Sorry! Your browser is not compatible with our stylesheets.
We recommend that you download the latest version of Internet Explorer, Opera, Netscape/Mozilla/Firefox or Safari (Macintosh) to view the site as it should be. In the meantime the pages are laid out so that they can be read without formatting.


Online Store
White Dwarf
Events & Community
News
The Lord of The Rings
Warhammer
Warhammer 40,000
Moria
- Welcome! Please Login
specialist games | shopping | your site | site map

The Misty Mountains
PITTING THE FORCES OF GOOD AGAINST THE GOBLINS

Page: 1|2|3|4|5|6|7

SCENARIO 3: PLUNDER!

The villiage defenders keep the Wargs at bay.
The villiage defenders keep the Wargs at bay.

Azghûr has directed his followers to descend upon a village and strip every last item of value from it. The attack is made in the dead of night and, though the Goblins can see plainly in the darkness, the sentries set by the villagers are less fortunate. Can the alarm be raised before all is lost?

Starting positions. Before the game starts, the Good player divides his force into two numerically equal groups. One group, chosen by the Evil player, is deployed within 12"/28cm of the centre of the map. The Evil player then deploys his force anywhere within 6"/14cm of any board edge. The remaining Good models are deployed anywhere on the board, no closer than 6"/14cm to another Good model.

OBJECTIVES

Scenario MapThe Good force is attempting to defeat the Evil force and so save their lives and possessions. The game ends when all Evil models are slain or have left the board.

Major Good Victory
The game ends and no Loot counters have been stolen.

Minor Good Victory
The game ends and two Loot counters have been stolen.

Minor Evil Victory
The game ends and four Loot counters have been stolen.

Major Evil Victory
The game ends and six or more Loot counters have been stolen.

SPECIAL RULES

Sentries. The second group of Good models are the sentries for the village. At the start of the game, these behave exactly as laid out in the Sentry rules in the main rules manual on page 73. The other Good models do not move until the alarm has been raised, but can detect Evil models in exactly the same way as the sentries.

Loot. A Goblin may claim a Loot counter by moving into contact with a building – place a counter in base contact with the Goblin.

A Goblin can also seize an unclaimed counter by moving into base contact with it during the Move phase. The counters are otherwise treated as light items, as described on page 72 of The Lord of The Rings rules manual. A counter is considered to have been stolen only when the Goblin carrying it moves off the board.

Next: Scenario 4 - Hunt for the Scavenger King
Previous: Pillage!

Horizontal Rule

TopGo To Top | GW Online > The Lord of The Rings > Moria > The Misty Mountains
Games Workshop | Legal | Privacy Policy | Careers | Contact | Help | Accessibility | GW Portal
GW
 

Copyright © Games Workshop Limited 2008 excepting all materials pertaining to the New Line theatrical productions: The Watcher logo, The Fellowship of the Ring; The Two Towers; and The Return of The King which are © MMVIII New Line Productions, Inc. All Rights Reserved. The Lord of The Rings, The Fellowship of The Ring, The Two Towers, The Return of The King 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. All Rights Reserved. Games Workshop, the Games Workshop logo, Warhammer and the Warhammer 40,000 device are either ®, TM and/or © Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. All Rights Reserved.




Utilities
  •  
  •  
  •  Printable Page