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Lotr Strategy Battle Game Battle Companies PDF
Lotr Strategy Battle Game Battle Companies PDF
Lotr Strategy Battle Game Battle Companies PDF
You can download a pdf version of this booklet at the following web address:
www.games-workshop.co.uk/thelordoftherings/gaming
BATTLE COMPANIES
New rules for playing experience-based campaigns in Middle-earth
This summer Games Workshop UK will be ready to defend Middle-earth against the hordes of Along with this booklet you will need a copy of
running an exciting campaign set during the War Sauron shoulder to shoulder with the forces of the Return of The King rules manual, The Siege
of the Ring. This Battle Companies booklet is Good, or sweep the races of Men aside alongside of Gondor and The Battle of Pelennor Fields.
the first step towards that campaign. By building the forces of Evil. Youll find that not only can Youll also need a small collection of models for
up a fearsome Company of warriors, you can be you play exciting games against the Battle your starting Battle Company. Fortunately the
Companies of your friends, but that you can also number of models youll need to start with is very
add these companies to your existing The Lord of small (normally less than 10) so its an ideal way
Feedback the Rings armies, giving them even more to start a new force, or use an old army that you
If you want to give the The Lord of character - theres nothing to stop you having your havent played with for a while.
the Rings team feedback on the own Heroes fighting alongside the likes of
Battle Companies rules, please get Aragorn, Legolas or the Witch-king. Bear in mind as you play Battle Companies, as
in touch with them by writing to the you hold it now it is just another stage on the
following address: What youre holding in your hands now is journey of this way of playing - and more changes
everything that we have produced for Battle and improvements will be made before it reaches
Games Development Companies up to now, with some improvements its destination. Please feel free to send us your
LOTR Battle Companies and minor rules changes. Veterans of the game ideas and feedback as you play games, I promise
Games Workshop will notice, for example, that rolling on the to read all your comments and suggestions, even
Willow Road Influence Table now costs three Influence Points. if we dont use them. Anyway, thats enough
Lenton The changes that have been made are simply the talking from me, its time to pick your force,
Nottingham result of good feedback and extensive playtesting, name your models and get playing. Good luck!
NG7 2WS and I hope youll enjoy them and find that they
make your games even more fun. Adam Troke
Step One: Gather your force
Choose which Battle Company you wish to use
from this booklet, and gather up the models you
Adams Orc Warband
My first Battle Company is a Company of
will need. Naming them individually will help
Mordor. To represent my Hero I decided
enormously when it comes to record-keeping, and
to use an Orc Captain I had converted a
entering their details onto a record sheet. Once
while ago. I named him Nurbog. After
you have selected your force you may choose one
doing this I named the rest of the Orcs in
Warrior to be your Hero, you should make up a
my new Mordor Warband, filling out my
suitable name/title for him. This warrior represents
record sheet with their characteristics (its
a lieutenant, sergeant, master-at-arms or some
a good idea to photocopy this several
other greater minion, literally an aspiring Hero
times, as youll need to update it
of the Dark Masters of Mordor, or the noble lords
frequently). Once Id come up with a
of Gondor. Add one Fate point to his profile, this Adams Orc hero Nurbog before he
background story for my little patrol, I
warrior is considered a Hero in all ways from this started out on his road to glory.
was ready to go and play some games!
point onwards. Throughout your games your Infamy awaits him!
Battle Company may grow in size, however, it
may not exceed fifteen members in total.
and Hero inflicts, and keep models removed Step Three: Injuries
Step Two: Play a game from play as casualties to one side. This is Once you have finished your game, its time
Find an opponent. Take a look at the scenarios essential for step three. If two or more warriors to work out the seriousness of the injuries
on pages 14 - 15 and agree with them which win a combat and inflict wounds together, the your warriors have sustained. Its very
scenario you are going to play. During the controlling player may choose which of the important that this phase is remembered, and
game, record how many wounds each Warrior models counts the kill as his own. ideally should be the first thing players do
after the battle is over. Even before the
obligatory post-match cup of tea, beer or
Hero Injury Table orange squash!
2D6 Effect
2 Dead The Heros adventure ends here remove the warrior from your Every Hero and Warrior removed as a casualty
roster. should roll on their respective Injury table
(opposite and below). Youll notice that your
3 Lost in Battle The Hero lies wounded somewhere on the field of battle. Warriors are far more likely to die of their
The players should, as soon after their bookkeeping is completed as possible, injuries than Heroes. This reflects the heroic
play Take the high ground with the lost Hero as the objective. The Hero may nature of The Lord of the Rings and
not act, or be attacked for the duration of the game. If his side wins, he is streamlines the game, preventing too much
returned, and makes a full recovery. If not, he is considered Dead. book-keeping.
4 Arm Wound The damaged arm may no longer be used, either to carry a It is very important that all your Injury rolls
shield or wield a weapon. Therefore the Hero can only use a hand weapon or are worked out directly after your battle is
dagger from this point onwards. A second arm wound will force your Hero to completed, and ideally players should make
retire, as per the Dead result. these rolls together, and before playing
another game.
5 Leg Wound The first leg wound gives a -1"/2cm move penalty. A second leg
result will cause your Hero to retire, as per the Dead result. If any Hero or Warrior rolls the Dead result,
all their equipment is lost and cannot be
6 Full Recovery The Hero may play the next game as normal. given to another member of the Company.
If a Warrior or Hero has a mount that is
7 Full Recovery The Hero may play the next game as normal. killed during a scenario do not roll on the
Injury table for it. All mounts are considered
8 Its just a Scratch! The Hero must miss his next game. Alternatively he may to survive their wounds, or the character
choose to roll again on this chart, but the second result will apply. secures himself a new one. The only way a
mount can be lost is if the rider dies, in
9 Flesh Wound The Hero must miss his next game. which case the steed is lost along with the
riders other possessions.
10 Niggling Injury Before each game the Hero must make a roll. On the score
of a 1, the Heros injury is plaguing him and he cannot take part in the game.
A Hero can have more than one Niggling Injury, in which case he must make Warrior Injury Table
one roll for each.
1D6 Effect
11 The wounds of a Hero The Heros patrons are so impressed by the Heros 1 Dead This Warriors adventure
self-sacrifice that his force gains +D6 Influence this game. Additionally, he ends here.
makes a Full Recovery.
2-3 Injured This Warrior must miss
12 Protected By The Valar Saved from injury by the Valar, or perhaps some his next game.
darker power, the Hero is protected from any serious harm. The Hero
permanently gains +1 Fate. Additionally, he makes a Full Recovery. 4-6 Full Recovery This Warrior
may play next game as normal.
3
Step Four: Experience
Once you have resolved all the injuries Warrior Promotion Table
sustained by your Company, it is time to see D6+WI Effect:
which of them, if any, have gained enough 1 to 6 No Effect
Experience to improve in some way. Heroes
gain an Experience Point: 7 Elevated in status The Warrior is promoted. Not all Warriors are eligible for this.
Each time they remove a wound from See your race promotion table for those who can be promoted and the result. If they
any enemy model. If an enemy Hero are ineligible, count as No Effect.
regains this wound thanks to a Fate
roll, the Experience Point is not lost. 8+ A Hero in the making This result is available to all Warriors. From now onwards
Each time he plays in a scenario. the Warrior is treated as a Hero, and may gain Experience. He also adds one Fate
Each time his side win a scenario. point to his characteristics. He starts with no Experience Points, but will begin to
accrue them as normal from the next game onwards.
Every time a Hero gains 5 Experience
Points he may roll once on the Hero
Advance table below. It is also clear to see how important good Points immediately, or store them for later
record keeping is, to make sure you can add use. Players may purchase additional
No Hero in a Battle Company may have the correct number to the dice you roll on the weapons and equipment for Heroes and
more than 3 Might and 3 Will. If you roll a Warrior Promotion table. The Mordor force Warriors from the armoury with Influence
result for your Hero that you cannot use, list only allows Orc Warriors to receive dice. All models must be armed with the
either because the Hero already has the promotion. This is because the types of Orcs correct weapons and equipment.
Special Rule or because his profile has are born into the roles they fulfil.
reached its maximum, you may choose any Warriors may be armed with any equipment
other result from the same table. Should they Step Five: Influence available to them in their entry section in
have all the Experience increases available Influence represents the patrons of the The Return of The King and Siege of
on the table, they may choose from any different Companies sending reinforcements, Gondor rules manuals. Heroes are not bound
result available to your Hero. and support to the Heroes leading them. The by this and may make any purchases their
more victories the Company gains, the more races Equipment Options allow.
The way in which Warriors improve is quite a patron will offer them aid. Influence is
different. When playing games it is important measured with Influence dice. Players always Step Six: Calculate the Battle
to make a note of how many wounds receive 2 Influence dice for playing in a Companys rating
individual Warriors inflict. To see if your scenario. Additionally players receive: To Calculate the rating of your Battle
surviving Warriors receive promotion, roll a +1 Dice for a draw. Company, follow the instructions given in
dice for each Warrior at the end of every +2 Dice for a win. Using your Battle Companies in Larger
game. Add the number of wounds the Games (Pages 16 17). The total points
Warrior inflicted in the game (WI) and You may use influence in one of three ways. value of your Battle Company, is your Battle
compare this number to the Warrior Firstly by rolling on the Influence Table for Company Rating.
Promotion table to see if he advances. your chosen race. It costs 3 Influence Points
Warriors may not carry over wounds for each roll you make on this table. The Before you play a game compare the ratings
inflicted in previous games. second way to use Influence Points is to of the two Companies. For every full 15
adjust the roll you make on the Influence points difference, the Company with the
As you can see, it is very difficult but not Table each additional point you spend can lower rating receives one re-roll which can
impossible for a Warrior to become a Hero. adjust the dice score up or down by one per be used at any point during the game (but not
Influence Point spent. Thirdly you may in the after-game sequence). Additionally,
purchase additional equipment at the cost after the game, the smaller Company
Hero Advance Table indicated in your chosen races equipment receives one extra Influence dice for each
options. Players are free to spend Influence 15 points difference in ratings.
D6 Effect
1 Fight/Shoot The Heros Fight or
Shoot characteristic is improved by
1. The controlling player may
choose. To a maximum of 6/3.
2 Strength/Defence The controlling
player may choose between
Defence and Strength. Each may
only be improved once.
3 Courage The Heros Courage
characteristic is improved by 1 to a
maximum of Courage 6.
4 Attack/Wound The controlling
player may choose. The Heros
Wounds and Attacks may not
exceed 3 each.
5 Special Rule Roll again on the
relevant race Advance table. Here two Orcs roll high enough to wound the Warrior of Minas Tirith. Since the Good model has
6 Choose One result from above. one wound on his profile, the Evil player may choose which Orc counts as having inflicted it.
Battle Companies Roster Sheet
Company Name: Company Type:
D6 Result
1-2 Ranger of Gondor
Gondor Starting Force Gondor Advance Table
3-4 Citadel Guard OR a Guard of the
2 Warriors of Minas Tirith with bows
Fountain Court
3 Warriors of Minas Tirith with hand D6 Effect
5-6 Knight of Minas Tirith
weapons and shields 1 Might/Will The controlling
2 Warriors of Minas Tirith with spears player rolls a dice. On a 1-3 the
and shields Hero gains one Might point. On a
4-6 he gains one Will point.
2 Courageous The Hero may reroll
all failed Courage tests.
Gondor Promotion Table 3 Blade Master The Hero may
reroll one dice per turn to see which
Troop Type Promotion Option side wins a fight.
Warrior of Minas Tirith with bow Ranger of Gondor Alter the Warriors statistics 4 Favour of The Court When
appropriately. If the Warrior had a spear in rolling on the Influence table, one
addition to his bow, he may retain this. Influence dice can be rerolled for
Warrior of Minas Tirith spear & shield Knight of Minas Tirith All weapons and each Hero with the ability in the
equipment are traded for that of a Knight of Minas Company.
Tirith. 5 Rally to Me This Hero has a
Warrior of Minas Tirith sword & shield Citadel Guard/Guard of the Fountain Court The range of 12"/28cm when he makes
player may choose which. Alter the Warriors a Stand Fast roll from now
statistics appropriately. Include the special rule: onwards.
Bodyguard. May choose additional equipment at 6 Might The Hero gains one Might
the cost indicated in Gondor Equipment Options. point.
77
Rohan Battle Company
he brave warriors of Rohan have
Uruk-hai with hand weapon and shield Uruk-hai Berserker Exchange the Warriors
statistics, weapons and equipment for those of an
Uruk-hai Berserker.
99
Dol Amroth Battle Company
ol Amroth lies on the shores of the
Haradrim Warrior with spear Haradrim Lancer All weapons and equipment are 5 Master of Poisons. This Hero must
exchanged for the equipment of a Haradrim Raider re-roll 1s and 2s when rolling to
armed with a lance and bow. wound with poisoned attacks.
Haradrim Warrior with bow Haradrim Raider All weapons and equipment are 6 Might. The Hero gains one Might
exchanged for the equipment of a Haradrim Raider point.
armed with a bow.
11
11
Moria Battle Company
t the time of the War of The Ring
Often groups of Khazd will set out from their Part of a Dwarven starting force
cavernous dwellings and patrol the
surrounding areas. Such companies soon
earn renown and prestige as they return to the Dwarf Equipment Options Dwarf Advance Table
halls of their liege with tales of battle and
adventure. For just as every Dwarf loves gold Weapon Cost in Influence dice D6 Effect
and good food, so too do they love songs that Dwarf bow 1 1 Might/Will: The controlling player
tell of daring deeds and mighty battles. Two-handed weapon 1 rolls a dice. On a 1-3 the Hero gains
Throwing axe 1 one Might point. On a 4-6 he gains
Dwarf Special Rule: Because of the Shield 1 one Will point.
superior workmanship of their armour, Dwarf heavy armour 2
and their natural resilience, a Dwarf 2 Favour of the Chamber:
Hero can have two increases in his When rolling on the Influence table, one
Defence statistic. Influence dice can be re-rolled for each
Dwarf Influence Table Hero with this ability in the Company.
All Warriors Khazd Guard: All equipment/statistics are exchanged for that of a Khazd Guard. 5 Might: The Hero gains one Might point.
13
Battle Companies Scenarios
ere are five mini-scenarios for models remaining in a Company. This giving victory to his opponent, in any
Rescue Layout: A 48"/112cm x 48"/112cm board Defender victory: The defender is victorious
A Hero finds himself separated from his with as much or as little terrain as the if the attacking company is reduced to below
main force and under attack from the players desire. More terrain definitely 50% of its starting numbers.
enemy. As his foes seek to cut him down, makes for a more exciting game. Players Attacker victory: The attacking force is
his companions race to his rescue. This should feel free to use their imagination in victorious if the target Hero placed in the
opportunity is too much for the attackers setting up the board. centre of the board is killed.
to pass up, providing they can slay the Starting Positions: Each player should roll Draw: The game is a draw if both sides
Hero without too much loss. a dice. The lowest scoring player is the achieve their objective in the same turn.
defender and should place one of his
Heroes (this is the target Hero) and up to Special Rules
two of his Warriors within 3"/8cm of the Surprise: The attacker always has priority
centre of the board. The opposing player in this scenario.
6"/16cm
may place his entire company within To the rescue! The company of the target
18"/42cm of one board edge. Hero are keen to rescue their comrade and
Objectives: The defending company must leader. At the end of their first Move
Target hero save their Hero. The attackers must try to Phase they move onto the board anywhere
kill him while he is cut off from the along the opposite table edge to the
majority of his Battle Company. The game attacking player.
finishes at the end of the turn in which the Against the odds: Should the target Hero
target Hero is slain, or the attacking survive the game he will gain 1 extra
company is reduced to below 50% of its Experience point in addition to the normal
starting numbers. amount for playing and surviving.
Take the High Ground On the roll of a 1 or 2 the game 5-6 The model moves onto the board
Somewhere in the area lies an object of automatically ends. Whoever controls the from the controlling players edge.
immense importance to both sides, from a objective in the centre of the table is the
signal fire which needs to be urgently set winner (see Victory below). Newly arrived models act normally, but
alight, a haul of weapons, or the entrance may not charge, on the turn that they
to a hidden tunnel. Whatever it is, its Special Rules initially arrive.
defence is paramount. Wild Search: Both Companies have split Victory: Your side has at least twice as
Requirements: A 48"/112cm x up their warriors to broaden the search. To many models within 3"/8cm of the
48"/112cm board, with as much terrain as represent this, no models will start play on objective compared to your opponent.
possible. More terrain definitely makes for the board. At the end of each players Defeat: Your opponent has at least twice
a more exciting game, so players are Movement phase players should roll a as many models within 3"/8cm of the
encouraged to use their imagination when dice for each model in their Company not objective compared to you.
setting up the board. Players will also on the board (Might may not be used to Draw: Any other situation results in the
need a marker, preferably no larger than a influence this roll). The first turn will thus game being a draw.
cavalry base, to act as an objective. consist mostly of these rolls.
Layout: The Objective marker should be D6 Result
placed in the centre of the board. Each 1-2 The model is delayed and doesnt
player should then roll a dice. The highest move on to the board this turn. This
scoring player should choose a board model still counts as part of the
edge. His opponent takes the opposite Companys total size for rolling for
edge. These are the players starting the game end and Courage tests.
edges. The edges not chosen are 3 The model moves onto the board
considered the side edges for this from either side edge (both the side,
scenario. Players should roll again to and the entering point are chosen by
determine Priority. the opponent).
Objectives: Once a side has been reduced 4 The model moves onto the board
to 50% of its starting number, roll a dice from any point on either side edge,
at the beginning of each Priority phase. chosen by the controlling player.
The Chance Encounter place his own company within 12"/28cm 25% in the same turn.
Two opposing Companies travelling of the opposite edge. Players should roll
through the wilderness happen upon each again to determine priority.
other. An enemy apparently alone and cut Objectives: The leaders of the opposing
off from support is not an opportunity to Companies are seeking a quick victory
pass up. Quick thinking and a strong arm over their enemy without too many losses.
will win the day here. At the end of the turn in which one side is
Layout: A 48"/112cm x 48"/112cm board reduced to 25% of its starting number the
with as much terrain as possible. More game ends. Models who flee from the
terrain definitely makes for a more battlefield do not count as casualties.
exciting game so players are encouraged Victory: Your Battle Company is reduced
to use their imagination. to 25% of its starting number.
Starting Positions: Each player should Defeat: Your Battle Company is reduced
roll a dice. The lowest scoring player to 25% of its starting number and your
should choose a board edge and deploy opponents is not.
his company within 12"/28cm of his Draw: The game results in a draw if both
chosen side. His opponent should then players Battle Companies are reduced to
Hold The Line within 6"/14cm of the centre of the road. off the opposite table edge, they win.
In an area of pivotal strategic significance The highest scoring player counts as Defender Victory: If the attacker fails to
one Company finds itself guarding a road, having priority for the first turn, and may
move 33% of his models off the opposite
mountain pass or forest path. With orders move his warriors onto the board along
the road following the normal rules. table edge the defender wins.
to stand their ground and hold this route
Objectives: If 33% of the attacking Draw: Neither of the above is true.
against all enemies, it is with consternation
Company manage to move off the
that they spy an enemy force advancing,
opposite table edge, the attacking force
desperately seeking passage.
wins. Otherwise, the defenders are
Layout: A 48"/112cm x 48"/112cm board
victorious. Models who flee from the
with as much terrain as possible. More battlefield do not count as casualties,
terrain definitely makes for a more neither do they count towards the number
exciting game so players are encouraged of models who must break through.
to use their imagination. Additionally, a However, the game only ends when one
road or pathway should travel between sides models are either incapacitated or
two opposite board edges. have left the table, regardless of whether
Starting Positions: Each player should the victory conditions have been met.
roll a dice. The lowest scoring player is Attacker Victory: If 33% of the attacking
the defender, and should place his force force (not including fleeing models) move
15
Using your Battle
Companies in larger games
fter playing numerous games with
A
Basic cost. Since every Hero in Battle Attacks plus Wounds equal three or more:
your Battle Company you may Companies was once a warrior, start by Hand Weapon: free
eventually find yourself wishing taking the basic cost of that model. Warg/Horse: 10
to use your models as part of a larger force. Nurbog, for example, who was an Orc Spear, pike, two-handed weapon: 5
The following rules allow you to do just Warrior, has a basic cost of 5 points. Throwing weapon: 5
that. Bear in mind that some opponents Lance: 5
might not be familiar with Battle For each Might, Will or Fate point that Bow/Orc bow: 5
Companies, and so its polite to check with the Hero has, add 5 points to the total Crossbow/Longbow: 5
them whether they mind you including your value of the Hero. Shield: 5
company as part of your force. Once you
have their permission, follow the For each addition to the Heroes Fight Add the cost all the wargear that the Hero
instructions below to determine the points (only count the Fight value, not the is equipped with to the cost of the Heros
cost of your Battle Company. Shoot score), Strength, Defence, and characteristics and special rules and you
Courage characteristic add 5 points. have the total value of your Hero.
Battle Company Warriors
in a Points Match force For each addition to the Heroes You will notice that Battle Company Hero
Including the Warriors from your Battle Wounds or Attacks add 10 points. will often cost more than comparable Heroes
Company into a larger force couldnt be already described in The Lord of the Rings
For each Skill the Hero has gained
easier. Simply determine their points strategy Battle Game. This is for a couple of
add 10 points.
value using the Rules Manual and reasons, largely because it ensures that Heroes
supplement books. The cost of the Heroes wargear is dependant from Battle Companies do not get an unfair
on the number of wounds and attacks the Hero advantage in terms of points cost, but also
Battle Company Heroes has. A Hero whose combined wounds and because we cannot possibly playtest every
in a Points Match force attacks add up to three or more will pay more combination of Hero to ascertain its correct
Working out how many points a Hero is than a Hero whose combined wounds and cost. Thus, in the interests of fairness the
worth is a little harder than the Warriors. attacks add up to only one or two. points costs are kept deliberately high. Of
The first step is to determine how much the course if both players are using armies that
Hero is worth, and then add to that the value Attacks plus Wounds equal less than three: contain Battle Companies, they should
of his weapons. Hand weapon: free balance each other out nicely.
Warg/Horse: 6
Spear, pike, two-handed weapon: 1 What follows is a scenario designed to allow
Determining the Points Cost Throwing weapon: 1 players to field their Battle Companies as part
Umgak is a Warg Rider (normally 10 Lance: 1 of a larger army. Of course theres nothing to
points) within Adams Battle Company. Bow/Orc bow: 1 stop players using their Battle Companies in
Since he also carries a throwing spear, Crossbow/Longbow: 2 other scenarios, or even inventing their own
his total cost in points is 12.
Shield: 1 to use them in.
Nurbog
F S D A W C
Nurbog 5/4 4 5 2 1 4
Nurbog has gained two points in fight (+10), one in strength (+5), one in defence (+5) One
attack (+10) and one courage (+5).
Additionally Nurbog has one Might point (+5) and two Fate points (+10).
Lastly Nurbog has Rally to Me (+10).
So the total value for Nurbog is 5 points (for being an orc), plus 35 points for his
characteristics, plus 15 points for his Heroic characteristics, plus 10 for his special rules.
Adams Warg Rider Umgak Giving Nurbog a grand total of 65 points.
The Grand Battle
As the war between the two factions reaches
its peak, each brings a mighty army to sweep
the other from the land. Marching with all
haste Battle Companies rush to support their
armies, hoping that their arrival will not be
too late.
Participants
48"/112cm
Both players should select equal forces, each
with a points value of at least 500 points,
including one or more Battle Companies.
The value of the Battle Companies should be
included within the points value spent on the
entire army.
Layout
A 48/112cm x 72/180cm board with as
much terrain as possible. More terrain
definitely makes for a more exciting game
so players are encouraged to use their
imagination and cooperate.
72"/180cm
Starting Positions
Each player rolls a dice, with the highest scorer
Defeat: Your force was reduced to 25% of your Battle Company has arrived. Roll a further
choosing one of the long board edges to deploy
starting number, and your opponents was not. D6 and consult the chart below to determine
on. That player places all of his models that are
which board edge they enter from.
not members of a Battle Company on the Draw: Both players are reduced to 25% in the
board, within 12/28cm of his board edge. His same turn.
opponent should do likewise, placing his
models within 12/28cm of the opposite edge. Special Rules
Experience and wounds: The members of the
Objectives Battle Companies involved in this scenario may
The battle is already fixed, and the forces are gain experience and injury in the same way as a
preparing to engage. This confrontation will normal game of Battle Companies.
1 6
only end with the defeat of one of the armies.
At the end of the turn in which one side is Battle Company: Whilst the main army is
reduced to 25% of its starting number, the already in position, the Battle Companies are
game ends. racing to bolster their comrades and swing the
battle in their favour. Each player should roll a 2-5
Victory: Your force was not reduced to 25% of D6 at the end of their Move phase from the
its starting number. second turn onwards. On the roll of a 6 their Own board edge
17
The War of the Ring
TM
Campaign
his summer head to Middle-earth to re- Fellowship of The Ring which will
in which you fight the battles that decide the Battle-Tracker View your victories
fate of Middle-earth! You can use your Battle and defeats during the campaign! How
Companies that you have collected to fight in have you affected the result?
the campaign and influence the war between
good and evil. Hobby pages The website will have a
load of new of painting, modelling and
How will this campaign work? gaming articles for you to read and use,
Taking part in this map-based campaign in your campaign games!
is simple:
Loads of Gaming!
1. Choose your area to defend there are All our Hobby Centres in the UK will be
12 to choose from! running special games for The War of the
Gondor
Mordor
Harad
Copyright Games Workshop Limited 2005 excepting all materials pertaining to the New Line theatrical productions: The Fellowship of The Ring; The Two Towers;
and The Return of The King, MMV New Line Productions, Inc. All Rights Reserved. The Lord of the Rings and the names of the characters, items, events and places
therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises under license to New Line Productions, Inc and Games Workshop Ltd. Games Workshop,
the Games Workshop logo, Warhammer and the Warhammer 40,000 device are either , TM and/or Games Workshop Ltd 2000-2005, variably registered in the UK
and other countries around the world. All Rights Reserved.
Product Code: 60449999232