War of The Silmarils
War of The Silmarils
War of The Silmarils
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Contents
INTRODUCTION .......................................................... 3 ARMY LISTS OF THE FORCES OF DARKNESS ...... 143
Fates ...................................................................... 144
1 - Noldor Elf Realms ………..………………………….. 31 9 – The Great Worms Hosts ………..………………... 205
The High Kings of the Noldor ................................. 34 The Urulóki Swarm ……………..……………….... 207
The Outlaws …………….…....…………..…………. 133 I – Nirnaeth Arnoediad - Order of Battle ……….….… 256
The Arcane Forces ………….…………..…………. 139
II – Nirnaeth Arnoediad – The Last Stand …………… 266
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Introduction
This is a complete scenario to play battles of amount of factions, wars, heroes, legendary deeds and
Quenta Silmarillion, that covers First Age of Middle-earth betrayals. From the birth of the Elves to Morgoth’s
from the Flight of the Noldor till the Fall of Gondolin and transient victory, I wanted to do justice to this legendary
the Third Kinslaying. The scenario is based upon the era.
rules of the War of the Ring - Games Workshop Ltd. ©
2008, by Matthew Ward and Jeremy Vetock (hereafter: Of course, not everything is going to be 100% accurate,
WotR). You'll find here the armies and the heroes of the nor it could be. As a rule Tolkien’s writings lack details
epic era depicted by J.R.R. Tolkien in his fantasy (especially in the military field) or are contradictory by
masterpiece, The Silmarillion. A great work of research their very nature of drafts and notes, but I strived to keep
was made, and a good level of playtesting also. But the everything as lore-friendly as possible, while at the same
stronger effort, was the care into merging and balancing time making armies diverse, interesting and hopefully
together the spirit of Tolkien's narrative with playability well balanced and fun to play.
and fun needing. Hope this goal was achieved and you'll
enjoy the game. At the same time, I strived to keep as close as the
original WotR rules as possible, only fixing glaring issues.
If you like the idea of playing this scenario, chances are As I said, WotS is to be considered an expansion, not a
you are probably already familiar with WotR, that was complete overhaul: basic rules are those of WotR, and
launched and sold by Games Workshop in 2009. But for you still need to have that rulebook also, if you wish to
those who never heard of it, WotR is a spectacular play WotS. The base rules are in fact almost intact (with
tabletop game played with tridimensional terrain features only a few exceptions), thus not reported here. What
and large numbers of miniatures organized in regular really changes are only Special Rules, Epic Actions and -
blocks. Unlike its more famous cousin, The Lord of the of course - the Army Lists. Under the rules point of view,
Rings Strategy Battle Game (or LotR SBG), WotR players should be able to jump in and out WotS and
focuses on mass combat, formations and manoeuvre, WotR without problems. But I also included some
with a shift from skirmishes towards the greatest battle of optional rules that may be used in place of certain WotR
Middle-earth. Players are put in command of huge armies rules, in order improving the base game system.
led by legendary heroes and villains, supported by
mages, artillery and monsters. The epic proportions offer The Army Lists are what truly sets apart WotS from
a great cinematic experience, and the clash of armies is WotR. Not a single LotR faction existed during the First
sure to not disappoint the most die-hard fans of both Age, so I had to start from scratch. The army selection
books and movies. works in a slightly different way from the original game,
with major factions having sub-factions with small
The game had a lot of potential, but because of the sheer differences in rules and stats and different heroes
amount of miniatures required even to get started it is far available. This was done to better reflect the quantity of
more costly than its skirmish-focused cousin SBG. As kingdoms big and small that rose and fell during the long
such, it did not see too much success and its period of time covered by the War of the Silmarils. It also
development was temporary abandoned by GW, even allows for different playstyle to be employed in the same
though, as of late, it looks like GW is willing to give it a race or faction.
second chance. Because of this abandonment, WotR
rules, which suffered from some serious balance issues, There are, thus, two main army list Lineups: the Forces
were never officially fixed. Homebrew and tournament of Light (good), and the Forces of Darkness (evil). Each
rules attempted to fix as many problems as possible, but lineup has five Army Lists, just like in WotR; but a great
the community could never reach a consensus on what difference with it is that, each of these army lists contains
(and how) to change. more than one Realm, and it is the Realm that absolves
in full the role of the Faction of WotR. So, for example,
The game’s infrastructure was very good, though, and the army list of the Noldor Elves has in first place a list of
the concept itself of mass combat in Middle-earth is too units common to each of its realms, then four different
good for any Tolkien (and miniatures) fan to just let go. realms (the High Kings, the House of Fëanor, Gondolin
Therefore, I took it upon myself to try to breathe new life and Nargothrond), each of them with a few specific army
into WotR by expanding its scope to the Silmarillion and, composition rules and a number of peculiar formations
at the same time, attempting to fix some of its major and heroes.
flaws.
To balance such a great number of new units, heroes
The result is what you are reading right now: War of the and rules, I used an algorithm that mimics WotR unit
Silmarils, or WotS. An expansion that takes place during costs, revised and adjusted for a better effect. You can
the First Age, when Morgoth tried to subdue Arda under expect the armies to be balanced enough, even though it
his iron fist. Most people think of it as Lord of the Ring’s has happened that playtest showed balance issues here
backstory, but it is actually much more: Tolkien largely and there. In those cases the point values were adjusted
expanded the First Age in his writings (compiled according to both the algorithm and experience.
posthumous by his son Christopher in The Silmarillion,
Unfinished Tales, the History of Middle-earth, and more). One thing you might be wondering is: if GW has put on
Any true Tolkien fan cannot pass on the almost endless the market just a handful models which have something
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do with the Silmarillion, how are you supposed to build and not least, Mithril Miniatures produces a good number
your miniature army? of 25 mm metal models dedicated to the Silmarillion era.
To address this issue I scoured the web and found a Here in the Army Lists you can also find examples and
good number of brands that sell miniatures which can be model suggestions for every unit, together with faction
adapted. In first place, many of the Lord of the Rings colours and flags. Keep in mind that most of it is my
models can be adapted to the Silmarillion by simply personal interpretation of a given faction/unit, so feel free
changing colours, weapons and/or insignia (Forge World, to run your imagination free.
Norba Miniatures, Davale Miniatures). Also there is a
huge fantasy production available where to find out To conclude, please keep in mind that I worked on this
suitable models (Reaper Miniatures, Dark Sword four years-long project in my free time, with no-profit
Miniatures, Warlord Games, Games Workshop/ purposes - just for fun. Despite this, a huge and deep
Warhammer, Mirliton Fantasy, Gamezone Miniatures, research was made in Tolkien’s Legendarium to build-up
Red Box Games, Mantic, and more), but likely some military units and hero abilities, and many and many
slightly larger or smaller figurines will have to be playtesting games have been made before achieving this
purchased – so it is (Warlord, Dark Sword, Mantic, stage: 4.2, last and ultimate WotS version. If any
GW/Warhammer, Gamezone: 28 mm; Reaper improvement will be still done, these will only be issued
Miniatures: 28-30 mm; Red Box Games: HO/00). Last as “errata”.
Jure Komel and Hurin_it – Games Workshop Elves and Dwarves. Bassano del Grappa WotR Tournament, 2018.
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Arms and Armours
Here follows a brief list of changes to existing
weapons and armour, and new ones available to
some WotS formations, to integrate or correct those
listed at pages 56-59 of the WotR Rulebook.
Glaives
Dwarf-masks Glaives are treated as Two-handed Weapons, but the
A company so equipped causes a Breathe Fire attack infantry company or monster using them doesn’t suffer
it is targeted from, to suffer a -3 Strength malus. A a -1 penalty to its Fight value.
Hero in a company so equipped cannot be affected by
an Epic Gaze. Spears
A company armed with spears, when facing a foe
armed with hand weapons or two-handed weapons,
counts its Fight value as being one point higher than it
would otherwise. It counts as armed with hand
weapons in all other respects.
Tower-shields
An infantry company with tower-shields counts its
Defence to its front facing as being 3 points higher
against all shooting and close combat attacks, rather
than 2. If they charge, tough, the company gain no
protection at all from their tower-shields in the ensuing
Unknown – Oathmark dwarf and dragon model. Fight phase.
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New Spells
The following new Spell Discipline is only available to certain Resist Spell Focus: 3
Edain (man) heroes, and represents the power of knowledge Wise’s knowledge upon enemy’s
of their Wise men. magic helps an ally’s mind to
resist their effects.
Spells of Protection The friendly player rolls a D6. On a 2 to 5, he declares one
spell. On a roll of 6, he declares three spells. If, in that
Spells of Protection provide a supernatural defence against Movement Phase, the enemy player successfully casts
fear and spells. It's an odd form of magic, typical of the Wise against Priest's formation one of these spells, it rather fails,
of human kind and known by them only. exactly the same as if a “1” was rolled by the enemy player.
All of these magical powers can only be used on the caster's Note that Resist Spell works only once in a Movement
formation. As human Wises always have a maximum Phase, even if a “6” was rolled: an eventual second spell will
mastery of 1, no Focus is provided. affect the formation normally.
Coose one friendly formation within 12” of the caster and roll
a D6. On a 2 to 5, the formatio’s Courage is increased by 1
for the remainder of the turn. On a roll of 6 the formation’s
courage is instead increased by 3. Instil Valour acts as a
counterspell against Sounder Spirit.
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Special Rules
Here follows the complete list of all Special Rules available companies consist of a siege engine and three crew; only the
for Heroes and formations. Many are just repeating of crew can be removed as casualties. An artillery company is
original WoTR ones, but most are new. Many among the not removed from play when it goes below half strength;
original WoTR ones are not listed here just because they are however, if all the crew are removed as casualties, the siege
not in use with the scenario. Beware also that many original engine is rendered useless and the company is removed
special Rules listed have been slightly modified (gray title). from play. If an Artillery company falls back, the enemy are
assumed to wreck the siege machine, rendering the crew
insignificant — remove the artillery from play. Artillery
Heroes and Special Rules companies can shoot, but do so in a different manner to
other companies. When one of your Artillery formations
[Epic Heroes and Special Rules] shoots, choose a target as normal. Then roll a D6 on the
Artillery table for each company in the firing formation that
A Hero (or Epic Hero) can be in a company that has one or
has the target in line of fire, range and arc of sight, and apply
more Special Rules that the Hero himself does not have. In
the result. Artillery does not suffer the -1 Strength penalty for
this situation, the Hero gains any Special Rules the company
firing at targets at long range.
benefits from for as long as he remains part of the company.
Likewise, a company can have within a Hero (or Epic Hero)
who has one or more Special Rules. Unless elsewhere Trebuchet Artillery Table
stated or clearly inapplicable, Hero's Special Rules always • 1 or less Friendly Fire! Something goes horribly wrong and
are shared by companies in the formation he is in. the shot goes dramatically off-course. Your opponent can
immediately choose a formation within 6" of the initial target
— that formation suffers D6 hits at the siege engine's
Ambushers Strength. Otherwise he can choose for the shot to be treated
Home fighters lurk in concealment, revealing themselves as a miss.
only when the enemy is vulnerable and the moment to strike • 2 Miss. The shot spatters the target with mud but otherwise
has come. causes no damage.
• 3-5 On target. The payload thumps home in the enemy
If a formation, or one Hero inside it, has the Ambushers
ranks. The target formation suffers D6 hits at the siege
special rule, it can be deployed as normal or be held on one engine's Strength.
side as reinforcements. If the latter is chosen, in reality the • 6 Dead Aim. The shot is gauged with incredible precision,
Ambushers have hidden themselves somewhere on the inflicting immense damage. The target formation suffers
battlefield and are just waiting for the moment to strike. D6+4 hits at the siege engine's Strength.
Ambushers can only hide in defensible terrain features. The • 7+ Devastation! With a well—aimed shot, the siege engine
controlling player must make a secret note of which feature inflicts terrible carnage on its luckless target. The target
his Ambushers are hiding in during deployment and of the formation suffers 2D6+4 hits at the siege engine's Strength.
Heroes with them. If the player has more than one formation Ballista Artillery Table
of Ambushers, each one must be allocated to a different • 1-2 Miss. The shot spatters the target with mud but
defensible terrain feature. Ambushers cannot be assigned to otherwise causes no damage.
a defensible terrain feature with a Capacity lower than the • 3-5 On target. The payload thumps home in the enemy
size of their formation. A player can reveal his Ambushers at ranks. The target formation suffers D6 hits at the siege
the start of any Move phase in the second turn or later, engine's Strength.
before any Heroic actions are declared. If the defensible • 6+ Lucky strike! The shot is gauged with incredible
terrain feature the Ambushers are assigned to is unoccupied, precision, inflicting immense damage. The target formation
suffers D6+4 hits at the siege engine's Strength.
the Ambushers immediately occupy it — place them in the
defensible terrain feature. If the defensible terrain feature is
occupied, the Ambushers are instead placed as if they had Siege engines are more effective when fired at large
just exited the defensible terrain feature and then moved 1" formations. When shooting at single companies, the dice roll
away from the feature — if this cannot be done, any suffers a -1 penalty. if the target formation consists of more
company that cannot be placed is destroyed. than 4 companies, the roll on the Artillery table receives a +1
bonus. if the target formation has more than 8 companies,
Arcana Leech the roll on the Artillery table instead has a +2 modifier. If
The Hero adds +1 to his Mastery level for each enemy shooting at a formation in a building, the dice roll receives a
spellcaster within 12". He may make Will of Iron rolls without further +2 modifier. However, it should be noted that a roll of
expending Might. a 1 will always produce a Friendly Fire! or Miss result.
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Battlemad [Man-Flesh!] Hero counts as a Banner Bearer. In addition, he is allowed a
If formation wins a combat, they inflict extra D6 auto hits on special Heroic action, called ‘Heroic Advance’. When called,
enemy before enemy tests for Panic. a Heroic Advance follows the same rules as a Heroic
Charge, with one exception: any friendly formation that has a
Belthronding Bow banner and is within 12“ of the Hero may move first, not just
In the Shooting phase the Hero can target an enemy hero the Hero's formation.
within 6”, the same as if using the “Black Dart” spell.
Chill Gaze
Berserk The tremendous gaze of a Vampire is terrorizing a weapon.
Some warriors and monsters work themselves into a black All enemy formations in base contact with Hero's formation
rage, throwing themselves at the enemy in a terrible fury that have their Fight and Courage values reduced by 1. Note that
can only be sated by the spilling of blood. At the start of the other penalties, such as those due to two-handed weapons
Fight phase, after Heroic Fights have been declared, roll a using, can reduce the Fight and Courage values further.
D6 for each formation with this special rule that successfully
charged this turn and consult the table:
Berserk Table
1 Madness. The Berserkers‘ enraged state causes them to
lash out at their fellows — the berserk formation suffers D6
hits resolved at its own Strength +2.
2-5 Berserk Charge! The Berserkers strike at their foes with
redoubled might — the Berserk formation's Strength
increases by +2 until the end of the turn.
6 Carnage Unbound! With a great roar, the Berserkers
smite the enemy with incredible force — the Berserk
formation's Strength increases by +4 until the end of the turn.
Blinding Steam
Fire breathing Dragons have incandescent blood, and the Matthias the Twisted; Reaper, #02867
most gigantic of them are so hot as to instantly make the
waters they touch creating dense clouds of vapor. Cloak of Darkness
Whenever the monster is in contact with water (rivers, The Hero's formation may not be shot at unless it is within
swamps, and the like), it generates a cloud of steam in a 6” short range. Additionally, the firer receives no accuracy
range from the contact points. The cloud interrupts the line- bonus.
of-sight from outside, while inside it the line-of-sight is limited
to 3” for all purposes. Formations, with the exception of the Company of Heroes (figures number)
monster that generated the Blinding Steam, that end their A formation with this special rule consists in a single
movement, even partially, in the cloud, cannot make any At company of up to eight infantry figures (as indicated in
the Double! attempts. If the Monster moves away from the brackets), among them are from 2 to 8 Heroes. Each Hero in
water or is removed from play, the cloud lasts till the end of the company contributes a particular Special Rule, but they
the same turn. may not take part in a Heroic Duel (exception: the eventual
Epic Heroes may). Some of the Heroes may have specific
Bodyguard stats, some may have the same stats of normal infantry
While the Hero is alive, the controlling player can choose to figures – in this latter case they usually have no Might. The
have him fight any Heroic duels directed at another Hero in controlling player is free to remove casualties in whichever
the same formation. order he chooses, but Heroes can only be removed after all
the (eventual) “free” infantry figures have been. Once a Hero
Break it Down! is removed as a casualty, the associated Special Rule is lost.
Barricades and prepared defences can do little to oppose an If the formation encloses an Hero who also exists with the
oncoming Battering Ram. Enemy formations do not receive same name as an Epic Hero, then the player cannot deploy
Defence bonuses from a building or ruin defensible terrain both the formation and the free replica of the Epic Hero.
feature in a fight that includes a Battering Ram. A Company of Heroes always uses a square movement tray
and has four fronts and no flanks or rear for all purposes.
Breathe Fire
A dragon's fire breath is a shooting attack with the following Counsellor
profile: A Counsellor may choose to expend any number of Might
points at the start of the Priority phase, before any dice are
Range Strength
rolled. For each point of Might the Counsellor expends, he
12 " 10
may nominate another friendly Hero within 6" who has not
The Strength is halved if the target is a Dragon or Balrog. the same special rule or Epic Renewal, and roll a D6 - on a
2-5 that Hero immediately gains 1 point of Might, on a 6 he
Captain General gains 3 Might points. If a 1 is rolled, he gains nothing. Might
A Hero of this sort has so strong a leadership among his gained this way can take the chosen Hero's Might point
troops, as to be seen by them like their Army Banner. The reserve beyond its initial level.
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Die Hard! [Hard to Kill!]
If a Monster with this rule suffers hits equal to its Resilience
characteristic, do not remove it as a casualty. Instead, the
opponent rolls a D6 on the following table, adding one to the
result for each wound counter the monster has accrued.
Die hard! Table
Enrapturing Song
Any enemy formation in base contact with one or more
formations having the Enrapturing Song special rule at the
start of the Fight phase must pass a Courage test or have its
Strength reduced to 1 for the remainder of the phase.
Envenomed Bite
The formation may re-roll all failed To Hit rolls with close
Kostas III; Games Workshop, Balrog combat attacks.
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Expert Riders Forward You Maggots!
Expert Riders may move at full speed and shoot in the same If failed a Terror test, the Hero inflicts D6 auto hits on his
turn, and can even charge in the same turn. This does not formation and the test is passed.
apply if the formation moves (or attempts to move) 'At the
Double!’ Foul Stench
All Dragons emit an unbearable stench, but that of the most
Explosive Demise gigantic among them has really heavy effects. All formations
When the Engineers are removed from play they explode! within 6” of the Foul Stench formation, and not belonging to
Every formation within 2D6" suffers D6+4 Strength 10 hits. the races of Dragons and Spirits, must pass a Courage test
The controlling player may attempt to have the Engineers with a -1 modifier, otherwise they must stop immediately - if
explode voluntarily at the start of their move. The formation they are moving - and cannot move or charge for the
must pass a Courage test — if it does so, the formation remainder of the turn. Formations starting their charge
explodes as detailed above and is then removed as a outside the 6" range are unaffected.
casualty.
Furious Charge
Extremely Hard to Kill! A formation with this special rule will receive an additional
If a model with this rule suffers hits equal to its Resilience Charge Distance bonus of +4", and an additional bonus of
characteristic, do not remove it as a casualty. Instead, the +1D6 in the ensuing Fight phase.
opponent rolls a D6 on the following table, adding one to the A Hero with this special rule may choose to expend a Might
result for each wound counter the monster has accrued. point at the start of any Charge phase, to have his formation
acting likewise.
Extremely Hard to Kill! Table
1-3 No Effect. The blow hits home, but the monster Galvorn Armour
seems blithely unaware of the injury. Each time the Hero or formation having this Special Rule
4-7 Flesh Wound. The attack cuts deep into the suffers a hit, roll a D6. On a roll of 6, the black-metal armour
monster’s flesh. The monster gains a wound counter has saved his wearer and that Resilience point is not lost.
(use a coin or other suitable marker to represent this).
8-12 Debilitating Strike. The strike inflicts terrible Gaping Maw
damage. The monster gains two wound counters. Cold Drakes are infamous for swallowing their opponents
13+ Death Blow. The monster is slain outright ― whole. At the start of a fight involving a Cold Drake, the
remove it from the game.
controlling player rolls a D6 — on a score of 4 or more, the
Drake must call a Heroic Duel (no Might points are required).
If the model suffers enough hits to equal its Resilience If the Drake wins the duel, it does not roll on the Heroic Duel
several times over, roll a D6 for each. In addition, a model table, but instead automatically eats its foe — remove the
with the Extremely Die hard! rule that is shot at, but not slain, enemy Hero from the game as a casualty.
is driven back D3" for every wound counter it gains as the
result of the attack. If a natural 6 is rolled on the table, the Growing Corruption
attacker immediately rolls again and applies both results. Ungoliant grows larger and stronger until consuming itself.
Immediately after winning a fight against an enemy
Fearless (race) formation, Ungoliant gains +1 Fight, Strength, Defense, and
Formations with Fearless special rule, providing they have at Attack Values for the remainder of the game, but she also
least one Hero along, automatically pass Terror tests from gains a Wound counter.
the races given in brackets. If no race is specified, they
automatically pass all terror tests. Hero of Legend
The first time each turn the Hero expends a Might point, roll
Feral Charge a D6. On the result of a 4 or more, he immediately regains a
A charging formation with this rule receives an additional Might point.
+D6 bonus dice in the ensuing Fight phase, subject to a
maximum of +5 additional dice.
Fire Arrows
Providing the formation has not moved in their phase, they
are allowed to use Fire Arrows in their Shooting phase. Fire
Arrows have but two-thirds normal range, but they ignore any
Defensible Terrain defence bonus; also they receive a +1
bonus to dice results when rolling To Hit if shooting against
any Ent-race models.
Flying Wing
Such formations move and charge like a flying monster. Silver and Blue Minis; Games Workshop, Glorfindel
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Hunters Master of Blades
A formation may use this special rule in the end of their An Asassin invariably has his own mission to accomplish and
Movement phase. On a die roll of 4+ any hidden enemy does not fight with his formation in the usual way. A Asassin's
Ambushers formations within 6" of the Hero must be placed company never uses his Fight value. Roll a D6 at the start of
on the battlefield. any Fight involving a Asassin and consult the following table
to determine what he does.
Indomitable
A formation with this special rule is not removed once its last AssassinTable
or unique company reaches half strength, but will fight on 1-3 Poisoned Flurry. The Asassin causes D3
until all the models are removed. automatic hits on one enemy formation in base contact.
These hits are resolved at the same time as strikes
Inspiring Leader (race/master) made by monsters.
If an Epic Hero has the Inspiring Leader special rule, he can 4-5 Assassin's Blade. The Asassin calls a Heroic Duel
inspire nearby formations of a particular race — which race against a target of the controlling player's choice (no
this applies to is shown in brackets. All friendly formations of Might is expended in this). If there are no eligible
the appropriate race within 12" of the Hero must use his targets, the Asassin attacks with a Poisoned Flurry
instead.
Courage value if it is higher. If the Hero has Inspiring Leader
6 Sacrificial Strike. If the enemy formation is infantry
(Master) all races can use his Courage.
or cavalry, it takes D6 automatic hits. Otherwise, it
takes D3 hits. In either event, the Asassin is removed
Iron Ranks
as a casualty.
The formation will be Steadfast with 4, 5 or 6, rather than 6.
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Overlord possession of Hero's controlling player for any victory
A friendly formation within 24" of a Hero with the Overlord conditions purposes. The Monstrous Hero may not move
rule can use the Overlord’s Might to call a Heroic action, nor charge, and his spells may never be cast upon a range
rather than their own. They must have at least one Hero or of more than 12”. However, at the start of any Movement
Epic Hero with them though - even with no Might left. Phase he can shift to another defensible terrain of the table –
be he cannot cast any spells in the same turn as he shifted.
Pathfinders (terrain/master)
There are many beings in Middle-earth whose life in the
wilderness has taught them how to move through dense
terrain with ease. For example, the Ossiriand Elves are
adept at moving through woodlands, whilst Hongwir goblins
are skilled at negotiating mountainous terrain. A formation
with the Pathfinders special rule (or having in it a Hero with
this rule) can move through some types of difficult terrain
without penalty — which type this applies to is shown in
brackets. There are three types of Pathfinder: Woodland,
Mountain, and Master. Pathfinder (Woodland) allows the
formation to ignore. all penalties from moving through areas
of scrubland, woods, swamps, underbrush and so on that
have been identified as difficult terrain. Pathfinder (Mountain)
allows a formation to ignore penalties for moving through
scree, rubble, ruins, boulder-strewn slopes and other areas
of mountainous terrain. Pathfinder (Master), as the name Ganjalf; Games Workshop, Tom Bombadil
suggests, means that the formation can ignore all difficult
terrain penalties. Note that the Pathfinder special rule does Rule Through Fear
not allow a formation to enter impassable terrain. The Hero has Inspiring Leader (Master). Also, you may
choose one formation within 12" of the Hero at the start of
Poisoned Arrowheads the Fight phase. That formation uses the Hero's Fight value
In the Shooting phase all attacks of the formation are made instead of their own.
at +1 Strength.
Sap Fortitude
Provocation Whenever an enemy spends a point of Might within 12" of
The Hero can choose to expend a Might point at the start of the Hero, roll a D6. On a 4 or more, an extra Might point
any Move phase. If he does so, all enemy formations within must be spent or the deed, be it a dice modification or a
12” shall FAIL a Courage test, otherwise they must move at Heroic/Epic action, is canceled and any Might already
full speed attempting At the Double! if applicable, or committed to it is lost.
immediately leave their Defensible Terrain feature, in
direction of the closest enemy formation. Shadow and Flame [General]
Any friendly Hero (non-Epic only) within 12" may use one of
Prowlers Balrog's (Hero or Monstruous Hero) Might points as though it
If a formation, or a Hero inside it, has the Prowlers special was his own. Also, any formation with a Balrog formation
rule, the formation receives a +1 to dice results when rolling behind and within 18” it that fails At The Double! or a Terror
To Hit in close combat, providing that it is attacking the test, will take D6 casualties and will then automatically pass
enemy in the side or rear. the test.
It does not apply to another Shadow and Flame formation.
Resolute
The formation will be steadfast on a roll of 5 or 6, rather than Shadow of Terror
6. An Evil formation that has the Hero somewhere behind it
automatically passes its At the Double! rolls and Terror tests.
A Good formation with the Hero behind has as -2 penalty to
Ring a Dong Dillo! any At the Double! rolls.
The Monstrous Hero (Tom Bombadil or Goldberry) must be
held on one side as reinforcements, for he/she stays hidden Silmaril Wearer
somewhere on the battlefield and wants not to be troubled. There can only exist one single Hero with this special rule in
The controlling player must make a secret note of which an army.
feature the Hero is hiding in during deployment. The player The Hero has his Resilience increased by 1. Furthermore he
can reveal the Monstrous Hero at the start of any Move is bestowed the discipline of Command with a Magical
phase in the second turn or later, before any Heroic actions Mastery of 1; if he already had magical disciplines different
are declared. Whatever the defensible terrain feature the from Command, his Mastery is increased by 1, while if he
Hero is assigned to being occupied or not, he immediately already had that discipline, his Mastery is increased by 2.
occupies it — place him in the defensible terrain feature. The No Hero with this special rule may be enclosed in an army
eventual formation that was already occupying the containing units from the House of Fëanor realm. Moreover,
defensible terrain (or that was assigned there as Ambushers a Hero belonging to the House of Fëanor realm always is
and not yet revealed) must immediately move out from the forced to use at least 1 might to have a Heroic or Epic Duel
feature — if this cannot be done, any company that cannot with an enemy Hero having this special rule, if conditions
be placed is destroyed. The Monstrous Hero occupies the allow it; while a formation belonging to that realm must
terrain he was assigned to until game end or until destroyed. always charge an enemy formation containing a Hero having
A terrain feature so occupied does not count as in this special rule, if conditions allow it.
13
Skin Changer (by gothmogthewerewolf) Swarm
A Beornian can change shape between Man and Bear at the The formation counts its Defence as 10 for the purposes of
start of his formation's move on the roll of a 4+. If he shooting attacks and magical powers that inflict damage.
becomes a Bear, place him within 3" of the formation he was However, its creatures are so small that the formation is not
in as a Man. If he becomes a Man, place him in a friendly an obstacle to sight.
formation within 18" - if this is not possible, then remove it
from play. Might spent or lost while in a shape is not regained
when changing shape again.
Swift as Balrog
Paliouras; Games workshop, Beorn
A formation with this rule may use the At the Double! special
rule as if a Hero was within, even if they have not a captain.
Skirmishers
After the enemy has declared a charge against a formation Swift Strike
with this special rule and rolled the die, the formation may If the Hero is in an infantry formation, that formation strikes at
withdraw from the enemy D6” -2” (0”-4”) in the attempt of
the same time as cavalry. If the Hero is in a cavalry
avoiding contact, or D6” -1” (0”-5”) if a Musician is enclosed.
formation, that formation strikes at the same time as
monsters. The same apply to a formation that has this
Spirit Grasp special rule.
When a formation with the Spirit Grasp special rule attempts
to hit an enemy (with shooting or close combat attacks), the Swoop Attack
controlling player uses the opponent's Courage, rather than Such flying formations may make a Swoop Attack instead of
its Defence, on the To Hit chart.
moving. The formation immediately moves at least 24'' but
no more than 36" in a straight line (this move can be in any
Spirit Walk direction). Every enemy formation the formation moves over
Formations with Spirit Walk suffer no penalties for moving immediately suffers D3 Strength 6 hits. The formation may
through difficult terrain. They may also move through friendly not not charge or At the Double! in the same turn it has
formations, enemy formations and defensible terrain performed a Swoop Attack.
features, providing that the move is not ended on top of such
features. Spirit Walk even allows a formation to move Take Aim!
through impassable terrain, although it may not end its move
The Hero can choose to expend a Might point at the start of
within the impassable terrain.
any Shoot phase. If he does so, his formation has their
Shoot value improved by 2 until the end of the phase,
Stalk Unseen subject to a maximum Shoot value of 1+.
The formation count as wearing enchanted cloaks.
Tentacles (by gothmogthewerewolf)
Stomp and Gore! These count as having throwing weapons with a range of 6”
In the Fight phase, all not-flying formations the unit is fighting and a Strength of 8. The monster receives no penalty to its
suffer D3 hits per company they contain, at Strength 10 movement for using this special rule.
against enemies that the unit has charged, and at Strength 8
against enemies that charged it. No combat modifiers apply Terror
to these dice rolls. If a formation wishes to charge a Terror-causing formation, or
a formation containing a Terror-causing Hero, it must first
Stormers (feature type) pass a Courage test. If the test is failed, the unit does not
If the formation charges a defensible terrain feature of the summon enough bravery and the charge automatically stalls.
correspondent type, in the ensuing Fight Phase it receives a If a formation is successfully charged by one or more Terror-
+1 bonus to dice results against the formation defending that causing formations, it must immediately take a Courage test.
feature. If it passes, there is no effect. If the formation fails t he
14
Courage test, the formation's Fight value is reduced to O for every successive turn in which a friendly formation is within
the remainder of the phase. Note that the formation only 6” and, if successful, the Traitor hero is removed from play.
takes one Courage test in this fashion, even if charged by The test is made upon unit's basic Courage, and the Traitor
several Terror-causing formations. may modify test results by using Might points.
Those formations belonging to the same race of the Terror-
causing unit are unaffected, unless the latter is an Hero (It's Tree Slumber
Heroes name to cause terror, not his race). These formations can use the Ambushers special rule, but
can only do so in woods and forests. However, if the Tree
Slumber formation is a monster, one such formation may be
so sheltered, for each Point of Capacity of the specific woods
or forests terrain feature.
Turambar
Until a Hero with this special rule is not removed from play,
every time the enemy player uses a Might point, this latter
throws a die and on a 5+ that point is restored — this applies
wherever on the battlefield, regardless of distances. The dice
is not rolled if a different attempt to restore that Might point is
attempted (that is, you cannot attempt twice to restore the
same Might point).
Touched by Destiny
A Hero with this rule may call a single Epic action each turn
without expending a Might point. Further actions may be
called at the usual cost.
Traitor
A Traitor Hero may be placed inside an enemy formation
during initial deployment. A Traitor can never move into
another enemy formation. Until the owner player declares his
Betrayal, the Traitor cannot directly be harmed by enemy
(shooting, spells, charges, or epic/heroic actions) and,
although directly controlled by the former, he is affected by
the happenings of the formation he is in. The Betrayal may
be declared at the start of any Move phase in the second
turn or later — it costs 1 Might point of the Traitor and is
irreversible. As soon as the Betrayal is declared, the Traitor
will attempt to gain control of the formation he is in. If there Szary; Games Workshop, High Elf Bolt Thrower
aren't any enemy Heroes inside, this is automatic. Otherwise
the Traitor must duel with any enemy Heroes present in the Unstoppable
formation. Unlike Heroic Duel, a Betrayal Duel develops in If a formation, or a Hero inside it, has the Unstoppable
successive strikes, and in each strike but a single roll on the special rule, the formation makes an unstoppable charge on
Duel Table is made; after applying the results, if both a 5 or more, rather than a 6 (they must still have enough
contenders are alive, dice are rolled again and a new strike move to reach the foe).
is made on the Table by the winner, and so on — this
continues until one of the two Heroes is removed. If the Unsubstantial Essence
Traitor wins, but there's another enemy Hero in the Olòrin cannot call or be called for Heroic Duel, Epic Duel, or
formation, a new Heroic Duel occurs. The duels order is Epic Challenge. Furthermore, he may ignore We Stand Alone
decided by the Traitor. Troops losses in the formation occur rule to join any friendly formation.
normally, for these are caused by desertion and onslaught
following the betrayal. If the Traitor wins all duels, then the Very Die hard! [Very Hard to Kill]
formation turns under all aspects under his player's control. If a model with this rule suffers hits equal to its Resilience
This lasts only as long as the Traitor remains inside it — if he characteristic, do not remove it as a casualty. Instead, the
moves away or is removed from play, the formation returns opponent rolls a D6 on the following table, adding one to the
under the control of the original owner: Anyway the formation result for each wound counter the monster has accrued.
is allowed a Courage test with a -3 modifier at the begin of
15
Very Die hard! Table
16
Epic Actions
Epic Boast Epic Crippling (shoot/combat)
Epic Boast can be used as a response against an A Hero may call an Epic Crippling at the start of the phase
Heroic/Epic Duel or Epic Challenge the Hero was targeted given in brackets. Chose an enemy Hero or Monster within
from. The Hero may either redirect the duel/challenge 12” and line of sight if in the Shooting phase, or in an enemy
against another friendly Hero of his formation or — if there formation in base contact if in the Fight phase, and roll a D6.
aren't any available, or if he is a Monster — simply ignore it. On a 1 there is no effect. On a 2 to 5, the Hero or Monster
has his Resilience reduced by 1 for the reminder of the turn.
Epic Breathing On a roll of 6, the Hero or Monster instead has his Resilience
Epic Breathing can be used along with the employ of a reduced to 1 for the reminder of the turn (if it was already 1,
Breathe Fire special rule. By means of it, the Dragon is then it is either removed from play or diced on the Die hard!
allowed 4 more shooting dice. or the like table, as applicable).
Epic Dread
If a Hero declares an Epic Dread in the Shooting Phase, an
enemy Hero within 6” and in line of sight must throw a die —
with a result of 4+ he has his Courage reduced to 1 for the
rest of the turn. Furthermore, the terrorized hero cannot call
for heroic/epic actions for the remainder of the turn and, if
challenged, he must expend a might point and immediately
declare an Epic Cowardice, even if normally not allowed to (if
he has no might points left, he must sustain the duel or
challenge).
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a charge against his formation and rolled the die, Hero's company attacks miss, or the enemy are slain. Note that 1s
formation is endowed an evasive attempt by using the are not re-rolled.
Skirmisher special rule.
Epic Regrouping
Epic Foresight A Hero may call an Epic Regrouping in a Fight phase, after
A Hero may call an Epic Foresight in any moment, but only his formation has won a combat — his formation may
once in a given turn. By calling it, another friendly Hero declare a charge against an enemy formation within the line
wherever on the battlefield is chosen and immediately of sight.
allowed to call one of his Epic actions, whatever the phase or
the moment in the phase, but providing he has not already Epic Renewal
called an Epic action in that phase ― that epic action may May be declared at the start of any phase. Nominate a
also be an Epic Cowardice, even if not listed among his own friendly Hero within 12" who has not the same epic action or
Epic actions. Note that both Heroes must spend one Might Counsellor, and roll a dice — on a 2-5 that Hero immediately
point. regains 1 point of Might spent earlier in the game, on a 6 he
regains 3 Might points. If a 1 is rolled, he gains nothing.
Epic Gaze
A Dragon may call an Epic Gaze at the start of the Fight Epic Restoration
phase against an enemy Hero within 6”. The Hero rolls a die A Hero may call an Epic Restoration at the start of any
and on a result of 1 to 3 for the remainder of the turn he is phase. Nominate a friendly formation within 12". If that
frozen: he cannot leave the formation, nor expend Might formation has a depleted company, that company
points, nor actively use his Special Rules, nor influence other immediately recovers D3 models lost earlier in the game.
by means of his values, nor be involved in duels. He can be
Epic Ruination
otherwise targeted by the enemy and slain, though.
A Hero may call an Epic Ruination at the start of his move.
Epic Healing For the remainder of the turn, any magical power the Hero
A Hero may declare an Epic Healing in any moment, but casts from the Spells of Ruin has its Strength increased by 2.
once in a given turn. Chose another Hero within 12” whose
Epic Sacrifice
Resilience has been reduced—his Resilience immediately
If a Hero declares an Epic Sacrifice before his formation
regains 1 lost point.
fights, roll a D6 for every hit inflicted on his formation for the
Epic Intervention remainder of the turn — on a roll of 3 or more, that hit is
The Hero may call an Epic Intervention only when an enemy discounted. At the end of the phase, remove the Hero from
Hero within 12 " calls an Epic action of their own — the the game.
friendly Hero counts as having immediately called an Epic
Epic Shooting
action of identical type to the one called by the enemy Hero.
If a Hero declares an Epic Shooting at the start of the
Epic Invisibility Shooting Phase, Hero's formation may re-roll any failed rolls
By means of this Epic action, friendly units within 2” of To Hit for that phase.
Ungoliant - and that Monster itself - may be hidden by a
Epic Smelling
cloud of darkness ― for the remainder of the turn they
By calling it, in the end of their Movement phase, on a die roll
cannot be targeted by spells, shooting and challenges or
of 4+ any hidden enemy Ambushers formations within 6" of
duels, and cannot be charged. An Epic Invisibility costs two
the Hero must be placed on the battlefield.
Might points for every three companies/monsters to be made
invisible (rounding up) and can be called when Ungoliant Epic Song
moves. The Hero may call it in any Fight phase. If any enemy
Epic Leadership formations are in base-contact with Hero's, the former must
sustain a Courage test with a -2 penalty ― if the test fails,
A Hero may call an Epic Leadership at the start of the Priority
no real combat occurs but enemies anyway break and roll for
phase. For the remainder of the turn, all friendly formations
panic as if they had lost the fight.
on the battlefield must re-roll failed Courage tests.
Epic Strike
Epic Maneuver
If a Hero declares an Epic Strike before he fights, his Fight
If a Hero declares Epic Maneuver before his formation
value is increased by 3 until the end of the phase (up to a
moves, then choose one company in that formation and
maximum of 10).
move it before all others. Once it has moved, all other
companies may move up to double their allowance to Epic Tranquility
rearrange in a legal formation. A Hero may call an Epic Tranquility at the start of the Charge
Epic Rage phase. Charges may not be made against Hero's formation
that turn.
If a Hero declares Epic Rage before his formation fights, his
company has +4 Strength until the end of the phase — Epic Web
however, the Defence of the Hero's formation is reduced to 3 It can be called in the Move phase across an impassable
after other modifiers for the remainder of the phase. terrain within 6”. For the remainder of the game, any
Epic Rampage formation belonging to the Spider race can move through it
as it was clear terrain. The web allows movement only in a
A Hero may call an Epic Rampage at the start of any Fight
straight line from a precise point on one edge of the
phase. For the remainder of that turn, each time Hero's
impassable terrain to another on the opposite edge, and
company scores a hit in close combat, they immediately
cannot be longer than 12”.
make another attack. This continues until all of Hero's
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To Battle! Changes
Choose Forces
Swamp
In addition to normal rules, a Pathfinders (Master) formation
that moves through a Swamp has not their Movement Zaboobadidoo, handmade river feature
halved. A Swamp is an obstacle to the line of sight.
19
Deployment Reinforcement Zone
Each gate in the middle of a long edge serves as
reinforcement zone for the player on that side. Formations
The scenario uses the following table:
taken apart may only enter the table moving across a gate.
1 – 3 Shieldwalls Priority
4 Battle for the Pass The player who set up first decides who has priority in the
5 Battle in the Caves first turn.
6 Maelstrom
Designer's Note
This is a very particular battle where the two sides meet on a
Battle in the Caves very hard ground that favours neither side. Suitable
narratives include the fall of Nulukkhizidin, the sack of
The opponents have met underground, inside a secret realm. Nargothrond, the Second Kinslaying in Doriath, or even an
Constrained by large caves and narrow passages, attempt to crush inside the Gates of Angband!
manoeuvring the armies will prove terribly difficult — a great Caves may be easily arranged for the purpose or specifically
opportunity for a general to show his cunning and skill! made for a better effect.
Table
Table in Battle in the Caves consists into into six chambers,
delimitated by impassable rock walls and communicating
with each other by passages 11.0" wide. There are also two
gates in the middle of the long edges. Companies may cross
these passages in column, or moving along their flanks. The
table is also divided lengthways into two halves, by drawing
an imaginary line through the middle of the short table
edges. For example, a 6' x 4‘ table would have two 6‘ x 2‘
halves. Both players roll a D6, and the player with the
highest score chooses whether to deploy first or second. The
player that goes first then chooses one of the long table
edges to be his own table edge. He then deploys his force up
to 12" from this table edge. His opponent then deploys in the
opposite half. Once both players have deployed their Authors playtesting the Third Kinslaying battle scenario
formations, the game begins.
20
21
Rule Changes
THE MOVE PHASE A formation in a piece of defensible terrain may shoot. It is
assumed that the warriors occupying the terrain can find
Moving the Formations - addition suitable vantage points for their archery. As such, line of
A formation may turn back, simply by having all its sight can be drawn from any point on the occupied terrain
companies moving their front throughout themselves until it feature, and the formation's arc of sight is considered to be
reaches their former rear – formation’s movement may then 360-degrees. Range, however, is measured from the center
proceed further in the same direction, providing there is still of a natural defensible terrain feature, and from the edge of
Move left. an artificial one. Of course, a formation will never find as
Formations normally move forward – that is, within their arc many firing positions in a defensible terrain feature as it will
of sight. They can also move in directions outside that arc, on the open ground — the formation may only Shoot with a
though, but in this case all distances moved by the formation number of companies equal to half the Capacity of the
count as double the actual distance. defensible terrain feature (rounded up). These companies
Note that the penalties for moving outside the arc of sight, are treated as shooting directly. Other companies may add
nearby foes, and moving through difficult terrain, do not stack supporting fire in this instance.
— the doubling of distance is counted only once.
Fall Back!
When falling back, formations always move directly away
from the nearest enemy (and not towards the nearest board
edge).
DIFFICULT TERRAIN
Fords
A Ford is treated as Difficult Terrain, that allows to cross an
otherwise impassable river. Any formation that loses a fight
while any part of them is touching the Ford takes D6 extra
hits. This represents the perilous conditions as combatants
Zaboobadidoo; Caer Cyncaid (handmade diorama)
lose their footing on the rocky fords and are trampled or
swept away altogether. If a formation loses the fight but rolls
a steadfast result, no extra damage from the slippery footing Bridge
is sustained. As a general rule, bridges are usually small: they should
have a capacity of but 1-2 companies and thus fall very often
in the Our Numbers Are Too Great! rule. Moreover, although
DEFENSIBLE TERRAIN being a special terrain feature under all aspects, the Bridge
has some adjunctive rules:
Shooting at and from a Defensible Terrain Feature
All shooting attacks (or other attacks that are made at range, in order being allowed to enter, exit, or move through a
such as some magical powers) made against a natural Bridge, a formation must have a front of a single
defensible terrain feature (such as a forest or swamp) are company (that is, it must move “in column”
measured to its center, not its edge, as we assume that the a formation must enter and exit the Bridge by its front
defenders are spread throughout the feature. All the (that is, it cannot pass the bridge moving by flank or
contrary, shooting attacks made against an artificial rear);
defensible terrain feature (such as a building or a walled a Bridge can only be entered and exited by two of its four
field) are measured to its edge, as we assume that the edges.
defenders are deployed along the walls.
A defensible terrain feature never prevents a shooter from Ruins
seeing the formation inside. Depending on the type of terrain Despite its apparently “artificial” aspect, a Ruins feature is
feature, an occupying unit receives a bonus to its Defence to treated in all respects like a “natural” one, because troops
represent warriors taking cover behind walls, trees or other need to disperse inside it to find their best advantage and
obstacles. See the Defensible Terrain Feature Summary for because it is often full of wild vegetation..
details.
Defensible Terrain Feature Summary
Terrain feature Type Defensive bonus Shooting at Who can occupy? Pathfinders compatibility
Bridge Artificial 0 Edge All none (Master not allowed)
Walled Field Artificial +1 Edge All none (Master not allowed)
Forest Natural +2 Center All Woodland
Ruins Natural +2 Center All Woodland
Timber building Artificial +2 Edge Monsters, Infantry none (Master not allowed)
Stone building Artificial +3 Edge Monsters, Infantry none (Master not allowed)
22
DUELS Wings of Terror Focus: 3
The caster binds the unquiet spirits of the
My Doom will be Your Doom land to his will. Desperate to escape these
If the Hero who has lost the dice roll for the duel expends 1 terrors, the caster's formation close with the
Might point, every time a 1 is rolled on the Duel Table, both enemy at incredible speed.
Heroes have their Resilience reduced by 1 for the remainder
of the duel. This power can only be used on the caster's formation. Roll a
D6. On a 2 to 5, the formation until the end of the turn
becomes Pathfinders (Master) and has its Move and Charge
MAGIC values increased as follows:
Will of Iron Troop Type Movement Charge
Being made of sterner stuff than lesser mortals, Heroes can Infantry +2 D6 +4”
attempt to resist the effects of even the most powerful spells. Cavalry +4 D6 +8”
To resist a spell, nominate a Hero in the formation Monster +3 D6 +6”
immediately as the formation is chosen as the target of a Flying Monster +5 D6 +10”
spell, who has till at least 1 Might point left. Roll a dice, on a
5 or more the spell dissipates and has no effect — Might If a 6 is rolled, the target also causes Terror until the end of
points can be spent to modify the roll. Any Hero in the the turn — if they already caused Terror, any Terror tests
formation may try to resist the spell, but only one attempt to caused by the formation will be taken with a -1 penalty to
resist may be made per spell. A Hero who has already Courage.
attempted a Will of Iron may still attempt to resist further Wings of Terror acts as a counterspell to Immobilise.
spells, but for every dice roll after the first in that phase that
Hero must immediately spend a Might point. A Hero with 0
Might points left cannot use Will of Iron.
ARTILLERY TRAINS
Artillery Trains are specific units dedicated to move artillery
and siege engines on the boardgame by means of their
Special Rule. Although they should not be deployed in
normal battles, they might prove to be useful or necessary in
specific scenarios.
There are two types of Artillery Trains:
Light Trains, to move ballistas; these are represented by
four-horse teams and a crew of three.
Heavy Trains, to move tebuchets and siege engines; these
are represented by six-horse teams and a crew of three.
Skinskinner; Games Workshop, Celeborn.
Wargear
Hand weapons, armour, and one light artillery train per company.
Command None
Special Rules Artillery Train.
23
Both the factors above depend overall upon mere chance,
TO BATTLE! thus are often cause of disappointment among players.
24
Christoph Linscheid, “Dragonslayer” (diorama from Mithrili Miniatutres pieces)
25
FORTUNES for the Forces of Light
26
Elessar 100 points - 1-2: 1 Great Eagles model;
The Elessar was a fabulous green gem that was made - 3-4: 2 Great Eagles models;
in Gondolin, claimed to grant some power of healing to - 5: 3 Great Eagles models;
its wearer.
- 6: 2 Great Eagles and 1 Great Eagles Wing Leader
Intervention. This Fortune is to be assigned to a models.
friendly Epic Hero during initial deployment and stay
These may then act normally as part of your army for
with him throughout the game. Use this Fortune when
that turn. They are then removed from play at the end
he, or another of your Epic Heroes within 12" of him,
of the turn, but do not count as casualties, even if
has been slain. That Hero is instantly returned to life
destroyed by the opponent.
with his Might reduced to 0 and his Resilience reduced
to 1 — place him in a friendly formation within 12". If
there is no friendly formation in range, you may not
use Elessar.
Help from the Sky 100 points Wars have turned upon the deeds of one brave warrior
"But in that hour above the wall of the valley three in the right place and at the right time.
mighty birds appeared, flying northward with wings
swifter than the wind." Persistent effect. Choose one Hero in your army (not
Intervention. In any Movement phase, roll a dice and an Epic Hero or a Hero leading a Legendary
place the following units anywhere but not closer than formation). That Hero has +1 Fight and +1 Courage.
12" from any enemy formation:
27
King of Beleriand 25 points Persistent effect. You may only use this Fortune if
Thingol and/or Dior Eluchìl are alive in your army.
The Crown of Beleriand was the most ancient in During initial deployment choose one between them,
Middle Earth and even the High-Kings of the Noldor he is bestowed with Inspiring Leader (Master).
had to respect its will.
Miruvor 75 points
Nauglamir 50 points
Persistent effect. You may only use this Fortune if Persistent effect. This Fortune is to be assigned to a
Thingol, Finrod, Orodreth, Azaghâl, Bodruith, Nagladur friendly Epic Hero during initial deployment and stay
and/or Mîm, are in your army. During initial deployment with him throughout the game. It causes the Hero to be
choose one among them: whilst he remains alive, all Inspiring Leader (Dwarves).
your formations increase by 1 their Fight underground,
in both shooting and combat (but not in duel).
Pùkelman Statue 100 points
28
Ulmo's Mantle 50 points
"Strong and fair were the Noldor, for the light of Aman
was not yet dimmed in their eyes; swift they were, and
deadly in wrath."
Intervention. Choose one Noldor formation in your
army at the start of a Fight phase. That formation is
Zaboobadidoo; “The River”, homemade diorama
now Swift Strike for the remainder of the phase.
29
30
Ganjalf – Last Alliance diorama, from Games Workshop and customized or sculpted pieces
Noldor Elves left the blessed realm of Valinor and came back in voluntary exile to Beleriand with the
precise purpose of vindicate themselves and rescue the Silmarils. They were the mightiest and proudest
people of Beleriand, most feared and hatred by Morgoth. Their armies were large and clad in steel, swift
and deadly their weapons, and they sought to beaten the immense power of Angband and to overthrow the
fell Vala that ruled it, Morgoth Bauglir. And they established magnificent and immensely rich realms, the
most beautiful of all times in Middle-earth. But the Doom of Mandos came with them from Valinor, and their
heroic deeds were rewarded with tears and sorrow. Their realms fell one after the other in the hands of their
enemy, all of their beautiful people were slain, enthralled in the mines of Angband, or dispersed.
What was left of them in Second and Third Age in Middle-Earth was just a shadow of what they had been
before.
31
UNITS COMMON TO ALL REALMS
Wargear
Lances, throwing weapons, shields, and armour.
Command
Captain 65 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Expert Riders; Resolute; Terror (Men and Orcs only); Unstoppable.
Wargear
Spears, longbows, shields and light armour.
Command
Chieftain 60 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Expert Riders; Finest Archers in Middle-Earth; Pathfinders (Woodland).
Wargear
Teeth and claws (Hand weapons).
Command
Chieftain 55 points
Special Rules
Hunters; Patfinders (Master); Wargbane; Spiritbane; Stormers (Woodland); We
Stand Alone.
Hurin_it; La Meridiana, American Native Dog and Dog (54 mm)
32
Talvaethyr Ngeledhrin 50 pts per company Common Formation
Noldorin Line Infantry One to six companies
RACE TYPE M F S D A R C Mt
Noldor warrior Elf Infantry 8 5/3+ 3 5(7) 8 1 5 -
Noldor chieftain Elf Hero - 6/ - - - - 2 6 2
Wargear
Spears, shields, and armour. May exchange spears and shields for two-
handed weapons at -5 points per company.
Command
Chieftain 60 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Resolute.
Wargear
Hand weapons, longbows, and armour.
Command
Chieftain 60 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Archers in Middle-Earth; Pathfinders (Woodland); Skirmishers.
Wargear
Hand weapons, armour, and one balista per company.
Balista
Range 36”
Strength 7
Command
Chieftain 60 points
Special Rules
Artillery; Resolute.
Jacko Przemek; Games Workshop, High Elf Repeater Bolt Thrower
33
Sherri Higdon Cox- Rivendell
Although many Noldor princes founded their own realms in Middle-earth and became kings, all them
recognized a supreme leader of their people, the High King of the Noldor. The high king as well had his own
realm, and this was the Hithlum, a large land that both was protected by a high mountain range, the Ered
Wethrin, and that made watch upon the fortress of Angband. The Hithlum Elves were the most numerous
people among the Noldor, and they had strong allegiance bounds with those Falas elves that lived in
Hithlum and, overall, with the strong Edain folk of the House of Hador; to these latter was left the whole
land of Dor-lòmin, where they lived as vassals. Fingolfin was the most powerful of the High Kings, and the
crown lasted till the end of Second Age, with the dead of the last king, Ereinion Gil-galad
34
STANDARD UNITS
Native forces: Teleri Elf Realms - Units Common to All Realms, are part of the present realm
using the Standard Units rules for The Falas League.
The Houses of Mankind Realms - House of Hador: counts here as being a Noldor Realm
for alliance purposes.
Beleg Cùthalion and Mablung from Teleri Elf Realms – The Kingdom of Doriath: may be
chosen as Allies.
Tùrin, Tuor and Nienor Nìniel from The Hidden Supporters - The Outlaws: may not be
chosen as allies by the present Realm.
Wargear
Spears, throwing weapons, shields and heavy armour.
Command
Captain 65 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Resolute; Terror (Men and Orcs only). Up to
one-half of the formations may also be Stormers (Buildings and Walled
Fields) for +5 points per company.
official; Russian Alternative, ElfinSpearmen
UNIQUE UNITS
Wargear
Glaives, longbows, shields, armour and enchanted cloaks.
Command
Gildor Inglorion is enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Musician 10 points
Special Rules
Expert Riders; Fearless; Finest Fighters in Middle-Earth; Resolute; We Stand
Alone. If Gildor Inglorion i salive in the formation: Pathfinders (Woodland).
Shadow & Flame; Games Workshop, Rivendell Knights (spear unfitted for the role).
35
Legendary Formation I’ardirith Ingaran 100 pts + 70 pts per company
One to three companies The High King’s Guard
RACE TYPE M F S D A R C Mt
Noldor armiger Elf Infantry 7 6/3+ 3 6(8) 8 1 5 -
Rùmil Elf Hero - 6/ - - - - 2 5 3
N. stormcaller Elf Hero - 5/ - - - - 1 5 1
Wargear
Pikes, throwing weapons, shields and heavy armour.
Command
Rùmil and a banner bearer are enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Army Banner the Banner Bearer may be upgraded for +20 points
Musician 10 points
Special Rules
Fearless; Finest Fighters in Middle-Earth; Resolute; Indomitable; Terror.
If Rùmil is alive inside the formation: Lock Shields!
Magic
Command and Wilderness: Mastery 2
Epic Actions
Epic Duel
Epic Leadership
Epic Renewal
Special Rules
Mighty Magic Weapon Ringil Sword; Overlord; Rochallor Horse; Terror;
Touched by Destiny; Voice of Command.
Magic
Command: Mastery 2
Epic Actions
Epic Combat
Epic Maneuver
Special Rules
Hero of Legend; Inspiring Leader (Noldor Elves); Master of Battle; Terror.
Ganjalf; Unreleased &Games Workshop, King of the Noble Elves & Gil-galad
36
Ereinion Gil-galad 195 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Ereinion Gil-galad Elf Ep.Hero - 8/ - - - - 3 6 4
Magic
None.
Epic Actions
Epic Courage
Epic Evasion
Epic Regrouping
Special Rules
Hero of Legend; Magic Weapon Aeglos Spear; Unstoppable.
Magic
Command and Wilderness: Mastery 2
Epic Actions
Epic Boast
Epic Channeling
Special Rules
Arcana Leech.
Magic
None.
Epic Actions
Epic Charge
Special Rules
Fearless; Hero of Legend.
Magic
None.
Epic Actions
Epic Sacrifice
Epic Shooting
Special Rules
Swift Strike.
Ganjalf; Games Ws, customized Argish; Games Workshop heroes Snowbourn; GW, customization
MOTN; Games Workshop, High Elves, and customized Rohirrim. Feanorthenoldor; “Fingolfin;, G. Workshop and Darksword
38
Mason - Keep
Fëanor and his seven sons sworn the dreadful Oath of rescuing the Silmarils from whoever hands,
enemy or friendly, at whatever cost. In Middle-Earth they first dwelled in Hithlum, but thist lasted just a
handful years. After Fëanor’s death, his sons ruled the March of Maëdhros, made of many castles in north-
eastern Beleriand. The Nirnaeth Arnoediad battle dispersed them, so they fled southwards mingling with
Dark Elves. Their armies were the fiercer in Middle-earth, second in this only to those of Morgoth, and they
fought bravely him, but sometimes also their own kind, so gaining a fell fame. They traded much with the
Dawrves of Nogrod and Belegost, obtaining exceptional armour and blades. They had great friendship with
the Green and Dark Elves that lived in the slopes of Ered Luin. They also made an allegiance with the
Easterlings of the houses of Bòr and Ulfang, but the latter proved disastrous. Although there is no evidence
of this in any writings, the bond of their oath and their need of troops were such, as to make plausible the
employ of their women (the “nissi”) on the battlefields when largest numbers were required.
39
STANDARD UNITS
Dwarven Armour: all units may be +1 to their basic Defence for +5 points per company.
Nissi Warriors: Units Common to All Realms (Noldor): may be -1 to their basic Fight for -5 points
per company.
Erphin Ngeledhrin (Noldor Knights): common formation in the present Realm.
Native forces: Teleri Elf Realms – Units Common to All Realms, are part of the present one using
the Standard Units rules for The Ossiriand League and/or Dark Elves (no legendary and epic units
allowed).
Wargear
Two-handed weapons, throwing weapons and heavy armour.
Command
Captain 65 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Battlemad; Terror (Men and Orcs only). Up to
one-half of the formations may also be Stormers (Buildings and Walled Fields)
for +5 points per company.
DjRobby87; Games Workshop, High Elf Sword Masters
UNIQUE UNITS
Wargear
Lances, throwing weapons, shields and armour.
Command
Maglor (Epic Hero), a banner bearer and a musician are enclosed in the first
company. Maglor cannot leave the formation.
Other command options:
Captain 65 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Army Banner the banner bearer may be upgraded for +20 points
Special Rules
Expert Riders; Iron Ranks; Terror; Unstoppable.
Wargear
Hand weapons, armour and one trebuchet per company.
Trebuchet
Range 10-60”
Strength 9
Command
Amrod is enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Special Rules
Artillery; Iron Ranks.
If Amrod is alive inside the formation: Overload!
Magic
Command, Ruin and Wilderness: Mastery 3.
Epic Actions
Epic Channeling
Epic Duel
Epic Leadership
Epic Rage
Special Rules
Terror; Touched by Destiny.
Magic
Dismay: Mastery 2
(a maimed fitting figure is especially
Epic Actions
Epic Defence to be customized or sculpted)
Epic Strike
41
Epic Hero Maglor 150 points
Single model RACE TYPE M F S D A R C Mt
Maglor Elf Ep.Hero - 6/ - - - 3 6 4
-
Magic
None.
Epic Actions
Epic Combat
Special Rules
Enrapturing Song; Magic Weapon Narsil Sword; Master of Cavalry.
Magic
Command: Mastery 1.
Epic Actions
Epic Charge
Epic Rage
Special Rules
Rule Through Fear.
Magic
None.
Epic Actions
Epic Cowardice
Epic Crippling (Shoot)
Special Rules
Councellor; Prowlers.
Magic
None.
Epic Actions
Epic Discipline
Special Rules
Inspiring Leader (Noldor Elves); Pathfinders (Woodland).
43
Tom Young – “Gondolin”
The hidden city of Gondolin was the most beautiful in Middle-Earth, resembling the supreme Tirion in
Aman. Gondolin warriors were the best equipped and the most valiant in absolute, thus also the most
hatred by Morgoth. It is said of them, that the least among the soldier was clad in garments and armour
better than a king of the Men. They fought just a few battles, though, because they secreted themselves
and were unwilling to mingle in the wars of Beleriand. They had friendship with the Great Eagles, that
guarded their realm and helped much them as explorers, messengers and fighters from the sky, even in the
direst circumstances. They also kept for long time a secret harbor in the Island of Balar, to send ships
towards Valinor, unsuccessfully. Turgon was their king, and he ruled them from the begin to the last day of
their glory. He had many valiant prices, and the most famous were Echtelion and Glorfindel.
44
STANDARD UNITS
Units Common to All Realms: treat all of Common Formation units as Rare in the present
Realm.
Erphin Ngeledhrin (Noldorin Knights): must exchange throwing weapons for longbows at
no additional cost.
Bervyn Ngeledhrin (Noldorin Archers): may be Pathfinders (Mountain) rather than
Pathfinders (Woodland).
Allies: This Realm cannot be used as Allied and cannot use Allies (for exceptions see
below).
The Hidden Supporters – The Great Eagles: may be used as Allies.
Celebrimbor fromThe Hidden Supporters - The Outlaws, Olòrin from the Hidden Supporters
– The Arcane Forces, and Tuor from Teleri Elf Realms – The Falas League: may be used as
Allies.
Wargear
Pikes, throwing weapons, shields and heavy armour.
Command
oHouse Leader 80 points. points. House Leaders available: Duilin,
Egalmoth, Galdor of the Tree, Penlod, Pengolodh
and Salgant (max one per formation). Galdor of the
Tree has a Fight of 8, thus he costs 85 points rather
than 80; Salgant has a Courage of 4, thus he costs
75points rather than 80.
Captain 65 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Resolute; Terror. No more than twelve
such formations are allowed.
GuitarheroAndy; Games Workshop, Guards of the Galadhrim Court (custimized)
45
UNIQUE UNITS
Legendary Formation I Cundor Andoron Enquë 165 pts + 60 pts
One to four companies The Wardens of the Six Gates per company
RACE TYPE M F S D A R C Mt
Noldor warrior Elf Infantry - 6/3+ 3 5(7) 8 1 5 -
Elemmakil Elf Hero - 7/ - - - - 2 6 3
N. stormcaller Elf Hero - 5/ - - - - 1 5 1
Wargear
Spears, longbows, shields and armour.
Command
Elemmakil and a stormcaller (Mastery 1; spells of Dismay) are enclosed in
the first company.
Other command options:
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Archers in Middle-Earth; Finest Fighters in Middle-Earth; Iron Ranks;
We Stand Alone.
If Elemmakil is alive inside the formation: Hero of Legend; Take Aim!
Ptolemy; Games Workshop, Lothern Saguards
Wargear
Lances, longbows, shields and heavy armour.
Command
Legolas Greenleaf and a musician are enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Special Rules
Fearless; Expert Riders; Finest Fighters in Middle-Earth; Iron Ranks; Terror.
Cannot be used along with I Cundor Andono – Mahtari (foot Wardens).
If Legolas Greenleaf is alive inside the formation: Pathfinders (Master).
CognitivePainiting; Gamezone, Winged Cavalry (needs longbow)
Wargear
Pikes, longbows, shields and heavy armour.
Command
Legolas Greenleaf and a musician are enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Banner Bearer 20 points
Special Rules
Fearless; Finest Fighters in Middle-Earth; Iron Ranks; Terror.
Cannot be used along with I Cundor Andono – Roqueni (horse Wardens).
If Legolas Greenleaf is alive inside the formation: Pathfinders (Master).
Magic
None.
Epic Actions
Epic Duel
Epic Maneuver
Epic Regrouping
Special Rules
Enrapturing Song; Overlord; Spiritbane; Terror; Unstoppable.
Magic
Command: Mastery 2
Epic Actions
Epic Defence
Epic Shooting
Special Rules
Pathfinders (Master); Spiritbane; Swift Strike;Terror.
47
Epic Hero Turgon 165 points
Single model RACE TYPE M F S D A R C Mt
Turgon Elf Ep.Hero - 7/ - - - 2 5 5
-
Magic
Ruin; Mastery: 2.
Epic Actions
Epic Sacrifice
Eoic Strike
Special Rules
Magic Weapon Glamdring Sword; Master of Battle; Terror.
Army Banner: for +20 points, any banner bearer in Turgon’s formation counts as the
Army Banner.
Magic
None.
Epic Actions
Epic Combat
Epic Rampage
Special Rules
Battlemad; Magic Weapon Orcrist Sword; Unstoppable.
Tigershark Infinite; Gamezone, Silvanus Hero with Spear
Magic
Wilderness: Mastery 1.
Epic Actions
Epic Cowardice
Special Rules
Magic Weapon Anguirel Sword; Pathfinders (Mountain); Prowlers.
Magic
Command: Mastery 1.
Epic Actions
Epic Foresight
Special Rules
Councellor.
Anne Foerster; Reaper #14212
48
Aschul; GW, Silver Helm Knight Ganjalf; Games Workshop, Rivendell Knights
GeorgXyd; Games Ws, Glorfindel
James Wappel; Games Workshop GuitarheroAndy; Games Workshop, Guards of the Galadhrim Court Unpainted Gamezone, Young
Guard Lancers
Ganjalf; Games Workshop, customized & handmade, High Elf Warriors Julien Casses; GW, Arwen Kristen Zra; GW, customized
49
Paul Shope – underground diorama (particular)
This realm was in the begin the most extended among the Noldor, enclosing the lands of West
Beleriand and, Dorthonion, the isle of Tol Sirion, and the underground city of Nargothrond; numbers yet
were not as great as those of the other Noldor groups. Their warriors were skilled both in open ground and
in the woods, and they fought valiantly in many battles. In the last period allegiances were established with
the men of the Houses of Bëor and Haleth, whose folks were thus permitted to settle in Dorthonion and in
the forest of Brethil. Finrod was the first king of Nargothrond, and Orodreth the second and last.
50
STANDARD UNITS
Units Common to All Realms: treat all Common formations as Rare formations if In Tirith
Narog (The Wards of Narog) are chosen to be Common formations.
The Houses of Mankind – House of Bëor: counts here as being a Noldor Realm for
alliance purposes.
Galadriel from Teleri Elf Realms – The Kingdom of Doriath, and Tùrin from The Hidden
Supporters - The Outlaws: are part of the present Realm.
Wargear
Hand weapons, longbows and armour.
Command
Chieftain 60 points
Stormcaller 60 points – Mastery 1; spells of Dismay
Musician 10 points
Special Rules
Either Ambushers or Stormers (Woodland); Finest Archers in Middle-Earth;
Pathfinders (Woodland); Poisoned Arrowheads; Skirmishers.
UNIQUE UNITS
Wargear
Lances, throwing weapons, shields and heavy armour.
Command
Ornil and a banner bearer are enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Musician 10 points
Army Banner the banner bearer may be upgraded for +20 points
Special Rules
Expert Riders; Fearless (Trolls); Iron Ranks; Unstopable.
If Ornil is alive in the formation Master of Cavalry.
Ganjalf; Games Workshop, Rivendell Knights customized (bows unfitted for the role).
51
Legendary Formation I’ardirith Dhorthonion 105 pts + 60 pts
One to four companies The Guard of Dorthonion per company
RACE TYPE M F S D A R C Mt
Noldor armiger Elf Infantry 7 6/3+ 3 6(8) 8 1 5 -
Gelmir Elf Hero - 7/ - - - - 2 6 3
N. stormcaller Elf Hero - 5/ - - - - 1 5 1
Wargear
Spears, throwing weapons, shields and heavy armour.
Command
Gelmir and a banner bearer are enclosed in the first company.
Other command options:
Stormcaller 60 points – Mastery 1; spells of Dismay
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Iron ranks; We Stand Alone.
If Gelmir is alive inside the formation: Orcbane; Trollbane.
Rafael Garcìa Marìn; Games Workshop, High Elf Lothern Sea Guard
Magic
Command, Dismay and Wilderness: Mastery 4
Epic Actions
Epic Channeling
Epic Song
Special Rules
Councellor; Inspiring Leader (Master); Orcbane; Terror.
Magic
None.
Epic Actions
Epic Defence
Epic Renewal
Special Rules
Overlord.
52
Gwindor 115 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Gwindor Elf Ep.Hero - 7/ - - - - 2 6 3
Magic
None.
Epic Actions
Epic Regrouping
Epic Restoration
Special Rules
Battlemad; Captain General; Furious Charge.
Gwindor Erchamion
You may downgrade to Gwindor Erchamion for -50 points. He has a Fight of
6, a Resilience of 1, and a Might of 2.
Derek Schubert; Reaper, #02901
Magic
None.
Epic Actions
Epic Charge
Special Rules
Iron Ranks; Master of Cavalry.
Cezarreo; Games Workshop, Elladan (hair colour unfitted)
Magic
Wilderness: Mastery 2.
Epic Actions
Epic Tranquility
Special Rules
Fearless.
Magic
None.
Epic Actions
Epic Shooting
Special Rules
Pathfinders (Woodland).
53
Feanorthenoldor; Norba Mns, Elf Warr. b00gie; Games Ws,
Nicholas Ryan; Games Workshop, High Elf Warriors and Gil Galad
Rustedplate; GW, Galadriel Cezarreo; Games Ws, Rivendell Knights Gene Parmesan; GW, Celeborn
Onyx; Games Workshop, High Elf Warriors, Glorfindel and Erestor. Dave Patrick; Games Workshop High Elves
54
Ganjalf – Mirkwood and Gray Elf dioramas
The Teleri elves are to be considered the "natives" of Beleriand, as they occupied it from the times the
Eldar went to Valinor. Their king Elu Thingol, thus, was by right the King of Beleriand, and both Men and the
Noldor had to listen his will. Teleri were anyway split into different realms, or wandered here and there as
hunters, or lived by themselves or under some Noldor prince. Their skill was mostly in ambush and archery,
for they were not as strong as their Noldor cousins. They were a very large people though, far larger than
that of the Noldor and perhaps even than those of men who went in Beleriand. And they lived not just in
Beleriand, but spread in all Middle-earth. Most of them, though, were better known as Dark Elves and
played little role in these wars, thus they are better depicted in the Hidden Supporters army list.
55
UNITS COMMON TO ALL REALMS
Rare Formation Rechyn Delerrin 40 pts per company
One to six companies
Telerin Elf Cavalry
RACE TYPE M F S D A R C Mt
Teleri cavlryman Elf Cavalry 13 5/2+ 3 4(5) 2 2 4 -
Teleri captain Elf Hero - 6/ - - - - 2 5 2
Wargear
Hand weapons, shields, and light armour. May exchange shield with longbows
at no additional cost.
Command
Captain 60 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Expert Riders; either Finest Archers or Fighters in Middle-Earth.
James Wappel; Games Workshop, Galadhrim Knights
Command
Chieftain 60 points
Stormcaller 55 points – Mastery 1; spells of Wilderness
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Pathfinders (Woodland).
Feanorthenoldor; Games Workshop, Galadhrim Warriors
Wargear
Hand weapons, longbows and light armour.
Command
Chieftain 55 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Archers in Middle-Earth; Pathfinders (Woodland); Skirmishers.
Lowlylowlycook; Games Ws, Galadhrim Shadow & Flame; Games Workshop, Mounted Bombur; Reaper, # 02473
Fits for Teleri troops allied with the High Thranduil (customized) Fits for a Teleri stormcaller allied with the
Kings of the Noldor High Kings of the Noldor
MOTN; Games Workshop, Galadhrim Warriors Ganjalf; Games Workshops, Galadhrim Warriors (one customized)
Fit for Teleri troops allied with the House of Fëanor Fit for Teleri troops allied with the Noldor
57
Ganjalf; Games Workshop, Galadhrim Knights Christian; Games Workhop, Glade Riders
The most rich and powerful realm of the Teleri Elves was in the core of Doriath forest, and had its
capital in the magnificent underground city of Menegroth. There ruled king Thingol with his wife, the mighty
maia Melian. Luthien was their daughter, most beautiful of all the Children of Ilùvatar, while two mighty
captains, Beleg and Mablung, commanded the army. But other mighty captains there were, to become best
famous in the times to come, and among them Celeborn and Tharanduil.
The forest was protected by an impenetrable barrier, the Girdle of Melian; by means of that, no stranger,
being him friend or enemy, could find his way in, but lost in a magic mazealways was repulsed to the
borders of the wood. Although they fought in many battles, Doriath seldom supported other peoples in
wars, preferring a defensive strategy and always looking with suspect to any other races, enclosing the
Noldor.
Doriath is known to have been the doom of the Petty Dwarves people in very ancient times, of whom
Nargothrond -formerly Nulukkhizdîn- was the mightiest of the cities.
Doriath was among the last of the elven kingdoms to fall, and this only because, after the death of the king,
Melian left it and the Girdle ceased.
59
STANDARD UNITS
Allies: This Realm cannot be used as Allied and cannot use Allies, except in respects of Teleri Elf
Realms – The Ossiriand League, and of the Hidden Supporters.
Beren Echamion or Tùrin from The Hidden Supporters –The Outlaws: either may be part of the
present Realm.
Galadriel from The Hidden Supporters –The Arcane Forces: is part of the present Realm.
Dior Eluchìl and Nimloth from Teleri Elf Realms – The Ossiriand League: may be part of the
present Realm if no Epic Hero among those here below is chosen.
Wargear
Glaives, longbows, throwing weapons, armour and enchanted cloaks.
Command
Captain 60 points
Stormcaller 55 points – Mastery 1; spells of Wilderness
Banner Bearer 20 points
Musician 10 points
Special Rules
Finest Fighters in Middle-Earth; Pathfinders (Woodland).
UNIQUE UNITS
Legendary Formation I Feryn 130 pts +50 pts per company
One to six companies
The Hunters
RACE TYPE M F S D A R C Mt
Teleri hunter Elf Cavalry 13 5/2+ 3 5 4 2 5 -
Thranduil Elf Hero - 7/ - - - - 3 6 3
Teleri stormcaller Elf Hero - 4/ - - - - 1 4 1
Wargear
Glaives, longbows, armour and enchanted cloaks.
Command
Thranduil and a musician are enclosed in the first company.
Other command options:
Stormcaller 55 points – Mastery 1; spells of Wilderness
Banner Bearer 20 points
Special Rules
Expert Riders; Finest Archers in Middle-Earth; Pathfinders (Master). We Stand
Alone.
If Thranduli is alive in the formation:. Finest Fighters in Middle-Earth;Terror.
Wargear
Hand weapons, throwing weapons, shields and heavy armour.
Command
Celeborn and a banner bearer are enclosed in the first company.
Other command options:
Stormcaller 55 points – Mastery 1; spells of Wilderness
Musician 10 points
Special Rules
Expert Riders; Resolute; We Stand Alone.
If Celeborn is alive inside the formation: Unstoppable; Terror.
Cezarreo; Games Workshop, Mirkwood Armoured Elf Cavalry (need shields)
Wargear
Spears, shields and armour.
Command
Galadhon and a musician are enclosed in the first company.
Other command options:
Stormcaller 55 points – Mastery 1; spells of Wilderness
Banner Bearer 20 points
Special Rules
Finest Fighters in Middle-earth; Pathfinders (Woodland); Resolute.
If Galadhon is alive inside the formation: Swift Strike.
HVM; Games Workshop, Palace Guards (need shields)
Magic
Command, Dismay and Wilderness: Mastery 5
Magic Girdle (Wilderness -Focus 4): May be cast -by Melian only -
upon a defensible terrain within 18”. On a result of 2-5, for the
remainder of the turn the enemy can charge or enter it only after
successfully having sustained a Courage test with a -1 modifier. On
a result of 6, for the remainder of the turn the enemy cannot charge
or enter it.
Epic Actions
Epic Channeling
Epic Foresight
Epic Restoration
Epic Strike
Special Rules
Councellor; Enrapturing Song; Fearless; Terror.
Magic
Command and Dismay: Mastery 2
Epic Actions
Epic Channeling
Epic Disguise
Epic Healing
Epic Song
Special Rules
Arcana Leech; Disguise; Enrapturing Song.
Luthien Starbright
You may upgrade the hero to Luthien Starbright for +65 points. she has
the following additional special rule:Silmaril Wearer.
The Shop on the Borderlands; Dark Sword, #DSM7637 (hair color unfitted)
62
Elu Thingol 175 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Elu Thingol Elf Ep.Hero - 5/- - - - 2 6 4
Magic
Command and Dismay: Mastery 2
Epic Actions
Epic Defence
Epic Leadership
Epic Rage
Special Rules
Councellor; Magic Weapon Aranrúth Sword; Terror.
Army banner: for +20 points, any standard bearer in Elu Thingol's formation
counts as the army banner.
Thingol Starbright
You may upgrade the hero to Thingol Starbright for +65 points. he has the
following additional special rule:Silmaril Wearer.
Brownk29; Games Workshop,Thranduil.
Magic
Wilderness: Mastery 1
Epic Actions
Epic Shooting
Epic Strike
Special Rules
Belthronding Bow; Hunter; Magic Weapon Anglachel Sword; Pathfinders
(Master).
Magic
None.
Epic Actions
Epic Combat
Epic Evasion
Epic Regrouping
Special Rules
Ambushers; Pathfinders (Master); Master of Battle;Take Aim!.
Magic
Command: Mastery 1.
Epic Actions
Epic Tranquility
Special Rules
Enrapturing Song.
TIA; Games Workshop, Wood Elf Banner Bearer (customized)
Kirdan; GW Wpood Elf Banner Bad Russian Guy; GW Galadhrim Guitarhero Andy; GW, Galadhrim Warriors and Haldir
Gene Parmesan; Games Workshop, Wood Elf Warriors Rustedplate; games Workshop, Mirkwood figures
64
Frank Becker, Frank Bauer, Flint, M. Immig, J. Westedt – “High Elf Sea Port”, diorama. Flickr – landscape diorama.
Officially a vassal of the King of Doriath, the Falas Elves were indeed an independent people. They
were spread along all coasts of Beleriand from north to south and had also a few important settlements, of
which the most important were the cities of Brithombar and Eglarest. They had no kings, but recognized
Cirdan as their leader. A people of mariners and ship-builders, they never proved to be strong fighters on
the battlefields, though tormented often the armies of Angband with swift surprise attacks from sea. Their
skill into building ships had no equals, yet met no enemies at sea, because Ulmo was their friend and
Morgoth never dared to challenge his power in waters. The most famous heroes among this people were
oddly not elves: Ëarendil the half-elf, and Tuor the human.
65
STANDARD UNITS
Ereinion Gil-Galad from Noldor Elf Realms – The High Kings of the Noldor: is part of the present
Realm.
Celebrimbor from The Hidden Supporters - The Outlaws: is part of the present Realm.
The House Phalanx from Noldor Elf Realms – The Kingdom of Gondolin: is part of the present
Realm as a Legendary formation; possible House Leaders: Galdor, Pengolodh and Egalmoth.
Wargear
Two-handed weapons, longbows and armour.
Command
Captain 60 points
Stormcaller 55 points – Mastery 1; spells of Wilderness
Bo’sun 50 points
Special Rules
Finest Fighters in Middle-Earth; Furious Charge; Resolute.
UNIQUE UNITS
Wargear
Hand weapons, throwing weapons, shields and armour.
Command
Falahtar and a bo’sun are enclosed in the first company.
Special Rules
Expert Riders; Finest Fighters in Middle-Earth; Resolute. Resolute. Cannot be
used along with Eglarest Marines –Foot.
If Falathar is alive inside the formation: Hero of Legend.
66
Retrechyn Eglarest - Dellin 140 pts + 50 pts Legendary Formation
per company One to three companies
Eglarest Foam-riders - Foot
RACE TYPE M F S D A R C Mt
Teleri warrior Elf Infantry 7 5/2+ 3 5(7) 8 1 5 -
Falathar Elf Hero - 6/ - - - - 2 6 3
Teleri stormcaller Elf Hero - 4/ - - - - 1 4 1
Wargear
Hand weapons, throwing weapons, shields and armour.
Command
Falahtar and a bo’sun are enclosed in the first company.
Special Rules
Finest Fighters in Middle-Earth; Resolute. Resolute. Cannot be used along
with Eglarest Marines –Horse.
If Falathar is alive inside the formation: Hero of Legend.
RACE TYPE M F S D A R C Mt
Teleri guard Elf Infantry 7 5/2+ 3 5(7) 8 1 5 -
Aerandir Elf Hero - 6/ - - - - 2 6 3
Teleri stormcaller Elf Hero - 4/ - - - - 1 4 1
Wargear
Hand weapons, longbows, shields and armour.
Command
Aerandir and a banner bearer are enclosed in the first company.
Special Rules
Finest archers in Middle-earth.
If Aerandir is alive inside the formation: Resolute.
RACE TYPE M F S D A R C Mt
Tuor Elf Ep.Hero - 8/ - - - - 3 6 4
Magic
None.
Epic Actions
Epic Evasion
Epic Leadership
Epic Regrouping
Special Rules
Bodyguard; Magic Resistant; Magic Weapon Dramborleg Axe; Swift Strike;
Terror.
Young Tuor
You may downgrade to Young Tuor for -75points. Young Tuor has a Fight of
6, a Resilience of 2, and has not the Magic Weapon Dramborleg Axe and
Terror special rules.
(unpainted); Dark Sword, #DSM5023
Magic
Command and Dismay: Mastery 2
Epic Actions
Epic Boast
Epic Foresight
Epic Restoration
Special Rules
Inspiring Leader (Elves); Skirmishers.
Army banner: for +20 points, any standard bearer in Cirdan's formation
counts as the army banner.
Magic
Command: Mastery 2
Epic Actions
Epic Renewal
Special Rules
Councellor; Enrapturing Song.
Magic
Command: Mastery 1
Epic Actions
Epic Courage
Special Rules
Enrapturing Song; Inspiring Leader (Men, Elves).
Elwing Starbright
You may upgrade the hero to Elwing Starbright for +55 points. She has
the following additional special rule:Silmaril Wearer.
Magic
None.
Epic Actions
Epic Evasion
Special Rules
Hero of Legend; Pathfiders (Master).
Magic
None.
Epic Actions
Epic Intervention
Special Rules
Stalk Unseen.
69
EIGEN; GW, Gildor Iluvatar; GW, Wood Elves Werner Clocke; Reaper #03098
Bobby Jackson; Reaper,#7707 (fits for Bo’sun)
Musician
A reclusive people, the Green Elves of Beleriand lived in the deep forests of Ossiriand. In very ancient
times they had a king, Denethor, but after his death they choose to have not another one, preferring to
preseve their freedom. Neverthless, they made sometimes allegiances with Thingol and with the Sons of
Fëanor, and they fought with valour in many of the most important battles. And always they proved deadly
with their bows and their ambush tactics.
Later in their land came Beren and Luthien with the Silmaril recovered from the crown of Morgoth. They
became their leaders, and it was in Ossiriand that was born their son Dior, who had to become the last king
of Doriath.
Although united a people, at times many of them left this land to mingle with Doriath Elves and, later, with
the Noldor of Sons of Fëanor.
71
STANDARD UNITS
All formations (even if legendary) may be either Stalk Unseen (infantry only) or Skirmishers for +5
points per company.
Bervyn Delerrin (Teleri Elf Medium Infantry): rare formation in the present Realm.
Feryn Delerrin (Teleri Elf Huntsmen): common formation in the present Realm.
Beren Erchamion from The Hidden Supporters –The Outlaws: is part of the present Realm.
Luthien Tinuviel from Teleri Elf Realms –The Kingdom of Doriath: is part of the present Realm.
Wargear
Hand weapons, longbows and light armour.
Special Rules
Expert Riders; Pathfinderd (Woodland).
Quenta Silmarillion; Games Worksh., Wood Elf Glade Riders (spears unfitted for the role)
UNIQUE UNITS
Wargear
Spears, longbows, light armour and shields.
Command
Beren Erchamion (epic hero) is enclosed in the first company. He cannot leave
the formation.
Special Rules
Either Ambushers or Stormers (Woodland); Finest Archers in Middle-earth;
Pathfinders (Master); Poisoned arrowheads; Resolute.
Wargear
Two-handed weapons, longbows, light armour and enchanted cloaks.
Command
Laiquendi Lord is enclosed in the first company.
Special Rules
Ambushers; Finest Archers in Middle-earth; Resolute.
If Laiquendi Lord is alive inside the formation: Pathfinders (Master),
Magic
Command: Mastery 2.
Epic Actions
Epic Channeling
Epic Courage
Epic Duel
Special Rules
Captain general; Enrapturing song.
Army Banner: for +20 points, any banner bearer in Denethor’s formation
counts as the Army Banner.
Magic
Dismay: Mastery 1.
Epic Actions
Epic Discipline
Special Rules
Prowlers..
73
Epic Hero Dior Eluchíl 120 points
Single model RACE TYPE M F S D A R C Mt
Dior eluchíl Elf; man Ep.Hero - 7/- - - - 3 6 3
Magic
None.
Epic Actions
Epic Evasion
Epic Intervention
Special Rules
Enrapturing song.
Dior Starbright
You may upgrade the hero to Dior Starbright for +60 points. He has the
following additional special rule:Silmaril Wearer.
Magic
None.
Epic Actions
Epic Defence
Epic Shooting
Special Rules
Pathfinders (Master); Swift Strike.
Magic
Wilderness: Mastery 1
Epic Actions
Epic Courage
Special Rules
Enrapturing Song.
Coenus Scaldingus; GW, Mirkwood AEC Rustedplate; GW, Mirkwood Armd. Elves Wnd. Coenus Scald.; GW Maartje; Red Box, #0042
Machine Are Us; Reaper, #06120 TIA; Games Ws, Wood Elf Warriors & Sentinel Ganjalf; GW, Thranduil
75
Thomas Doyle – “Beset”, homemade diorama.
In First Age Men were a not great people, for they were split in many houses and had different
tongues and habits. Small numbers of them came at last in Beleriand. The Dwarves found not commercial
interest in them, for they were at the begin very poor, whilst Teleri Elves always looked at them with
suspicion. But they had mighty heroes with them, the greatest that were to be seen in Middle-earth. And
they made allegiances with Noldor Elves, and learnt much from them and were equipped and trained for
war, becoming a dangerous adversary for Angband. They fought faithfully with the Noldor, but only reward
for them was to be the wrath of Morgoth. What was left of them in Second and Third Age in Middle-Earth
was just a shadow.
It is suggested here to use the Rohan figurines of Games Workshop for most of the Mankind realms (those
from the three Edain houses: Bëor, Haleth and Hador). This both because these are among the most fit for
the role, and because they are cheap on the second-hand market, and easy to purchase in large numbers.
With the advice that they should be customized in weapons, shields, emblems, colors, and sometimes
helms.
Also well fit for this role of the Edain are the Normans and Saxons from Warlord Games, and the
Dunlendings and Numenorean warriors from Games Workshop and other manufacturers.
Good for the Easterlings, of both the houses of Bór and Ulfang (this latter is in the Forces of Darkness, but
it takes from here its standard troops) are the Games Workshop warriors from the Fallen Realms; these too
need some customization, though.
76
UNITS COMMON TO ALL REALMS
Wargear
Hand weapons, shields and armour.
Command
Captain 55 points
Banner Bearer 20 points
Musician 10 points
Special Rules
None..
Wargear
Hand weapons, throwing weapons, shields and light armour.
Command
Chieftain 50 points
Banner Bearer 20 points
Musician 10 points
Special Rules
None.
Wargear
Hand weapons and shortbows
Command
Chieftain 50 points
Banner Bearer 20 points
Musician 10 points
Special Rules
None.
Unfinished Armies; Games Workshop, Rohan Outriders (metal armour unfit)
77
Rare Formation Edain Heavy Infantry 30 pts per company
One to six companies RACE TYPE M F S D A R C Mt
Edain warrior Man Infantry 6 4/4+ 4 5(7) 8 1 4 -
Edain captain Man Hero - 5/ - - - - 2 5 2
Edain wise Man Hero - 4/ - - - - 1 4 1
Wargear
Hand weapons, armour and shields.
Command
Captain 55 points
Wise 55 points - Mastery 1; spells of Protection
Banner Bearer 20 points
Musician 10 points
Special Rules
None.
Wargear
Hand weapons, light armour and shields. May change shields with two handed
weapons for -5 points per company.
Command
Chieftain 50 points
Wise 55 points - Mastery 1; spells of Protection
Banner Bearer 20 points
Musician 10 points
Special Rules
None.
Wargear
Hand weapons and bows.
Command
Chieftain 50 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Skirmishers.
Up to one-half the formations may also be Fire Arrows for +5 points per
company.
78
Edain Light Artillery 40 pts per company Rare Formation
RACE TYPE M F S D A R C Mt One or two companies
Edain crewman Man Infantry - 3/3+ 4 7 3 1 3 -
Edain chieftain Man Hero - 4/ - - - - 2 4 2
Wargear
Hand weapons, armour, and one balista per company.
Balista
Range 32”
Strength 6
Command
Chieftain 50 points
Special Rules
Artillery.
Pat Grognard; G. Workshop, Gondor Avenger Bolt Thrower and Warriors of Rohan
Wargear
Hand weapons, heavy armour, and one siege ram per company.
Special Rules
Break it Down!; Die hard!.
James Wappel; Games Workshop, Easterling Kataphracts Pinovipera; GW, Serpent Rider Wb (Easterling Pinovipera; GW, Khandish
(Easterling Heavy Cavalry) Medim Cavalry – needs shield) Mercenary Riders (East. LC)
Youronas; GW
Mapper; GW, Rohan Azazel; GW, Warriors of Minas Tirith Haradriim Warbnd. Lontrino; Games Workshop, Warriors of Rohan
customized (female MI) customized (Edain HI, weapons unfitted) (Easterling LI) customized (Edain Infantry types)
79
Ganjalf - Games Workshop, Riders of Rohan
The Beornian folk was not in great numbers and settled in the March of Ladros, in Dorthonion, as
vassals of Nargothrond Elves. Their realm was fair, but unlucky, for they were the first among Men to suffer
the fury of Angband and nor them, nor their Nargothrond friends, could sustain it. Most famous among them
were Barahir and his wife Emeldir the Manhearted, the parents of Beren (this latter is to be found in The
Hidden Supporters army list).
The House of Bëor was a strong people, very effective in the mountains and hills of Dorthonion, as well in
the plains. They had to sustain the elven cavalry in Ard-galen, in fact, keeping under siege the Fortress of
Angband, but at the same time they had colonized a very high upland.
Wargear
Hand weapons, throwing weapons, bows, light armour and shields.
Command
Chieftain 50 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Expert riders.
UNIQUE UNITS
Wargear
Two-handed weapons, throwing weapons and armour.
Command
Belegund and a musician are enclosed in the first company.
Other command options:
Wise 55 points - Mastery 1; spells of Protection
Banner Bearer 20 points
Army Banner the banner bearer may be upgraded for +20 points
Special Rules
Battlemad; Pathfinders (Master); Resolute. If Belegund is alive in the formation:
Master of Infantry.
81
Legendary Formation I Lunglir Roed Gillin 100 pts + 40 pts per
One to six companies The Chosen Champions Phalanx company
RACE TYPE M F S D A R C Mt
Edain warrior Man Infantry 6 4/4+ 4 5(7) 8 1 4 -
Arachon Man Hero - 5/ - - - - 2 5 3
Edain wise Man Hero - 4/ - - - - 1 4 1
Wargear
Spears, armour and shields.
Command
Arachon and a musician are enclosed in the first company.
Other command options:
Wise 55 points - Mastery 1; spells of Protection
Banner Bearer 20 points
Special Rules
Fearless; Resolute. If Arachon is alive inside the formation: Watch Your
Backs!
This formation cannot be used along with The Outhlaws of Dorthonion (The
Hidden Supporters –The Outlaws).
Magic
None.
Epic Actions
Epic Combat
Epic Courage
Epic Intervention
Special Rules
Furious Charge; Hero of Legend; Orcbane; Pathfinders (Master); The Bane of
Kings.
Magic
None.
Epic Actions
Epic Charge
Epic Evasion
Special Rules
Ambushers; Battlemad; Magic Weapon Bregor’s Bow.
82
Andreth Saelind 100 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Andreth Saelind Man Ep.Hero - 4/ - - - - 2 5 3
Magic
Protection: Mastery 1.
Epic Actions
Epic Foresight
Special Rules
Councellor.
Magic
None.
Epic Actions
Epic Maneuver
Special Rules
Fealess; Lock Shields!.
Magic
None.
Epic Actions
Epic Courage
Epic Defence
Special Rules
Inspiring Leader (Men).
83
Ganjalf; Games Workshop, Warrior of Dale Jessica Rich; DS, #DSM5090 Jessica Rich; Dark Sword, #DSM5076
Ganjalf; Games Ws, customized Opponent-theory; Games Workop., Rangers of the North Ganjalf; GW, Rohan customized
Smithy; Games Workshop, Rangers of Middle-earth Burning Gaze; Games Workshop, Rohan Warriors.
84
Ryan Devoto - Dungeons & Dragons diorama (detail)
This small people estabilished first in Estolad, then definitively in the Forest of Brethil. They were
skilled woodmen and strong warriors, but seldom fought in the open, preferring a defensive strategy among
the woods. In this way they could resist the overwhelming power of Angband till the end. Famous among
them were their leaders Haldir, Haleth and Halmir – Haleth most renown for being one of the most valiant
female warriors of all times. The House of Haleth was in great friendship with the Drùedain people, who
also lived in the Forest of Brethil.
Wargear
Hand weapons, long bows and light armour. Up to one-half the formations
may be equipped with two-handed weapons for no cost.
Command
Captain 55 points
Wise 55 points - Mastery 1; spells of Protection
Musician 10 points
Special Rules
Ambushers; Pathfinders (Woodland)..
UNIQUE UNITS
Legendary Formation Halad Guards 100 pts + 40 pts per company
One to six companies RACE TYPE M F S D A R C Mt
Edain warrior Man Infantry 6 4/3+ 4 5 8 1 4 -
Avranc Man Hero - 6/ - - - - 2 5 3
Edain wise Man Hero - 4/ - - - - 1 4 1
Wargear
Two-handed weapons, longbows and armour.
Command
Avranc and a banner bearer are enclosed in the first company.
Other command options:
Wise 55 points - Mastery 1; spells of Protection
Army Banner the banner Bearer may be upgraded for +20 points
Musician 10 points
Special Rules
Furious Charge; Pathfinders (Woodland); Resolute. If Avranc is alive in the
formation: Provocation.
Dùnadan; Games Workshop, Rangers of the North (need axeheads)
Matt Verzani; Dark Sword, #DSM5007 (Avranc)
86
The Dragon Hunters 320 points Legendary Formation
RACE TYPE M F S D A R C Mt Single company (3 figuress)
Edain hunter Man Inf./Hero 8 7/2+ 4 7 6 3 6 -
Wargear
Two-handed weapons, longbows and armour.
Command
Tùrin Mormegil (Epic Hero from The Hidden Supporters-The Outlaws),
Dorlas, and Hunthor, are enclosed in the company. Tùrin Mormegil
cannot leave the formation.
Other command options:
None.
Special Rules
Company of Heroes (3) with one Epic Hero (Tùrin Mormegil) and two
Heroes (Dorlas,and Hunthor); Indomitable; Fearless; We Stand Alone.
If Dorlas is alive inside the formation: Battlemad.
If Hunthor is alive inside the formation: Iron Ranks.
Matt Verzani; Dark Sword, #DSM5001 (Túrin Mormegil)
Jessica Rich; Dark Sword, #DSM4117(Dorlas) and #DSM7434 (Hunthor)
Magic
None.
Epic Actions
Epic Combat
Epic Defence
Special Rules
Fearless; Inspiring Leader (Men).
Magic
None.
Epic Actions
Epic Courage
Epic Sacrifice
Special Rules
Watch Your Backs!.
87
Epic Hero Haleth 100 points
Single model RACE TYPE M F S D A R C Mt
Haleth Man Ep.Hero - 5/ - - - - 2 6 3
Magic
None.
Epic Actions
Epic Defence
Special Rules
Master of Infantry; Pathfinders (Woodland); Resolute.
Magic
None.
Epic Actions
Epic Maneuver
Special Rules
Swift Strike.
Magic
Spells of Protection: Mastery 1.
Epic Actions
Epic Healing
Special Rules
None.
Magic
None.
Epic Actions
Epic Intervention
Special Rules
Inspiring Leader (Men).
89
BizzareWarstar; GW, Warriors of Rohan Ganjalf; GW, Dunland Wildmen Hurin_it; GW, heroes and customized
(customized bows) (The Dragon Hunters)
Dylan il Bello; Games Workshop, Rangers of Middle-earth Piano Wargames; GW, various Arnor and Gondor figs.
Mapper; GW customized
(Haleth Bodyuard) Kurl Veranek; GW, Rangers of ME and of the North
90
Ryan Devoto - Dungeons & Dragons diorama (detail)
The House of Hador was the most powerful and renown among all men of First Age. They learned
much from the Noldor Elves, from stone masonry to steel craft. And the Noldor were most generous with
them, giving them all the wide and rich lands of Dor-lòmin. They had no kings, being vassals of the High
King of the Noldor. But among their leaders were the most famous warriors of all times, Hùrin Thalion and
his brother Huor, themselves parents of two other exceptional heroes, Tùrin and Tuor (in the Hidden
Supporters army list). In the disastrous Fifth Battle, they sacrificed themselves to allow king Turgon to
escape and preserve the army of Gondolin. Their realm was therefore invaded and ruled by the Easterlings.
Wargear
Spears, throwing weapons, armour and shields.
Command
Captain 55 points
Wise 55 points - Mastery 1; spells of Protection
Musician 10 points
Special Rules
Resolute.
UNIQUE UNITS
Legendary Formation I Arqueni Helyanweo 95 pts + 45 pts per company
One to six companies
The Rainbow Knights
RACE TYPE M F S D A R C Mt
Edain knight Man Cavalry 10 4/3+ 4 6(7) 4 2 5 -
Algund Man Hero - 5/ - - - - 2 5 3
Wargear
Lances, throwing weapons, heavy armour and shields.
Command
Algund and a banner bearer are enclosed in the first company.
Other command options:
Musician 10 points
Special Rules
Expert Riders; Resolute. If Algund is alive in the formation: Unstoppable.
92
I Témar Hísilómeo 100 pts + 40 pts per Legendary Formation
The Phalanx of Hisilómë company One to six companies
RACE TYPE M F S D A R C Mt
Edain armiger Man Infantry 6 4/3+ 4 6 8 1 4 -
Gundor Man Hero - 6/ - - - - 2 5 3
Edain wise Man Hero - 4/ - - - - 1 4 1
Wargear
Pikes, throwing weapons and heavy armour.
Command
Gundor and a banner bearer are enclosed in the first company.
Other command options:
Wise 55 points - Mastery 1; spells of Protection
Musician 10 points
Special Rules
Fearless; Resolute.
If Gundor is alive inside the formation: Battlemad.
Magic
None.
Epic Actions
Epic Defence
Epic Duel
Epic Leadership
Epic Rage
Special Rules
Arroch Horse; Aurë Entuluva!; Mighty Hero; Overlord; Terror.
Cannot be used along with Húrin the Wanderer (the Hidden Supporters – the
Arcane Forces).
Army Banner: for +20 points, any banner bearer in Húrin Thalion’s formation
counts as the army banner.
Jessica Rich; Dark Sword, #DSM7427
Magic
None.
Epic Actions
Epic Intervention
Epic Maneuvre
Epic Regrouping
Epic Strike
Special Rules
Councellor; Master of Battle; Master of Infantry; Turn that Thing!.
Magic
None.
Epic Actions
Epic Charge
Epic Combat
Special Rules
Inspiring Leader (Men).
Sandra Garrity; Reaper, #02113
Magic
Protection: Mastery 1.
Epic Actions
Epic Healing
Special Rules
Inspiring Leader (Men); Magic Resistant.
Magic
None.
Epic Actions
Epic Defence
Special Rules
Hero of Legend..
Magic
None.
Epic Actions
Epic Tranquility
Special Rules
Voice of Command.
Smithy; Games Workshop, Rangers of Middle-earth (Edain LI) Azazel; GW, Warriors of M.T., customized (nice helm option)
SEO; Games Workshop, Guards of the Fountain Court, Ganjalf; GW, Axemen of Opponent-Theory; GW, Men-at-Arms of Dol
customized (Dor-lómin Line Infantry alternative) Lossarnach (Edain MI) Amroth (The Phalanx of Hisilomë alternative)
95
Christoph Linscheidt – Far Harad, diorama from Mithril miniatures
The people of Bòr were a large populace of Easterlings who swore loyalty to the sons of Fëanor,
Maedhros and Celegorm, and fought faithfully at their side. They estabilished in Lothlann, but only shortly,
for great military events were to come that were to destroy them. They were excellent riders and good
infantrymen. Their leaders were Bòr and his sons.
Wargear
Hand weapons, light armour and shields. Up to one-half the formations may
also have spears for free, or may change shields with two handed weapons for
-5 points per company.
Command
Chieftain 45 points
Wise 55 points - Mastery 1; spells of Protection
Banner bearer 20 points
Musician 10 points
Special Rules
Mob Rule.
Haldir; Games W., Haradrim Warriors (need weapon customizations and shields)
UNIQUE UNITS
RACE TYPE M F S D A R C Mt
Edain knight Man Cavalry 10 4/3+ 4 6(7) 4 2 5
Borthandos Man Hero - 5/ - - - - 2 6
Wargear
Lances, throwing weapons, heavy armour and shields.
Command
Borthandos is enclosed in the first company.
Other command options:
Banner bearer 20 points; may be upgraded to Army Banner for + 20points.
Musician 10 points
Special Rules
Expert Riders; Resolute. If Borthandos is alive in the formation: Fearless.
Wargear
Two-handed weapons, throwing weapons and light armour.
Command
Borlas is enclosed in the first company; Borlas is a War priest (Mastery 1; Spells
of Protection)..
Other command options:
Banner bearer 20 points
Musician 10 points
Special Rules
Battlemad; Berserk; Indomitable; Terror (Men and Orcs).
If Borlas is alive inside the formation: Resolute.
Magic
None.
Epic Actions
Epic Intervention
Special Rules
Captain General; Furious Charge; Inspiring Leader (Men).
Magic
None.
Epic Actions
Epic Strike
Special Rules
Hero of Legend; Swift Strike.
98
Borthand 95 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Borthand Man Ep.Hero - 5- - - - 2 5 4
Magic
None.
Epic Actions
Epic Discipline
Epic Evasion
Special Rules
Take Aim!.
Magic
None.
Epic Actions
Epic Combat
Special Rules
Battlemad.
Magic
None.
Epic Actions
Epic Evasion
Special Rules
Pathfinders (Mountain).
James Wappel; GW, Easterling Pinovipera; GW, Khandish Haldir; Games Workshop, Haradrim Bluesabre; Hasslefree, #HFH080
Warriors (HI) Warriors (LI) Warriors (LI) (wise)
Paliouras; Games Workshop, Haradrim Warriors (MI, LI) Ganjalf; GW, Abrakhân Guard (Sacred Band alternat.)
100
Scott Bowman – “Moria”, homemade diorama
The Dwarves were a very strong and tough race. They were practical peoples of skilled
craftsmen, hardened traders, and exceptionally valiant warriors. They didn't like Elves nor Orcs
but, being eager to improve their craft and wealth, they traded with Elves whenever possible and
at the occurrence even with Morgoth. In battle they wore heavy armour and handled terrible
blades, while their war-masks were renown to be effective against dragons. Although they waged
war overall against Morgoth, they fought against Teleri elves as well in many an occasion. There
were seven houses of Dwarves, but only three entered Beleriand and only one established there.
Their powerful cities were built underground, next to the rich mines that were vital for their lifestyle.
101
UNITS COMMON TO ALL REALMS
Wargear
Two-handed weapons, throwing weapons, heavy armour and dwarf-masks.
Command
Captain 60 points
Shieldbearer 35 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Fearless (Elves and Trolls); Finest Fighters in Middle-earth; Terror (Men and
Orcs).
Wargear
Hand weapons, two-handed weapons, shields and armour.
Command
Chieftain 55 points
Shieldbearer 35 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Fearless (Elves and Trolls).
Wargear
Two-handed weapons, throwing weapons and light armour.
Command
Chieftain 55 points
Shieldbearer 35 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Pathfinders (Mountain); Stormers (Walled Fields).
Wargear
Hand weapons, shortbows and light armour.
Command
Chieftain 55 points
Musician 10 points
Special Rules
Pathfinders (Mountain).
Wargear
Hand weapons, armour, and one ballista per company.
Ballista
Range 36”
Strength 6
Command
Chieftain 55 points
Shieldbearer 35 points
Special Rules
Artillery
Wargear
Spear, two-handed weapon, throwing weapon, bow, heavy armour and dwarf-
mask.
Magic
None.
Special Rules
Feral Charge; Die Hard!; Inspiring Leader (Dwarves); Terror.
Wargear
Hand weapons, armour, and one heavy ballista per company.
Ballista
Range 72”
Strength 9
Command
Captain 65 points
Special Rules
Artillery; Resolute.
The Anfang dwarves of Gabilgathol (Belegost) belonged to the House of the Longbeards, possibly mingled
with those from the Broadbeams. Their underground city was build beneath the eastern slopes of Ered Luin
in Eregion, close to Mount Dolmed and to the other dawarven city of Nogrod. Belegost Dwarves are not
known to have ever fought against the Elves, and gained great renown in the Fifth Battle for sustaining the
assault of Glaurung the urulòki. Azaghâl was their king, and Bodruith after him.
105
STANDARD UNITS
Army banner: you may upgrade one of your Dwarven Guards or Belegost Shock Infantry banner
bearers to Army Banner for +20 points.
Wargear
Hand weapons, shields, throwing weapons, dwarf-masks and heavy armour.
Command
Chieftain 55 points
Shieldbearer 35 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Fearless (Elves and Trolls); Stormers (Buildings and Walled Fields).
UNIQUE UNITS
Wargear
Two-handed weapons, throwing weapons, dwarf-masks and heavy armour.
Command
Veteran captain 90 points
Shieldbearer 35 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Berserk; Furious Charge; Dragonbane; We Stand Alone.
If the Veteran Captain is alive inside the formation: Fearless; Indomitable.
106
Siginzirak-dûm Gamilbaruk 65 pts per company Legendary Formation
Vault Pikemen Guard One to three companies
RACE TYPE M F S D A R C Mt
Dwarf veteran Dwarf Infantry 5 5/4+ 5 7(10) 8 1 5 -
Dwarf vet. capt. Dwarf Hero - 6/ - - - - 2 6 3
Wargear
Pikes, throwing weapons, heavy armour, dwarf-masks and tower-shields.
Command
Veteran captain 90 points
Banner Bearer 20 points
Musician 10 points
Special Rules
Battlemad; Iron Ranks.
If the Veteran Captain is alive inside the formation: Fearless; Indomitable.
Magic
None.
Epic Actions
Epic Crippling (combat)
Epic Rampage
Special Rules
Captain General; Dragonbane; Hero of Legend; Inspiring Leader (Dwarves);.
Master of Infantry; Terror.
Magic
Command: Mastery 1.
Epic Actions
Epic Healing
Epic Strike
Special Rules
Indomitable; Inspiring Leader (Dwarves); Iron Ranks.
107
Epic Hero Bodruith 145 points
Single model RACE TYPE M F S D A R C Mt
Bodruith Dwarf Ep.Hero - 7/ - - - - 3 6 4
Magic
None.
Epic Actions
Epic Charge
Epic Regrouping
Special Rules
Councellor; Dragonbane.
Magic
None.
Epic Actions
Epic Combat
Epic Discipline
Special Rules
Fearless (Spirits and Trolls); Watch Your Backs!.
108
Boseafus; Games Ws, Dwarf Warriors Boseafus; Games Ws, Dwarf Warriors HVM; Games Workshop, Grim Hammers
BizzareWarstar; Games Ws, Dwarf Warriors anonymous; GWs, Dwarf Vault Warden Team Singaliel; Games Ws, Dwalin
Opponent-Theory; Games Workshop, Dwarf Warriors Karavatis; Games Workshop, Khazad Guards
109
(official) – Mantic, dwarven army.
The dwarves of Tumunzahar (Nogrod) belonged to the House of the Firebeards, possibly
mingled with elements from the Broadbeams.They were also known as the Nauglath, and were
renown for the strong colours of their beards. Their underground city was built beneath the eastern
slopes of Ered Luin in Eregion, close to Mount Dolmed and Belegost. Nogrod Dwarves were
responsible of the death of king Thingol and of the sack of Doriath. Nagladur was their king, and
Telchar and Gamil Zirak the most famous of all dwarven craftsmen.
Wargear
Two-handed weapons, throwing weapons, bows and light armour.
Command
Chieftain 55 points
Musician 10 points
Special Rules
Battlemad; Pathfinders (Master).
UNIQUE UNITS
Wargear
Pikes, heavy armour, shields and dwarf-masks.
Command
A Veteran captain and a banner bearer are enclosed in the first company.
Special Rules
Berserk; Iron Ranks; Unstoppable.
If the Veteran captain in alive inside the formation: Fearless; Indomitable.
Wargear
Two-handed weapons, throwing weapons, heavy armour and dwarf-masks.
Command
A Veteran captain is enclosed in the first company.
Special Rules
Battlemad; Iron Ranks; Unstoppable.
If the Veteran captain in alive inside the formation: Fearless; Indomitable.
Magic
None.
Epic Actions
Epic Discipline
Epic Evasion
Epic Rage
Special Rules
Inspiring Leader (Dwarves)
Magic
Ruin: Mastery 1
Epic Actions
Epic Ruination
Epic Strike
Special Rules
Disguise; Magic Resistant.
112
Gamil Zirak 90 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Gamil Zirak Dwarf Ep.Hero - 6/ - - - - 2 5 3
Magic
None.
Epic Actions
Epic Boast
Special Rules
Master of Artillery; Overload!..
Magic
None.
Epic Actions
None
Special Rules
Ambushers; Prowlers.
113
An Hour of Wolwes; Mantic, Ironclad Regiment (“Heavy Inf.”) Darkover;; Mantic, Ironclad Regiment (“Dwarf Heavy Inantry.”)
official: Oathmark, Dwarf Infantry (fits for Units Common to All Realms) Jonathan Haythornthwaite: Oathmark, Dwarf Infantry and heroes (fit for
Units Common to All Realms and commands)
114
Christoph Linscheidt – “Iron Hills”, diorama from Mithril figurines
Apparently the Petty Dwarves people, the Nibinnogs, belonged to but a single one of the seven
Houses of the Dwarves (perhaps the Stiffbeards), but possibly they came from several of them. They
established a couple of underground cities in Mid-Beleriand, the Methiriad land, in very ancient times:
Nulukkizdîn (later Nargothrond) and Sharbund (later Amon Rûdh). But there they crushed with Doriath
Elves and fought a long and disastrous war with them, long time before the first sunrise. Later, what was left
of them crushed with the Noldor and was utterly destroyed in the defence of Nargothrond and its neighbors.
Due to this ancient enmity with elves, Morgoth was able to make sometimes direct use of them for his own
purposes (see the Gorthaur Hosts army list).
Petty Dwarves were a minute people, smaller and weaker than those of other houses, but considerably
faster, and skilled in shooting. Mîm was their last lord.
115
STANDARD UNITS
Units Common to All Realms: all have -1 to their Fight values (thus, combat is decreased, but shooting
is improved), Defence and Courage values, +2 on their Move value, and cost -5 points per company (the
same apply to their heroes), as Nibinnog Infantry.
Unique Units for All Realms: not allowed.
Up to one-half of Rangers, Medium Infantry and Archers formations may be either Skirmishers or Stalk
Unseen for +5 points per company.
Wargear
Hand weapons, throwing weapons, shortbows and light armour.
Command
Chieftain 45 points
Musician 10 points
Special Rules
Ambushers; Pathfinders (Master).
UNIQUE UNITS
Wargear
Spears, throwing weapons, heavy armour and shields.
Command
A Veteran captain is enclosed in the first company.
Special Rules
Fearless; Finest Fighters in Middle-earth; Terror (Men and Orcs).
If the Veteran captain in alive inside the formation: Indomitable; Iron Ranks.
Wargear
Hand weapons, throwing weapons, armour and shields.
Command
A Veteran captain is enclosed in the first company.
Other command options:
Banner bearer 20 points
Musician 10 points
Special Rules
Poisoned Arrowheads; Prowlers.
If the Veteran captain in alive inside the formation: Indomitable; Iron Ranks.
official; Mirliton (ex Grenadier), Dworgar Guard with hand weapons and shield
Magic
Dismay: Mastery 1
Epic Actions
Epic Courage
Epic Rage
Special Rules
Ambushers; Disguise; Pathfinders (Mountain).
Elroi´s mithril; Mithril, Mîm
Magic
None.
Epic Actions
Epic Evasion
Special Rules
Prowlers.
official; Mirliton (ex Grenadier),Dworgar Guard with Two-handed Weapons
Magic
None.
Epic Actions
Epic Shooting
Special Rules
Bodyguard.
Elroi´s mithril; Mithril, Ibun
117
official; Mirliton,Dworgar Guard with Two-handed Weapons official; Mirliton, Dwarf Command Group
(Nibinnog Khazâd Gamilbaruk – Petty Dwarwen Guards) (Petty Dwarf captain, musician and banner bearer)
official; Mirliton,Dwarf Berserkers and Dwarfes with Axe official; Mirliton, Dwarves with Giant Crossbow
(Petty Dwarf Heavy Infantry – some need shields on shoulders) (Petty Dwarf Light Artillery)
118
Christoph Linscheidt– “Inside the depths of Mirkwood”, diorama from Mithril miniatures.
There were many creatures in Beleriand that not belonged to precise realms, or that were not willing
for a direct involving in the wars. But that - at the same time – did not like at all Morgoth and his servants.
So it happened at times that they came at hands, either for defending themselves or in direct support of the
Forces of Light. These were the Dark Elves, the Shepherds of the Trees, the Great Eagles, as well as some
exiled mighty heroes and outlaws, and a few creatures even more mysterious.
The present army list may only been chosen as allied. Moreover, you may not choose allies from
more than one of the following realms at the same time.
119
Mason; homemade living tree Kama69; Games Workshop,Great Eagles
Ganjalf; Games Workshop and homemade, Ents. Ganjalf; Games Workshop, Mirkwood Rangers
The Dark Elves were properly Teleri, but they were a secretive people who lived apart, hidden in the
darkest and deepest of the forests. They had often lesser craft than other Elves, but were masters in
ambush and stealth. Despite this, one among the most famous of all elven craftsmen was Ëol the dark-elf,
who wrought the most powerful sword of all times, Anglachel - later known as Gurthang. Morgoth was very
clever into taking advantage of the fears of the Dark Elves, so he could use them at times as spies and
even soldiers (see the Gorthaur Hosts army list).
Standard formations: Teleri Elves – Units Common to All Realms, are part of the present realm;
but use the Dark Elf Stormcaller figure (here below) in place of the Teleri one.
Tatyar Elves Infantry: Teleri Elf Medium Infantry from Teleri Elves – Units Common to All Realms,
may be 3 Strength for +5 points per company.
Dark-elf infantry companies: up to one-half may also be Stalk Unseen for +5 points per company.
Wargear
Glaives, throwing weapons, armour, and enchanted cloaks. Up to one-half Dark
Elf Rangers formations may change glaives and throwing weapons for hand
weapons and longbows, at no extra cost.
Command
Captain 60 points
Stormcaller 70 points – Mastery 1; spells of Ruin; Enrapturing Song
Assassin 30 points; Master of Blades
Musician 10 points
Special Rules
Ambushers; either Finest Fighters or Archers of Middle Earth; Pathfinders
(Woodland); Poisoned Arrowheads; Skirmishers; Stormers (Woodland).
TIA; Games Workshop, Wood Elf Warriors (need armour)
UNIQUE UNITS
Wargear
Spears, armour and enchanted cloaks.
Command
Tareg and a musician are enclosed in the first company.
Other command options:
Stormcaller 70 points – Mastery 1; spells of Ruin; Enrapturing Song
Banner Bearer 20 points; may be upgraded to Army banner for +20 points
Special Rules
Finest Fighters in Middle-Earth; Galvorn Armour; Pathfinders (Master).
If Tareg is alive in the formation:. Resolute.
Shadow & Flame; Games Workshop,Mirkwood Armoured Elves
122
Tû i-Dinnúndor 200 points Epic Hero
Single model
Tû the Lord of Gloaming
RACE TYPE M F S D A R C Mt
Tû i-Tinnundor Spirit Ep.Hero - 4/ - - - - 2 5 2
Magic
Command, Dismay, Darkness and Wilderness: Mastery 4.
Epic Actions
Epic Channeling
Epic Strike
Special Rules
Arcana Leech; Galvorn Armour.
Magic
Ruin and Wilderness: Mastery 2.
Epic Actions
Epic Crippling (Shoot)
Special Rules
Galvorn Armour.
RACE TYPE M F S D A R C Mt
Nuin Elf Ep.Hero - 5/ - - - - 2 5 3
Magic
None.
Epic Actions
Epic Healing
Special Rules
Pathfinders (Mountain)
123
Joy Schoenberger; Reaper, #02909 Cezarreo; Games Workshop, Mirkwood Robert Blaha; Red Jessica Rich; Dark Sword,
(D.E. Ranger) Rangers (D.E. Ranger – needs cloak) Box #RBG0041 (hero) #DSM1182 (stormcaller)
Marike Reimer; Reaper, #02834 Mike Carrero; Reaper, #01604 Ganjalf; GW, Thranduil Silver and Blue Minis.; GW, Mirkwood
(assassin) (assassin) (stormcaller) AEC (Teleri MC, needs shield)
124
Ganjalf – Games Workshop and homemade Ent diorama
The Shepherds of the Trees, or Ents, were good spirits of the forests, and there they lived in peace.
Best famous among them were Fangorn – or Treebeard - and Fimbrethil. There were, though, also spirits of
lesser goodness, that were the Huorns and the Old-man-trees. These latter became ever more numerous
as the power of Morgoth grew, and filled the forests that fell in his hands and he contaminated (see the
Dark Marauders army list).
Ents may indifferently be male (ent) or female (ent-wife) with unchanged stats and rules; the same appy for
all the Standard Units of this realm.
125
STANDARD UNITS
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Special Rules
Die hard!; Pathfinders (Woodland); Terror; Tree Slumber.
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Special Rules
Berserk; Die hard!; Pathfinders (Woodland); Terror; Tree Slumber.
Wargear
Thorny pummelling fists (hand weapons) and throwing weapons.
Special Rules
Disguised Marauder; Die hard!.
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Magic
None.
Epic Actions
Epic Combat
Epic Crippling (Combat)
Special Rules
Die hard!; Monstrous Captain; Pathfinders (Woodland); Terror; Tree Slumber.
Ganjalf.; original sculpture
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Magic
None.
Epic Actions
Epic Charge
Special Rules
Die hard!; Monstrous Captain; Orcbane; Pathfinder (Woodland); Tree
Slumber; Terror; Trollbane.
Vekin1971; Games Workshop, Treebeard
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Magic
None.
Epic Actions
Epic Shooting
Special Rules
Die hard!; Monstrous Captain; Orcbane; Pathfinder (Woodland); Tree
Slumber; Terror; Trollbane.
Gildor, Shadow & Flame, Birch Tree Giant
127
Fimbrethil 205 points Legendary Formation
Wandlimb Slender-beech Single model
RACE TYPE M F S D A R C Mt
Fimbrethil Ent M. 8 8/4+ 7 8 3 2 6 2
Hero
Wargear
Thorny pummelling fists (hand weapons) and stones (throwing weapons).
Magic
None.
Epic Actions
Epic Courage
Special Rules
Die hard!; Inspiring Leader (Ents); Monstrous Captain; Pathfinder
(Woodland); Tree Slumber; Terror.
Luca Masetti; Grenadier, unknown,customized Shadow & Flame; Shadow & Flame, Linden Tree Ganjalf; original sculpture (Ent)
(Ent or Huorn) Giant
Snuttm; original sculpture Llama; original sculpture (Ent-wife) anonymous (Ent-wife) Shadow & Flame; Shadow & Flame,
(Huorn) Willow Tree Giant
128
Dan Harden – diorama with Great Eagles from Games Workshop
The Great Eagles, or Thornhoth, were good spirits of the airs that served as messengers of Manwë,
mainly informing him about Morgoth and Noldor deeds in Middle-earth. Their leader was Thorondor, Lord
of the Eagles, and best famous among them was Gwaihir the Widlord. They loved much both the Eldar and
the Edain and helped much them, suddenly diving unexpected upon the heads of their enemies. Eagles
had their main dwellings on the Crissaegrim mountains, south of the city of Gondolin, thus they established
great friendship with that people.
There is a good choice of masterpieces upon the market; it is suggested here to use those of Games
Workshop for ordinary Great Eagle units, as the models of this house are a bitter smaller than others’.
129
STANDARD UNITS
Wargear
Razor-sharp beak and claws (hand weapons).
Special Rules
Die hard!; Swoop Attack; Terror.
RACE TYPE M F S D A R C Mt
Wing leader Eagle Fl.Ms.H. 12 8/- 6 7 4 2 6 2
Wargear
Razor-sharp beak and claws (hand weapons).
Special Rules
Die hard!; Monstrous Captain; Swoop Attack; Terror.
UNIQUE UNITS
Wargear
Razor-sharp beak and claws (hand weapons).
Magic
None.
Epic Actions
Epic Crippling (Combat)
Special Rules
Inspiring Leader (Master); Loremaster; Monstrous Captain; Swoop Attack;
Terror; Very Die Hard!.
James Wappel; Cool Mini Or Not, #CMN0055 (limited ed; rider unfitted.)
130
Legendary Formation Gwaihir 245 points
Single model Windlord
RACE TYPE M F S D A R C Mt
Gwaihir Eagle Fl.Ms.H. 12 7/- 7 8 4 2 6 3
Wargear
Razor-sharp beak and claws (hand weapons).
Magic
None.
Epic Actions
Epic Strike
Special Rules
Monstrous Captain; Swoop Attack; Terror; Very Die Hard!.
Wargear
Razor-sharp beak and claws (hand weapons).
Magic
None.
Epic Actions
Epic Charge
Special Rules
Monstrous Captain; Swoop Attack; Terror; Very Die Hard!.
Wargear
Razor-sharp beak and claws (hand weapons).
Magic
None.
Epic Actions
Epic Combat
Special Rules
Monstrous Captain; Swoop Attack; Terror; Very Die Hard!.
B
Brush Stroke; Gamezone eagle and Games Workshop uruk-hay, detail Ganjalf; Games Workshop, Great Eagles
Cezarreo; unrecognized and Games Workshop, Great Eagles MOTN; Games Workshop, Great Eagle
132
Shaun – unnamed diorama (Games Workshop and unknown, customized miniatures)
The realms invaded by Morgoth were subject to total submission and to an iron-fist regime. Some
proud people though refused to obey and took arms, fighting alone or in small bands the immense power of
Angband, becoming outlaws against Angband. Among them there were great heroes, like Beren Erchamion
and Tùrin son of Hùrin, upon whose heads Morgoth put enormously rich bounties.
STANDARD UNITS
Wargear
Two-handed weapons, throwing weapons, bows and light armour.
Command
Chieftain 50 points
Musician 10 points
Special Rules
Berserker, Swift Strike; either Ambushers or Stalk Unseen.
You must choose either Edain or Eldar statistics for each formation.
133
UNIQUE UNITS
Wargear
Spears, longbows, armour and enchanted cloaks.
Command
Finrod Felagund (Epic Hero from Noldor Elves – The Nargothrond
Kingdom), Beren Erchamion (Epic Hero), and Edrahil (Hero), are enclosed
in the company. The epic heroes cannot leave the formation.
Special Rules
Company of Heroes (8) with one Hero; Fearless; Finest Fighters in Middle
Earth; Indomitable; We Stand Alone.
If Edrahil is alive inside the formation: Pathfinders (Master); Iron ranks.
Wargear
Spears, longbows, armour and enchanted cloaks.
Command
Tùrin Mormegil (Epic Hero), Forweg, Andròg and Algund (Heroes), are
enclosed in the company. Tùrin Mormegil cannot leave the formation.
Special Rules
Special Rules
Ambushers; Company of Heroes (8) with three Heroes; Fearless; Finest Archers
in Middle Earth; Finest Fighters in Middle Earth; Indomitable; Pathfinders
(Master); We Stand Alone.
If Forweg is alive inside the formation: Prowlers.
If Andròg is alive inside the formation: Take Aim!.
If Algund is alive inside the formation: Iron Ranks.
Matt Verzani; Dark sword Miniatures, #DSM 7424 (fits for Forweg), 5046 (fits for Andróg)
and 4104 (fits for Algund)
134
In Egyl Dorthonion 500 points Legendary Formation
Single company (8 figures)
The Outlaws of Dorthonion
RACE TYPE M F S D A R C Mt
Edain outlaws Man Inf./Hero 8 5/3+ 4 5 8 3 5 4
Wargear
Two-handed weapons, spears , bows, light armour, and shields.
Command
Barahir, Baragund, Belegund and Gorlim (Heroes) are enclosed in
the company.
Special Rules
Ambushers; Company of Heroes (8) with four Heroes (Barahir,
Belegund, Baragund and Gorlim); Indomitable; Iron Ranks;
Pathfinders (Master); Poisoned Arrowheads; We Stand Alone.
If Barahir is alive inside the formation: The Bane of Kings.
If Baragund is alive inside the formation: Fearless.
If Belegund is alive inside the formation: Lock Shields!.
If Gorlim is alive inside the formation: Battlemad.
This formation cannot be used along with The Rivil Warband and/or
the epic heroes Barahir and/or Baragund (The Houses of Mankind
– The House of Bëor).
Marike Reimer; Dark Sword, #DSM 5051 (fits for Barahir); Jessica Rich: Dark Sword
#DSM 5116 (fits for Baragund), 7441 (fits for Beren Erchamion), 5090 (fits for
Belegund) and 5114 (fits for Gorlim)
Wargear
Two-handed weapons, spears, longbows and light armour.
Command
Húrin the Wanderer (Epic Hero) is enclosed in the first company; he
cannot leave the formation.
Other command options:
Asgon 85 points
Ragnir 35 points
Special Rules
Stalk Unseen; We Stand Alone.
If Asgon is alive inside the formation: Pathfinders (Master).
If Ragnir is alive inside the formation: Bodyguard.
Húrin the Wanderer has the following epic actions: Epic Dread; Epic
Rage. He has also the following special rules: Aurë Entuluva; Deep
Terror; Fearless; Turambar.
Formation is made of either Men or Elves (free choice). It cannot be
used along with Húrin Thalion.
Aaron Lovejoy; Dark Sword, #DSM7316 (fits for Húrin the Wanderer)
135
Legendary Formation Egyl Androth 85 pts + 45 pts per company
One to six companies
Androth Outlaws
RACE TYPE M F S D A R C Mt
Teleri elf ranger Elf Infantry 8 4/2+ 2 5 8 1 4 -
Annael Elf Hero - 5/ - - - - 2 5 3
Teleri stormcaller Elf Hero - 4/- - - - 1 4 1
Wargear
Two-handed weapons, longbows, armour and enchanted cloaks.
Command
Annael and a musician are enclosed in the first company.
Special Rules
Ambushers; Finest Archers in Middle Earth; Pathfinders (Master); Resolute.
If Annael is alive inside the formation: Skirmishers.
Matt Verzani; Dark sword Miniatures, #DSM1128 (fits for Young Tuor)
Magic
None.
Epic Actions
• Epic Disguise
• Epic Crippling (shhot)
Special Rules
Inspiring Leader (Master); Magic Weapon Dagmor Sword; Mighty Hero; Terror.
Beren Starbright
You may upgrade the hero to Beren Starbright for +105 points. He has the
following additional special rules: Silmaril Wearer.
Magic
Command, Dismay and Ruin: Mastery 4.
Epic Actions
• Epic Channelling
• Epic Defence
• Epic Restoration
• Epic Ruination
Special Rules
Loremaster; Magic Resistant.
Magic
None.
Epic Actions
• Epic Charge
• Epic Crippling (combat)
• Epic Duel
• Epic Leadership
Special Rules
Dragonbane; Inspiring Leader (Men and Elves); Mighty Hero; Pathfinders
(Master); Terror; Turambar.
Army Banner: for + 20 points Turin counts as the Army Banner.
Tùrin Mormegil
You may upgrade to Tùrin Mormegil for +50 points, providing Beleg
Cùthalion (Teleri Elves – Doriath Kingdom) is not in your army. Tùrin
Mormegil has the following additional special rules: Ambushers; Disguise;
Mighty Magic Weapon Gurthang Sword; Prowlers.
Magic
Protection: Mastery 1.
Epic Actions
Epic Renewal
Special Rules
Watch Your Backs!.
Magic
None.
Epic Actions
Epic Courage
Epic sacrifice
Special Rules
Counsellor; Disguise; Turambar.
137
Christoph Linscheidt – At Amon-rudh (Mithril; Túrin, Beleg, Mîm and Ibûn)
Mysterious powers and unknown peoples dwelt in Beleriand: Huan the Hound of Valinor, the little
hobbits and drúedain, or the powerful Galadriel, Bombadil, and Olórin – later to be known as Gandalf. They
had their own tasks and purposes, yet they were not friends with Morgoth and his orcs at all. Thus it
happened sometimes that they joined their strength to those of the Forces of Light, to make free a land or
to resolve a critical situation.
STANDARD UNITS
Special Rules
Ambushers; Pathfinders (Woodland); Poisoned Arrowheads; Stalk Unseen.
Rivalord; Games Workshop,Woses Warband and Ghân-buri-Ghân
139
Rare Formation Hobbit Hunters 15 pts per company
One to four companies
RACE TYPE M F S D A R C Mt
Hobbit hunters Man Infantry 8 3/3+ 2 3 8 1 3 -
Hobbit chieftain Man Hero - 4/ - - - - 2 4 2
Wargear
Shortbows, throwing weapons and hand weapons.
Command
Chieftain 35 points
Musician 10 points
Special Rules
Ambushers; Stalk Unseen.
UNIQUE UNITS
No more than one Unique Unit may be used in the same army.
Wargear
Naked hands (hand weapons).
Magic
Command and Wilderness: Mastery 3.
Epic Actions
• Epic Healing
• Epic Restoration
• Epic Strike
Special Rules
Counsellor; Enrapturing Song; Fearless; Loremaster; Magic Resistant;
Miasmatic Presence; Ring a Dong Dillo!; Sap Fortitude; Spiritbane; Terror;
Very Die hard!.
Note.
Tom Bombadil cannot move, he simply defends the defensible terrain he is
placed in.
140
Huan Captain of Dogs 265 points Legendary Formation
RACE TYPE M F S D A R C Mt Single model
Huan Cn. of Dogs Spirit M. Hero 12 8/- 7 6 3 3 7 4
Wargear
Claws and teeth (hand weapons)
Magic
None.
Epic Actions
• Epic Duel
• Epic Evasion
• Epic Healing
Special Rules
Ambushers; Die hard!; Magic Resistant; Spiritbane.
Danilo Cartacci; La Meridiana, #ACA75-21 (75 mm)
Wargear
Naked hands and small objects (hand weapons)
Magic
Wilderness: Mastery 1.
Epic Actions
• Epic Healing
• Epic Foresight
Special Rules
Arcana Leech; Die hard!; Magic Resistant; Ring a Dong Dillo!.
Winxkc; Games Workshop, Goldberry
Magic
None.
Epic Actions
Epic Crippling (shoot)
Epic Duel
Epic Intervention
Epic Shooting
Special Rules
Dragonbane; Magic Resistant; Spiritbane; Terror; Touched by Destiny.
Eärendil Starbright
You may upgrade the hero to Eärendil Starbright for +105 points. he has
the following additional special rule: Silmaril Wearer.
Jessica Rich; Dark Sword, #DSM5079
141
Epic Hero / Legendary Beorning 235 points
Formation RACE TYPE M F S D A R C Mt
Single model Beorning/human Man Ep.Hero - 6/- - - - 3 6 4
Beorning/bear Bear M. Hero 8 8/- 8 8 3 2 6 4
Wargear
Claws and teeth (hand weapons)
Magic
None.
Epic Actions
• Epic Rage
• Epic Strike
Special Rules
Human shape: Epic Duel; Pathfinders (Woodland); Skin Changer.
Bear shape: Epic Rampage; Berserk; Die hard!; Pathfinders (Woodland);
Skin Changer; Terror.
Gene Parmesan; Games Workshop, Beorn; Jason Wiebe; Reaper #14452
Magic
Command and Wilderness: Mastery 2
Epic Actions
Epic Channeling
Epic Defence
Special Rules
Councellor; Pathfinders (Woodland).
Magic
Command: Mastery 1
Epic Actions
Epic Diisguise
Epic Healing
Epic Renewal
Special Rules
Disguise; Loremaster; Magic Resistant; Unsubstantial Essence.
142
Ganjalf, Paths of Death, diorama with Games Workshop Warriors of the Dead miniatures
143
FATES for the Forces of Darkness
Angband Engineers 75 points has performed an offensive action against his ones.
Smiths and miners and masters of fire they brought Curse of Morgoth 25 points
with them, and set up great engines, and though they
were stoutly resisted they broke the walls at last. Evil sleeps not, and never forgets one who has
Persistent effect. Choose one Orc formation in your slighted it.
army. It may now destroy the Ruins terrain features it Intervention. Use this Fate after one of your opponent's
enters to occupy (just remove the feature), and turn formations makes a dice roll. You may alter the score
into Ruins the Buildings it enters to occupy. of that dice roll by 1 (up or down).
144
Evil Breath 50 points Hideous Webs 75 points
...the Evil Breath came to Dor-lómin, and Túrin took Many of Beleriand's trees have fallen under shadow,
sick, and lay long in a fever and dark dream. and malice now sleeps in their hearts. Only a fool risks
their wrath lightly.
Intervention. Choose one enemy formation at the start
of a Movement phase. That formation immediately Intervention. Use this Fate only if you have The Dark
suffers D6+4 Strength 10 hits. Marauders - The Dreadful Death Swarm as allies in
your army. Nominate a single defensible terrain feature
Faltering Nerve 50 points at the start of any phase. From that moment onwards,
any enemy formation wishing to occupy that terrain
How will the armies of Good fare, if their Heroes be may only succeed by rolling 8+ on 2D6.
struck down with fear and indecision?
Intervention. Use this Fate when an enemy Hero
declares a Heroic action. Roll a D6 — on a 2 or more,
an extra Might
point must be spent or that Heroic action does not take
effect and any Might already committed is lost.
145
Ruins of Horror 125 points Tortures of the Balrogs 25 points
...people feared that the newcomers were perilous Here have we a plotter of deep treacheries against
spirits of the Dead. Melko's lordship, and one worthy of the tortures of the
Balrogs.
Intervention. You may only use this Fate if Morgoth,
Sauron, Thû the Necromancer and/or Fankil, are in Persistent effect. Choose one Balrog formation in your
your army. In any Movement phase choose a Ruins army. That formation gains the Deep Terror special rule
terrain feature and roll a dice, then place the following (in place of its Terror one).
units as revealed Ambushers in the ruins:
- 1-2: 1 company of Phantasmal Hosts;
- 3-4: 2 companies of Phantasmal Hosts;
- 5: 3 companies of Phantasmal Hosts;
- 6: 1 model of Shadows Host.
These may then act normally as part of your army.
Finch – Mortal Arrow, Bael the Corruptor Symrivven – Games Workshop, Vampires Count Dire Wolves
Hurin_it; customized figurines from GW, Daemons of Khorne Bloodletters, and Mantic, Orc Greatax Regiment (Balrogs)
147
148
Lucas – Orcs diorama, from Games Workshop and customized pieces
Morgoth's conceived his long-term planes to rule all Middle-earth settling himself well underground in
the northern lands on Middle-earth, in the immense fortress of Utumno first, then in that of Angband, that
was to become even larger. In those dark tunnels and caves he prepared his evil spirits and creatures and
started a slow invasion of the world. Many of them were Maiar that had joined his rebellion, and dreadful
among these were the Balrog, whilst numberous others there were in form of vampires and werewolves.
Also fierce beasts, such as wargs, bats and snakes, were put under his power.
Later, having seen the Firstborn elves, he reputed the number and kind of his followers to be no longer fit
for his desires of power and domination, thus he created the unhappy race of the Orcs, and with them he
filled his realm and tormented Middle-earth for ages. The clash with the Noldor was yet deluding, for these
proved to be no match for them. Thus he conceived new and more powerful creatures to crush them: the
trolls first, and then the great serpents in shapes of crescent monstrousity, till the last and most dreadful of
all, the winged fire-breathing dragons.
149
UNITS COMMON TO ALL REALMS
Wargear
Hand weapons, throwing weapons and armour.
Special Rules
Die Hard!; Terror.
Wargear
Hand weapons, heavy armour, and one siege ram per company.
Special Rules
Break it Down!; Die hard!.
150
Hill Troll Chieftain 140 points Rare Formation
Single model
RACE TYPE M F S D A R C Mt
Hill Troll chieftain Troll M. Hero 8 6/4+ 6 7 3 2 5 2
Wargear
Hand weapons, throwing weapons and armour.
Special Rules
Die Hard!; Monstrous Captain; Terror.
Wargear
Hand weapons, throwing weapons, light armour, and shields. May change
shields and throwing weapons with shortbows for -5 points per company.
Command
Chieftain 45 points
Shaman 55 points - Mastery 1; spells of Ruin.
Banner Bearer 20 points
Musician 10 points
Special Rules
Prowlers.
Ganjalf; Games Workshop, Wargriders
Wargear
Teeth, claws and incredibly foul tempers (hand weapons).
Command
Chieftain 45 points
Special Rules
Pathfinders (Mountain); Prowlers.
Wargear
Hand weapons, armour and bows.
Command
Captain 45 points
Shaman 55 points - Mastery 1; spells of Ruin.
Musician 10 points
Special Rules
Either Ambushers or Stormers (Woodland); Pathfinders (either Mountain or
Woodland); Skirmishers.
Opponent Theory; Games Workshop, Hunter Orcs (need bows)
Wargear
Two-handed weapons, throwing weapons and heavy armour.
Command
Captain 45 points
Shaman 55 points - Mastery 1; spells of Ruin.
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Battlemad; Mob Rule.
Hurin_it; Warlord Games, Orcs
Wargear
Spears, armour and shields.
Command
Captain 45 points
Shaman 55 points - Mastery 1; spells of Ruin.
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Mob Rule.
Karavatis; Games Workshop, Morannon Orcs (some customized)
152
Orc Medium Warband 20 pts per company Common Formation
One to nine companies
RACE TYPE M F S D A R C Mt
Orc warrior Orc Infantry 7 3/5+ 3 3(5) 8 1 2 -
Chieftain Orc Hero - 4/ - - - - 2 3 2
Wargear
Hand weapons, light armour and shields.
Command
Chieftain 40 points
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Mob Rule.
Kirdan; Games Workshop, Mordor Orcs
Wargear
Hand weapons, light armour, and either bows or throwing weapons.
Command
Chieftain 40 points
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Skirmishers.
Wargear
Hand weapons, armour, and one ballista per company.
Ballista
Range 48”
Strength 8
Command
Captain 45 points
Taskmaster 15 points
Special Rules
Artillery.
153
official – Oathmark, various Orc figurines
Andrew Taylor; Oathmark, Orcs Andrew Taylor; Oathmark, Orcs Mastro Delirio; GW, Morgul Stalkers
Morghot; self-sculpted orcs Shadowv & Flame; Forge World, Gundabad Berserkers
(fits for Shok Warband)
Kurl Veranek; GW, Wargs Paliouras; GW, Hunter Orcs on Fell Wargs Llama; GW, Wargriders
154
Dead Marsh Spectre – Forge World, statues and customized figurines
Utumno was the first fortress of Morgoth and was destroyed well before the Noldor came back from
Valinor to Beleriand, so it should be outside the time terms stated for the present game scenario. It was yet
enclosed because there are in general very few information about Morgoth's servants, and in the early
scripts of Tolkien there is an epopee of them, later to be abandoned, that's a precious source of names and
creatures. Thus, this Fortress of Utumno is to be intended not just as the proper Silmarillion one, but also
as a secondary fortress (Thimbalt of the First Silmarillion map), that shortly survived the ruin of the previous
and large one. The hosts listed here, thus, represent Morgoth servants in an earlier stage, from the landing
at Losgar to the Dagor Aglareb and the mid siege of Angband.
155
STANDARD UNITS
Werewolves from Gorthaur Hosts – Tol-in-Gauroth Fortress, are part of the present realm.
Snow Trolls: all Troll formations must belong to the Snow Troll kind (a Troll sub-race), thus - with
respect of Hill Trolls units - having a Defence of 6, a -1 on their Courage values, and costing -10
points per model.
Orc Infantry (all types): not less than one-half Orc formations must be of the Hongwir kind (an orc
sub-race), thus having a -1 to their Strength, shortbows in place of the eventual bows, and costing -
5 points per company. Hongwir Heroes have unchanged stats and costs.
Artillery: not allowed in the present realm.
Wargear
Phantasm wargriders count as armed only with hand weapons, regardless of
the equipment they are actually carrying.
Command
Vampire 90 points – Mastery 1; spells of Darkness; Chill Gaze
Captain 60 points (cannot be used along with the Vampire)
Special Rules
Ambushers; Spirit Grasp; Spirit Walk; Terror; We Stand Alone.
Paliouras; Games Workshop, Hunter Orcs on Fell Wargs (fits for Quendi Hunters)
Wargear
Teeth and claws (hand weapons).
Command
Chieftain 50 points
Special Rules
Ambushers; Spirit Walk.
156
UNIQUE UNITS
Wargear
Two handed weapon and heavy armour.
Magic
Darkness and Dismay: Mastery 2.
Epic Actions
Epic Darkness
Epic Rampage
Special Rules
Die Hard!; Terror.
Werner Klocke; Reaper, #77100
Wargear
Teeth and claws (hand weapons).
Command
Umuiyan and Miaüle are enclosed in the first company.
Special Rules
Ambushers; Spirit Walk.
If Umuiyan is alive inside the formation: Resolute.
If Miaüle is alive inside the formation: Prowlers.
Hurin_it; Reaper #14453.
Magic
Darkness and Wilderness: Mastery 2
Epic Actions
Epic Charge
Epic Maneuver
Special Rules
Master of Cavalry; Shadow of Terror; Terror; Unstoppable.
Pinovipera; Games Workshop, Mounted Nazgûl
157
Epic Hero The Hunter 185 points
Single model
RACE TYPE M F S D A R C Mt
The Hunter Spirit Epic H. - 6/- - - - 2 6 4
Magic
Darkness and Wilderness: Mastery 3
Epic Actions
Epic Evasion
Epic Shooting
Special Rules
Cloak of Darkness; Pathfinders (Master); Terror.
Magic
Wilderness: Mastery 1
Epic Actions
Epic Boast
Epic Intervention
Special Rules
Disguise; Forward You Maggots!; Prowlers.
Magic
Darkness and Dismay: Mastery 2
Epic Actions
Epic Cowardice
Epic Tranquillity
Special Rules
Counsellor; Inspiring Leader (Orcs, Trolls).
Army Banner: for +20 points, any banner bearer in Langon’s formation
counts as the army banner.
158
Oikeroi 115 points Epic Hero
Single model
RACE TYPE M F S D A R C Mt
Oikeroi Spirit Epic H. - 7/- - - - 3 4 3
Magic
None.
Epic Actions
Epic Strike
Epic Rage
Special Rules
Pathfinders (Woodland); Swift Strike.
Magic
None.
Epic Actions
None
Special Rules
Pathfinders (Master).
159
Paliouras; Games Workshop, Hunter Orcs on TIA: GW customized (fits for Bombur; GW, Cave Troll (fits for Snow Troll)
Fell Wargs (fits for Quendi Hunters) Hongwir Shaman)
Luca70; GW, Moria Goblin Luca70; GW, Moria Goblin Luca70; GW, Moria Goblin
(fits for Hongwir Heavy Infantry) (fits for Hongwir Medium Infantry) (fits for Hongwir Medium Infantry)
Angband was much more an immense underground realm than a fortress or even a city. In Angband
were the mines of ore and metals where orcs and enthralled elves worked, and forges of weapons and
armour, and factories of war engines, and barracks for the innumerable hosts of Morgoth. But there were,
also, all the structures that were necessary for this apparatus to survive and work. It was built beneath the
Ered Engrin mountains and had its wide supporting pastures and farms immediately north of it, in the
southern lands of Dor Daidelos.
Angband, thus, is to be seen as the main reserve of the lesser, but by far most numerous, warriors of
Morgoth: orcs, wargs, and trolls. But it was also the dwelling of Morgoth himself and of some of the most
important among his army leaders, like the two captains who in the Fifth Battle defeated Maëdhros in the
east and drove Fingon in the west.
STANDARD UNITS
Orc Infantry (all types): up to one-half Orc formations may be of the Gong kind (an orc sub-race),
thus having a Strength of 4 and costing +5 points per company. Gong Heroes have unchanged stats
and costs.
161
Rare Formation Angamandi Fire Makers 40 pts per company
One company
RACE TYPE M F S D A R C Mt
Orc engineer Orc Infantry 6 4/5+ 3 5 8 1 4 -
Wargear
Two-handed weapons and heavy armour.
Command
None.
Special Rules
Explosive Demise; Indomitable; We Stand Alone.
Altsain; Games Workshop, Uruk-hay siege Troops
Wargear
Spears, heavy armour and shields.
Command
Veteran captain 55 points
Gong Shaman 60 points - Mastery 1; spells of Ruin.
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Resolute; up to one-half of the formations may be Stormers (Buildings and Walled
Fields) instead.
Rustedplate; Games Workshop, Gundabad Orc Warband (need spears/shields)
Wargear
Hand weapons, armour, and one trebuchet per company.
Ballista
Range 12”-72”
Strength 10
Command
Captain 60 points; Overload!
Taskmaster 15 points
Special Rules
Artillery.
162
UNIQUE UNITS
Wargear
Two-handed weapons, throwing weapons and extra-heavy armour.
Magic
Command, Darkness, Dismay, and Ruin: Mastery 5.
Epic Actions
Epic Channeling
Epic Dread
Epic Evasion
Epic Foresight
Epic Renewal
Epic Strike
Special Rules
Deep Terror; Very Die hard!; Loremaster; Mighty Hero; Mighty Magic
Weapon Grond Hammer; Overlord.
CyberAlien312; unrecognized/customized model (lacks of hammer and silmarils)
Wargear
Teeth and claws (hand weapons).
Command
A Nethermost Captain (Hero) is enclosed in the first company.
Other command options:
Vampire 90 points - Mastery 1; spells of Darkness; Chill Gaze.
Special Rules
Indomitable; Feral Charge; Spirit Grasp; Terror; We Stand Alone.
Hurin_it; Gamezone ## M07-08 and customized Reaper #02867.
Magic
Darkness and Ruin: Mastery 2
Epic Actions
Epic Discipline
Epic Renewal
Special Rules
Master of Battle; Shadow of Terror; Voice of Command.
Army Banner: for + 20 points , any Standard Bearer in Captain in the East's
formation counts as the Army Banner
Barbar; Games Workshop, Dark Marshal
163
Epic Hero Captain in the West 165 points
Single model
RACE TYPE M F S D A R C Mt
Captain i.t. West Spirit Epic H. - 7/- - - - 3 5 2
Magic
Darkness and Dismay: Mastery 2
Epic Actions
Epic Boast
Epic Intervention
Special Rules
Resolute; Rule through Fear; Turn That Thing!.
Army Banner: for + 20 points , any Standard Bearer in Captain in the West's
formation counts as the Army Banner.
Magic
None.
Epic Actions
Epic Duel
Epic Rage
Special Rules
Hero of Legend; Inspiring Leader (Orcs); Master of Battle.
Magic
None.
Epic Actions
Epic Charge
Epic Maneuver
Special Rules
Inspiring Leader (Wargs); Pathfinders (Mountain).
164
Lughorn 80 points Epic Hero
Single model
RACE TYPE M F S D A R C Mt
Lughorn Orc Epic H. - 5/- - - - 2 5 3
Magic
None.
Epic Actions
None.
Special Rules
Master of Artillery; Turn That Thing!.
Quindia; Games Workshop, Buhrdur (fits for Hill Opponent-theory; GW, customized Cave Cezarreo; GW, Mordor Black Uruk-hai
Troll) Troll (fits for Hill Troll) (fit for Gong Shok Infantry)
Mastro Delirio; GW, Black Guard (fit for Gong Heavy Inf., need spears) Hurin_it; Warlord Games, Orcs and Saxon Fyrd Frames (Veteran WB)
official; Unreleased, Ork Berserkers (fit for Orc Shock Infantry) LotRaHGWmins; Games Workshop, customized Orcs
166
Ganjalf – diorama with Games Workshop Uruk-hai
The three volcanic peaks of Thangorodrim were the most striking part of Morgoth's realm, for they
were the highest mountains in Middle-earth and perpetually generated an immense black cloud. They
raised immediately over the main gates of Morgoth's realm and, for this reason, had been incorporated in a
formidable and complex fortification, called Lumbi, that protected Angband and Dor Daidelos from outside.
The garrison of Thangorordrim thus enclosed the best troops of Morgoth, and its last and huge Gates,
those of Angband, was guarded by Carcharoth, the most dreadful of all werewolves.
167
STANDARD UNITS
Mountain Trolls: all Troll formations must belong to the Mountain Troll kind (a Troll sub-race), thus -
with respect of Hill Trolls units - having a Fight of 7/4+, a Strength of 7, and costing +20 points per
model.
Orc Infantry (all types): not less than one-half Orc formations must be of the Gong kind (an orc sub-
race), thus having a Strength of 4 and costing +5 points per company. Gong Heroes have unchanged
stats and costs.
Wargear
Spears, armour, warg bardings and shields. May change shields and throwing
weapons with shortbows for -5 points per company.
Command
Captain 50 points
Shaman 55 points - Mastery 1; spells of Ruin.
Banner Bearer 20 points
Musician 10 points
Special Rules
Prowlers; Resolute.
Rustedplate; Games Workshop, customized Fell Wargs and Gundabad Orcs (need
bardings)
Wargear
Pikes, throwing weapons and heavy armour.
Command
Captain 50 points
Shaman 60 points - Mastery 1; spells of Ruin.
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Mob Rule; Resolute.
168
Thangorodrim Guards 40 pts per company Common Formation
One to six companies
RACE TYPE M F S D A R C Mt
Gong armiger Orc Infantry 6 4/4+ 4 5(7) 8 1 3 -
Gong captain Orc Hero - 5/- - - - 2 4 2
Gong shaman Orc Hero - 4/- - - - 1 4 1
Wargear
Hand weapons, throwing weapons, shields and heavy armour.
Command
Captain 50 points
Shaman 60 points - Mastery 1; spells of Ruin.
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Resolute.
UNIQUE UNITS
Wargear
Teeth and claws (hand weapons), and werewolf armour.
Magic
None.
Epic Actions
Epic Evasion
Special Rules
Ambushers; Die hard!; Resolute; Spirit Grasp; Terror.
Carcharoth Anfauglir
You may upgrade the monster to Carcharoth Anfauglir for +75 points.
It has the following different Profiles:
F7, S8, D6, A4, C7, Mt2.
It has also the following additional special rules:
Furious Charge; Magic Resistant; Very Die hard!.
169
Legendary Angband Heralds 90 pts + 35 pts per company
Formation
One to four companies RACE TYPE M F S D A R C Mt
Herald Man Cavalry 11 4/4+ 4 4(5) 2 2 4 -
Herald Leader Man Hero - 5/- - - - 2 5 3
Wargear
Spears, throwing weapons, shields and armour.
Command
A Herald Leader (Hero) and a Banner Bearer are enclosed in the first company.
Other command options:
Musician 10 points
Special Rules
Expert Riders; Skirmishers.
Magic
Ruin: Mastery 2
Epic Actions
Epic Restoration
Epic Ruination
Special Rules
The Bane of the Kings; Voice of Command.
Army Banner: for + 20 points any Standard Bearer in Umaiar Captain's formation
counts as the Army Banner.
Magic
Dismay: Mastery 1
Epic Actions
Epic Discipline
Epic Intervention
Special Rules
Captain General; Inspiring Leader (Orcs and Wargs); Master of Infantry; Overlord;
Pathfinders (Mountain).
Magic
None.
Epic Actions
Epic Combat
Special Rules
Furious Charge; Watch Your Backs!.
Ganjalf; Games Workshop, customized figurine
Magic
None.
Epic Actions
Epic Strike
Special Rules
Elfbane; Forward You Maggots!; Unstoppable.
Bombur; Games Workshop, Lurtz
171
Mapper: GW Wargriders and Gothmog Ringwraith: GW Warg Chieftain Ganjalf: GW, Fell Wargs
Ganjalf; GW, Mordor Troll Capt. Power of Will; GW, Gundabad Troll Awcho; GW, customized Mordor Troll (fits for Mountain Troll)
(fits for Mountain Troll captain) (fits for Mountain Troll)
Llama; Games Workshop, Gundabad Orcs Qwertz8; Games Workshop, Uruk-hai Scout
(fits for Gong Light Infantry)
Ak1508; Games Workshop, customized Uruk-hai Ak1508; Games Workshop, customized Uruk-hai
172
Arkady – tower model
Sauron Gorthaur was the first lieutenant of Morgoth and in the ages of his captivity he ruled Angband
in place of him. The best abilities of Sauron, however, were leadership, organization and deception, rather
than military strategy or skill upon the battlefield. For this reason, when his master came back he was sent
well deep in Beleriand, with the task of spreading terror in those lands and corrupting as many as he could
of Elves, Dwarves and Men. His forces therefore were made of phantoms and werewolves, but also of
spies and traitors of all races.
173
STANDARD UNITS
Warg Pack from Morgoth Armies – Units Common to All Realms, is part of these Standard Units.
Wargear
Teeth, claws and incredibly foul tempers (hand weapons). May wear werewolf
armour, so downgrading Move to 10 and increasing Defence to 6, for +5 points
per company.
Command
Chieftain 90 points
Special Rules
Indomitable; Feral Charge; Spirit Grasp; Terror; We Stand Alone.
Wargear
Teeth, claws and incredibly foul tempers (hand weapons).
Command
Chieftain 50 points
Special Rules
Pathfinders (Mountain); Prowlers.
Wargear
Teeth and claws (hand weapons).
Command
Vampire 90 points - Mastery 1; spells of Darkness; Chill Gaze.
Special Rules
Flying Wing; We Stand Alone.
Dramatic Katastases; Games Workshop, Giant Bats
174
Gong Skirmish Warband 35 pts per company Common Formation
One to six companies
RACE TYPE M F S D A R C Mt
Gong skirmisher Orc Infantry 7 3/5+ 4 4(6) 8 1 3 -
Gong captain Orc Hero - 4/ - - - - 2 4 2
Wargear
Spears, throwing weapons, shields and armour. May change spears and
shields with two-handed weapons for -5 points per company.
Command
Captain 45 points
Banner bearer 20 points
Taskmaster 15 points
Musician 10 points
Special Rules
Skirmishers.
Llama; Games Workshop, Hunter Orcs (need shields)
Symrivven; Citadel, Dire Wolves (fit for Werewolves) Ganjalf;, self sculped warg figurine
Albione; Games Workshop, Wargs Graham Shirley; Games Workshop, Bat Swarm
175
Hurin_it, Werewolf Pack; Gamezone, Ref. M-7 and M-8
Hurin_it, Vampire; Reaper, #02867 (customized and double based for infantry and cavalry use)
176
Eric the Shed – Ruins and city features
The former Minas Tirith upon the isle of Tol Sirion was a strategical position in Beleriand, not just
because it guarded the Pass of Sirion and the high course of the river itself between Ered Wethrin and
Echoriath mountains, but, overall, because in the hands of Morgoth it represented a thorn in the side of
Hithlum elves and a direct threat for all southern realms of Beleriand. The task of this fortress, thus, was not
just that of keeping hard the position, but also to send swift and devasting raids in all directions. Fast orc
hunters and, overall, dreadful werewolves were best suit for this purpose, and Sauron was also supported
by powerful evil spirits like Thuringwethil and Draugluin.
177
STANDARD UNITS
Wargear
Hand weapons, throwing weapons, light armour and shields. May exchange
shield with bows at -5 points per company.
Command
Chieftain 40 points
Musician 10 points
Special Rules
Either Pathfinders (Woodland) or Stormers (Ruins).
Wargear
Hand weapons, armour, longbows, and wargs.
Command
Captain 45 points
Shaman 55 points – Mastery 1, spells of Dismay.
Musician 10 points
Special Rules
Hunters; Pathfinders (either Mountain or Woodland); Stalk Unseen. May be
Poisoned Arrowheads for +5 points per company.
Orc; Warlordgames, Orcs (need longbows)
178
UNIQUE UNITS
Wargear
Hand weapons (hand weapons), and extra-heavy armour.
Magic
Darkness, Dismay, and Ruin: Mastery 5.
Epic Actions
Epic Boast
Epic Channeling
Epic Ruination
Epic Strike
Special Rules
Counsellor; Hero of Legend; Inspiring Leader (Master); Monstrous
Captain; Terror; Very Die hard!.
Sauron the Werewolf
You may upgrade the monstrous hero to Sauron the Werewolf for +40
points. He has the following additional special rule: Spirit Grasp.
Onyx; Games Workshop, Sauron
Wargear
Teeth and claws (Hand weapons), and extra-heavy werewolf armour.
Magic
None.
Epic Actions
Epic Rage
Epic Strike
Special Rules
Fearless; Feral Charge; Die hard!; Spirit Grasp; Terror.
Botwt; Micro Art Miniatures, Great Wolf #3
179
Epic Hero Kuruki 200 points
Single model
RACE TYPE M F S D A R C Mt
Kuruki Spirit Epic H. - 7/- - - - 3 - 3
Magic
Darkness and Ruin: Mastery 2.
Epic Actions
Epic Channeling
Special Rules
Bat Wings; Chill Gaze; Creature of the Night; Disguise; Sap Fortitude; Terror.
Magic
None.
Epic Actions
Epic Courage
Special Rules
Pathfinders (Master); Prowlers; Rule Through Fear.
Army Banner: for +20 points, any banner bearer in Gorgol’s formation counts
as the army banner.
Magic
None.
Epic Actions
Epic Discipline
Special Rules
Take Aim!.
180
Hurin_it; Gamezone, Wolfes, Ref. M-6 and M-7 (fit for Werewolves) Hurin_it; Gamezone, Wolfes, Ref. M-6 and M-7 (fit for Werewolves)
Keith; Games Workshop, Hunter Orcs Ben: GW, Orc Trackers Ben: GW, Orc Trackers
Hurin_it; Warlord Games, Orcs (customized) Alan Hunter; GW, Huruk-hai Scouts Skylax; GW, customized Orcs and
Trackers
181
Bombur – Diorama with Games Workshop figurines
By arts of persuasion and necromancy, Sauron was a master into turning weaker minds into the
service of Morgoth. And those who resisted the will of his master, he terrorized by means of horrid
phantasms. Many a time he caused elves, dwarves and men to betray, and realms to move war to each
other. He was the main purchaser of spies for Morgoth, and all of them were under his control.
STANDARD UNITS
Nauglath Army: The Dwarven Kingdoms – Amon Rûdh State-City, is part of the present realm,
except for Legendary formations. Mîm may be upgraded for + 75 points to Mîm the Betrayer, thus
having the following additional special rule: Traitor.
Kaukaeldar Army: The Hidden Supporters – The Dark Elves Realms, is part of the present realm,
except for Legendary formations.
Shadow from The Dark Marauders – The Nightshide Horrors, is also a rare formation here.
Maeglin from Noldor Elves – Gondolin Kingdom, is part of the present realm as Maeglin the
Betrayer, providing you upgrade him for + 75 points, thus giving him the following additional special
rule: Traitor.
Traitor: You may not have more than one single Hero with this special rule at the same time.
182
Shadows Host 100 points Rare Formation
Single model
RACE TYPE M F S D A R C Mt
Shadow Spirit Monster 8 2/- 5 7 4 2 7 -
Wargear
Shadows count as armed only with hand weapons, regardless of the
equipment they are actually carrying.
Special Rules
Chill Gaze, Die Hard!; Spirit Grasp; Spirit Walk; Terror.
Wargear
Phantoms count as armed only with hand weapons, regardless of the
equipment they are actually carrying.
Command
Vampire 90 points - Mastery 1; spells of Darkness; Chill Gaze.
Special Rules
Spirit Grasp; Spirit Walk; Terror; We Stand Alone.
Crea; Games Workshop, Warriors of the Dead and Witch King
UNIQUE UNITS
RACE TYPE M F S D A R C Mt
Urulóki spirit Spirit M. hero 5 10/5+ 10 10 3 2 6 3
Wargear
Teeth and claws (hand weapons).
Magic
Dismay: Mastery 1
Epic Actions
Epic Dread
Epic Tranquility
Special Rules
Breathe Fire; Die hard!; Spirit Grasp; Spirit Walk; Terror.
The Uruloki Spirit cannot be chosen along with a (living) Dragon.
Wargear
Two-handed weapons, and armour. May add throwing weapons for +5
points per company.
Command
Chieftain 65 points
Army Banner 40 points
Special Rules
Berserk; Indomitable; Terror; We Stand Alone.
Tre Manor and S. McCafferty; Reaper, ## 03405 and 02335 (“Black Orc” series)
Magic
Darkness and Ruin: Mastery 3
Epic Actions
Epic Channeling
Epic Ruination
Special Rules
Arcana Leech; Terror.
Thû the Necromancer may join any We Stand Alone formation containing
Werewolves.
Magic
Ruin: Mastery 2
Epic Actions
Epic Boast
Epic Restoraion
Special Rules
Enrapturing Song; Inspiring Leader (Men, Dwarves).
184
Epic Hero Ufedhin 140 points
Single model RACE TYPE M F S D A R C Mt
Ufedhin. Elf Epic H. - 5/- - - - 2 4 3
Magic
Command: Mastery 1
Epic Actions
Epic Disguise
Epic Duel
Special Rules
Disguise.
Magic
None.
Epic Actions
Epic Strike
Special Rules
Disguise.
Ganjalf; Games Workshop, Half-trolls (some customized; fit for Uvanimor Host) Ganjalf; GW, Mirkwood Rangers (fit for Kaukaeldar Army)
Tommaso Zerbi; Games Workshop, Mirkwood Elves (fits for Kauarelda Army)
186
Christoph Linscheidt – “Easterlings”, Diorama with Mithril figurines
The most effective of the actions of Sauron was made among the Swarty Men of Ulfang were
convinced to play on two side and to betray and attack the Sons of Fëanor at the right moment. The Swarty
Men were Easterlings that established first in Lothlann and then, after the Fifth Battle, in Dor-lòmin. They
were excellent riders and good infantrymen. Their leaders were Ulfang the Black and his sons in the begin,
then Lorgan and Brodda.
STANDARD UNITS
Units Common to all Realms: not allowed (except as Allies); use The Houses of Mankind – Units
Common to All Realms instead.
Edain Light Cavalry: may be Expert Riders for no extra cost; may be Skirmishers for + 5 points per
company.
Edain Heavy Infantry: up to one-half of the companies may be equipped with spears for no extra
cost; may use a War Priest in place of an Edain Wise (see The Houses of Mankind –The Easterling
Tribes).
187
Rare Formation Easterling Hunters 25 pts per company
One to four companies
RACE TYPE M F S D A R C Mt
Easterlig hunter Man Cavalry 12 3/3+ 3 3 2 2 3 -
Hunters chieftain Man Hero - 4/- - - - 2 5 2
Wargear
Hand weapons, throwing weapons, bows, and hounds.
Command
Chieftain 50 points
Musician 10 points
Special Rules
Expert Riders; Hunters; Pathfinders (Woodland).
Bizzare Warstar; Games Workshop, Haradrim Warriors (need hounds)
UNIQUE UNITS
Special Rules
Expert Riders; Finest Fighters in Middle Earth.
If Blodrin is alive in the formation: Resolute.
Pnovipera; Games Workshop, Easterling Cataphracts
Command
Ban and a banner bearer are enclosed in the first company.
Other command options:
War priest 65 points - Mastery 1; spells of Protection
Musician 10 points points.
Special Rules
Poisoned Arrowheads.
If Ban is alive in the formation: Take Aim!.
LotRaHGWmins; Games Workshop, Easterling Warriors
188
Uldor the Accursed 140 points Epic Hero
Single model
RACE TYPE M F S D A R C Mt
Uldor the Acc. Man Epic H. - 7/- - - - 3 5 4
Magic
None.
Epic Actions
Epic Maneuver
Special Rules
Ambushers; Master of Battle; Pathfinders (Mountain).
Magic
None.
Epic Actions
Epic Regruping
Special Rules
Hero of Legend; Stalk Unseen; Swift Attack.
Magic
None.
Epic Actions
Epic Defence
Epic Sacrifice
Special Rules
Master of Infantry.
189
Epic Hero Ulwarth 90 points
Single model
RACE TYPE M F S D A R C Mt
Ulwarth. Man Epic H. - 5/- - - - 2 5 3
Magic
None.
Epic Actions
Epic Charge
Special Rules
Fearless; Unstoppable.
Magic
Spells of Protection: Mastery 1.
Epic Actions
none
Special Rules
Inspiring Leader (Men).
Magic
None.
Epic Actions
Epic Intervention
Epic Evasion
Special Rules
Bodyguard; Pathfinders (Woodland).
190
Paliouras; GW Abrakhân Coenus Scaldingus; GW, Haradrim
Merchant Guard Raider customized (fits for Edain
Albione; GW, Khandish Horsemen (fit for Edain LC)
(customized) Medium Cavalry, needs shield)
Ganjalf; GW, Easterilng Kataphracts (Edain HC, barding unfitted) Nicole Hart; GW, Serpent Riders (Edain HC, equipment unfitted)
191
Scot’ts Wargaming; Games Workshop, Sauron the Necromancer
192
Timshinn73 – Games Workshop, Balrog.
The Balrogs have been for long time the most effective among Morgoth's servants upon the
battlefields. Only the Urulòki and – but too late – the flying breathing-fire dragons, proved to be more
destructive than them. But dragons were always very few, whilst Balrog numbers were consistent: some
hundreds, or may be a thousand or even more. Balrogs were terrible spirits of fire, large and strong, armed
with fire whips and darts, and with steel claws and armour. They moved on foot, yet their swiftness was
proverbial, not less than the effectiveness of their tortures.
Among them, a few of their leaders were huge winged beings, immensely strong and capable of dreadful
magic. These were not exceptional fliers, though, incapable of elevate altitudes, awkward and slow; yet
they used to set down to enemy at their backs in the crucial moment, with devastating effects.
The two realms presented here allow to muster armies made of small Balrog formations and leaders,
possibly backed by some orcs, trolls and wargs.
193
UNITS COMMON TO ALL REALMS
Warg Rider Warband from Morgoth Armies – Units Common to All Realms, it is also a rare
formation in these realms.
Warg Pack from Morgoth Armies – Units Common to All Realms, it is also a common formation in
these realms.
Wargear
Iron claws and whips (hand weapons), and throwing weapons.
Command
Captain 125 points - Mastery 1; spells of Darkness.
Special Rules
Indomitable; Magic Resistant; Resolute; Shadow and Flame; Swift as Balrog;
Swift Strike; Terror; We Stand Alone.
Wargear
Iron claws and whips (hand weapons), armour and throwing weapons.
Command
Bodyguard Leader 135 points - Mastery 1; spells of Darkness.
Special Rules
Indomitable; Magic Resistant; Iron Ranks; Shadow and Flame; Swift as Balrog;
Swift Strike; Terror; We Stand Alone.
Hurin_it; customized figurines from GW, Daemons of Khorne Bloodletters, and Mantic, Orc
Greatax Regiment
194
El Canter; Games Workshop, customized Daemon of Khorne
Bloodletter (fit for Balrog formations)
Celthulhu; Games Workshop, Balrog (fit for Balrog flying monsters)
195
Scott Bowman; Games Workshop, Dweller in the Dark and Balrog
196
Simmuskhan – Diorama with Games Workshop figurines
Utumno was the first fortress of Morgoth and it was destroyed well before the Noldor came back from
Valinor to Beleriand, so it should be outside the time terms stated for the present scenario. It was yet
enclosed because there are in general very few information about Morgoth's servants, and in the early
scripts of Tolkien there is an epopee of them, later abandoned, that's a precious source of names and
creatures. It is to be intended, however, not just as the proper Silmarillion one, but also as a secondary
fortress (Thimbalt of the First Silmarillion map), that shortly survived the ruin of the previous and large one.
The Balrogs here, along with their earlier leaders Kosmoko and Kalimbo, represent the stage from the
landing at Losgar to the mid siege of Angband.
STANDARD UNITS
Cavalry formations from Morgoth Armies – Utumno and Thimbalt - Standard Units, are part of the
present realm.
197
UNIQUE UNITS
Wargear
Hand weapons and throwing weapons.
Magic
Darkness and Dismay: Mastery 1.
Epic Actions
Epic Regrouping
Special Rules
Die hard!; Magic Weapon Flame Sword; Magic Resistant; Miasmatic Presence;
Shadow and Flame; Terror.
BizzareWarstar; Games Workshop, Balrog
Wargear
Hand weapons and throwing weapons.
Magic
Darkness and Dismay: Mastery 1.
Epic Actions
Epic Combat
Special Rules
Die hard!; Furious Charge; Magic Resistant; Magic Weapon Flame Sword;
Shadow and Flame; Terror.
Nicks; Games Workshop, Dweller in the Dark (needs flame whip/darts)
Magic
None.
Epic Actions
Epic Charge
Special Rules
Expert Riders
Army Banner: for +20 points, any banner bearer in Gazmog’s formation
counts as the army banner.
Dramatic Katastases; Games Workshop. Golfimbul
198
Yagûl 80 points Epic Hero
Single model
RACE TYPE M F S D A R C Mt
Yagûl Orc Epic H. - 4/- - - - 2 5 3
Magic
None.
Epic Actions
Epic Combat
Special Rules
Furious Charge.
Dramatic Katastases; GW, Wargs and Moria Goblins Scott Bowman; GW, Games Workshop, Wargs
(customized)
199
Ganjalf – Diorama with Games Workshop figurines
With the arrival of the Noldor, the war in Beleriand knew a new technological stage, for they brought
from Valinor their craft in shaping very effective weapons and armors., never seen before in Beleriand. The
Balrogs, thus, were the first in Morgoth's army to improve their equipment to face this challenge: their whips
were flanked by flaming swords, and armour were worn.
The most famous among the Balrogs are enclosed here: Gothmog along with his troll-guard, and
Lungorthin. The Flame of Udûn was to survive the wars of Beleriand, and even the War of Wrath, to
become the most famous of all Balrogs: Durin's Bane.
STANDARD UNITS
Steel Fangs from Morgoth Armies – The Fortress of Morannon, are part of the present realm.
Werewolves from Gorthaur Hosts – Tol-in-Gauroth Fortress, are part of the present realm.
Balrog cavalry formations are Rare rather than Common. They may wear armour, thus decreasing
their Move to 12 and increasing their Defence by +1, for no cost.
200
Hurin_it; Balrogs from customized GW Daemons of Khorne Bloodletters and Mantic Greataxe Regiment, and GW Warriors of the Last Alliance.
UNIQUE UNITS
Wargear
Hand weapons, throwing weapons and armour.
Magic
None.
Command
One of the models may be a Guard Troll Chieftain: 185 points; Die hard!;
Monstrous Captain; Resolute; Terror.
Special Rules
Die hard!; Resolute; Terror.
Hurin_it; GW, Mordor Troll and customizations (customized Balrog in backgr.)
Wargear
Hand weapons and throwing weapons.
Magic
Darkness and Dismay: Mastery 2.
Epic Actions
Epic Duel
Epic Leadership
Special Rules
Arcana Leech; Captain General; Die hard!; Mighty Magic Weapon Black Axe;
Overlord; Shadow and Flame; Terror.
201
Legendary Formation Lungorthin Ghashburzgûl 450 points
Single model
Lungorthin the Balrog
RACE TYPE M F S D A R C Mt
Lungorthin the B. Spirit Fl.Ms.H. 10 9/2+ 8 8 3 2 6 4
Wargear
Hand weapons and throwing weapons.
Magic
Darkness and Dismay: Mastery 2.
Epic Actions
Epic Crippling (combat)
Epic Shooting
Special Rules
Die hard!; Finest Fighters in Middle Earth; Magic Resistant; Magic Weapon Flame
Sword; Shadow and Flame; Terror.
Wargear
Hand weapons and throwing weapons.
Magic
Darkness: Mastery 1.
Epic Actions
Epic Evasion
Special Rules
Die hard!; Magic Resistant; Magic Weapon Flame Sword; Shadow and Flame;
Terror; The Bane of Kings.
Magic
None.
Epic Actions
Epic Strike
Special Rules
Expert Riders; Resolute.
Army Banner: for +20 points, any banner bearer in Mazgash’s formation counts
as the army banner.
Cool Miniatures or Not; Games Workshop, Yazneg
202
Ghash 85 points Epic Hero
RACE TYPE M F S D A R C Mt Single model
Ghash. Orc Epic H. - 4/- - - - 2 4 4
Magic
None.
Epic Actions
Epic Evasion
Special Rules
Master of Cavalry.
Magic
None.
Epic Actions
Epic Maneuver
Special Rules
Feral Charge.
203
Hurin_it; armoured Balrogs from customized GW Daemons of Khorne Hurin_it; armoured Balrogs from customized GW Daemons of
Bloodletters and Mantic Greataxe Regiment, and GW Balrog. Khorne Bloodletters and Mantic Greataxe Regiment.
Drew H; GW,. Balrog (customized) detail Cool Miniatures or Not; Games Workshop, Wargriders
204
Ninoslav Luk – Mithril, Smaug the Dragon Triumphant
205
Among the great worms of Morgoth there were the most huge and effective of his servants. The
worms enclosed four different kinds created by himself, that were of increasing size, perfection and
destructiveness: the walking cold-drakes; the flying cold-drakes; the urulòki, or walking fire-dragons; and, in
the end, the flying fire-breathing dragons. While the lesser of these creatures are to be considered but huge
reptile-like beasts, the most powerful of them had an evil intelligence and were capable of speaking, casting
spells, and even leading masses of orcs upon the battlefields.
This Army List, unlike the other ones, has not Units Common to All Realms. This because one only of its
two Realms has a true army, that of the Winged Storm being composed of but a few flying monster types.
Milo – Nienor meets Glaurung, diorama with Mithril Nienor and Urulóki models.
206
Hurin_it – Mifrliton ex Grenadier, dragons (two customized)
The Urulòki Swarm allows to muster armies made of walking cold and fire dragons, possibly backed
by masses of orcs, trolls and wargs. The realm encloses Glaurung the Great Worm and Scatha.
In general, Chinese dragon types fit better than lizard types for tolkienian unwinged dragons. They need
customization, though, to make them less “oriental” and better fitted for the role. They also need horns and
ears.
STANDARD UNITS
Morgoth Armies – Units Common to All Realms is part of the present realm, using the Standard
Units rules of The Fortress of Angband.
Army banner: you may upgrade one of your Infantry banner bearers to Army Banner for +20 points.
207
Rare Formation Urulóki 440 points
Single model
RACE TYPE M F S D A R C Mt
Urulóki Dragon M. Hero 6 8/2+ 9 8 6 2 5 2
Wargear
Teeth and claws (hand weapons).
Magic
An Urulòki may be upgraded to a spellcaster with Mastery level of 2 and
knowledge of all the spells of Ruin for +50 points.
Epic Actions
Epic Breathing
Epic Gaze
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Crawling Beast; Deep Terror; Extremely Hard to Kill!;
Foul Stench; Pathfinders (Woodland); You Can Not Hide.
The Kiwi; Wyrd Miniatures, Eastern Dragon ZAI-01 (non-metallic color unfitted)
Wargear
Teeth and claws (hand weapons).
Magic
None.
Epic Actions
None.
Special Rules
Gaping Maw; Stomp and Gore!;Terror; Very Die hard!.
Wargear
Hand weapons, armour and shield. May exchange shield with bow at -5
points per company.
Command
Chieftain 45 points
Musician 10 points
Special Rules
Pathfinders (Woodland).
Up to one-half the formations with bows may also be Fire Arrows for +5
points per company.
Andrew Taylor; Oathmark, Goblin Infantry
208
UNIQUE UNITS
Wargear
Teeth and claws (hand weapons).
Magic
Command and Ruin: Mastery 2.
Epic Actions
Epic Breathing
Epic Foresight
Epic Gaze
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Captain General; Crawling Beast; Deep Terror;
Extremely Hard to Kill!; Foul Stench; Pathfinders (Woodland);You Can Not Hide.
Wargear
Teeth and claws (hand weapons).
Magic
Ruin: Mastery 2.
Epic Actions
Epic Breathing
Epic Gaze
Epic Ruination
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Crawling Beast; Deep Terror; Extremely Hard to
Kill!; Foul Stench; Pathfinders (Woodland); You Can Not Hide.
209
Legendary Formation Undolaurë the Worm 520 points
Single model
RACE TYPE M F S D A R C Mt
Undolaurë t.W. Dragon M. Hero 6 9/2+ 9 8 6 2 6 3
Wargear
Teeth and claws (hand weapons).
Magic
Ruin: Mastery 2.
Epic Actions
Epic Breathing
Epic Gaze
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Crawling Beast; Deep Terror; Extremely Hard to Kill!;
Foul Stench; Pathfinders (Woodland); Shadow of Terror; You Can Not Hide.
Hurin_it; Wyrd Miniatures, Eastern Dragon ZAI-01 (customized)
Wargear
Teeth and claws (hand weapons).
Magic
Epic Evasion
Epic Actions
None.
Special Rules
Gaping Maw; Miasmatic Presence; Stomp and Gore!;Terror; Very Die hard!.
Magic
None.
Epic Actions
Epic Strike
Special Rules
Master of Infantry.
Magic
None.
Epic Actions
Epic Defence
Special Rules
Forward You Maggots!.
Magic
None.
Epic Actions
Epic Shooting
Special Rules
Battlemad.
211
Hannah Trost; Reaper, #02794 Anonymous: Mirliton ex Grenadier, Oriental Dragon
Unpainted; Valiant Enterprises, Clan War Fire Dragon Alatar; Mithril, Urulóki
212
Ninoslav Luk – Mithril, Smaug (diorama detail)
Among the great worms of Morgoth there were the most huge and effective of his servants. The
worms enclosed four different kinds created by himself, that were of increasing size, perfection and
destructiveness: the walking cold-drakes; the flying cold-drakes; the urulòki; and, in the end, the flying fire-
breathing dragons. While the lesser of these creatures are to considered but huge reptile-like beasts, the
most powerful of them had an evil intelligence and were capable of speaking, casting spells, and even
leading masses of orcs upon the battlefields.
213
STANDARD UNITS
RACE TYPE M F S D A R C Mt
Winged Dragon Dragon Fl.Ms.H. 10 8/2+ 8 8 6 2 5 2
Wargear
Teeth and claws (hand weapons).
Magic
A Winged Dragon may be upgraded to a spellcaster with Mastery level of 2 and
knowledge of all the spells of Ruin for +50 points.
Epic Actions
Epic Gaze
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Deep Terror; Extremely Hard to Kill!; You Can Not
Hide.
Wargear
Teeth and claws (hand weapons).
Magic
A Winged Cold Drake may be upgraded to a spellcaster with Mastery level of 1 and
knowledge of all the spells of Ruin for +25 points.
Epic Actions
Epic Gaze
Special Rules
Gaping Maw;Terror; Very Die hard!.
214
UNIQUE UNITS
Wargear
Teeth and claws (hand weapons).
Magic
Darkness and Ruin: Mastery 1.
Epic Actions
Epic Breathing
Epic Gaze
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Deep Terror; Extremely Hard to Kill!; Fearless;
Foul Stench; Monstrous Captain; Shadow of Terror; Stomp and Gore!; You Can
Not Hide.
Wargear
Teeth and claws (hand weapons).
Magic
Ruin: Mastery 2.
Epic Actions
Epic Breathing
Epic Gaze
Epic Intervention
Epic Smelling
Special Rules
Blinding Steam; Breathe Fire; Terror; Extremely Hard to Kill!; You Can Not Hide.
215
Legendary Formation Fuithlug 320 points
Single model
RACE TYPE M F S D A R C Mt
Fuithlug Dragon Fl.Ms.H 10 7/- 8 7 3 2 5 2
Wargear
Teeth and claws (hand weapons).
Magic
Ruin: Mastery 2.
Epic Actions
Epic Gaze
Special Rules
Furious Charge; Gaping Maw; Terror; Very Die hard!.
216
Garfy – Diorama, from Games Workshop and unknown pieces
There were many evil creatures in Beleriand that were not servants of Morgoth, or that had left him
and were no longer willing to be involved in his wars. But they were still fierce and dangerous, and needed
fresh meat and violence to sustain themselves. These were overall of two kinds: the huge arachnids, and
the black-hearted creatures that lived in the cursed forest fallen under the shadow of Morgoth.
The present army list may only been chosen as allied. Moreover, you may not choose allies from more than
one of the following realms at the same time.
Wargear
Tentacles and teeth (hand weapons).
Special Rules
Ambushers; Extremely Hard to Kill!; Tentacles; Terror; Water Dweller.
Command
None.
Special Rules
Ambushers; Envenomed Bite; Pathfinder (Woodland); Swarm; We Stand
Alone.
Command
Chieftain 45 points
Shaman 50 points - Mastery 1; spells of Wilderness.
Special Rules
Ambushers; Pathfinders (Woodland); Poisoned Arrowheads; Stalk Unseen.
218
Shadow & Flame – diorama with unrecognized figurines
Ungoliant was a very powerful spirit that rebelled, but that did not recognized Morgoth as his master.
Darkness was her realm and all kind of light was her food, and she wished to darken all Arda and to devour
the Silmarils.
Along with other lesser spirits she went in Beleriand in spider form, creating his horrible eight-paws folk.
The giant spiders then spread long and wide, infesting Ered Gorgoroth, Taur-nu-Fuin,Taur-im-Duinath and
many other lands, overall in the South.
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Magic
Darkness: Mastery 1.
Epic Actions
Epic Darkness
Epic Evasion
Special Rules
Ambushers; Envenomed Bite; Feral Charge; Die Hard!; Monstrous Captain;
Pathfinders (Master); Prowlers; Terror.
Karavatis; Games Workshop, Spider Queen
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Magic
None.
Special Rules
Ambushers; Envenomed Bite; Feral Charge; Die Hard!; Pathfinders (Master);
Prowlers.
James Wappel_it; Games Workshop, Forest Goblin Spider Riders (without riders)
Wargear
Vicious mandibles and poisoned sting (hand weapons).
Magic
None.
Special Rules
Envenomed Bite; Prowlers; Die Hard!.
220
Giant Spider Brood 35 pts per company Common Formation
One to nine companies
RACE TYPE M F S D A R C Mt
Spider brogs. Spider Cavalry 10 3/- 5 3 4 2 3 -
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Command
None.
Special Rules
Ambushers; Envenomed Bite; Pathfinders (Master); Prowlers; We Stand
Alone.
Kurl Veranek; Games Workshop, Giant Spiders.
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Command
None.
Special Rules
Ambushers; Envenomed Bite; Pathfinders (Master); Prowlers; Swarm; We
Stand Alone.
James Wappelt; Reaper, #77128
UNIQUE UNITS
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Magic
Darkness and Dismay: Mastery 3.
Epic Actions
Epic Darkness
Epic Invisibility
Epic Web
Special Rules
Deep Terror; Envenomed Bite; Extremely Hard to Kill!; Growing Corruption;
Inspiring Leader (Spiders); Magic Resistant; Monstrous Captain; Pathfinders
(Master).
Anonymous; Games Workshop, Arachnarok Spider (without goblins)
221
Legendary Formation Shelob 260 points
Single model
RACE TYPE M F S D A R C Mt
Shelob Spider M. Hero 8 7/- 7 8 4 2 5 4
Wargear
Vicious mandibles and poisoned teeth (hand weapons).
Magic
None.
Epic Actions
Epic Boast
Epic Evasion
Special Rules
Ambushers; Envenomed Bite; Feral Charge; Pathfinders (Master); Prowlers;
Terror; Very Die hard!.
222
As Morgoth invaded Dorthonion after the Fourth Battle, he begun to fill those forests with dreadful
trees, phatoms and fell creatures, to prevent Men and Elves coming again there. Despite being victorious,
in fact, he had still not sufficient troops for all his needs and this meant he could not garrison or fortify
Dorthonion.
A little later Sauron was driven away from Tol Sirion and established there. With his necromantic endeavor
the transformation was accomplished and that region changed its name into Taur-nu-Fuin, the Forest under
Nightshade.
STANDARD UNITS
Huorn and Old-Man-Tree from The Hidden Supporters – The Living Forests: are part of the present
realm as common units.
223
Rare Formation Stone Giant 250 points
Single model
RACE TYPE M F S D A R C Mt
Stone Giant Giant Monster 10 10/5+ 9 6 6 2 6 -
Wargear
Two-handed weapon and throwing weapons.
Special Rules
Pathfinders (Woodland); Terror; Very Die hard!.
Wargear
Razor-sharp teeth and claws (hand weapons).
Special Rules
Die hard!; Swoop Attack.
Wargear
A Shadow count as armed only with hand weapons, regardless of the
equipment it is actually carrying.
Magic
A Shadow may be upgraded to a spellcaster with Mastery level of 2 and
knowledge of all the Spells of Dismay and Wilderness for +50 points.
Epic Actions
Epic Dread
Special Rules
Chill Gaze; Enrapturing Song; Die hard!; Spirit Grasp; Spirit Walk; Terror.
224
Cloud of Dumbledoors 30 pts per company Common Formation
One to nine companies
RACE TYPE M F S D A R C Mt
Dumbledoors. Wasp Cavalry 12 7/- 3 3 2 2 4 -
Wargear
Poisoned stings (hand weapons).
Command
None.
Special Rules
Envenomed Bite; Flying Wing; Skirmishers; Swarm; We Stand Alone.
Wargear
Teeth (hand weapons).
Command
None.
Special Rules
Furious Charge; Pathfinders (Master); Stalk Unseen; We Stand Alone.
UNIQUE UNITS
Wargear
Looooong sword (two-handed weapon) and throwing weapons.
Magic
None.
Epic Actions
Epic Duel
Special Rules
Fearless; Magic Weapon Glend Sword; Pathfinders (Woodland); Terror; Very
Die hard!.
Magic
None.
Epic Actions
Epic Shooting
Special Rules
Fearless; Pathfinders (Woodland); Terror; Very Die hard!.
Bombur; “Taur-nu-Fuin”, diorama with Games Workshop and hand made models
226
227
228
229
1. Of the Thieves' Quarrel
It is said that the vala Melkor made an allegiance with there she made a new kingdom of darkness for her future
Ungoliant, the goddess of darkness, to destroy light in the revenge. But there she was later to be found and slain by
blessed land of Valinor by slaying the two trees Laurelin and Eärendil the Mariner.
Telperion. In that action not just this objective was reached,
but also the three Silmarils were stolen along with a great
treasure of the Noldor, and the first blood of the Elves was Morgoth’s Forces
spread. Melkor was thus called Morgoth, the Black Foe, by
Fëanor, and this stayed his name. • Morgoth Bauglir (army leader).
But Morgoth and Ungoliant escaped together from the rage • The Hosts of Angband: up to 600 points chosen
of the other Valar and reached the northern shores of Middle- from Morgoth Realms - Units Common to All Realms,
earth, that were still under the light of the stars alone. following the Standard Units rules of The Fortresses
Then a quarrel started between them for the Silmarils, that of Utumno and Thimbalt.
Ungoliant wanted to devour because of the Light of Valinor • The Balrog: Gothmog Lord of Balrogs, Kosmoko the
they contained and that Morgoth wished for himself because Balrog and Kalimbo the Balrog.
of their beauty. But Ungoliant had grown huge and strong in
her victory, and Morgoth was overthrown and entangled in Ungoliant’s Forces
her webs. Only the succor of his Balrogs saved him, for they
made Ungoliant escaping in Ered Gorgoroth and freed him. • Ungoliant (army leader).
So, from that moment Morgoth took again place in Middle- • The Hosts of Ungoliant: up to 2,000 points following
earth in the fortress of Angband, that became huge and the rules for The Dreadful Death Swarm.
deep, and full of his orcs and servants. .
But Ungoliant moved to the extreme and gloomy south and
230
The Battlefield Victory Conditions
Standard 180 x 120 cm. The hills in the East represent the The owner of the Silmarils counter at the end of eight turn
starting slopes of Ered Lómin, and the plain is the Lammoth. wins the game.
The woods have a capacity of four or six companies.
Deployment
Morgoth Bauglir starts in the middle of Quadrant X and owns
the Silmarils, represented by a special counter. Ungoliant
starts in the middle of Quadrant XI, and wins the priority for
the first turn. No other units can be deployed.
The game is a Maelstrom of 8 turns, and Ungoliant’s
reinforcements may try to enter the game already from the
first turn. Those of Morgoth, on the other hand, may try only
from the second turn, except for the Balrogs, that cannot try
before the fourth turn.
Special Rules
The Silmarils counter is captured just as in a Seize the Prize!
Game. However, also in a fight that encloses only Monster
types and that had not a winner, the counter can be
captured: if one side suffered less Wounds than the other,
that side gains or maintains the possession of the Silmarils
counter
Paskiman; Games Workshop, Balrog.
231
2. The Battle Under the Stars
A few years before the rising of the Moon and of the Sun, them. He attacked immediately and the foe, surprised by the
when still Arda was only under the stars, Fëanor landed in fury of the Noldor and constrained among the hills, broke and
Middle-earth with his host of Noldor. Then he burned the routed in direction of Angband.
Telerin ships at Losgar, so that nobody might think to sail
back to Valinor. Then Fëanor pursued them across Hithlum and Ard-galen
even to Dor Daedeloth. But there he was eventually
ambushed by Gothmog, Lord of Balrogs, and slain. .
The Noldor
• Fëanor (army leader).
• Huan Captain of Dogs (from The Hidden Supporters
– The Arcane Forces).
• Fortune: Steeds of Valinor (x3).
• Up to 1,000 points of cavalry formations, following the
rules of The House of Fëanor.
• Up to 900 points of infantry formations, following the
rules of The House of Fëanor – but no Artillery.
Angband Forces
Workbench; Games Workshop, Hunter Orcs on Fell Wargs • The Rider (army leader), The Hunter and Radbug.
But the flames were so high that Morgoth immediately knew • Up to 2,000 points of formations, following the rules of
of their arrival and prepared a large army orcs, wargs and The Fortresses of Utumno and Thimbalt, enclosing at
werewolves to wipe them away. least one of Werewolves, one of Wargs and one Troll.
The clash of the two armies occurred a few days later, near • No legendary formations allowed.
the north-western shores of lake Mithrim. Fëanor was
leading a strong exploring host, when he met the enemy
army that was marching through a narrow valley towards
232
The Battlefield Hero at the same time), and 1 point for every two companies
of all other types. Angband Forces: Fëanor 3 points, Huan
Standard 180 x 120 cm. The hills in the North and South and Epic Heroes (Maglor in the Silmaril Knights) 2 points
represent the flanking slopes of the valley. each, Heroes 1 point each, Cavalry and Infantry companies
The woods have a capacity of four or six companies. 1 point each.
At the end of the tenth turn of the game, is made the
Deployment confrontation between reciprocal victory points gained. - the
Angband Forces deploy first, in the red area of the table; player with the more is the winner, except if he has but 5 or
then The Noldor deploy in the blue area. The Noldor player less points more than his adversary, in which case the game
wins the priority for the first turn. is a draw.
233
3. Dagor Aglareb
While the Siege of Angband lasted, Morgoth made many But the Noldor swiftly gathered their forces, and overall their
small assays, but in the year 60 he attempted a strong horsed archers, and repulsed them. Then Fingolfin and
surprise assault. His forces broke the leaguer and moved Maëdhros drove against the main host that was assaulting
South, penetrating even into Beleriand down the Vale of Dorthonion, and forced it back in the Ard Galen. The orc
Sirion and Maglor’s Gap. legions were not a match in the open against the Noldorin
riders, who galloped around them and shooted them with
clouds of arrows, receiving no answer. The enemy army was
thus utterly destroyed before it could reach the safety of
Thangorodrim.
Dagor Aglareb, the Glorious Battle, was the greatest victory
of the Noldor upon Morgoth of all times.
The Noldor
• Fingolfin (army leader).
• Maëdhros.
• Up to 1,000 points of cavalry formations and Epic
Heroes, following the rules of The High Kings of the
Noldor.
• Up to 1,000 points of cavalry formations and Epic
Heroes, following the rules of The House of Fëanor.
Angband Forces
• Langon Mouth of Melkor (army leader).
• Radbug.
• Up to 2,000 points of formations, following the rules of
The Fortresses of Utumno and Thimbalt, excluding all
cavalry (and artillery) types, and excluding Fluithuin
Ulbandi.
Ganjalf; Games Workshop, Rivendell Knights
234
The Battlefield Deployment
Use two standard game tables 180 cm x 120 cm jointed on Angband Forces deploy first, in the red area of the table;
their long edges, for the army of Angband is large and the then The Noldor deploy in the blue areas, those of Fingolfin
Noldor cavalry needs room for maneuvering. West and those of Maëdhros East. The Noldor player wins
We are in an open and clear plain of grass, so use but a the priority for the first turn.
single element, a timber building having a capacity of four
companies. Victory Conditions
Players gain victory points for removing from play enemy
units as follows. The Noldor: Epic Heroes 2 points each,
Heroes 1 point each, Trolls 1 point each (a Troll Chieftain is 2
points, as it is a Hero at the same time), and 1 point for every
two companies of all other types. Angband Forces: Fingolfin
3 points, Huan Epic Heroes 2 points each, Heroes 1 point
each, Cavalry companies 1 point each.
At the end of the eight turn of the game, is made the
confrontation between reciprocal victory points gained. - the
player with the more is the winner, except if he has but 5 or
less points more than his adversary, in which case the game
is a draw.
Special Rules
None.
Luca70; Games Workshop, Moria Goblins
235
4. The Liberation of Dorthonion
In F.A. 455, the lands of Dorthonion were invaded by the
hosts of Angband, who destroyed all settlements of the men The Union of Maëdhros
of the House of Bëor and of the elves of Nargothrond in that
region. Morgoth then populated the forests of Dorthonion • Caranthir (army leader).
with his fell creatures, turning that land in the dreadful Taur- • Tom Bombadil.
Nu-Fuin. • Up to 1,000 points, following the rules of The House
of Fëanor.
• Up to 300 points, following the rules of The Easterling
Tribes.
Taur-nu-Fuin
• Kuruki (army leader).
• Up to 950 points, following the rules of The Fortress
of Tol-in-Gaurhoth.
• Up to 550 points, following the rules of The
Nightshade Horrors.
Special Rules
None.
Deployment
Taur-Nu-Fuin deploys first, in the red area of the table;
ambushers may be deployed in all defensible terrains not in Hurin_it; Gamezone, Ref. M-7 and M-8, and Reaper , #02867
blue area. Eventual Old-man-tree may be placed everywhere (customized)
except in defensible terrains, and must be not less than 6”
from the Hill.
237
5. Withstanding the Great Worm
The culminating and most glorious moment of the Fifth
Battle, Nirnaeth Arnoediad, was the dramatic clash between The Union of Maëdhros
the Beasts of Angband and the hosts of the Noldor Elves and Starting units: the Noldor
of the Dwarves of Belegost.
• Caranthir (army leader).
Morgoth had cleverly planned to prevent the ranks of Fingon • Curufin.
and Maëdhros from joining together, and had decided to • Up to 1,100 points, following the rules of The House
destroy the latter first. When, therefore, the hosts of the Sons of Fëanor (but Fëanor himself not allowed) and up to
of Fëanor were taking advantage on the field, and the line of 500 points following those of The Easterling Tribes.
the orcs flickered, he unleashed against them the frightening Reinforcements: the Dwarves of Belegost
and very fast reserve which he had prepared and kept • Azaghâl.
hidden; and it was composed of Dragons, and Balrog, and • Up to 1,200 points, following the rules of The City-
Wargs, and of Orcs riding Wolves. At the head of it was State of Belegost.
Glaurung the Golden, the most terrible of Urulóki firedrakes.
The clash upon the right wing of the Union of Maëdhros was Angband
terrible and the Noldor were about to be swept away. But the Starting units: the Army of the East
Dwarves of Belegost charged the Dragons and covered them • Captain in the East.
with wounds. Glaurung turned in his anger and brought down • Up to 1,300 points, following the rules of Fortress of
their king Azaghâl; but, dying, he pierced the monster in such Angband (but no legendary formations allowed).
a way that he fled off the field, followed by most of the
Beasts, in dismay. Reinforcements: The Beasts of Angband
• Glaurung the Golden (army leader).
It was only the sudden betrayal of the Dark Men of Ulfang, • Two Cold Drakes.
who took the Sons of Fëanor from behind, which ultimately • Up to 1,000 points, following the rules of Angband
determined the outcome of the battle in favor of Morgoth. Balrogs.
238
The Battlefield Then Angband deploys his starting units, the centre-left wing
of the Army of the East (or what’s left of it), in the red area.
Standard 180 x 120 cm table with no terrain features – Angband’s reinforcements, the Beasts of Angband, may
Anfauglith is a plain of nude sands. The battlefield represents arrive from turn #2, entering the table from its northern-
only the centre-right of the battlehosts of the Sons of Fëanor western edge.
deployed for the Nirnaeth Arnoediad. The Union of Maëdhros’ reinforcements, the Dwarves of
Belegost, may arrive from turn #5, entering the table from its
north-eastern edge.
Victory Conditions
Kingslayer. The game lasts nine turns
Special Rules
None.
Deployment
The Union of Maëdhros deploys first, in the blue area of the Hurin_it; customized figurines from GW, Daemons of Khorne
table, his starting units, the Sons of Fëanor. Bloodletters, and Mantic, Orc Greatax Regiment
239
6. The Fall of the Falas
After having defeated the Noldor in the battle of Unnumbered On the opposite side Orcobal, Morgoth's leader in the
Tears, the way to Beleriand was open to Morgoth. His weaker point of the defences, has been committed to storm
following move was thus an easy one, that of wiping away the walls swiftly and to entrap all the citizens before they
the weak Teleri people from the coasts. For this purpose he could escape.
moved again his immense and now victorious army down the
course of Sirion, and none dared to stop them. And against
the walls of the elven cities he deployed a dreadful arsenal of
siege engines.
The city of Eglarest is now besieged from three sides and its
fall is just a matter of hours. But the elves have still the sea
on their side: Morgoth is not a threat there, so if their navy
succeeds into succoring Eglarest in time, the populace could
be driven away in safe. In this very moment the first ships
are entering the harbor and Cirdan is leading the exodus; on
the city walls, Gil-Galad has taken the task to delay the
enemies with a strenuous resistance.
Hurin_it; Teleri Elf Marines, Reaper #06119-20 and others
Frank Becker, Frank Bauer, Flint, M. Immig, J. Westedt – “High Elf Sea Port”, diorama
240
City of Eglarest
• Ereinion Gil-galad (army leader).
• Up to 1,200 points, following the rules of The Falas
League.
Angband
• Orcobal (army leader).
• One Winged Cold Drake (magic-user).
• Up to 2,000 points, following the rules of Fortress of
Angband (but no legendary formations allowed).
Victory Conditions
Angband’s victory: must have at least three formations in the
green area on turn 10.
City of Eglarest’s victory: if Morgoth's hasn't more than one
formation in the green area on turn 10.
Special Rules
241
series are allowed as for normal defensible terrain. • Subsequent fight occurs against every enemy who
• In Curtain Walls fight between two adjacent elements is occupies even but one of the Curtain Walls elements of
allowed as for normal defensible terrain - the only the adjacent series involved (i.e., the continuous wall
difference is that it is possible to charge from an between two towers), even if not directly charged.
element to an adjacent one and that no charge • If two or more charges are made against the same
movement occurs; adjacent elements may give support Curtain Walls series, or there is more than an enemy
if applicable. formation occupying that, then a multiple fight occurs.
• From a Curtain Walls element it is also possible to • Enemy's Defence value is modified as follows:
charge an adjacent Tower. - sum up all the number of unoccupied Curtain Walls
• Towers are elevated positions even in respect of Curtain elements directly charged (result = A);
Walls. - sum up the number of all companies occupying the
• Towers have also the Flanking Defence special rule (see involved Curtain Walls series (result = B);
below). - subtract from enemy's Defence value the result of (A-
B):B, rounded up.
• Charging companies and monsters have -5 dice (to a
minimum of 1).
• If the charger wins the fight, all enemies must leave the
involved Curtain Walls series across the closest
passageways; use also the Exiting a Terrain Feature
rule as applicable.
Flanking Defence
A company or monster that are occupying a defensible Altsain; Games Workshop, Uruk-hai army
terrain with this special rule, in the Shoot Phase receive a
+1 bonus to dice results when rolling to hit against a
target that is entirely in the appropriate area (yellow in the Vertical Defence
map) and that is shoot at against its left or right flank.
A company who are occupying a defensible terrain with
this special rule, in the Shooting Phase are allowed to
attack vertically from the murder holes an enemy target
that no more than 1” from one of his edges, using stones,
boiling water, darts and other such weapons. This in
addition to eventual other shooting attacks. A vertical
attack consist into 4 strength 8 attacks, range 1".
Storming Walls
242
Epicminipainting; Reaper #06119-20 (Teleri Elf Marines)
Final note
This is a strictly experimental scenario by now: for the first
time rules for playing a WotR siege game have been
attempted, but playtesting in not complete.
LotRaHGWmins; Games Workshop, Mordor Uruk-hai
243
7. Escape from Dor-lómin
After the battle of Nirnaeth Arnoediad, Morgoth invaded the Thus one among their largest groups, that for a few years
lands on Hithlum and Dor-Lómin. He then deported to has lived in safety in the caves of Androth, has finally
Angband all the folk oh the High Elves that lived there, whilst decided to leave forever Dor-Lómin and join what's left of
the humans and the lands of the House of Hador he gave to Teleri people in the south. It is leaded by a Falas elf called
his vassal Easterling people, leaded by Lorgan. Annael, and has the young Tuor along, the only son of Huor.
Many other elves have jointed them, but high is also the
number of wives and children they must now protect in the
perilous journey.
If they succeed into reaching the secret way to Nevrast
known as the Gate of the Noldor, though, they'll be safe.
But Lorgan has known from the orcish hunters that they are
moving and has deployed his trap.
Androth Elves
• Four companies of Androth Outlaws with Young Tuor
(army leader). Annael, a Stormcaller and a Musician.
• Up to 1,100 points, following the rules of The Falas
League, enclosing eventual The High Kings of the
Noldor allies (up to 25%). No legendary formations
are allowed.
• Four formations of Civilians (see the Special Rules),
Yggdrasil; Games Workshop, Mirkwood Rangers of two companies each.
Small groups of brave elves though, mostly boys and girls of Morgoth Vassals
Telerin blood, still resisted in the high grounds and in the
wilderness, hiding themselves in secret woods or • Lorgan (army leader).
underground. • Up to 1,000 points, following the rules of The Swarthy
The forces of Lorgan the Easterling never ceased hunting Men. No legendary formations are allowed.
them, because they were precious for the northern mines • Up to 400 points, following the rules of Fortress of
and because Morgoth hated deeply their kind. As time Angband. No legendary formations are allowed.
passed on, the situation became ever more unbearable for
these last free elves.
245
8. Land of Bow and Helm
When Turin son of Hurin escaped from Doriath, he joined a Morgoth was annoyed by the hurt they were causing him, so
band of outlaws south of Brethil, becoming soon their leader. he turned his attention against them. He knew it was
Along with his elvish friend Beleg they raised an army of sufficient eliminating both Captains, and the whole rebel
dispossessed but undaunted Men and Elves, and defeated realm would disappear.
the forces of Morgoth in that region. Thus they together
created fast, but shortly, the vast and famous realm of Dor-
Cúartol, the Land of Bow and Helm - so called from the Dor-Cúartol
dreadful weapons of the Two Captains: the bow Belthonding
of Beleg, and the Dragon-Helm of Turin. • The Wolf-men of the Wronged with Tùrin Mormegil
(army leader), and fortune Dragon Helm of Dòr-Lomin
• Beleg Cùthalion.
• Up to 850 points, following the rules of the Units
Common to All Realms of The Houses of Mankind
and Teleri Elves (not less than 400 points each).
Morgoth Vassals
• Fankil (army leader).
• Up to 1,450 points, following the rules of The
Beleriand Affair, enclosing eventual Fortress of
Angband allies (up to 25%). No legendary formations
allowed.
246
The Battlefield Dor-Cúarthol deploy first, in the blue area, and Ambushers in
any defensible terrain.
Standard 180 x 120 cm table. One swamp, one hill; the two Morgoth Vassals deploy second, in the red area.
woods have a capacity of four and six companies, the timber
building has a capacity up to four companies.
Victory Conditions
Morgoth Vassals win if both enemy Epic Heroes (the Two
Captains) are removed from play.
Dor-Cúarthol wins if 20 or more enemy companies are
destroyed and at least one friendly Epic Hero is still in game.
Special Rules
None.
Hurin_it, handmade timber building with GW and Warlord figurines
Deployment
247
9. The Battle of Tumhalad
After the death of Finrod Felagund and the attempt of the Túrin and moved in open to face the invading army, but none
Sons of Fëanor of taking political control, the noldorin could withstand the Great Worm. The king was slain, the
Kingdom of Nargothrond retired from the great wars of Noldor were heavily defeated and their great underground
Beleriand and organized its defence upon secrecy, hiding city was pillaged and occupied.
itself in the deep forests of Taur-na-Faroth and underground. But Túrin was spared and taken under a dreadful spell, to
But with the arrival of an Edain, Túrin the son of Húrin, things accomplish in spite of himself the malice Morgoth had
changed radically. For the Noldor were charmed by his planned for him.
personality, and made him supreme leader of their army, and
joined his plans for an open war against Angband.
Thus was that realm finally revealed to Morgoth, who sent Nargothrond
there a large Orc army leaded by Glaurung, the most
powerful of all his Urulóki dragons. • Up to 2,500 points following the rules of The Kingdom
of Nargothrond, enclosing Tùrin Mormegil (army
leader), Orodreth and Gwindor Erchamion.
• No other Epic Heroes allowed.
Angband
• Up to 2,500 points following the rules of The Urulóki
Swarm, enclosing Glaurung the Golden (army
leader).
• No companies different from infantry and trolls are
allowed, except for one formation, maximum, of wargs
or wargriders.
Mr.Knegge; Games Workshop, Warriors of the Last Alliance
Kriisten ZRA; Games Workshop, Warriors of the Last Alliance and Mordor Orcs
248
The Battlefield
Standard 180 x 120 cm table. The four woods have a
capacity of four and six companies; the timber building has a
capacity up to four companies.
Nargothrond deploy first, in the blue area, and Ambushers in
any defensible terrain.
Angband deploy second, in the red area.
Victory Conditions
Nargothrond is victorious in the end of the turn when
Glaurung the Golden has been removed from play.
Angband is victorious in the end of the turn when
Nargothrond has lost more than 2/3 of its companies.
249
10. The Second Kinslaying
After the Nirnaeth Arnoediad, the Son of Fëanor were
dispersed and mingled with Dark Elves in Eastern Beleriand, Doriath Kingdom
having lost most of their strength and proudness. But with • Dior Eluchíl (army leader) and Nimloth.
the death o Beren they thought they finally had the occasion • Up to 1,100 infantry points following the rules of The
to rescue at least one Silmaril, the one he had taken from the Kingdom of Doriath, enclosing up of 200 points of
crown of Morgoth and that king Thingol had set in the allies from The Ossiriand League.
Nauglamir necklace. For it was now possessed by the new • No other Epic Heroes allowed, nor any legendary
King of Doriath, Dior Eluchíl Beren’s son. Thus they formations from The Ossiriand League.
demanded the jewel to Dior. And receiving no answer, they
regrouped together and invaded Doriath, pitilessly slaying The Sons of Fëanor
those of their own kind, and spread in Menegroth, the elvish
underground city of thousand caves, filled with madness in • Caranthir (army leader), Celegorm and Curufin.
pursuing their oath. • Up to 1,100 infantry and Wolfhounds points following
the rules of The House of Fëanor, enclosing up of 450
points of allies from The Dark Elf Kingdoms.
• No other Epic Heroes allowed, nor any legendary
formations from The Dark Elf Kingdoms.
Hurin_it; GW, customized figurines (as Noldorin Line Infantry) Hurin_it; GW, customized figurines (as Doriathrim)
250
The Battlefield Victory Conditions
Standard 180 x 120 cm table. Battle in the Caves, but with a Doriath Kingdom wins if one of his epic heroes leaves the
single Gates opening rather than two. boardgame through the Gates.
The Sons of Fëanor deploy first, in the Gates cave. The Sons of Fëanor win if all of Doriath Kingdom epic heroes
Doriath Kingdom deploys second, in any other caves, two are otherwise removed from play AND they occupy at least
formations per cave maximum, not closer than 6” from the two caves different from the Gates one.
enemy.
Doriath Kingdom wins initiative in game turn 1.
Special Rules
251
11. Ambush at Sarn Athrad
After the ruin of Nargothrond and the dramatic death of his
sons, Húrin was released by Morgoth. Full of bitterness for
all that had occurred, he went to Nargothrond and recovered
the treasure of that kingdom, including the magnificent
necklace known as the Nauglamir. And he gave it with
contempt to King Thingol, as compensation for the bad care
he had for his family. But that jewel was now cursed.
Thingol was conquered by the beauty of the Nauglamir, and
commissioned the craftsmen of Nogrod to mount in it the
Silmaril. But the Dwarves coveted the new jewel, and killed
Thingol and Mablung, and sacked Menegroth.
Now the Dwarves, loaded with treasure, are escaping
towards Nogrod and have reached the ford of Sarn Athrad,
that crosses river Gelion.
But Beren, leading a host of archers from Ossiriand, has set HVM Wokbench; GW, Grim Hammers and Warriors of Erebor
there an ambush against them, to punish their crime and to
recover the Silmaril he and Luthien had pulled away from the
very crown of Morgoth.
Ossiriand
• Four companies of Sarn Athrad Guardians with Beren
Erchamion (army leader) and full command.
• Up to 1,000 points following the rules of The Ossiriand
League, enclosing up to 15% allies from The Living
Forest (The Hidden Supporters).
• No other Epic Heroes allowed.
Nogrod
• Up to 1,700 points following the rules of The City-state
of Nogrod, enclosing Naugladur (army leader).
• No other Epic Heroes allowed.
253
12. The Battle for Gondolin
The forces of Morgoth deployed for the storming of the city of Gothmog, the supreme leader on the field, knows that the
Gondolin after four years preparation were overwhelming. moment is decisive and victory might still escape from his
Despite this, the opposition they met on the walls was hands, for his legions are now tired and frightened, whilst
beyond any forecast. Angband hosts eventually breached in, with dawn the great eagles might swoop down on them to
and are now spreading into the city. But they suffered turn the tide.
tremendous losses, and still they are, fighting house by
house against an irreducible foe. For the first time Urulòki But he has perceived that the Elves are now rallying their last
and Balrogs have fallen, and in numbers, upon a battlefield; regiments and dispersed troops in the King's Square. By
and the best among the Orc leaders have been killed in the destroying these latter, the city must fall. So he has gathered
head of their troops. together his reserves and is now driving them personally
towards that square with a pincher maneuver on three
columns, with the intent of crushing them utterly and put the
battle to an end swiftly. But his doesn't know that his eastern
echelon has been stopped by the valor of Glorfindel and will
fail the appointment.
254
formations enter the board from the first move phase,
Gondolin starting from edges north and west, western of the blue line,
using the Reinforcements rule.
• Turgon (army leader), Tuor, Echtelion of the Fountain
(wounded: R =1) and Glorfindel of the Golden Flower.
• Up to 1,820 points following the rules of The Kingdom
of Gondolin.
• Add to each House Phalanx formations, with the
exception of the Phalanx of House of the King, one
under strength company with a force of but two
figurines; these do not count for victory conditions Victory Conditions
purposes. Morgoth's victory:
• No other Epic Heroes allowed. 1) if Gondolin loses more than ten companies (full-
strength only);
Angband and/or:
2) if Morgoth has at least three formations in the green
• Gothmog Lord of Balrogs (army leader).
area on turn 8.
• One Urulóki.
Gondolin's victory: if Morgoth's victory conditions are
• Up to 1,560 points following the rules of The Fortress
avoided.
of Angband enclosing up of 700 points of allies
following the rules of Angband Balrogs.
• No other Legendary Formations allowed. Special Rules
This battle uses the following Optional Rules: Shooting at
and from a Defensible Terrain Feature, and My Doom will
The Battlefield be Your Doom.
Towers: elevated positions. Any company inside is
Standard 180 x 120 cm table. Palaces (stone buildings): 14” Indomitable and is not forced to leave the feature (though it
x 5.5”, hold 6 companies each, +3 defensive bonus (but see may) if it loses a combat. Towers have the Vertical Defense
below). Houses (stone buildings): 9.5” x 5.5”, hold 4 special rule (see page 242).
companies each,+3 defensive bonus (but see below). Towers King's Tower: as Towers; moreover, any companies may
(stone buildings): 5.5” x 5.5”, hold 2 companies each,+4 only enter and exit directly from the adjacent Royal Palace.
defensive bonus (but see below). Fountain: impassable Defensive bonus is +5 rather than +4.
terrain. All buildings: ignore defensive bonus for shields.
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I. Nirnaeth Arnoediad – Order of Battle
The order of battle and brief explanations on the deployment "WotS", trying to maintain the actual balances - or
and battle dynamics that follow are taken, with kind imbalances. Indeed, it will be found that "if" the traitors of
permission, from an ultimate study on this event made by Ulfang and Lorgan were not such and would instead to be
Gianluca Meluzzi, soon to be published in Italy and entitled added to the strength of Maëdhros, and "if" Morgoth had not
"Nirnaeth Arnoediad, la Storia Dietro la Cronaca (the history had the brilliant idea of creating a third, decoy army out of
behind the chronicle)”. nothing - that of the West that attacked Eithel Sirion -
We have here just elaborated those military data, recruiting green orcs, badly armed and worse trained, the
transforming them into formations and armies in terms of two sides would have been substantially equal.
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But this was not the case, nor it could have been, for the
divine and malevolent mind of Morgoth was exceedingly
superior to that of his enemies, so that he could freely plan
against them, and gain if not the maximum of the results on
the field - since the Men of Dor-lómin stopped him with their
heroism - an overwhelming victory.
257
Union of Maëdhros – Order of Battle to the Thangorodrim - the most held the position, but was cut
off from any news from the war. On the sixth day the army
The coalition was on three armies. fought in the final battle - the only fresh forces of the day on
The largest, that of Beleriand, was under the command of the field - but without success, and escaped only thanks to
King Maëdhros. Its purpose was to attract the bulk of the Men of Dor-lómin, who protected his retreat with their
Angband's army in the plains of Anfauglith, so that the other lives.
army - that of Hithlum – would took it from behind. It was
deployed in Dorthonion at the foot of Mount Foen, and from
there it immediately marched north towards Thangorodrim.
But, as is told in the Narn-i-chîn-Húrin (as a strong difference
from the Silmarillion version), it was immediately intercepted
by the greatest of enemy hosts, the Army of the East. The
battle yet took place only three days later and had a
disastrous outcome for Maëdhros, in spite of episodes of
immense value on his side, like that of Azaghâl, king of the
Dwarves of Belegost, who wounded Glaurung and was killed
by him. But the arrival on the field of strong reinforcements of
Angband, some of them treacherously, left no hope for luck
or valor.
The second one, the Army of Hithlum under the command of
King Fingon, had feigned to be late, to deceive the enemy –
all the contrary, it had deployed secretly among the eastern
slopes of the Ered Wethrin mountains close to Eithel Sirion.
Fingon, however, fell into the trap when Angband's Army of
the West, a decoy with very scarce fighting skill, deployed in
front of him: he swept it away, and in the madness for the
brilliant victory the whole army flew over the Anfauglith up to
the very walls of Angband. There, however, the trap set by
Morgoth snapped against it: the walls, which seemed
defenseless, threw stones and darts at the attackers, whilst
the Army of Thangorodrim, in two echelons from left and
right, assailed them in a pincers, and forced it to retreat back
to the desert with heavy losses. There the army was AAvHDarkblade; Games Workshop, High Elf Warriors
destroyed by the calculated arrival on the field, on the sixth
day, of the Army of the East, which had beaten Maëdhros There were also many garrisons, which were left to defend
two days before. the homeland from possible enemy coups while the military
The last army, that of Gondolin, was the smallest, yet it was campaign was in act. The largest ones were in the fortresses
excellently armed and trained, and extremely effective. It of Barad Eithel and Himring, along with the siege-parks that
came to the field unexpected, even for Morgoth. Since King had been set up to besiege Angband after the victory on the
Turgon had not participated in the war councils and had field. Others of small consistency were in the castles that had
come at the last minute, his army was left in reserve at the been built to guard the passes of Ered Wethrin mountains
fords of Sirion close to the Fen of Serech. There one of the and the March of Maëdhros.
Orc legions of the Army of the West sacrificed itself to draw it
to the battle, but succeeded in attracting only half its cavalry
ARMY OF THE WEST (6 cps.), captain, banner bearer, banner bearer, musician; Hongwir
(10,385 points) taskmaster, musician; Hongwir Heavy Warband (6 cps.), captain,
Heavy Warband (6 cps.), captain, taskmaster, musician; Hongwir
This army was mostly made-up of
taskmaster, musician; Hongwir Heavy Warband (6 cps.), captain,
untrained troops: Hongwir types are
Heavy Warband (6 cps.), captain, taskmaster, musician; Hongwir
in effects green Orcs, Snow Trolls are
taskmaster, musician; Hongwir Medium Warband (9 cps.),
green Mountain Trolls, and shortbows
Medium Warband (9 cps.), chieftain, musician; Hongwir
mean awkwardly handled bows.
chieftain, musician; Hongwir Medium Warband (9 cps.),
Medium Warband (9 cps.), chieftain, musician; Hongwir Light
The Fortress of Angband
musician; Hongwir Medium Warband (throwing weapons, 4
Command: Captain in the West Warband (9 cps.), musician; cps.), musician; Hongwir Light
(commander in chief, army Hongwir Light Warband (throwing Warband (throwing weapons, 4
banner), Lughorn – 265 points. weapons, 7 cps.), musician; cps.), musician; Hongwir Light
Hongwir Light Warband (throwing Warband (shortbows, 4 cps.),
The Fortress of Thangorodrim weapons, 7 cps.), musician; musician; Hongwir Light
Hongwir Light Warband Warband (shortbows, 4 cps.),
Provost Guard: Angband Heralds
(shortbows, 4 cps.), musician; musician; – 1,200 points.
(4 companies), herald leader,
Hongwir Light Warband 3rd Legion: Orc Medium Warband
banner bearer, musician – 240 (shortbows, 4 cps.), musician; (9 cps.), chieftain, banner bearer,
points.
Snow Trolls (5 models); Snow musician; Hongwir Heavy
Troll Chieftain (1 model) – 1,915 Warband (6 cps.), captain,
The Fortresses of Utumno and
points. taskmaster, musician; Hongwir
Thimbalt
2nd Legion: Orc Medium Heavy Warband (6 cps.), captain,
1st Legion: Orc Heavy Warband Warband (9 cps.), chieftain, taskmaster, musician; Hongwir
262
Medium Warband (9 cps.), taskmaster, musician; Hongwir 1st Legion: Gong Heavy Warband
chieftain, musician; Hongwir Heavy Warband (6 cps.), captain, (6 cps.), captain, shaman, banner
Medium Warband (9 cps.), taskmaster, musician; Hongwir bearer, taskmaster, musician;
chieftain, musician; Hongwir Light Medium Warband (9 cps.), Gong Heavy Warband (6 cps.),
Warband (throwing weapons, 4 chieftain, musician; Hongwir captain, taskmaster; Orc Heavy
cps.), musician; Hongwir Light Medium Warband (9 cps.), Warband (6 cps.), captain,
Warband (throwing weapons, 4 chieftain, musician; Hongwir Light taskmaster; Orc Heavy Warband
cps.), musician; Hongwir Light Warband (throwing weapons, 4 (6 cps.), captain; Gong Shock
Warband (shortbows, 4 cps.), cps.), musician; Hongwir Light Warband (6 cps.), captain,
musician; Hongwir Light Warband (throwing weapons, 4 taskmaaster; Orc Medium
Warband (shortbows, 4 cps.), cps.), musician; Hongwir Light Warband (9 cps.), chieftain; Orc
musician; – 1,200 points. Warband (shortbows, 4 cps.), Medium Warband (9 cps.); Orc
4th Legion: Orc Medium Warband musician; Hongwir Light Medium Warband (9 cps.); Orc
(9 cps.), chieftain, banner bearer, Warband (shortbows, 4 cps.), Hunters (6 cps.), captain; Orc
musician; Hongwir Heavy musician; – 1,200 points. Hunters (6 cps.), captain; Orc
Warband (6 cps.), captain, 7th Legion: Orc Heavy Warband Light Warband (throwing
taskmaster, musician; Hongwir (6 cps.), captain, banner bearer, weapons, 4 cps.); Mountain Trolls
Heavy Warband (6 cps.), captain, taskmaster, musician; Hongwir (5 models); Mountain Troll
taskmaster, musician; Hongwir Heavy Warband (6 cps.), captain, Chieftain (1 model) – 2,970
Medium Warband (9 cps.), taskmaster, musician; Hongwir points.
chieftain, musician; Hongwir Heavy Warband (6 cps.), captain, 2nd Legion: Gong Heavy
Medium Warband (9 cps.), taskmaster, musician; Hongwir Warband (6 cps.), captain,
chieftain, musician; Hongwir Light Medium Warband (9 cps.), shaman, banner bearer,
Warband (throwing weapons, 4 chieftain, musician; Hongwir taskmaster, musician; Gong
cps.), musician; Hongwir Light Medium Warband (9 cps.), Heavy Warband (6 cps.), captain,
Warband (throwing weapons, 4 musician; Hongwir Medium taskmaster; Orc Heavy Warband
cps.), musician; Hongwir Light Warband (9 cps.), musician; (6 cps.), captain, taskmaster; Orc
Warband (shortbows, 4 cps.), Hongwir Light Warband (throwing Heavy Warband (6 cps.), captain;
musician; Hongwir Light weapons, 7 cps.), musician; Gong Shock Warband (6 cps.),
Warband (shortbows, 4 cps.), Hongwir Light Warband (throwing captain, taskmaaster; Orc
musician; – 1,200 points. weapons, 7 cps.), musician; Medium Warband (9 cps.),
Hongwir Light Warband chieftain; Orc Medium Warband
(shortbows, 4 cps.), musician; (9 cps.); Orc Medium Warband (9
Hongwir Light Warband cps.); Orc Hunters (6 cps.),
(shortbows, 4 cps.), musician; captain; Orc Hunters (6 cps.),
Snow Trolls (5 models); Snow captain; Orc Light Warband
Troll Chieftain (1 model) – 1,915 (throwing weapons, 4 cps.);
points. Mountain Trolls (5 models);
Mountain Troll Chieftain (1 model)
ARMY OF THANGORODRIM – 2,970 points.
(14,435 points)
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II. Nirnaeth Arnoediad – The Last Stand
Again following the study “Nirnaeth Arnoediad, la Storia Edain of Dor-lómin under Húrin and Huor, at the Fen of
Dietro la Cronaca” under author’s kind permission, it has Serech.
been reconstructed here in WotS terms the last stand of the Photos by Hurin_it
1. Overview. In the foreground the Anfauglith and Angband's army with Gothmog; then the Fen of Serech. On the right flows the
Sirion river, in which flows the Rivil river in the center. Between the Rivil and the Sirion stands a rise, where the bulk of the Edain
with Huor are deployed; to his right, in the bottom, Húrin blocks the gorge with a battalion of heavy infantry, allowing the Elves of
Gondolin to retreat without being chased by Angband’s victorious army.
2. Opposite view. In the foreground the infantrymen of Húrin in the gorge, on the right the rise with the bulk of the edain army of the
Dor-lómin that covers it, with archers under cover. At the bottom is deployed the army of Angband.
266
3. Detail of the rise where the bulk of the Edain is deployed. Those below control the ford of the Rivil, those at the top cover both
them and Húrin, who is out of view, to the right of the road (to Tol Sirion and the Fords of Brithiach) in foreground.
4. The heavy battalion of Húrin, which shieldwall keeps the gorge closed to Angband's forces and blocks their advance along the
road on Turgon's heels.
267
5. The forces of Angband follow each the other along the road in the gorge to force it, but they are cut down by the archers on the
rise first, then by the veterans of Húrin (off-screen to the left).
268
7. Ditto, seen from behind. To the right is the Sirion and the height from where the archers shoot.
8. A battered battalion with Huor prepares to repel a new assault from the marshes through the Rivil. Angband's forces hurry to take
the high ground, for they are in the need of neutralizing swiftly the devastating shooting of the archers who are in position up there.
269
9. Another battalion, made of veterans from Ladros, faces the Gong orcs attempting to force the ford of the Rivil. When Dorthonion
had fallen, 17 years earlier, the population of Ladros had taken refuge in Brethil and Dor-lómin; to be believed that in Nirnaeth many
participated as volunteers, to rescue their invaded homeland.
10. Detail of the top of the rise with the lurking archers under cover.
270
11. Edain reserve battalion and archers on the top of the rise.
12. Orcs and Gong are preparing to force the ford of the Rivil from the Fen of Serech.
271
13. The hosts of Angband hasten to wipe out the Edain of Dor-lómin. In foreground, Gothmog and some Balrog companies.
14. Orc archers try to sap the opponents from the fen. Behind them are a few Balrog companies, and Gothmog in the background.
272
15. Gothmog prepares the final assault against Húrin, along the road on the right bank of Sirion. In order: a battalion of Gongs, the
Guard Troll of Gothmog, a battalion of Orcs.
273
III. Credits
The work of others has been very important both in developing this scenario and, overall, in illustrating it with their art, even if most
of them were unaware of this, for they simply had published their works in the web. We are grateful to them for their help and give
here the complete list of their nicknames or, possibly, their names. A little few remained anonymous.
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Mikeland82 Ryan Devoto Winxkc
Milo S. McCafferty Workbench
Miniaturenland Collection Sacred Circle Minis Xin
Mirliton SG (official) Sandra Garrity Yggdrasil
Mojo Amok Scott Bowman Youronas
Morghot Scot’ts Wargaming Zaboobadidoo
MOTN Sean Guzman
Mr.Knegge Sebastian Picque Deadfish GRAPHICS
Neldoreth of An Hour of Wolves Selnartheblack
Nicholas Ryan SEO Aanker
Nicolas Gareth Sevlag Achaley
Nicole Hart Shadow & Flame Aglargon
Nicks Shaun Alan Lee
Ninoslav Luk Sherri Higdon Cox Aru
Oathmark Miniatures (official) Shin3 Becor
Onyx Showtime40k Breogan
Opponent-Theory SidTheSloth Darchala
Orc Silver and Blue Minis Derter
Orkork Simmuskhan Earl of Memory
Otherworld (official) Singaliel Ekukanova
OV Studio Skilky Enanoakd
Pablo Lòpez Jimeno Skinskinner Heget
Paboook Skylax HinoSherloki
Paliouras Smithy Hurin_it
Paskiman Snowbourn Ivanalekseich
Pat Grognard Snuttm Jack A. Barker
Paul Shope Stern Kestrelmann John Ronald Reuel Tolkien
PegaZus Symrivven Julia Morelli
Piano Wargames Szary Lofter
Pinovipera Tagron Lordfenrir
Power of Will TheCat Okiir
Ptolemy The Kiwi Nartum
Quenta Silmarillion The Mad Hamster's Modelling VaterRadetzky
Quindia The Shop on the Borderlands
Qwertz8 Thomas Doyle ELVISH LANGUAGES
Rafael Garcìa Marìn TIA SUPPORT
Rafal Maj Tigershark Infinite (Vinyë Lambengolmor community)
Raffaele Picca Timshinn73
Rainbows TML Elaran
Rangda Tom Young Paul Strack
RedBox Miniatures (official) Tommaso Zerbi Shihali
Rhonda Bender Tre Manor Tinwelint
Rick Burge Unfinished Armies
Ringwraith Unreleased Miniatures (official) WOTS PHOTOGRAPHERS
Rivalord Vekin1971
Hurin_it
River Zora Wally Harwood
Pigo
Robert Blaha Warhuan
Russian Alternative (official) Werner Clocke
Rustedplate White Wizard
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