Armies and Battles

By: Dennis B. B. Taylor

Contents

Armies and Battles

When it comes to armies and battles, there’s so much to learn and understand. It’s not just about tactics and strategy, but also about the people and the stories behind these epic clashes.

For instance, did you know that a battle can span across days, weeks, or even months? It’s a long, drawn-out affair where both sides fight with all their might. Each side has their own commanders, soldiers, and weapons that they use to try and outsmart and overpower their opponents.

But battles are more than just fighting. They can be influenced by a variety of factors, such as the terrain and weather conditions. A battle fought in the mountains can be drastically different from one fought on open plains. And if it’s raining or snowing, that can affect visibility and mobility, making it even more challenging for the soldiers.

Another important aspect of battles is the role of the generals and their leadership. Generals are responsible for making decisions on the battlefield and guiding their troops. Their strategies and tactics can often determine the outcome of a battle. It’s fascinating to think about how one person’s choices can have such a profound impact on the course of history.

Furthermore, battles are not just about the physical fighting. They also have psychological and emotional components. Soldiers experience fear, adrenaline, and the drive to protect their comrades. These emotions can have a significant impact on their performance and decision-making.

Overall, battles hold a special place in history. They shape nations, create legends, and define eras. Learning about armies and battles allows us to understand the complexity of human conflict and the forces that have shaped our world. So next time you read about a battle, take a moment to think about all the elements that were at play and the stories of the people involved.

The War of the Ring revolves around the conflict between the Dark Lord’s forces and the defenders of the West. The success of each side depends on how they gather and deploy their armies. At the beginning of the game, both players start with their armies in specific positions. Throughout the game, these armies will grow with reinforcements and move according to certain rules.

Let’s talk about the characters in the game. In War of the Ring, there are characters known as Free Peoples Characters or Companions. There are two ways these characters can enter the game:

1. You can bring them into play from a pool of available characters.

2. You can recruit them from specific locations on the game board.

Each character has unique abilities and can influence the outcome of battles. They play a vital role in the game, so choosing and using them wisely is important.

Now that we understand the importance of characters, let’s move on to the next section.

  • When Companions are separated from the Fellowship, they enter play.
  • Gandalf the White and Aragorn – Heir to Isildur, are brought into play by using a Will of the West die. You must follow the rules specified by their Character card.

Playing Shadow Characters

Shadow Characters, also known as Minions, are brought into play using a Muster die. This method of recruitment does not follow the normal rules – you should refer to the rules specified by the Character card.

Moving Characters

In the Action Resolution phase, you can move Characters on the game board by using a Character Action die result (the Sword icon), or by playing an Event card that allows character movement.

You can use a Character Action die result in the following ways:

  • To move all Companions who are not in the Fellowship (Free Peoples player only).
  • Note: I will be rewriting the provided content to make it more engaging and accessible while keeping the original meaning intact. I will also maintain the HTML markup as instructed. Here’s the revised version:

Hey there! Let me tell you about something really important when it comes to playing this game. You know, there’s this thing called moving your characters, and it’s a big deal. So, let’s dive into it!

Moving Nazgul and Minions

So, as the Shadow player, you have the power to move all your Nazgul and Minions. It’s a pretty cool ability, I must say. You can strategize and position them where you want on the game board. Just be careful not to make any wrong moves!

Note: If a Character’s Level is 0, he cannot move, even when attached to an Army.

Moving Companions

Now, let me talk about moving companions. They are the good guys, you know, fighting against the Shadow player. These companions also have the ability to move around. They can join armies, travel to different territories and help each other out. It’s all about teamwork!

So, there you have it! Moving your characters is a crucial part of the game. It’s all about making smart decisions and using your strategic mind. Remember, your every move can make a big difference, so plan wisely! Good luck!

When I use a Character Action die result to move my Characters, I can move all my Companions on the map a distance equal to or less than their Level.

But if I have a group of Companions in the same region, they can all move together to a destination that is no more than the highest Level in the group.

I can even create multiple groups from the Companions in the same region, and each group can move independently to different destinations.

Here are the rules for moving Companions:

  • Companions are not affected by any enemy Army. They can enter or leave a region with Shadow units, but they must stop if they enter a region with a Stronghold controlled by the Shadow player.

I wanted to mention a few interesting things that I found while researching a topic called “Moving Characters in a Board Game.” This game has some rules that are worth knowing if you’re a fan or if you’re just getting into it.

Let’s start with the good guys, also known as “Free Peoples.” These characters have some restrictions when it comes to moving around the game board. They can’t leave or enter a region where a friendly Stronghold is being attacked by an enemy Army. This might seem unfair, but it’s part of the game’s challenge. There are also certain Event card effects that can make them move, but that’s a bit more complex.

Now, on to the bad guys, also known as the “Shadow player.” Their characters, specifically the Nazgul and the Witch-king, have a cool ability. When the Shadow player uses a Character Action die result to move their Characters, each Nazgul can be moved to any region on the game board with just one move. Yes, you read that right – any region! And the best part is, one, some, or all Nazgul can be moved this way using just a single Character Action die result. It’s like they have superpowers!

So, the game designers made sure that both sides have their own set of rules and limitations when it comes to moving their characters. This adds an extra layer of strategy and excitement to the game. Keep these rules in mind, and you’ll be well on your way to mastering the art of moving characters in this awesome board game.

Hey, did you know that the Nazgul in the War of the Ring game have a unique restriction? It’s pretty interesting. They can never move into a region that has a Stronghold controlled by the Free Peoples player, unless that Stronghold is under siege by a Shadow Army. It’s like they’re being held back!

Oh, and here’s a cool fact for you. In War of the Ring, the Witch-king is considered a Nazgul. So all those references to “Nazgul” on Event cards also apply to him, unless the card specifically mentions his name or the “Minion” title. It’s important to clear that up for rules clarity.

Now, let’s talk about the Mouth of Sauron and Saruman. They don’t have the same unlimited movement ability as the Nazgul. They have to follow some rules:

  • Saruman is stuck in the Orthanc region. He can’t leave.

In the game of War of the Ring, there is a character called the Mouth of Sauron who possesses a unique ability. He can move up to three territories on his own. However, there are some restrictions on his movement. Just like the Companions, he cannot move through impassable terrain. Additionally, he is unaffected by any enemy Army that he comes across while moving alone. It is also important to note that he cannot enter or leave a region that has a friendly Stronghold which is under siege by an enemy Army.

Similarly, the Minions in the game have a restriction on their movement as well. If they are not accompanied by an Army, they cannot be moved into a region that has a Stronghold controlled by the Free Peoples, unless that Stronghold is under siege by a Shadow Army, just like the Nazgul.

It is crucial to understand and take into account these rules when strategizing your moves in the game, as they can have a significant impact on the outcome. By following these rules, you can make informed decisions and enhance your chances of success.

#image.jpg

#image.jpg

II. Armies And Stacking

Army Composition

When I gather all of my friendly units, leaders, and characters in one region, we form an Army. This means that we combine our forces to fight together as one unified group. What’s interesting is that our Army can have units from different Nations, as long as we are all fighting on the same side. It’s like a big melting pot of different soldiers and warriors!

Now, let’s say my Army wants to move to a new region. If that region is already occupied by another friendly Army, we don’t clash or fight. Instead, we merge together to create a bigger and stronger Army. It’s like we’re joining forces and becoming an even more powerful team!

And the opposite can also happen. Let’s say my Army is too big or I want to split it up for strategic reasons. I can simply move some of my units into a neighboring region, leaving the rest of my Army behind. This allows me to divide my forces and cover more ground. It’s all about making smart decisions and adapting to the ever-changing battlefield!

Limit on Stacking

Hey there! Did you know that a region can only have up to 10 Army units? That’s right!

So here’s the thing. Let’s say you finish a move or muster troops, and you end up with more than 10 units in the same region. No worries! You just have to remove the extra units from the game. It’s a bit sad, but it’s the rule. But hey, those units can come back later as reinforcements, so keep that in mind!

Army Boxes

Now let me tell you about the Army Boxes! You’ll find them on the left side of the board. There are three of them, and they have numbers on them.

If you ever have trouble fitting all your plastic figures in a region because they’re too many, you can move some or even all of them to an Army Box. Don’t worry, you can still keep track of them by placing the corresponding numbered Army counter in the region. Whenever you want, you can move the figures back to the board from the Army Box.

Be careful not to go overboard when using an Army Box. If you do, you’ll run into problems. The figures inside the box are counted as being in the same place as the Army counter, so keep that in mind.

Let me give you an example to help you understand. Imagine you’re playing as the Free Peoples and you have an Army made up of 10 Gondor regular units in Lossarnach. But you quickly realize that they’re taking up too much space there. Lucky for you, Army Box number 3 is empty. So, what you do is take 8 of the Gondor regular figures out of Lossarnach and put them in the Army Box. Then, you place the Army counter number 3 in Lossarnach with the remaining two figures. And here’s the cool thing – whenever you need to, you can swap the counter for the figures in the box.

III. Getting New Troops

Recruiting new Units and Leaders

When I want to bring additional Army units and Leaders into the game, I have a couple of options. During the Action Resolution phase, I can use a Muster Action die result, which is represented by a Helmet icon, or I can play an Event card that allows me to recruit new units.

If I choose to use the Muster Action die result, I need to make sure that the new figures I bring in belong to a Nation that is “At War”. This is important because different Nations have different units and Leaders.

When I use a single Muster Action die result, I have a few choices for which figures I can bring into play. Here are the options:

  • I can bring in two Regular units.
  • I can bring in two Leaders/Nazgul.
  • I can bring in one Regular unit and one Leader/Nazgul.
  • I can bring in one Elite unit.

All of these newly recruited figures come from my available reinforcements and can only be placed in a City, Town, or Stronghold that is free and belongs to the same Nation as the figures.

When you use a Muster Action die result to bring two regular units or Leaders, or a combination of both, into play, they can be from different Nations. However, there are a couple of conditions that must be met. First, the Nations involved must be “At War” with each other. Second, each figure must be placed in a City, Town, or Stronghold of the Nation they belong to.

It’s worth noting that Nazgul are an exception to this rule. They can only be recruited in the Strongholds of the Sauron Nation.

Rules for Recruiting

When you use the Muster Action die result to recruit two figures (units and/or Leaders), you must make sure that they are placed in separate Settlements.

Keep in mind that you cannot recruit or muster troops in a Settlement that is controlled by the enemy. Additionally, you cannot muster troops in a Stronghold that is currently being besieged by the enemy.

If all the figures of a certain type are already in play, you can’t recruit any more of that type. However, when shadow units or Nazgul are removed as casualties, you can place them back among the available reinforcements, which means there is almost no limit to how many you can muster.

Once a character, a free peoples unit, or a free peoples leader is eliminated, they are permanently out of the game. They should be placed in a designated area for casualties, like back in the box, and cannot be recruited again.

Recruiting Troops with an Event Card

If you use an event card that allows you to recruit troops in a certain region or regions, you are allowed to recruit in that region even if:

  • The troops belong to a nation that hasn’t reached the “At War” step yet;

Character Recruitment

When battling for control over Middle-earth, the presence of powerful characters can make all the difference. Characters can lead armies, command special abilities, and help turn the tide of war in your favor.

But recruiting characters isn’t always easy. There are certain conditions that must be met in order to add a character to your ranks.

First and foremost, you must have an available stronghold in the region where you want to recruit the character. Without a stronghold, there is no base from which to gather forces.

Additionally, you must take into account the presence of enemies in the region. If the region is currently under enemy control, or if it is under assault from enemy forces, you won’t be able to recruit there.

However, there is an exception to this rule. If a stronghold is under siege, you can still recruit characters there. This is because the presence of a besieged stronghold indicates a resistance movement, and characters may be more willing to join your cause in a time of need.

Let’s look at an example to illustrate how character recruitment works. Imagine you have the “Riders of Theoden” Event card, which allows you to recruit troops in a Rohan region containing a Companion. If the region of Eastemnet has a Companion, but it is also occupied by enemy forces, you cannot recruit there. However, if the Companion is with a Free Peoples Army besieged in Helm’s Deep, you can recruit troops in that region.

Army Movement

Moving an Army

When I play the game, I need to move my armies on the board during the Action Resolution phase. To move an army, I can use an Army Action die result or a Character Action die result if there’s a leader or character in the army. Alternatively, I can use an Event card that allows me to move armies.

If I use an Army Action die result, I can move two different armies. However, I can’t move the same army twice. On the other hand, if I use a Character Action die result, I can only move one army, but that army must contain at least one leader or character. To move an army, I simply need to move its units to a neighboring region.

Splitting an Army: How to Divide and Conquer

Did you know that you don’t have to move all of your units when commanding an Army? In fact, an Army can strategically split itself, creating two separate Armies by moving only a portion of its force to a neighboring region.

Now, here’s an important rule for Free Peoples Leaders: they can never be left alone in a region without any combat units. So, if you decide to move an Army and completely clear out a region, all of your Leaders must accompany the Army. However, if the Army splits, the Leaders have a choice: they can either move with the Army or stay behind. But remember, when you use a Character Action die result to move an Army and it splits, at least one Leader or Character must join the moving units.

Keep in mind that Characters like Companions, Minions, and Nazgul have more freedom in this matter. They are not obligated to move with an Army, unless they are specifically used to move the Army with a Character Action die result. So, they can choose to stay in a region on their own and pursue their own objectives.

Movement Restrictions: A Web of Boundaries
    The Importance of Tactical Choices in Miniature Wargames
    By exploring the world of miniature wargames, I have come to appreciate the significance of strategic decision-making. In this article, I want to emphasize the value of carefully considering your options on the battlefield to gain an advantage over your opponents.

    The Freedom of Choice

    One aspect that makes miniature wargames so engaging is the freedom players have when selecting their forces. You are not bound by rigid restrictions; instead, you have the liberty to pick your moving units, Leaders, and Characters without limitations. However, there is an essential rule to keep in mind – a figure cannot be moved twice using the same action. This means that movement that occurs due to Event cards must also adhere to this principle, unless the card explicitly states otherwise.

    This rule has a significant impact on the way you navigate the battlefield. Suppose you attempt to move an Army into a region containing another friendly Army with the intention of merging them into one cohesive force. In that case, you cannot then move the combined Army with the second movement allowance. This would essentially move the units in the first Army twice, which is against the rules. Instead, keep these Armies separate until both movements have been completed under one action.

    Note: While an Army cannot be moved twice using the same action, it is possible for an Army to move multiple times in a single turn by using different Action dice for each movement. This provides an exciting opportunity to plan and execute strategic maneuvers.

    Strategic Decision-Making

    In miniature wargames, your tactical choices can make or break your chances of success. Each decision you make has consequences that ripple across the battlefield, affecting the overall outcome of the game.

    It is crucial to consider the positioning of your units and the objectives you need to achieve. You must weigh the benefits of offensive vs. defensive moves and carefully assess the risks associated with each choice. By keeping your forces strategically dispersed and employing effective movement strategies, you can better control the flow of battle and gain a decisive advantage.

    One key aspect of successful decision-making in miniature wargames is adaptability. The ability to adjust your plans on the fly in response to the evolving battlefield is vital. Being able to read the situation and make swift, well-informed decisions based on the current state of affairs is a skill that separates the masters from the novices.

    Final Thoughts

    When it comes to miniature wargames, understanding the importance of tactical choices is paramount. Your decisions shape the course of the battle, ultimately determining victory or defeat. By carefully considering your options and adapting to changing circumstances, you can elevate your gameplay and achieve triumphant results.

  • When a moving Army enters a region, there are two possible scenarios: the region is free or it is an enemy-controlled Settlement without any enemy Army units. We call these regions “free for the purposes of Army movement”.
  • If a region is occupied by enemy units, you cannot enter it; you must instead attack it.
  • When you move an Army into a region, you need to make sure that you do not exceed the stacking limit of 10 units.
  • If your moving Army includes units from a Nation that is not yet “At War” on the Political Track, it cannot enter a region within another Nation’s borders, even if that Nation is friendly.

I can’t move an Army to a region completely separated by a black line from the region the Army is currently in. The same goes for Characters and the Fellowship. However, when I use Event cards to move Armies, I must still follow the regular movement restrictions. Some Event cards allow me to move Armies through multiple regions. Here’s what I need to keep in mind when using these cards:

– I define which Armies to move at the start of their movement. I can even split an Army before moving.

– I can’t pick up or drop figures along the way.

– If an Army moves through an enemy-controlled Settlement, it captures that Settlement.

If I move my Army through regions that already have my friendly Armies, there’s a rule about how many of my Armies can be in one place.

Now let’s talk about what happens when Armies fight each other.

When it’s time to resolve actions, an Army has the ability to attack an enemy Army. This can be done by using an Army or a Character Action die result, or by playing an Event card that permits an Army to attack.

However, only Armies belonging to a Nation “At War” on the Political Track are allowed to start a battle. As a player, you can utilize an Army Action die result or a Character Action die result (if the Army includes at least one Leader or Character) for the following purposes:

  • Attack an enemy Army in a neighboring region.
  • Begin a siege or a sortie against an enemy Army in the same region (refer to page 32 for more information).

It’s important to note that, unlike when used for movement, an Army Action die result can only activate a single Army for the purpose of attacking.

If you decide to use a Character Action die result to conduct an attack, make sure that the Army includes at least one Leader or Character.

Note: When we start a battle, our attacking units don’t actually move into the region they want to attack. Instead, they stay where they are for the entire battle. Only after we win the battle can we move our units into the region we just conquered.

Splitting Up an Attacking Army

We don’t have to use all of our figures in an Army when we decide to attack.

Before launching an attack, we have the option to split our Army into two groups. We can divide the figures in the region, creating an attacking Army and a rearguard. The rearguard won’t participate in the battle.

Each of these two new Armies must have at least one unit. We can distribute our Leaders, Companions, or Minions between the two Armies however we want.

Note: If you’re attacking with a Character Action die result, your new Army must include at least one Leader or one Character.

The Army you choose to protect the rear in the battle doesn’t affect the outcome. It can’t be affected by Combat card effects, none of its figures can be taken out, and it can’t advance into the contested region if you win.

If your attacking Army has figures from Nations not “At War,” you have to split it up, leaving behind any figure that isn’t “At War” with the rearguard.

Remember, all defending figures (units, Leaders, and Characters) are always part of the battle.

Strength in Battle and Leading

When it comes to battles, the strength and leadership of an army are determined by the actions of its units, leaders, and characters.

    An army’s strength is based on the total number of its army units, both regular and elite. This strength determines how many dice the army rolls during combat, with a maximum of five dice. If an army has more than five units, the additional units do not increase the number of dice rolled, but the army can maintain its full strength for a longer period of time – see page 30 for more information about removing casualties.

Example: An army with three regular units and one elite unit has a strength of 4. Similarly, an army with six regular units and two elite units has a strength of 8, but can still only roll a maximum of five dice during combat.

Winning the Battle

When I find myself in the middle of a battle, I have to go through a series of combat rounds to come out on top. Here’s how it works:

  1. I can choose to play a combat card, but it’s not mandatory. It’s like having an extra trick up my sleeve.
  2. Then, I roll the dice to see how well my combat attack goes. The fate of the battle is in my hands!
  3. I also get a chance to roll the dice again for a leader re-roll. This gives me an opportunity to turn things around if luck wasn’t on my side the first time.
  4. After all the dice rolling, it’s time to assess the damage. I remove any casualties from both sides. Every soldier counts in a battle!
  5. Now I have a big decision to make. I can choose to cease the attack and call it a day, or I can retreat and live to fight another day. It’s a tough call, but it’s important to think strategically.

Each step in this battle process happens at the same time for both players. We’re in this together, fighting until the end!

Step 1: Play a Combat Card

Hey there! Are you ready for some combat action? Let me explain how combat cards work.

First things first, at the beginning of each round, you have the opportunity to play one event card from your hand as a combat card. Both the attacker and the defender can do this.

Here’s how it goes down: the attacker declares whether they want to use a combat card and picks one from their hand. Then, the defender decides if they want to use a combat card and chooses one too. Fun fact, the defender can still play a combat card even if the attacker decides not to!

Now, here’s the catch. You choose your cards secretly, but the back of the card you choose will always be visible to your opponent. Sneaky, huh?

One important thing, though: make sure to read the text on your combat card carefully before choosing it. Pay special attention to the requirements, modifiers, and how it can be applied. This knowledge will really come in handy!

Oh, and just so you know, unless stated otherwise, the effects of a combat card only last for the current round. So once the round is over, the cards are discarded.

But wait! There’s more! Timing of Combat Cards

When it comes to Combat cards, it’s important that they clearly indicate when their effects should be applied during battle.

If there is any confusion about the timing, you can look at the initiative number in the bottom left corner of the card. This number tells you which card should be applied first. The card with the lower number goes first.

For example, let’s say the Shadow player is attacking and plays “Durin’s Bane” (Initiative: 2). This card allows them to roll a special attack before normal combat begins. However, the Free Peoples player has played “Scouts” (Initiative: 1), which lets them retreat their Army before normal combat starts.

In this case, since “Scouts” has a smaller number, it is resolved first. The Free Peoples Army retreats before the special attack of “Durin’s Bane” can occur. After that, both cards are discarded.

If two cards have the same initiative, the defender’s card always takes effect first.

Keep in mind that some Combat cards have multiple effects, like the “Mumakil” card, which has different initiatives for each effect and timing.

Requirements for Combat Cards
  • Specific requirements may exist for certain Combat cards (shown in boldface below the Combat title) that must be met in order to play the card. For instance, some cards can only be played if friendly Elite units are part of the battle.

When playing certain cards, you may have to give up your Leadership. This means that the figure or figures affected by this cannot be counted as a Leader during that Combat round. However, if the Leadership has already been canceled, you cannot forfeit it.

Using Combat Cards for Extra Attacks

Some Combat cards allow you to make additional attacks. These attacks can happen either before the usual Combat roll or after casualties have been removed. Unless stated otherwise, these attacks use the same base hit number as the Combat roll. The process for these attacks is the same as the Combat roll, with three exceptions:

  • You cannot use a Leader re-roll.
  • Modifiers from the opposing player’s Combat card do not affect these attacks.
  • As the name suggests, any casualties are immediately removed and are not affected by the opponent’s Combat card.

1. Eliminate Casualties

First off, we need to deal with any casualties. This means removing any units that have been defeated in the battle. These casualties are completely unaffected by any special abilities or tactics used by the enemy.

  • Any casualties are removed immediately, and they are not influenced by any effect of the opponent’s Combat card.

2. Roll the Dice for the Combat Roll

Now, let’s get ready for the actual fighting. Each of us will roll a number of dice equal to the strength of our armies. We can roll up to five dice at most.

To score a hit, we need to roll a ‘5’ or ‘6’ on any of the dice. However, keep in mind that certain factors such as Combat cards, Strongholds, Cities, and Fortifications can change this target number.

3. Roll the Dice for the Leader Re-roll

After we’ve seen how we did in the combat roll, both of us have a chance to improve our rolls. We can re-roll a number of failed dice rolls equal to our Leadership. Just remember that we can only re-roll up to five dice.

When it comes to scoring a hit on the Leader re-roll, the required result remains the same as the result needed for the Combat roll. This is unless it’s changed by a specific effect from a Combat card, of course.

Let me give you an example. Imagine you’re in a battle and you have five Army units and three Leaders. Your Combat Strength is 5 and your Leadership is 3. You roll five dice for your Combat roll, and you get a ‘1,’ ‘3,’ ‘5,’ ‘5,’ and ‘6’ – that’s three hits!

Your Leadership is 3, but only two of the dice failed to hit. So, you pick up those two dice and give them another roll. This time, one of the dice hits the mark, bringing your grand total to four hits.

Roll Modifiers

When it comes to combat rolls and leader re-rolls, there are certain things you should keep in mind. These rolls can be influenced by cards or special abilities, which add modifiers to the rolls. The modifiers are usually indicated as “add one,” “add two,” and so on. This means that the modifier is added to the result of each rolled die, and then the modified result is compared to the required number to score a hit. It’s important to note that multiple modifiers are cumulative, so you need to add them all together to get the total modifier.

Let me give you an example to help you understand better. If you add one to the dice in the combat roll, it means that the roll will score a hit if you get a result of ‘4,’ ‘5,’ or ‘6,’ instead of just ‘5’ or ‘6.’ This extra one makes a significant difference!

Typically, combat card effects will tell you to modify either the combat roll, the leader re-roll, or both, depending on the card’s instructions.

But here’s a note that you should always keep in mind: a roll of a ‘1’ is always a miss, no matter what modifiers you have. Similarly, a roll of a ‘6’ is always a hit, regardless of any modifiers. These are fixed rules that you can count on in any situation.

4. Remove Casualties

Once both of us finish our rolls and re-rolls, we have to deal with our losses. The number of hits you score determines how many of my troops you can take down. You go first and decide how you want to remove your units. Here’s how we determine casualties:

  • If you score a hit:
  • you remove one of my Regular units, or
  • you replace one of my Elite units with a Regular unit from the same Nation.

If you manage to score two hits, you have two options:

  • You can follow the same steps twice and remove two casualties, or
  • You can simply remove one of my Elite units.

For example: Let’s say you scored two hits. You can either remove two of my Regular units, or you can replace two of my Elite units with two Regular ones from the same Nation. Alternatively, you can also opt to remove one of my Elite units.

When you replace an Elite unit with a Regular one, you have a couple of options. First, you can take the Regular unit from the casualties of previous battles, if there are any. Otherwise, you can choose a replacement from the available reinforcements.

If you are playing as the Free Peoples, any Elite units that you replace with Regular units will join the casualties. However, if there are no Regular units available in the casualties or reinforcements, the Elite unit cannot be replaced and will be eliminated without any further effect.

Free Peoples and Shadow Casualties

As I mentioned earlier, casualties among the Free Peoples units are treated differently. They are set aside and considered out of the game. That’s why it’s important to keep casualties separate from the available Free Peoples reinforcements.

But here’s the thing – I don’t have to worry about my units being out of the game. As the Shadow player, they can always come back with my reinforcements. It’s a nice advantage to have.

Getting Rid of Leaders and Characters

If all of my Army units are wiped out in a battle, that means any Leaders or Characters I had with them are gone too. They’re out of the game for good.

It’s different for Free Peoples Leaders, though. Once they’re eliminated, that’s it. No coming back. But Nazgul can still make a comeback as reinforcements.

As for Characters like Saruman, the Mouth of Sauron, and the Witch-king, if they get eliminated, they’re gone for good unless their Character card says otherwise.

When you’re playing the game, it’s essential to remember that characters in a region without friendly army units aren’t involved in battle. They can only exist in a region with enemy army units. However, there are certain event card effects that can change this.

But here’s the sneaky part – characters, like minions and companions, can only be attacked if they’re accompanying a friendly army in battle. If they’re on their own, they’re safe and can be quite tricky to eliminate.

5. Decide: Should I Keep Fighting or Retreat?

After each combat round, the attacking player can choose whether to stop the attack or keep going.

If the attacker decides to continue, the defender has the option to retreat. If the defender doesn’t want to retreat, then another combat round begins.

If the attacking Army stops its attack, the surviving units remain where they were when the battle started. But if the defending player decides to retreat, their entire Army must immediately move to a neighboring region that is free. If there are no available regions, the defender doesn’t have the option to retreat.

Special Situations:
  • If a region being defended has a friendly Stronghold, the defending Army can retreat into the Stronghold itself at the beginning of any Combat round by initiating a siege (as explained later).
  • A besieged Army is not allowed to retreat.
  • If the retreating Army includes a Level 0 Character, that Character is left behind in the region.

End of Battle

A battle concludes when the attacker ceases to fight, the defender retreats, or when one or both Armies are completely eradicated.

When the defending Army is wiped out or runs away, I can quickly transfer some or all of my own Army into the contested area.

If I manage to conquer a region that has an enemy Stronghold with enemy units inside, I will put the Stronghold under siege (read about attacking a Stronghold below).

VI. The Importance of Fortifications, Cities, Strongholds, and Sieges

Hey there! Let’s talk about fortifications, cities, strongholds, and sieges in The Lord of the Rings. They play a massive role in the battles we see in the story, whether it’s defending or conquering these important places. So, what makes these locations so crucial? Well, let me break it down for you.

1. Defending and Conquering

Imagine an army trying to defend a fortress that protects a strategic location, like a ford or a city. The defenders have the advantage of barriers and walls to keep the enemy at bay. On the other hand, the attacking army wants to conquer these places to gain control and expand their power. Fortifications, cities, and strongholds become the focal points of the war.

2. Strategic Importance

These locations hold great strategic importance for both sides. The defenders can use the fortifications and walls to their advantage, making it harder for the enemy to penetrate their defenses. They can use the high ground to launch counterattacks or rain arrows on the invading forces. Meanwhile, the attackers want to seize these key positions to gain control over the land, weaken the enemy, and open up new pathways for their troops.

3. Influence on the Outcome

When it comes to War of the Ring, these fortified places can heavily influence the outcome of battles and the war as a whole. Capturing a stronghold can give one side a significant advantage, while losing control over a city can be a devastating blow. It’s a high-stakes game where every move matters.

4. Tactics and Strategies

Choosing the right tactics is vital for both sides. The defenders need to come up with effective strategies to repel the enemy and hold their ground. They can set traps, position archers on the walls, and use their knowledge of the terrain to their advantage. On the other hand, the attackers need to devise smart plans to breach the defenses, whether it’s through a surprise attack or a prolonged siege.

5. Heroes and Legends

Many stories and legends are born on these battlefields. Brave heroes defend their cities with unwavering courage, inspiring their troops and becoming legends in their own right. Sieges become legendary tales of survival and the indomitable spirit of the defenders.

6. The Art of Siege

Sieges are a whole different ball game. They can be long and grueling, with both sides trying to outlast each other. The attackers surround the fortification, cutting off supplies and waiting for the defenders to surrender. Meanwhile, the defenders rely on their resources and resilience to hold out against the siege, hoping for reinforcements or relief.

7. The Fate of Middle-earth

So, as you can see, fortifications, cities, strongholds, and sieges are crucial aspects of the War of the Ring. They shape the fate of Middle-earth and decide the course of the war. Understanding their importance and studying the tactics and strategies used is vital for any strategist or aspiring leader on the battlefield.

Next time you dive into The Lord of the Rings, pay close attention to these epic battles and the role that fortifications, cities, strongholds, and sieges play in shaping the story. It’s a fascinating and thrilling aspect of the war that adds depth and excitement to the narrative. Happy exploring!

Conquering a City or Fortress

When I’m launching an attack on an enemy who is defending a region with a City or Fortress, things work a little differently. In the first round of battle, I’ll only hit if I roll a ‘6’ or higher (instead of a ‘5’ or higher).

Once the first round of combat is over, everything goes back to normal.

Taking on a Stronghold

When I’m attacking an enemy who’s defending a region with a Stronghold, things get interesting before every round of combat. You see, the defender has a decision to make – they can either fight a field battle or take a step back and retreat into a siege.

Fighting a Field Battle

If they choose to fight a field battle, we resolve it just like any other battle. Nothing fancy here.

Retreating into a Siege

Now, if the defender decides to retreat into a siege, things change. Suddenly, the region around the Stronghold is wide open for the enemy. They have the option to immediately advance into the region, taking advantage of the defender’s retreat.

And if the attacking army chooses to advance, well, that’s game over for the battle. The Stronghold is officially under siege! The defending figures are now considered to be inside the Stronghold itself, tucked away in their little Strongh

When a Stronghold is being attacked, it can have up to five Army units inside, as well as any number of Leaders. But if there are more than five units, the extras are immediately taken out of the Stronghold. However, these units can be brought back into the game later as reinforcements.

A siege will end if the attacking Army leaves the region or if either the attacking or defending Army is completely wiped out. While the siege is happening, the player attacking the Stronghold takes control of the surrounding region, while the Stronghold itself remains under the control of the player being besieged.

Once a siege is over, any defenders who survived are moved from the Stronghold Box back to their original location on the map.

How to Conduct a Siege

During a siege, the troops inside the Stronghold can only be attacked by an Army within the same region. This attack must be carried out during the Action Resolution phase and require the use of an Action die for battle.

When a battle is fought against a trapped Army, it is called a siege battle. In a siege battle, the attacker can only hit the enemy if they roll a ‘6’ or higher, while the defender can hit on a ‘5’ or higher as usual.

Unlike a regular fight, a siege battle only lasts for one round of combat, unless the attacker chooses to convert one of their Elite units into a Regular unit. If they do, the siege battle will continue for an additional round.

It’s possible to prolong a siege battle multiple times, as long as the attacker has Elite units that they can convert at the end of a round. If a siege battle ends and there are still defenders and attackers remaining, the defenders are considered to still be under siege.

There are some limitations:
  • A defending Army under siege cannot retreat to a neighboring region.
  • If an Army is besieging a Stronghold, they can choose to move away from the region. However, if no Army units are left behind, the Stronghold is no longer under siege.

Sortie

If an Army is inside a Stronghold under siege, they have the option to attack the besieging Army by using an Action die for battle during the Action Resolution phase.

This type of battle, where the attacker is under siege, is called a sortie. During a sortie, the besieged Army engages in a field battle for at least one round, foregoing the advantages of defending the Stronghold.

The besieged Army also has the choice to form a rearguard and leave them behind in the Stronghold. Combat is resolved as usual, with both Armies scoring hits on a ‘5’ or higher. However, if the attacker decides to end the battle, their Army will move back into the Stronghold.

When two armies are engaged in a siege, the defending army has the option to retreat to a neighboring region that is free. However, if the attacking army successfully carries out a sortie, they are not allowed to advance beyond the current region.

Putting an End to a Siege

If there is an army in a region adjacent to a stronghold that is being besieged by an enemy army, the adjacent army can launch an attack following the normal rules of engagement. However, the army inside the stronghold does not participate in the battle.

The attacking army cannot advance into the stronghold’s region unless they manage to destroy or force the besieging army to retreat.

Reinforcing a Siege

While a stronghold is under siege, the player who is carrying out the siege can bring in fresh troops to the region as it is considered a free region. This is treated as a movement rather than an attack.

Seizing Control of a Settlement

When the game begins, all Settlements are owned by the Nation that controls their region. A Settlement is considered captured under two conditions:

  • If an enemy Army enters a region that contains a City, Town, or unoccupied Stronghold.
  • If all defending units in a Stronghold are eliminated, but the besieging Army still has at least one unit remaining in the region.

When a Settlement is captured, the controlling player places a Settlement Control marker on the region to indicate their control. However, captured Cities, Towns, and Strongholds cannot be used for mustering troops or advancing the Political Track.

When you capture a city or stronghold, you earn Victory points that help determine if you’ve achieved a Military Victory. You move your Victory Point marker on the Victory Point Track forward by one step for capturing a city, or two steps for capturing a stronghold.

However, if the original owner manages to recapture the region, the Settlement Control marker is removed, and you lose any Victory points you earned from the conquest.

Settlement Control Markers

Hey there! Let’s talk about Free Peoples Settlement Control Markers, shall we?

So, you know those markers that we use to keep track of our settlements? They’re pretty important, especially when it comes to organizing and managing our territory. These markers play a crucial role in helping us understand who controls what and can even influence the outcome of battles.

Now, I’m sure you’re wondering what makes these markers so special. Well, one of the key things to understand is that they have a dual purpose. On one hand, they act as a visual representation of our settlements, making it easier to keep track of where everything is. On the other hand, they also serve as a way to assert our control over a particular area.

Think of it this way – let’s say you have a settlement, and you want to make sure that everyone knows it’s yours. You can simply place one of these markers on it, and voila! Instant recognition. It’s like putting a flag in the ground to say, “Hey, this is mine!”

But it doesn’t stop there. These markers also come into play during battles. They can determine the outcome and even change the course of events. For example, if you have a marker on a settlement that you want to protect, it gives you an advantage. It’s like fortifying your position and making it harder for your opponents to take over.

So, when it comes to choosing the right markers, there are a few things to keep in mind. First and foremost, you want them to be easily recognizable. They should stand out and be visible from a distance. After all, what good is a marker if you can’t even see it?

Secondly, it’s important to consider durability. You don’t want markers that will fade or deteriorate over time. They need to be sturdy and capable of withstanding the elements. Trust me, you don’t want to constantly replace them because they keep falling apart.

Lastly, you want markers that are easy to transport and set up. They should be lightweight and compact, so you can carry them around without any hassle. Plus, they should be simple to place and remove, allowing for quick adjustments on the go.

Alright, folks, there you have it – the importance of Free Peoples Settlement Control Markers. They may seem like just another piece of the puzzle, but they play a vital role in maintaining order and asserting our authority. So, next time you’re setting up a settlement, don’t forget to grab your trusty marker. Happy conquering!

Welcome to the world of Shadow Settlement Control.

Are you ready to dive into the depths of this intriguing concept?

Let’s explore what makes Shadow Settlement Control such a powerful tool, and how you can harness its potential.

But first, what exactly is Shadow Settlement Control?

Picture this: you’re in a world where things aren’t always as they seem.

Sometimes, you need to look beyond the surface to uncover the truth.

That’s where Shadow Settlement Control comes in.

It’s a method of examination that allows you to see beneath the shadows and bring clarity to complex situations.

By analyzing various factors and considering multiple perspectives, Shadow Settlement Control helps you make informed decisions and navigate uncertain terrain.

So, why is it important to understand Shadow Settlement Control?

Well, when you’re faced with a situation that seems unclear or confusing, having the ability to delve deeper and make sense of it all is invaluable.

Shadow Settlement Control empowers you to ask the right questions, gather necessary information, and gain a comprehensive understanding.

In this way, it acts as a guiding light, steering you towards clarity and resolution.

By following the principles of Shadow Settlement Control, you can shed light on hidden complexities, identify potential risks, and develop strategies for effective problem-solving.

It’s a tool that empowers you to navigate the intricate web of information and make grounded decisions.

Remember, knowledge is power, and Shadow Settlement Control equips you with the insights needed to excel.

So, are you ready to harness the power of Shadow Settlement Control?

If you’re seeking a way to uncover hidden truths and make smarter decisions, look no further.

Shadow Settlement Control is your ally in the quest for clarity and understanding.

With its guidance, you can navigate the complexities of any situation and emerge victorious.

So, let’s embark on this journey together and unlock the secrets of Shadow Settlement Control.

Leave a Comment