Sid's War of the Ring

A HotT scenario for 2-5 players. War of the Ring is a tabletop game of J.R.R. Tolkien’s Lord of the Rings, played on a 4’ x 4’ table, using the rules of Hordes of the Things with modifications. It has the scope of a campaign but is played tactically.

Players and their forces.

The game involves the armies of :
The Companions; Thranduil’s elves; the dwarves of the Lonely Mountain
Rohan
Gondor
Saruman (orcs and Dunlendings)
Mordor; Easterlings; Southrons

The elves and dwarves are known collectively as ‘the Free Peoples’. The Easterlings and Southrons are known collectively as ‘Sauron’s Allies’.

 If there are five players, each takes one of these groupings. If there are four players, the army of Rohan is controlled by the Companions player.  If there are three players, Rohan and Gondor are both controlled by the Companions player. If there are two players, one takes Mordor and Saruman and the other takes the rest.

 Each of these armies acts independently irrespective of who controls them, except that troops of Mordor, Easterling and Southron armies can support each other in combat, and troops of Rohan and Gondor can support each other in combat.

HotT general modifications.

1.        In each player’s turn, before rolling for PIPs there is a reinforcement phase.  See the Reinforcement section below.  
2.        Strongholds.  There are a number of strongholds in the game (see map) which differ from HotT rules in two aspects; firstly, loss of a stronghold does not necessarily end the game (see player-specific rules), and secondly they can be defended.  Up to two friendly units can occupy a stronghold.  A unit in a stronghold can choose whether or not to attack an enemy unit in contact with the stronghold.  An enemy unit can choose to attack either the stronghold or any unit defending it. Units defending a stronghold (not attacking out of it) and defended strongholds both get +1 to their combat die roll. Friendly units treat a stronghold as clear terrain for movement purposes (including recoil).  If a unit recoils into a stronghold that already holds two defenders, one of the three units involved must move out on the opposite side. If a stronghold (except Osgiliath and Isengard - see below) is captured it is destroyed along with all defenders.
3.        March moves.  Any group can use extra PIPs to make march moves. Each march move is the same as the ordinary move of the slowest element present, and cannot begin, pass or end within 6” of an enemy unit or in any terrain feature except roads or strongholds. Elements making a march move must be in a column. If any element is a magician or aerial, the march move costs double. Except for groups comprising only Companions, the maximum move for any group is one normal plus one march move.  Companions may take unlimited march moves.
4.             Special elements.  Gandalf the Grey is a Cleric, but moves as a Hero.  Gandalf the White is a Hero with Clerical anti-magic ability. The Witch-King is a Magician but moves as an aerial. Denethor is a Cleric with no movement at all, unless he possesses the Ring, when he becomes a Hero.

The Board.


Key: 

G:        Gates of Mordor (Mordor)               MD:     Mount Doom (Mordor)
M:        Minas Morgul (Mordor)                   DG:      Dol Guldor (Mordor)
I:          Isengard (Saruman)                          T:        Thranduil’s caves (elves)
O:        Osgiliath (Gondor)                            MT:     Minas Tirith (Gondor)
E:         Edoras (Rohan)                                HD:      Helm’s Deep (Rohan)
*C       Entry point for Companions              *D       Entry point for dwarves
*E        Entry point for Easterlings                 *S       Entry point for Southrons
*F        Fords of Isen                                    *R       Falls of Rauros
*K       Khazad Dum (Moria)                       *CI      Cirith Ungol

Forces and Deployment.

The forces available to each army fall into three categories:
Individuals (in italics): these cannot be replaced.
Restricted forces: No more than the given ‘max’ may be in play at any time, but can be replaced if lost.
Unrestricted forces: Any number may be in play.
Army general is denoted by a “!”.
Elements not included in the initial deployment can be brought into play through the reinforcement rules or the player-specific rules.

Army of Mordor: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Ae Mg

Witch King of Angmar

-

1

 

-

1 at M

!Mg

Mouth of Sauron

4

1

 

G

-

Sn

Gollum

-

1

1

*

-

Dr

Balrog

-

1

2

*

-

Bh

Shelob

-

1

2

*

-

Bh

Trolls

4

1

 

M, G

-

Fl

Nazgul

2

2

 

M, G

2 at M

Bs

Wolves

2

2

 

M, G, DG

-

Hd

Goblins

1

-

 

M, G, DG

2 at G, 2 at M

1.           Gollum only appears as a result of an encounter in the mountains.
2.           Balrog and Shelob only appear as an encounter in the mountains. 

Easterling army: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Kn

Chieftain

-

1

 

-

1 at *E

Wb

Warriors

2

-

 

*E

1 at *E

Southron army: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Rd

King

-

1

 

-

1 at *S

Rd

Cavalry

2

-

 

*S

-

Bh

Elephant

4

1

 

*S

1 at *S

Bw

Archers

2

2

 

*S

-

Sp

Spearmen

2

-

 

*S

-

Army of Saruman: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Mg

Saruman

4

1

 

I

1 at I

Sn

Wormtongue

-

1

 

-

1 at E

Sn

Dunlanders

3

2

 

I

-

Rd

Wolfriders

2

2

 

I

-

Wb

Orcs

2

-

 

I

-

Army of Gondor: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Cl

Denethor

-

1

 

-

1 at MT

He

Faramir

-

1

 

-

1 at O

He

Imrahil

4

1

 

MT

-

Kn

Swan Knights

2

1

 

MT

-

Lk

Rangers

1

2

1

*

-

Bw

Archers

2

2

 

MT

1 at O

Bd

Citadel guard

2

1

 

MT

1 at MT

Sp

Spearmen

2

-

 

MT

1 at MT, 1 at O

1.          Rangers can only appear in the woods S and NE of Minas Tirith

Army of Rohan: 

Type

Name

Points

Max

?

Entry

Initial Deployment

!Hr

Theoden

-

1

 

-

1 at E

Hr

Eomer

4

1

 

E, HD

-

Sp

Westfoldmen

2

2

 

HD

1 at HD

Bw

Westfoldmen

2

2

 

HD

1 at *F

Rd

Riders

2

2

 

E

-

Kn

Riders

2

-

 

E

1 at E, 1 at *F

Army of Elves:

Type

Name

Points

Max

?

Entry

Initial Deployment

!Hr

Thranduil

-

1

 

-

1 at T

Sp

Spearmen

2

-

 

T

-

Bw

Bowmen

2

-

 

T

1 at T

Army of Dwarves:  

Type

Name

Points

Max

?

Entry

Initial Deployment

!Hr

Dain

-

1

 

-

1 at *D

Bd

Axemen

2

-

 

T

1 at *D

Bw

Crossbowmen

2

2

 

T

-

Companions:  

Type

Name

Points

Max

?

Entry

Initial Deployment

!Cl

Gandalf the Grey

-

1

1

 

1 at *C

Hr

Gandalf the White

4

1

1

*

-

Cl

Galadriel

-

1

2

*

-

Hr

Aragorn

-

1

 

 

1 at *C

Pa

Boromir

-

1

 

 

1 at *C

Sn

Frodo & Sam

-

1

 

 

1 at *C

Sn

Merry & Pippin

-

1

 

 

1 at *C

Bh

Ents

4

2

3

*

-

Kn

Grey Riders

-

1

4

*

-

1.                Gandalf the White is only available after Gandalf the Grey is destroyed.
2.                 Galadriel appears if any Companion enters Lorien.
3.                 Ents are only available after any Companion has entered Fangorn.
4.                 The Grey Riders join Aragorn as soon as he enters the Paths of the Dead.

Winning and Losing.

The armies of elves, dwarves, Easterlings and Southrons can be knocked out of the game by the loss of their general. The Free Peoples can be knocked out by the capture of Thranduil’s caves.
Rohan can be knocked out of the game if Theoden and Eomer are both destroyed.  In a three - four player game, all elements on the board become part of Saruman’s army.
Gondor can be knocked out of the game if Minas Tirith is captured, or if their general is destroyed and cannot be replaced (see player-specific rules).
Saruman can be knocked out of a two-player game if his element is destroyed.  In a three- to five- player game, Saruman can only be knocked out of the game if his element is destroyed while Isengard is either captured or destroyed.
When any army is knocked out of the game all its elements are removed from the board at the end of the player-turn in which it occurred (except Rohan, as above).
At the start of the game, the player controlling the Companions must secretly nominate one of his hobbit elements as the Ringbearer. This element has a significant effect on the result of the game.
The game ends when:
1.         The Ringbearer is destroyed
2.         Aragorn, Denethor, Theoden and Gandalf the White are all destroyed
3.         Edoras, Helm’s Deep and Minas Tirith are all destroyed
4.         Denethor is destroyed or corrupted while using the Ring
5.         The Ringbearer unit ‘captures’ the stronghold of Mount Doom
6.         The Witch King, Minas Morgul and the Gates of Mordor are all destroyed
Final ordering of players is decided as follows:
a           Any players whose armies have all been knocked out always finish equal last.  This over-rules any of the following.
b          In cases 1, 2, 3 or 4 Saruman finishes first with Mordor second if Saruman destroyed the Ringbearer, destroyed any two of the four characters or destroyed any two of the strongholds.  Other wise Mordor finishes first with Saruman second. All other surviving players finish equal third.
c           In case 5, the Companions finish first, followed by Gondor and Rohan equal second, Saruman and finally Mordor.
d          In case 6, Gondor finishes first with Rohan second if Denethor has the Ring, or if Gondor destroyed the Witch King and both strongholds. Other wise Rohan finishes first with Gondor second. The Companions finish third followed by Saruman and Mordor.
Game Sequence.
Each game turn comprises four player turns:
 
            Mordor and Allies  
 
            Saruman  
 
            Gondor/Rohan
 
            Companions and Free Peoples
Each player turn except Gondor/Rohan comprises four phases:
 
            Reinforcements
 
            PIP dicing
 
            Movement
 
            Combat
In the Gondor/Rohan turn there are five phases:
             Reinforcements
             PIP dicing
             Gondor movement
             Rohan movement
             Combat
Reinforcements.
In the reinforcement phase, the controlling player rolls a die for his forces, checks the chart and takes reinforcements (subject to availability) up to the points value shown. Reinforcements or reinforcement points cannot be held over to a following turn or given to other armies.
Mordor rolls twice, once for his own army and once for his allies.  Allied points can be split between Southrons and Easterlings as required.
Reinforcements cannot be brought into play at a stronghold that has been destroyed or captured.
Die roll modifiers.
Mordor:  +1 if holding Dol Guldur, +1 if Osgiliath captured,
             -2 any Gondor elements (except lurkers) east of Anduin
Gondor:  -1 lost Osgiliath, +2 Denethor has the Ring
Rohan:    -1 not at war, -2 lost Edoras, -1 lost Helms Deep, +1 Isengard captured

Result

 

1 or less

2

3

4

5

6 or more

Mordor

 

0

1

2

3

4

4

Allies

 

0

2

2

2

2

4

Saruman

 

0

2

3

4

4

4

Gondor

 

0

2

2

2

2

3

Rohan

 

0

0

0

2

2

4

Free Peoples

0

0

0

2

2

2

On an unmodified roll of ‘6’, any player can take one available element even if its points cost is greater than the result on the table.
On a roll of ‘6’ the Companions player can take one of these actions instead of introducing Free Peoples reinforcements:
a            If Gandalf the Grey is destroyed, bring Gandalf the White into play at MT, E, or wherever Gandalf the Grey was destroyed.
b           If Galadriel is in play, challenge either Saruman or Sauron directly. The player chosen cannot take reinforcements on his following turn, and takes a PIP of 1  (The allies are unaffected by this).
c            A group of Companions encounter friendly eagles. They may make an airboat move this turn only, for one PIP.
d           Recruit an available Ent (see below).

Player-specific rules
Companions
1           Companion elements’ movement is not restricted by command range. If Gandalf the Grey is destroyed, Aragorn becomes a general and remains so even if Gandalf the White returns.  If Aragorn is destroyed the Companions continue to operate without a general. It is possible for either Gandalf or Aragorn to be general of Gondor as well as the Companions (see Gondor rules below).  In this event the element moves in the Gondor/Rohan phase only, and counts for command range to all Gondorian forces.
2.          If a Companion element enters Lorien Galadriel comes into play. Galadriel cannot leave Lorien.  Companions can leave Lorien by boat, travelling down river only at 1200p per turn. Boats can be abandoned at any time. If Companions are attacked while travelling by boat the boat is destroyed and the Companion elements are positioned on the opposite bank. Boats cannot travel past the falls of Rauros.
3.          If a Companion element enters Fangorn, two elements of Ents (Behemoth) become available for recruitment.  Ents can only attack Saruman’s army, and are removed from play if Isengard is destroyed.
4.          If Aragorn passes through the Paths of the Dead he is joined by the Grey Company (1 Knight element).  Subsequently, Southrons can no longer recruit but must remove one element from play at the start of each Mordor player turn.
5.          At the start of every Companions player turn when any Companions are in the Misty Mountains or the Mountains of Mordor roll a die for each group, adding two if Companions are using the pass (Moria or Cirith Ungol) and one if the group had an encounter last turn.
Result of 4:                    Route blocked, the group cannot move this turn.
Result of 5 or more:       An encounter.  Roll again, adding one if using the pass.
         1:                 Rescued by eagles, can make an airboat move.
         2,3:              Attacked by goblins. 1xHD attack one unit in the group.
         4,5:              Attacked by spiders.  1xLK attack one unit in the group.
            6:                  Encounter Balrog (Misty Mountains) or Shelob (Mountains of Mordor) who attacks leading element.
Resolve combat immediately.  The encounter remains on the board until destroyed, or until the Group leaves the Mountains. Saruman controls goblins and spiders in the Misty Mountains. Mordor controls all other encounters.
Immediately after any encounter, roll another die.  On a roll of 5 or 6, Gollum comes into play in the mountains within 600p of the group.
6.           If a hobbit element is destroyed the Companions player must reveal the identity of the Ringbearer.  Otherwise, it is only revealed when:
a             The Ringbearer captures Mount Doom
b            The Ringbearer uses the Ring
c            The Ringbearer gives the Ring to Denethor (by moving into contact with Minas Tirith and announcing his intention)
When using the Ring, the Ringbearer gets +1 in combat. He may decide to use the Ring after dice have been rolled in any combat.
Once the Ring has been revealed, if the two hobbit elements are in base contact at the start of any turn the Companions player may redefine the Ringbearer.
7.                 A group of Companions only can expend spare PIPs on marching: take an extra full move for each PIP used, so long as:
a            The entire move is in open terrain
b           The group does not move within 6” of any enemy (or potential enemy) element

Gondor
1.           If Denethor is destroyed while he has the Ring, the game ends. Otherwise, the Gondor player appoints a new general. This must be the highest ranking in the following list that is within 1200p of Minas Tirith at that point:
             Aragorn; Boromir; Faramir; Imrahil; Gandalf.
This is repeated on the death of each subsequent general. If no candidate is available, Gondor is knocked out of the game.
2.           While Denethor has the Ring he adds 1 to the combat of every Gondor element within 600p.  The Ringbearer element becomes part of his group and moves in the Gondor/Rohan player turn. At the start of any Gondor/Rohan turn the Companions player may announce that he is taking the Ring back.  The Ringbearer then moves in the Companions turn. Denethor reverts to Cleric status but retains his ability to move.
3.           Once the Gondor player rolls a ‘6’ for his PIPs while Denethor has the Ring, the Ringbearer element is removed from play.  The next time the Gondor player rolls a ‘6’ for his PIPs the Witch King and the Nazgul are destroyed immediately and cannot return. On a third roll of ‘6’ Denethor becomes corrupted and the game ends. Rohan
1.           Rohan begins the game at peace.  Its units cannot move until war begins.  Rohan is at war with Mordor if:
             Any Rohan element is attacked by a Mordor element, or
             Rohan is at war with Saruman.
             Rohan is at war with Saruman if:
             Saruman attacks Rohan, or
             A Companion element moves into Edoras
2.          If Theoden is destroyed, Eomer becomes general. If Eomer is not yet in play all Rohan units count as being out of command range until he arrives.

Saruman
1                        Saruman begins the game at peace with all other players.  His elements cannot be attacked unless war begins.
Saruman is at war with the Companions if any Saruman-controlled element attacks a Companions element (this may occur without his consent in a Mountain encounter).
Saruman is at war with Mordor if he attacks any Mordor element.
Saruman is at war with Rohan and Gondor if he attacks any element of either army, or if any Saruman element crosses the Isen or moves east of the Misty Mountains.  Note that Wormtongue begins the game at Edoras and thus cannot move without starting a war.
2                        Only Ents can destroy Isengard; if successfully defeated by any other element it is captured.  It can be recaptured by Saruman elements.  While Isengard is captures, Saruman cannot recruit.
3                        If Saruman is destroyed and Isengard is captured or destroyed, Saruman is knocked out of the game.  Otherwise if Saruman is destroyed he can return at Isengard on a recruitment roll of ‘6’.  In his absence all Saruman units can continue to act but count as out of command range.

Mordor

1                        Only one Mordor unit per turn can cross the Anduin below Rauros until Osgiliath has been destroyed, after which any number can cross.  A bridge replaces Osgiliath when it is destroyed.
2                        The Mordor player rolls a PIP die for his allies and may split the points between them as he wishes.  He may also allocate his own points to his allies. Mordor, Southrons and Easterlings cannot move together as a group.
3                        The Mouth of Sauron cannot be brought into play unless the Witch King is destroyed.  He acts as general to the Mordor forces.  If the Mouth is destroyed, he can be re-recruited.  While they are without a general, Mordor elements cannot move voluntarily or recruit any elements except the Mouth of Sauron.  They participate in combat as normal.  Allies are not affected.
4                        Only aerials and sneakers may enter the Land of Mordor.