Monday, February 25, 2019

Mines of Moria - Middle Earth SBG Scenarios

As I have everything painted in order to support my Mines of Moria scenarios, I'm getting them written down here for my own sanity --- and of course to share with all of you who may be interested.  I'm currently in the process of switching all my Goblins and Fellowship models (I have many) over to clear plastic bases.


Below I have three scenarios that represent the flight of the Fellowship of the Ring through the Mines of Moria - which are a little different from previous incarnations from the various LOTR source books from Games Workshop.  My goal here from a terrain perspective is to have something that looks great, but is fairly easy to store and create.  I'll be heavily using foam to create my terrain for this (look for a separate post on that).

Dungeon Mat from Deep Cut Studio

The "base" of the tabletop will be the Dungeon mat (mouse pad) from Deep Cut Studio (https://www.deepcutstudio.com/product/game-mat-dungeon/).  I ordered the 4 foot by 4 foot mat for this.  For my smaller scenarios, I will use a black felt mat to lay over the dungeon mat to help keep the smaller areas defined (rather than ordering additional mats).

Scenarios are below, in order:

  • Balin's Tomb
  • Escape from Darrowdelf
  • Bridge at Khazad Dum


Balin's Tomb

This is a classic LOTR scenario.  I've taken a slightly different direction on it here.  The Fellowship greatly out classes the Goblin's in this case.  The intention is to limit the Goblin reinforcements and force the fellowship to destroy the entire Goblin force - before fleeing the tomb (and proceeding to the Escape from Darrowdelf scenario).

SCENARIO MAP & SPECIAL RULES

Below is the scenario map showing a 2 foot by 3 foot table.  Balin's tomb is 2 feet square.  The tomb is located in the center.  The dark grey shows the 2" raised around surrounding the tomb.  The 4 black squares are pillars, the the black circle is the well.  Stairs to the raised level are located to the left and right of the gate into the tomb.

Scenario Map

Good Force Starting Positions:  Gimli starts on top of Balin's tomb.  Both Aragorn and Boromir start at the gate into the tomb (within 3").  Gandalf, Legolas, and all the hobbits start the game deployed within 6" of Balin's tomb.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  Before starting the game, the evil player rolls 1D3+1.  This is the number of reinforcement groups that will come into the game.  Use a die or other marker to keep track of this number.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  When a reinforcement group enters the table, reduce the die/counter that is keeping track of the number of reinforcement groups.  Note the Cave Troll does not re-enter if it is slain.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The game ends in a good victory if at the end of any turn there are no evil models left on the table (even if reinforcement groups remain), or once all Goblin forces (groups 1-3 + reinforcements) have been killed.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (95 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Group 2

Group 2 (95 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Group 3

Group 3 (140 Points)
  • 1 x Cave Troll (75) - Spear, Troll Chain (5)
  • 4 x Moria Goblin Warriros (16) - Armour, Sword, Shield (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Orc Bow (4)
  • 4 x Moria Goblin Warriors (16) - Armour, Sword, Spear (4)

Escape from Darrowdelf

Below is the scenario map showing a 2 foot by 4 foot table.  The "stairs" start at 8" high, decreasing by 1" at each turn.  Each connection point between two lengths of stairs has a staircase and a column of rocks for support.  This is important because "case dwellers" can climb these rocks up onto the staircase.  The left side black area is a rock wall with a central cave opening (no door).

Scenario Map

Good Force Starting Positions:  The fellowship starts the game on the first length of staircase (8"), being deployed within 8" of the table edge (if a little more space is needed it can be taken).  The fellowship should form a single model wide column along the staircase.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  The evil side has unlimited reinforcements for this scenario.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  Note the Cave Troll does not re-enter if it is slain.

Chasms:  On a turn where the combined total rolled for both the evil and good side for priority equals 8 or higher, the evil side can place a single chasm marker on a span of the staircase (cannot be placed overlapping stairs between levels).  Place a 2" wide black marker.  This represents breaks in the staircase that must be leaped over in order to pass.  The evil side may only place a maximum of 3 chasms during a single game.

Falling:  While the staircase used is only 8" at it's highest point for practical game purposes, it only abstractly represents the staircases.  The "real" (right, it is a fantasy setting, har har) staircases are much higher.  Any model that falls from the edge of the staircases from 5" or higher automatically becomes a casualty.  From 4" and lower, models suffer falling damage as normal.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The game ends in a good victory once all fellowship models have exited the table through the cave opening denoted on the left side of the map.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 2

Group 2 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 3

Group 3 (155 Points)
  • 1 x Cave Troll (75) - Spear, Troll Chain (5)
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Bridge at Khazad Dum

Below is the scenario map showing a 4 foot by 4 foot table.  The chasm is placed between the 2' and 3' span as shown on the map.  The chasm is a minimum of 6" wide and a maximum of 10" wide.  The bridge is 12" long.

Scenario Map

Good Force Starting Positions:  The fellowship is deployed within a 4" wide by 12" long area centered on the cave opening shown on the map.

Evil Force Entry:  Evil groups move onto the board from the table edge denoted on the map.  On turn 1, evil group 1 enters the game.  On turn 2, evil group 2 enters the game.  On turn three, evil group 3 enters the game.

Evil Force Reinforcements:  The evil side has unlimited reinforcements for this scenario.  On any turn from 4 onward, if there are 12 goblin casualties, a reinforcement group forms on the 12 Goblins using whatever armaments they consist of (what you see is what you get - WYSIWYG).  Note the Balrog does not re-enter if it is slain.

Chasm:  Any model that enters/falls into the chasm automatically becomes a casualty.

Bridge of Khazad Dum:  When Gandalf is on the bridge he can use a Sorcerous Blast to attempt to break the bridge.  The bridge has a Defence value of 10 with 3 Wounds.  When the bridge has lost all of it's wounds, the area between the north edge and Gandalf's position is destroyed (mark with black paper to show it is now a chasm).  Any models on the broken part of the bridge count as falling into the chasm (including the Balrog).  If the Balrog falls into the chasm, the evil player rolls 1D6.  On a 4-6, Gandalf falls into the chasm with the Balrog.  On a 1-3, Gandalf escapes the grips of the Balrog and continues on with the fellowship (but how will he ever become Gandalf the White?  Only the Valar know that ... perhaps he suffers a heart attack after eating some Lembas bread?).  Gandalf falling into the chasm does not trigger the evil victory condition.

Rock Formations:  Some rock formations are shown in dark grey.  Such formations are impassable to the fellowship, but can be moved over by models with the "cave dweller" special rule.

Favoured of the Valar: At the start of the game, the good player rolls 1D3.  Record the result.  This is the number of rerolls available to the good player for the duration of the game (separate from any other special rules, etc.).  These "Valar" rerolls can be used to reroll any single D6 rolled by the good player in the game at any time.  They can even be used to reroll an already rerolled die.  When a reroll is used, reduce the number on the Valar reroll die by one.  Once they are gone they cannot be restored in any way.  Heroes may use Might points to adjust the results normally.

End of Game:  The game ends in an evil victory at the end of a turn where the Fellowship has suffered a casualty (as this would significantly change the course of events in Middle Earth).  The only exception to this rule is if the Balrog causes Gandalf to fall into the chasm, in which case this does not automatically end the game.  The game ends in a good victory once all fellowship models (excluding Gandalf if pulled into the chasm by the Balrog) have exited the table through the corner of the table as shown on the lower left side of the map.

GOOD ORDER OF BATTLE


The Fellowship

Fellowship of the Ring (785 Points)
  • Gandalf the Grey (170) - Staff of Power, Glamdring, Narya
  • Frodo Baggins (60) - Dagger, The One Ring, Mithril Coat (15), Sting (5)
  • Samwise Gamgee (40) - Dagger
  • Meriadoc Brandybuck (10) - Dagger
  • Peregrin Took (10) - Dagger
  • Aragorn - Strider (160) - Sword, Armour (5), Bow (5)
  • Boromir of Gondor (95) - Armour, Sword, Horn of Gondor, Shield (5)
  • Legolas Greenleaf (100) - Elven Daggers, Elf Bow, Armour (5)
  • Gimli, Son of Gloin (100) - Heavy Dwarf Armour, Master Forged 2 Handed Axe, 2 Axes, Throwing Axes

EVIL ORDER OF BATTLE


Group 1

Group 1 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 2

Group 2 (110 Points)
  • Moria Goblin Captain (35) - Armour, Sword
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Group 3

Group 3 (425 Points)
  • Balrog (350) - Giant Flaming Sword, Fiery Lash
  • 5 x Moria Goblin Warriros (20) - Armour, Sword, Shield (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Orc Bow (5)
  • 5 x Moria Goblin Warriors (20) - Armour, Sword, Spear (5)

Friday, February 22, 2019

Charge of the Mumaks - Middle Earth SBG Scenario

A pivotal moment during the battle of the Pelennor Fields was after the Rohirrim had broken the Orc army and the Mûmaks of Harad charged into the remaining Rohan forces.  This scenario looks to recreate that moment.

I ran the first version of this game at DundraCon 2019 (pictures of that here).  I'll be running this version (expanded) of the game at KublaCon 2019.


Scenario Map & Special Rules


The map above show the starting positions for each side.  The game is played on a 6 foot by 8 foot table.  Roll for priority normally for the first turn.

Game End:  Game ends at the end of a turn when one (or both) sides have lost models equal to or greater than their break point.

If both sides are broken at the end of a turn, the side that is further past its break point (in number of models) is the loser (e.g. if Rohan breaks at 50 models and has lost 56 models, they are 6 models past their break point --- if Harad breaks at 60 models and has lost 62 models, they are only 2 models past their break point, and the winner).

If both sides are equally past their break point, the battle is a draw.

Rohan Order of Battle


King's Éored (487 points)
  • Théoden, King of Rohan - Heavy Armour, Herugrim, Armoured Horse, Shield
  • Gamling, Captain of Rohan - Heavy Armour, Horse, Royal Standard of Rohan
  • 16 x Rohan Royal Guard - Heavy Armour, Throwing Spears, Horse, Shield
Éomer's Éored (456 points)
  • Éomer, Marshal of the Riddermark - Heavy Armour, Throwing Spears, Armoured Horse
  • 7 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 8 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
Erkenbrand's Éored (423 points)
  • Erkenbrand, Captain of Rohan - Heavy Armour, Horse, Shield
  • 8 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 7 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
4th Éored (532 points)
  • Captain of Rohan - Heavy Armour, Horse, Shield
  • Rider of Rohan - Armour, Banner, Horse, Shield
  • Rider of Rohan - Armour, War Horn, Horse, Shield
  • Éowyn, Shield Maiden of Rohan - Armour, Throwing Spears, Horse
    Riding with Éowyn - only deploy if Éowyn dismounts or is thrown from her horse - in which case test for thrown rider for both Éowyn and Merry
    Meriadoc Brandybuck, Knight of the Mark - Armour, Dagger, Shield
  • 7 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 5 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield
5th Éored (428 points)
  • Captain of Rohan - Heavy Armour, Horse, Shield
  • Rider of Rohan - Armour, Banner, Horse, Shield
  • 8 x Riders of Rohan - Armour, Throwing Spears, Horse, Shield
  • 8 x Riders of Rohan - Armour, Bows, Horse, Shield
  • 6 x Riders of Rohan - Armour, Sword/Axe, Horse, Shield

Total Points = 2,326

Total Number of Models = 114 /2 = 57 Models (Break Point)

Haradrim Order of Battle


Mûmak Horde (1,608 Points)
  • War Mûmak of Harad - Tusk Weapons, Sigils of Defiance
    Howdah:
    1 x Mahûd Beastmaster - Armour, Dagger
    6 x Haradrim Warrior - Armour, Dagger, Bows with Poisoned Arrows
    6 x Haradrim Warrior - Armour, Dagger, Spear
  • 4 x War Mûmak of Harad
    Howdah:
    1 x Haradrim Commander - Armour, War Spear
    6 x Haradrim Warrior - Armour, Dagger, Bows with Poisoned Arrows
    6 x Haradrim Warrior - Armour, Dagger, Spear
Each Mûmak counts as 1 model + 13 crew models for a total of 14 models.

Raiders Group 1 (271 Points)
  • Suladân the Serpent Lord - Armour, Sword, Serpent Banner, Armoured Horse
  • 1 x Haradrim Raider - Armour, Dagger, Horse, Banner
  • 4 x Haradrim Raider - Armour, Dagger, Horse, Bow with Poisoned Arrows
  • 6 x Haradrim Raider - Armour, Dagger, Horse, War Spear
Raiders Group 2 (228 Points)
  • Haradrim Chieftain - Armour, War Spear, Sword, Horse
  • 1 x Haradrim Raider - Armour, Dagger, Horse, Banner
  • 4 x Haradrim Raider - Armour, Dagger, Horse, Bow with Poisoned Arrows
  • 7 x Haradrim Raider - Armour, Dagger, Horse, War Spear
Mahûd Tribe (242 Points)
  • 1 x Mahûd King - Armour, Club, War Camel
  • 5 x Mahûd Raider - Armour, Club, Shield, War Camel, Blowpipe with Poisoned Darts
  • 4 x Mahûd Raider - Armour, Club, Shield, War Camel, War Spear

Total Points = 2,349 Points

Total Number of Models = 106 / 2 = 53 Models (Break Point)

Tuesday, February 19, 2019

Lord of the Rings Strategy Battle Game (SBG) Reference Sheet

Sharing means caring - a quick update today.

Shockingly (given how long this game has been out) I have been unable to find a single decent QRS for LOTR SBG.  For my Charge of the Mumaks game I had to do one up as without a good one the rules are spread all over the place which really grinds down the pace of the game.  This only gets worse with more "powerful" characters in the game.  The QRS really helps keep things on track and for new players explains much of the abilities of the characters they have in their force.

You can download the QRS from here (also in the downloads section to the right).

UPDATED 2/21/2018 - now includes additions covering magical powers, weapons and wargear.

I don't have the special rules or casting magical spells covered yet, but I will add that in a future revision.  Images below of the pages.








Hope this helps other LOTR SBG players out there.

Monday, February 18, 2019

DundraCon 2019 Report

Escaped this past weekend for a great weekend of gaming at DundraCon 2019.  Roy Scaife, John Lantz, Dan Kerrick, and Adrian Turner joined me along in the gaming fun.  Oddly enough, we covered the gaming spectrum on this one - playing fantasy (LOTR) on Friday, Sci-fi on Saturday (Star Wars), and historical on Sunday (Napoleonic) ... no gaming discrimination here! :-)

Along with the miniatures games covered below, played some great boardgames as well - Giant Killer Robots (using the new factions), Everdell, and the Expanse boardgame (after the show, which I have been binge watching).

Many pictures below ... enjoy!

Charge of the Mumaks!

Finally got some LOTR on the frigg'in table!  Didn't get a chance to play this scenario before running it at the con so wasn't sure how it was going to play out.  As it turns out, worked out great!  The Mamuks looked really good at the start trampling lots of Rohirrum, but Rohan bounced back, isolating and swarming each Mamuk which turned out to be a winning strategy.  Rohan won a long string of priority rolls to pull this off ... but it made out to be a great game.  3 Mamuks killed broke Harad - who only needed to kill 1 more Rohirrum to break the good guys, very close!

Special thanks to the awesome Steve Dake for outstanding work on the painting and David Skibicki for the fur mat!

Start of the game ...

Pictures using my good DSLR camera below ...




















And the crappy phone pictures ...





















Star Wars Bolt Action

Dan Kerrick hosted his Star Wars game for the battle of Scarif.  He's added some more terrain and forces to each side since running it last at my place.  Really great game - this time the Rebel's managed to pull off a victory.












Crappy phone pictures below ...










Battle of Quatre Bras

Roy Scaife ran his Quatre Bras game using Empires at War.  Another great game - with a solid French victory this time.  This game has been a near run affair all three times we've played it.  The initial French infantry divisions bypassed Gemincourt farm and left it to the reinforcing infantry, which worked out in the end - although it needed a good portion of luck to go with it as well.














And that's about it for now!