I’ve just posted up the rules that I wrote a while ago to a Wars of the Roses version of Lord of the Rings (Middle Earth) Strategy Battle Game. The rules are just the additional things that you might need like profiles, weapons and some special abilities that will add some Wars of the Roses flavour to a game of Middle Earth Strategy Battle Game.
They’re in no way complete – there’s no rules for heroes, cavalry, Irish Kerns etc, but they do include rules for some of the most typical Wars of the Roses troop types: billmen, longbow archers etc. They’re inspired by other adaptations such as Age of Trebuchet and Legends of the Middle Ages.
Played this game last summer, but only just got round to having a proper look at the Pelennor Fields battle photos I took at the time, and thought they would be worth posting here. Don’t ask me for an AAR (After Action Report) on the game, but we basically played the main big battle from Games Workshop’s Pelennor Fields starter set. Great fun and looked amazing! Especially the Witch King on Fell Beast – he was a real bugger to put together let me tell you – and paint – only broke a couple of times …
Morannan Orcs knocked prone by charge of the RohirrimThe Rohirrim cavalry advanceRohan cavalryman runs awayWitch King of Angmar vs Theoden, King of RohanRohan and Morder battle lines clash
I tested out some terrain I made recently for WW2 at 6mm (1/300) scale wargames. I made some basic fields out of card, clump foliage and flock and I think they look pretty good. The trees were cheap on ebay and again on simple card base.
I also used some paper 1/300 buildings on a simple card stand – bought on Wargames Vault. The buildings look huge don’t they for a microarmor game! They’re quite nice buildings, cheap and easy to make so no complaints there. I have read that people often use 2mm or 3mm scale buildings for 6mm and I think I might go down that route in the future. I’m planning on doing 1 stand = 1 platoon rather than a squad so a smaller building imprint would make sense.
A quick hobby tip that I thought I would share in case anyone else comes across the same problem. I tried my hand for the first time at making my own trees for wargaming using the Woodland Scenics Armatures and their clump foliage. I couldn’t get hold of their Hob-e-Tac glue for attaching the clump foliage, so used a tacky glue bought from Hobbycraft. Not sure about this, but I assume it was supposed to be similar. Anyway I got the clump foliage to stick to the armatures which was the first stage. Then what you are supposed to do is spray the tree with Woodland Scenics Scenic Cement (basically watered down PVA), which I did but that resulted in most of my clump foliage simply falling off straight away!
Now this might be do with the tacky glue – perhaps Hob-e-tac is amazing – although a search on the internet seems to indicate it is not. I tried some alternatives. Super glue fixed the clump foliage perfectly and strongly, but I didn’t fancy using my tiny tube of super glue on lots of trees, so I looked around for something else. I had some Bostik Contact Adhesive for making Peter Dennis’s Paper Soldiers. I tried this – you’re supposed to attach to both parts and then wait for it to dry four minutes to get a good bond. I did do that, but gluing bits of clump foliage was not ideal, so I thought why not just plonk it on the armature and see if the clump foliage will stick straightaway – and as Bob Ross would say I had a happy accident! It worked like a dream. A really solid fix. I tried spraying the Scenic Cement on and that worked great as well – no bits of clump foliage dropping off.
Here’s a photo of two sorry trees on the right after spraying – using the Tacky glue, and on the left is the one with Bostik – looking very solid!
So the long and short of it is try Bostik Contact adhesive for sticking clump foliage to stuff!
This is such a characterful miniature – I really loved painting this one. I played the campaign recently with some friends and Guthrum did well in his first battle against the Wood Elves – but he got drunk and never appeared at Orcs Drift. With the painted figure I had a go at doing some tattoos and put a red glaze on his nose to suggest his drinking habit!
Old Citadel sand then painted with Vallejo German Brown Black Camo, with a drybrush of Vallejo Beige Brown and Tyrant Skull. Edge of the base is Steel Legion Drab. I then added some static grass afterwards.
Old Citadel sand then painted with Vallejo German Brown Black Camo, with a drybrush of Vallejo Beige Brown and Tyrant Skull. Edge of the base is Steel Legion Drab. I then added some static grass afterwards.
The Orcs thinking they have tracked down the location of a Baggins send a larger party of Orcs to attack the hamlet of Hamlingden where they believe a Baggins to live – in fact it is a distant relative of Bilbo, Lobelia Sackville-Baggins.
Forewarned Aragorn is waiting with a group of militia and has sent word to Gandalf for help. Gandalf arrives part way through the battle.
LAYOUT
Lobelia’s house is a hobbit hole in the hamlet of Hamlingden. The hamlet consists of one hobbit hole and a couple of cottages above ground. There are a number of vegetable gardens bordered by low fences and hedges around the hamlet that form defensive barriers. A few copses of trees can be placed around the board as well. The board is 4’ x 4’.
STARTING POSITIONS
Lobelia starts just outside her hobbit hole. Aragorn and the Hobbit Militia and Hobbit Archers start anywhere within the area of the hamlet and its gardens.
The Orcs then deploy on any board edge up to three inches in. They have had time to plan their attack and surround the hamlet.
OBJECTIVES
The Good player’s objective is to survive until Gandalf can get to the hamlet and cast a spell to aid their escape. Once Gandalf arrives he should make his way to the hamlet and ensure that at least Aragorn, Lobelia and half the remaining hobbits are within 6 inches of him. He can then cast an enhanced version of his Blinding Light spell, casting on 4+. If successful all Orcs on the board are blinded long enough for the Good forces to make their escape. Alternatively the Good player wins if the Evil force is defeated in the normal way, i.e. reduced to 25% plus Lobelia, Aragorn and Gandalf are all still alive.
The Evil player’s objective is to take Lobelia captive. To do this they must reduce her Wounds to zero, but instead of killing her this renders her unconscious. She then needs to be carried to the edge of the board by the Orcs. This can be done by a single Orc carrying her. See the rules for carrying on page 109 of the Rules Manual. Lobelia is a Light Object for the Orcs to carry, a Heavy Object for the Goblins.
SPECIAL RULES
Gandalf will arrive part way through the battle. Starting on turn three he arrives from the Eastern board edge on a roll of 4+.
I have been working on a narrative campaign recently for Middle Earth Strategy Battle Game. It’s a fun series of linked scenarios set in and around the Shire. The scenarios start with a small number of models building up to larger battles and ending with a siege against the forces of Angmar! Can Gandalf and Aragorn protect the Hobbits from the evil Orcs and their master?
I am going to post an overview of the campaign below and also each scenario in a separate post. PDFs also available for download.
A Case of Mistaken Identity A Middle Earth Strategy Battle Game Narrative Campaign
It is some years since Bilbo Baggins has returned to the Shire and settled down to his old life. The shadow in the East has stirred again and has been looking for news and rumours of the ring. It has heard a rumour of the ring being in the north and its spies say that the ring is with someone called Bagginses.
The campaign is a series of small linked battles.
The forces for each battle are detailed in each scenario description —it is assumed that any injuries are healed etc. However, if any heroes are killed then they return to the next battle they’re in but with 1 less Wound. If they survive the next scenario they are then returned to full Wounds.
A Shire militia patrol is ambushed while beating the bounds by a party of Hunter Orcs on Fell Wargs. Only the quick actions of Aragorn can save them.
Aragorn finds a scribbled note on one of the Orcs written in the Black Tongue – they are looking for Bagginses!
Attack on the Hamlet of Hamlingden
The Orcs believe they have tracked down the location of a Baggins, so send a larger party of Orcs to attack the hamlet of Hamlingden where they believe a Baggins to live – in fact it is a distant relative of Bilbo, Lobelia Sackville-Baggins
Forewarned Aragorn is waiting with a group of militia and has sent word to Gandalf for help. Gandalf arrives part way through the battle.
Escape Across the River
The Shire is too dangerous for anyone called Baggins. While Gandalf goes to make sure Bilbo is safe, Aragorn leads Lobelia Sackville-Baggins and the surviving militia across the river to try to reach the old Arnor fort of Edding Moor. They are pursued by a new Orc warband sent to finish the job the other Orcs failed.
Searching the fort of Edding Moor
Gandalf is alarmed to hear where Aragorn has taken the hobbits – he believes it is a trap and that forces of evil live in the fort. He goes in first to clear it out.
Within the ruins Gandalf must battle Barrow Wights, Spiders and Bats!
Attack on the fort of Edding Moor
Once Gandalf has attempted to clear the interior of the Fort Aragorn and the hobbits enter to seek refuge. They are joined by a group of Dúnedain to aid in their defence. But the Enemy has sent one of his lieutenants with a large army of Orcs and Trolls to seize the hobbit and destroy Aragorn and Gandalf.
A group of Hobbit archers and militia are beating the bounds of the shire, a mysterious fog descends, and they become lost in the woods.
Unbeknownst to them a pack of Warg Riders has been tracking them – hoping to take a Hobbit prisoner so that they can gain information as to the whereabouts of a certain Bilbo Baggins.
LAYOUT
There is an old ruin near the centre of the board consisting of a ruined house and bushes.
Woods, bushes and rocks are placed around the rest of the board.
STARTING POSITIONS
The Good player deploys the hobbits within 6 inches of centre of the board near the old ruin.
The Evil player may then deploy the Warg Riders anywhere on the long edges of the board up to two inches from the board edge.
Alternatively, if you have a square board then the Warg Riders start from North and South.
OBJECTIVES
The Hobbits’ objective is to escape off the board and avoid capture. They can escape can be off either of the East or West board edges. Half the Hobbits must escape.
The Warg Riders’ objective is to capture one hobbit and remove him from the North of South board edges (see special rules).
SPECIAL RULES
A Ranger of the North– Aragorn has been tracking the Orc Warg Riders and although on foot has now caught up with. He comes to the aid of the hobbits.
Every turn after the first there is a chance that Aragorn will appear. On a roll of 4+ at the start of the Good player’s turn Aragorn appears on either the North or South board edge.
Capture a Hobbit
The Warg Riders’ task is to capture at least one Hobbit. They will do this by reducing one Hobbit to zero wounds and then carrying them as a Heavy Object away to either the North or the South board edge.
Hobbits count as a Heavy Object and maybe carried by Warg Riders (an exception to the normal rules). Warg Rider’s movement is halved. The Good Player may not shoot at a Warg Rider carrying a Hobbit as this may risk injury, but melee combat is allowed. The prisoner is freed if the Warg Rider is slain. The prisoner remains prone for the rest of the game and cannot move.
I played the Warhammer 40k Only War Mission but found out that my lack of care when reading the Mission briefing lead to a very skewed gaming experience!
I’m a newbie where Warhammer 40k is concerned, but this weekend I decided to give the rules a spin as a solo game. I played an army of old Space Marines vs Orks. They were mostly old models – beaky marines and metal Space Ork Raiders, and mostly unpainted so I won’t share any photos here. Points were low – about 430 per side, so this was a Combat Patrol game fitting on a small 44″ x 30″ board on the kitchen table (I really like the new recommended table sizes – makes having a game at home feel a lot more doable!).
The Only War mission is the first mission described after the Core Rules in the 40k 9th Edition rulebook. The mission is obviously intended as a “play this first” mission for those new to the game, or as a standard game without too many complications. The main aim of the game is not to destroy the other army – although that may well help. But to capture Objective Markers. You get a Victory Point every turn you hold an Objective Marker – and there are 4 Objective Markers on the table in the mission. The game lasts until one side is destroyed or 5 rounds. So in theory the max Victory Points could be 21 (there’s one Victory Point up for grabs for killing the enemy’s Warlord).
The Mission is carefully worded. Probably too carefully worded for my little brain. As I was playing solo I perhaps glossed over the details of rolling off to determine who went first and choosing the table side. As a result I looked at the bit about placing objective markers and decided the most logical option for each army was to place the objective markers in their own deployment zone and then to try and capture the enemies once the battle got going. My way of playing solo games is to usually just play each side as logically as possible. Come up with a core strategy perhaps and play each army according to that.
So each army started with two objective markers in their deployment zones and were able to lay claim to them on the first turn and then accrue victory points at a rate of 2 per turn for the rest of the game. Although there was some movement on this later. The Space Marines left their Warlord to hold an objective, while a squad went an captured one from the Orks. The other squad tried the same in the last turn – but failed. So the victory points ended up being even and the game was a draw.
It was fun, but I was left wondering why the Only War Mission was written to encourage such defensive play. I read the briefing again. There was no rule against placing objectives in deployment zones. But then I realised that my solo gamer head had missed something very important in the sequence of placing objectives and choosing deployment zones. Each player took it in turns to place objectives and THEN rolled off for a deployment zone.
So you would have to be very confident in your dice throwing to place any objectives in a deployment zone. As you might well give your enemy an advantage. I am sure there is a clever method of placing objective markers strategically – I don’t know what it is though. But for a newbie like me it’s clear that objectives should be fairly central on the board so that either army has a chance to get them no matter which side of the of the table you deploy.
I felt pretty stupid after reading that and realising my error. I will give the Warhammer 40k Only War Mission another go soon to see how it plays when it’s run properly. But I do wonder if things like this shouldn’t be highlighted a bit more in the Mission briefing? Things can get easily missed or mixed up with so many pre game roll offs!!