| "Darkness
Over Angmar Campaign" -
Summer 2007 |
Updated
June 16, 2007 (Added
new rules or updates for prisoners, field sustainment,
Burhdur reinforcements rules, battle recovery rolls)
CAMPAIGN TURN SEQUENCE
- Campaign Palantir Effects Roll
- Palantir
Courage Roll
- Army
Field Sustainment
- Player
Reinforcement Roll
- Player
Muster Allies Roll
- Declare
use of Might / Command points to modify campaign year
roll results.
- 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.
- Spring
Phase (same as previous phase)
- Summer
Phase (same as previous phase)
- Fall
Phase (same as previous phase)
- Campaign
Year Summary Phase
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 |
|
|
|