaign Palantir Effects Roll
  2. Palantir Courage Roll
  3. Army Field Sustainment
  4. Player Reinforcement Roll
  5. Player Muster Allies Roll
  6. Declare use of Might / Command points to modify campaign year roll results.
  7. Winter Phase
    • Player Army Movement Modifier Roll
    • Priority Rolls
    • Declare use of Might / Command points to modify campaign season roll results.
    • Armies move on campaign map by priority.
    • Resolve battles where units make contact.
    • Record and report results.
  8. Spring Phase (same as previous phase)
  9. Summer Phase (same as previous phase)
  10. Fall Phase (same as previous phase)
  11. Campaign Year Summary Phase
    • Triggered Events

Begin Campaign Year

1. Campaign Palantir Effects Roll (declared to owning player by coordinator). The player controlling the Palantir through the use of a Seer, Sage, Shaman or Wizard will generally reap positive benefits at the beginning of every campaign year. The Seer, Sage, Shaman or Wizard must be co-located with the Palantir in order to uses its power. This roll can not be modified by command rating points.

Die Roll Result Description
1 Major Negative Effect / “Despair the Eye!” / “A Vision of Valinor” A vision of Sauron and / or Valinor by the Sage, Seer, Wizard, or Shaman leads to paralyzed for a full campaign year. This character can not be used until the next campaign year.
2 “The glass is murky and I can not see through the veil.” No effect this campaign year.
3 See That Which Can Not Be Seen View all players hidden movement.
4
Distant Counsel
Modify any campaign roll by +1
5
Intercepted Plans
View all players campaign rolls and modified command rating.
6 Very Positive Effect “The Eye is With You” / “A Vision of Valinor” Combine all positive effects. (3 through 6)

2. Palantir Courage Role: The general from each campaign faction that is not in possession of the Palantir must make a Courage roll to see if he or she can fight the temptation of the Palantir becoming a "My Precious" object of desire. This roll may be modified by forfeiting Command Rating points. If failed, the general must direct at least one of his forces to search for and capture the Palantir at its last known location. Any army, allied or enemy, that blocks the path of this force must be engaged.

3. Field Sustainment Roll (-1 for each additional year on campaign and out of range of a friendly base). Field sustainment is the ability of a deployed army to maintain operations in the field, in other words, operate away from the support of friendly bases, and enables them to continue campaigning. This roll can be modified by the expenditure of command rating points. An army within one move distance of a friendly base does not need to roll for field sustainment, they are considered to be in range of support from that base. An army does not need to roll a "field sustainment roll" for the first year of thier deployment in the field.

3. Player Reinforcements Roll. This roll determines how many additional points are added to your force at your main base of operation, citadel, castle, mine or dungeon.

Die Roll Result Description
1 “The people are weary of war.” No reinforcements this turn
2 “The people are weary of war.” No reinforcements this turn
3 “Only the young and old are left to fight.” 25 points
4 “A modest batch or recruits this year.”
50 points
5 “The people support this war!” 75 points
6 “The Horns Blow and Drums Beat to Arms!” 100 points

  4. Player Muster Allies Roll. This roll determines how much support from allies a campaign faction will receive for the oncoming campaign year. This roll can be modified by the expenditure of command rating points. Allies have specific deployment areas specified in the "Army Lists" section. It is highly recommended that allies are played by another supporting player. (This is a good chance to invite a friend and teach him how to play!)

Die Roll Result Description
1 “We Must Defend Our Own Lands First” Delpoy no allies
2 “We Must Defend Our Own Lands First” Deploy no allies
3 “We Must Defend Our Own Lands First” Deploy no allies
4 “We Can Spare You Few Troops.”
Deploy up to 100 points of allies
5 “We Shall Be There to Aid You in Your Time of Need.” Deploy up to 200 points of allies
6 “Victory or death besides or brothers in Arms!” Deploy up to 300 points of allies

5. Players declare use of Might / Command points to modify roll results.

Winter Phase

2. Player Army Movement Modifier Roll. This is a random army speed modifier that that takes into account weather, quality of roads and trails, and or use of maps. This roll can be modified by the expenditure of command rating points.

Die Roll Result Description
1 Natures’ Wrath
1/2 move
2 The Land Rises Against Us!
-1 move
3 The March Goes On! normal move
4 The March Goes On!
normal move
5 The Land Lays Way +1 move
6 Where There’s a Whip, There’s a Way / Driven By Purpose x2 move

3. Priority Rolls via web site / email

4. Players declare use of Might / Command points to modify roll results.

5. Players move forces, build base camps, or conduct sieges in order of priority

6. Resolve battles where forces make contact. Players decide between themselves where and when to play battles. The preferred playing time and place is Sunday afternoons at the Game Vault in Fredericksburg, Virginia.

7. Battle Recovery Roll. (can not be modified)

The victor of the battle rolls for for both warrior and hero recovery. The defeated player rolls warrior recovery only for those troops that fled the battlefield. Surviving warriors can return to play from their main base of operation a year after the battle. Defeated warrior casualties left on the battlefield are removed from campaign play. Defeated heroes left on the battlefield roll for recovery, and if survived, then become prisoners.

Die Roll Warrior Recovery Hero Recovery (per character)
1 No recoveries made. All soldiers lost during the battle remain permanently lost.
No recovery made. Hero lost during the battle remains permanently lost.
2-3 1 in 3 troops recover to rejoin the army. The remainder are permanently lost. Round fractions up.
Hero recovers but loses 1 wound permanently (the effect is cumulative) to a minimum of 1 wound.
4-5 2 in 3 wounded troops recover to rejoin the army. The remainder are permanently lost. Round fractions up. Hero recovers but loses 1 from their fight value permanently (the effect is cumulative) to a minimum of 1.
6 All wounded troops recover to rejoin the army. The remainder are permanently lost. Round fractions up. The Hero is fully recovered and rejoins the force.

8. Record and report battle results to campaign coordinator for subsequent posting on web.

Spring Phase (Same As Above)

Summer Phase (Same As Above)

Fall Phase (Same As Above)

Turn Summary Phase

1. Campaign coordinator passes special instructions, requires specific scenarios to be played, and updates campaign log on web site

SPECIAL RULES

Driven By Fear (Angmar) May move one unit at double speed per campaign season, regardless of movement modifier roll.

Live Off the Land (Burhdur) Needs no base of operation or lines of supplies so long as one scout nit remains within a move distance of army.

Prestigious Outlaws (Burhdur) Reinforcements through successful banditry. For every town, settlement or city vanqished or conquered, Burhdur raises point vaules for his army equal to half of the defence force value. For every army defeated in a battle enagement, Burhdur raises point values equal to 1/4 of the defeated army's lost point values. The earned point values are considered reinforcements that Buhrdur can muster at his main army at the begining of evry campaign year.

Spies (Cardolan) Can observe Arthedain initial campaign rolls.

Destiny of the Dunedain (Arthedain) Replaces lost army points with Dunedain Rangers at a ration of 2 to 1.

Healing (Elves) Any Hero, allies included, that reside in an Elven Haven for a full campaign year heals back to original stats.

Siege Tunnelling (Dwarves) Can tunnel 2" inches every turn. Requires 6 dwarves dedictaed to this task.

Loot, Pillage, Plunder (Mount Gram Orcs & Goblins) Reinforcements through successful banditry. For every town, settlement or city vanqished or conquered, Burhdur raises point vaules for his army equal to half of the defence force value.

CONCEPT OF COMMAND

1. Each overall army leader has a Command Rating.

2. A player can voluntarily lower the Command Rating by using each point as a +1 / -1 die roll modifier for any of the player rolls made during any part of the campaign phase.

3. The overall army leader’s command rating returns to the initial value at the beginning of the next campaign year as long as that leader returned to a friendly holding (base of operation, camp, tower, citadel, dungeon, mine, etc..)

4. The modified Command Rating dictates the maximum independent forces he can maneuver across the campaign map for that campaign year.

5.. The modified Command Rating affects the maximum distance a force can be from the overall leader. This distance equals the modified Command Rating times the average speed of a standard (foot mobile) force. Example: The King of Arthedain, base Command Rating 4, uses 1 command point to adjust one of his force’s movement modifier roll. With 3 command points remaining, and an average speed of 6 for a standard unit, his subordinate units must be within 18 hexagons of the overall army leader in order to be “in command”.

6. Units not “In Command” can not move to offensively engage enemy forces.

7. Units not “In Command” must use their full movement towards a friendly base (not an allied base). If a unit that is out of command returns to the vicinity of a base, it can continue its field deployment as long as it stays within a single move distance of the base.

8. A unit still deployed in the vicinity of a base may return to the field in subsequent campaign seasons if it falls back under command range.

EXAMPLE OF USE OF COMMAND RATING POINTS

MOVEMENT

1. Movements in hexes are based off the movement in inches of each race, animal or monster type. Example: Dwarf warriors have a 5" move in Lord of the Rings Strategy Battle miniatures game. A dwarf company of 300 points can move 5 hexes per campaign season.

2. Movement on the campaign map is based off the slowest warrior or creature in the army. Example: A horde consisting of wargs (10" move), orcs (6" move), and goblins (5" move) can only move 5 hexes per campaign season due to the slower speed of the goblins.

3. Forces move at half speed in difficult terrain: hills & woods.

4. Forces move at double speed while on roads.

SUPPLY LINES

1. Field armies must maintain an unbroken supply line with their citadels, towns, towers, mines or camps.

2. Supply lines are considered to be “broken” by enemy forces occupying a hexagon between the field army and its supply base.

3. Armies that have their supply line broken will lose D6 x10 army points per season until the lines are reopened.

SCOUT UNIT EMPLOYMENT

1. Scout units are units that are made up entirely by Rangers, Outriders, Trackers, Wargs, Eagles, Treents or Wood Elf that are150 points and lower.

2. Scout units do not need "lines of communication" to sustain themselves while on campaign. They live off the land and can be in the field indefinitely.

3. Scout units have hidden movement on the campaign map. Only allied players can see scout units on the campaign map.

4. Scout units can not be within 6 hexes of any allied unit, though they may converge with any allied unit around a single hex for battle resolution. This has to do with the “living off the land” rule.

5. Scout units must be "In Command" to maneuver freely on the campaign map.

THE PALANTIR

1. The focal point for this campaign, aside from destroying your enemy, will be the Palantir of Amon Sul (Weather Top). The player controlling this item will reap the following benefits:

A. Gives continuous priority to forces of the owning player within 6 hexes of the Palantir.

B. Prevents plagues in citadels, towns or camps within 6 hexes of the Palantir.

C. Can track hidden movement of enemies within 6 hexes of the target.

BATTLE RESOLUTION

1. The resolution of battles, skirmishes and adventure scenarios will be done using Games Workshop's "The Lord of the Rings Strategy Battle Game". For more information: http://us.games-workshop.com/games/lotr/default.htm

2. The Attacker is the force that moved into contact with a visible enemy force on the campaign map and has first turn priority unless campaign scenario dictates otherwise.

3. The Defender is the force that is contacted by an enemy Attacker on the Campaign map. The Defender may decide to stay and fight the scenario with his full force or may decide to conduct a "Fighting Retreat" scenario.

4. Battle scenarios and victory conditions for each battle will be set by the campaign coordinator. Every attempt will be made to use existing battle scenarios from the Legions of Middle Earth or other Games Workshop resource books.

4. Scout units can elect to stage an ambush on enemy forces by moving into contact during their move or by having an enemy unit move within a hexagon. In the event of an ambush scenario, the scout unit will obviously have priority.

5. Automatic Random Battle Resolution

  • In the event that opposing players can not meet to resolve a battle within a week's time of it being initiated on the campaign map
  • If either the Attacking or Defending Army is less than 300 points, either player may elect to resolve the battle automatically.
Die Roll Attacker's Result Modifiers (may be cumulative)
1 Major Defeat: Attacker suffers 3/4 models and 3 Heroes as battle casualties and are removed from campaign play. Defender suffers 1/4 models and 0 Heroes as battle casualties and are removed from campaign play.

-1 Defender's total hero might points are greater than the Attacker's might points

-1 Evenly matched within 50 points

-2 Defender outnumbers Attacker by more than 150 points

-3 Defender outnumbers Attacker by more than 300 points

+1 Attacker's total hero might points are greater than the Defender's might points

+1 Attacker outnumbers Defender by more than 200 points

+2 Attacker outnumbers Defender by more than 300 points

+3 Attacker outnumbers Defender by more than 400 points

+4 Attacker outnumbers Defender by more than 500 points

+5 Attacker outnumbers Defender by more than 600 points

2 Minor Defeat: Attacker suffers 2/3 models and 2 Heroes as battle casualties and are removed from campaign play. Defender suffers 1/3 models and 1 Hero as battle casualties and are removed from campaign play.
3 Draw: Both Attacker and Defender lose 1/2 models and 1 Hero as casualties and are removed from campaign play. Defender moves army away 1/2 move first.
4 Draw: Both Attacker and Defender lose 1/3 models and 0 Heroes as casualties and are removed from campaign play. Attacker moves army away 1/2 move first.
5 Minor Victory: Defenders suffers 2/3 models and 2 Heroes as battle casualties and are removed from campaign play. Attacker suffers 1/3 models and 1 Hero as battle casualties and are removed from campaign play.
6 Major Victory: Defender suffers 3/4 models and 3 Heroes as battle casualties and are removed from campaign play. Attacker suffers 1/4 models and 0 Heroes as battle casualties and are removed from campaign play.

PRISONERS

Prisoners can be kept with the main army of the capturing campaign faction or back at their home citadel in the dungeons. At the beginning of each campaign year, a roll will be made to determine the fate of prisoners held by campaign players.

Roll Outcome
1 The hero and any other allied prisoners manage to escape; they re-appear at their base of operations one year after their escape date at which point they are eligible to return to campaign play.
2-3 The hero is kept alive and captive for future bargaining purposes, humiliation, or interrogation.
4-5 Torture proves more interesting for the capturers. The execution is permanently postponed, however the hero loses 1 wound permanently (to a minimum of 1 wound)
6 The hero is executed and removed from the game.

See additional details for ways to free priosners ...

CONDUCTING SIEGES

1. Each player has a defense force that is not a part of the overall campaign force.

Citadel / Castle / Major Mine or Dungeon (300 point army)

Town / Base Camp / Minor Mine or Dungeon (150 point army)

Tower / Outpost (100 point army)

2. A defense force can not be used outside of its assigned citadel, town or tower.

BUILDING BASES

1. A player may use points allocated in the “Muster Forces Roll” to build bases instead of deploy an army for that year.

2. To build a base, any campaign player’s army, except scout units, must occupy a designated hexagon for a period of time and not be engaged in battle.

a. Citadel / Castle / Major Mine or Dungeon (population center)

i. Cost: 300 army resource points
ii. Time Required to Build: 3 Campaign Years
iii. Once complete, it maintains a continuous defense force of up to 300 points.
iv. Once complete, it can provide “In Command” field support to armies up to 600 points.

b. Town / Base Camp / Minor Mine or Dungeon (population center)

i. Cost: 200 army resource points
ii. Time Required to Build: 2 Campaign Years
iii. Once complete, it maintains a continuous defense force of up to 150 points
iv. Once complete, it can provide “In Command” support to armies up to 300 points.

c. Tower / Outpost (not a population center)

i. Cost: 100 army resource points
ii. Time Required to Build: 1 Campaign Year
iii. Once complete, it maintains a continuous defense force of up to 100 points.
iv. Once complete, it can provide “In Command” support to armies up to 200 points.

2. A defense force can not be used outside of its assigned citadel, town or tower.

BATTLE COMPANIES

1. To allow for hero development based on campaign, battle and adventure party experience, “Battle Companies” rules will be used. Details can be found at the Games Workshop web site at:

http://us.games-workshop.com/games/lotr/gaming/BattleCompanies/default.htm

2. Each player may build one Battle Company in addition to the total army point value allocated for each campaign faction.

3. Battle Companies have the following special rules:

  • Hidden Movement
  • "Live Off the Land" / requires no field sustainment rolls. Must not finish a move within a move distance of a friendly scout unit.
  • Are independent units and do not require being "In Command".
  • May capture, hold or transfer the Palantir.
  • May join battles

PLAYING FELLOWSHIPS

1. In the spirit of The Lord of the Rings by J.R.R. Tolkien, players may join together to play "Fellowship" adventures that help support the story line of the campaign.
See detailed fellowship rules ...

DEFEAT CONDITIONS

When a campaign faction is redced to less than half of its original army points value, the player must roll a "Courage" test for the general of his army. This roll may be modified by Command Rating points. If the roll fails, the campaign army is disbanded and the player is effectively out of the campaign at that point.

VICTORY CONDITIONS

Victory Points
+1 for the player controlling the Palantir for a full turn.
+1 per battle victory
+ 1 per captured population center
+ 1 per successful Battle Company quest scenario
+ 1 for every turn a campaign faction maintains at least 50% of its total starting army points value.
+1 for destroying the leading general or king of an enemy campaign faction
+ 1 for fielding a painted LOTR miniatures army with a minimum of three colors and base frocked.

+ 5 for building and using a one of the following war game terrain sets in at least one of the battles you play in. A war game terrain set includes enough terrain features (hills, woods, streams, rocks, towers, walls, buildings) to use on a 4x4 playing area. Players can sign up to make the following terrain sets on a first come, first serve basis:

Terrain Set
Campaign Player
Barrow Downs, ancient tombs, rocks  
Amon Sul (Watch Tower), cliffs, rocks  
Fornost (Citadel), hills, trees  
Rivendale (Citadel), bridges, gorges  
River w/ ford or bridge, trees, hills  
Bree (township)  
Carn Dum (dungeon / mines) Brian Burgess
Bandit camp (caves, trees, rocky hills)  
Ruined town or city, rocks, withered trees