The Battle of Pellenor Fields
A Scenario for ‘Hordes of the Things’
Forces
Gondor
Imrahil’s Command
|
1xKnight General |
(Imrahil and bodyguard) |
@2AP |
|
2xKnights |
(Knights of Dol Amroth) |
@2AP |
|
6xSpears |
(Levy Spearmen) |
@2AP |
|
2xShooters |
(Levy Bowmen) |
@2AP |
Break Point - 11AP
Rohirrim
|
1xKnight General |
(Theoden) |
@2AP |
|
12xKnights |
(Riders of Rohan) |
@2AP |
|
3xRiders |
(Horse Archers) |
@2AP |
Break Point - 16AP
Aragorn’s Command
|
1xHero General |
(Aragorn) |
@4AP |
|
1xRiders |
(Dunedain) |
@2AP |
|
5xSpears |
(South Gondor Levy) |
@2AP |
|
2xShooters |
(South Gondor Levy) |
@2AP |
Break Point - 10AP
Others
|
1xWizard General |
(Gandalf) |
@4AP |
|
1xStronghold |
(The Gate to Minas Tirith) |
Mordor
Witch-King’s Command
|
1xAerial Hero |
(The Witch-King) |
@6AP |
|
2xRiders |
(Wolf Riders) |
@2AP |
|
4xWarband |
(Uruk-Hai) |
@2AP |
|
2xBehemoths |
(Trolls) |
@4AP |
|
8xHordes |
(Orcs) |
@1AP |
|
2xShooters |
(Uruk Hai Archers) |
@2AP |
|
2xRiders |
(Variags) |
@2AP |
Break Point - 21AP
Haradrim
|
1xRider General |
(Ruler of the Haradrim) |
@2AP |
|
5xRiders |
(Haradrim Horsemen) |
@2AP |
|
2xSpears |
(Haradrim Foot) |
@2AP |
|
2xShooters |
(Haradrim Archers) |
@2AP |
|
1xBehemoth |
(Mumakil) |
@4AP |
Break Point - 12AP
Gothmog’s Command
|
1xKnight General |
(Gothmog) |
@2AP |
|
2xSpears |
(Southron Spearmen) |
@2AP |
|
1xShooter |
(Southron Archers) |
@2AP |
|
2xBehemoths |
(Mumakil) |
@4AP |
|
2xWarbands |
(Far-Haradrim) |
@2AP |
|
2xBlades |
(Variag Axemen) |
@2AP |
|
2xRiders |
(Variags) |
@2AP |
Break Point - 14AP
Events
Roll a D6 for each event with a 5 or more needed for success.
1 Imrahil’s command sallies from Gondor. (Gondor)
At the start of each Gondor bound roll for this event. If it occurs Imrahil’s command is activated.
2. The Witch-King appears on the battlefield (Mordor).
At the start of each Mordor bound after Event 1 happens roll for this event. If it occurs the Witch-King’s element is placed adjacent to any element in his command, even if this would place him in contact with an enemy element.
3. Gothmog’s command appears from Osgiliath (Mordor)
At the start of each Mordor bound after Event 2 happens roll for this event. If it occurs Gothmog’s command enters along the Eastern edge of the battlefield.
4. Aragorn’s command appears from the Anduin (Gondor)
At the start of each Gondor bound after Event 3 happens roll for this event. If it occurs Aragorn’s command enters along the Southern edge. Special surprise rules apply during the following Mordor turn.
Special Rules
Imrahil’s Command
No troops in this command may move until they are activated by the occurrence of Event 1, a Rohirrim element moves adjacent to any element in this command or a Mordor element moves to within 3" of any element of this command.
Gandalf
Gandalf appears adjacent to the Stronghold if any Mordor element moves adjacent to it. He rolls a PIP dice as if he were a general and may use these PIPs to move any Gondor troops on the field. Note that he still pays PIPs both to move himself and to bespell enemy elements.
Merry and Eowyn
Once during the game the Wich-King can be forced to take a -2 in close combat. This must be declared before the dice are rolled and can only be applied if a Rohirrim unit is in contact with or overlapping the Witch-King.
Aragorn’s Arrival
This causes such surprise that all Mordor commanders subtract 2 from their PIP dice on the turn after it happens. Scores of less than zero are treated as zero.
The Witch-King
Until he appears on the battlefield all troops under his control are considered to be within his radius. Once he is placed on the battlefield normal command distance rules apply. If the Witch-King is bespelled he is removed according to the rules. If he is replaced he appears in the centre of the Eastern edge. In addition, if the Witch-King is bespelled, or is forced to recoil and has a final combat total which is an odd number then his flying beast is assumed to have been killed. If this happens then he is downgraded to an ordinary Hero for the rest of the battle. The 2AP lost by this downgrade count towards his command’s break point.
Hordes
Replacement Hordes for Mordor appear on the Eastern edge of the battlefield.
Broken Commands
A command is broken when it loses half or more of its APs or if its commander is killed and the next PIP roll is not more than half of the number of APs lost. A broken command is not removed but suffers penalties:
All moves cost an extra PIP.
All elements in the command suffer a -1 in combat.
All recoil results become ‘Flee 600p’.
Victory Conditions
Mordor wins if they break all on-table Gondor commands. Capturing the Stronghold allows the Mordor player to count any one on-table Gondor command as broken for the purposes of victory only.
Gondor wins by breaking all on-table Mordor commands.