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A Red Day at Pelennor Fields
A FOUR PLAYER SCENARIO FOR THE LORD OF THE RINGS

The Pelennor Fields echo with the thunder of battle cries and the clash of arms. Sauron's army threatens the White City of Minas Tirith - to save Gondor, the Free Peoples of Middle-earth make their final stand here.

Pelennor Fields

The Witch-king of Angmar and Gothmog, commander of the Mordor forces, have brought warriors from all over Middle-earth to attack Gondor and have no intention of giving up. It is Men's finest hour, when all who would live free must fight to survive against the iron grip of the Dark Lord.

PARTICIPANTS

This scenario is designed for up to four players rather than the normal two.

Player 1 controls the Witch-king and the forces of Mordor (Witch-king, Gothmog, Trolls, Mordor Orcs).

Player 2 controls the Haradrim, the Easterlings, and the Mûmakil (Suladân, Mûmakil).

Player 3 controls the beginning force of Good (Gondor and the Rohirrim; Éomer, Théoden, Éowyn, Gamling, Merry).

Player 4 controls the reinforcements (Dol Amroth and then the Army of the Dead; Aragorn, Gimli, Legolas, Imrahil, Halbarad, Elladan, and Elrohir)

Players should field as many named Heroes as they can – named Heroes contribute to the epic feel of a game set during the Battle of the Pelennor Fields.

The Good side has many more Heroes to choose from, but with so many Heroes, there is a good chance that the forces of Evil will have many more models (which, of course, is very natural for the Battle of Pelennor Fields)! In order to avoid an outright slaughter at the beginning of the game, it is recommended that the Good player put most of his Heroes in the reinforcements and place as many of his warriors in the initial force at the centre of the table as he can.

Scenario MapPOINTS MATCH

If you want to use this scenario with different forces, set up the game with 2,000 points per side (ie, 1,000 points per player). The Evil side may have up to two Banners, the Good side may have one Banner if it wishes.

LAYOUT

Ideally, your table will be at least 48" per side. With the sheer scale and number of troops available in a battle that takes place on the Pelennor Fields, it is recommended that you use the biggest table you can! Terrain should be minimal to represent the sparse vegetation and low hills of the Pelennor Fields, but the table should not be completely barren.

STARTING POSITIONS

The Good players place Éomer, Théoden, Éowyn, Merry, Gamling, and all Rohan models first in the centre of the board, with no model further than 6" from the centre of the table. The Evil players divide their forces into four forces of near-equal number of models and deploy one force in each of the Deployment Zones. No Evil model may be deployed more than 6" onto the board.

OBJECTIVES

The Evil players have cut off the Rohan forces from the city of Minas Tirith and seek to destroy them before any hope of rescue. To win this scenario, the Evil players must kill every model in the Good side's initial force (ie, the Rohan models deployed in the centre of the table). If the Evil side fails to kill the initial force before the Evil forces are reduced to 25% of their total numbers, the Good side wins as warriors pour forth from the Black Ships and more knights sally from Minas Tirith to drive the forces of Evil away from the White City.

Good Reinforcements

Reinforcements are a welcome sight for Good.

SPECIAL RULES

Here We Shall Make Our Stand. All Rohan models will automatically pass all Courage tests they are required to make, but they may not move more than 12" away from the centre of the table.

Death and Destiny. If the Witch-king kills Théoden, the Witch-king gains 1 free Might point. If Théoden kills Suladân, Théoden gets 1 free Might point.

Reinforcements. The hosts of Minas Tirith, led by Prince Imrahil of Dol Amroth, ride forth to throw back the tide of Evil. On Turn 3, Prince Imrahil, the Knights of Dol Amroth, and any Gondor models move on from the western table edge at the beginning of the Good side's Move phase. On Turn 5, the Black Ships dock on the Harlond, and the remainder of the Good forces move on from the southern table edge at the beginning of the Good side's Move phase.

The Tide Has Turned. A black dread falls upon the hosts of Sauron when the heir of Isildur and his warriors leap from the Black Ships, and the courage of the Dark Lord's forces falters in the face of the sign of Elendil. Once Aragorn arrives on the battlefield, no Evil models may benefit from the Stand Fast rule.

The Last Battle. The approach of Sauron's forces means that the Free Peoples must find every last ounce of courage in order to prevail. All Good Heroes gain 1 free Might point in this scenario. This point of Might may only be used for a heroic move, heroic shooting, or a heroic combat action.

The Mûmakil's Fury. The size of the Mûmakil is very distracting, which means that the Evil heroes can take advantage of this to duck aside from blows that would otherwise kill them outright. For each Mûmak in the Evil forces, one Evil Hero (selected by the Evil Player) gains 1 bonus point of Might and 1 bonus point of Fate. A Hero cannot be chosen more than once in this manner.

Related Links:
Collecting Haradrim | Mûmak Tactics

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