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8/13/2019 The Battle for Middle Earth Campaign Rules (V2)
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8/13/2019 The Battle for Middle Earth Campaign Rules (V2)
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Foreword
The Lord of the Rings Strategy Battle Game is
enables players to re-tell their favourite
moments from the Epic trilogy in miniature
form, whether it is upon the walls of Helms
Deep or upon the plains of the Pelennor. The
sourcebooks provide a number of scenarios
that when linked create short mini-campaigns.
However it is missing a simple campaign
system that gives players the control of
multiple armies based on their miniatures
collection. To fill the void I present this
Campaign System. The rules are in plain form
so are perfect for beginners and experiencedplayers alike. Whether you want to keep
faithful to Tolkiens lore or instead focus on
what if scenariosthis system can be used in
whatever way you prefer. The Battle for
Middle Earth is about to begin!
Design Notes
The rules are inspired by the Mighty Empire
rules system and also the Middle Earth in
Flames publication. My aim was to create a
simple campaign system to be fought over by
two or more opponents, directing multiple
armies around a map of Middle Earth. As a
result this set of rules will add greater meaning
to your LOTR SBG experience; every battle
won or lost has meaning, even perhaps the fate
of an inspired warrior could tip the balance
between good and evil!
The rules place value in claiming areas of
strategic value around the map and fighting forvarious lands to secure resources for their side
whilst weakening the enemy. Players can
reinforce their preferred strongholds and push
for dominance on key areas of the map pitting
multiple forces against one another. Included
are special rules and random events to keep
players on their toes and battlefield modifiers.
Most importantly players can tailor the
campaign towards their miniature collections
and write a new history for Middle Earth.
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Contents page
Campaign Rules 4
Campaign Layout 4
Campaign Story 4
Campaign Objectives 4
Strategic Points 5
Armies 5
Stationed Garrison 5
Campaign Turn 6
Initiative Roll 6
Turn Actions 6
Event Phase 6
Gather Resources 7
Move Armies 7
Scouting Roll 7
Forced March 8
Capturing a Strategic Point 8
Splitting Armies 8
Distribute Resources 8
Reinforcing Armies 8
Creating New Armies 9
Building Outposts 9
Destroying Strategic Points / Outposts 9
Resolving Battles 10
Selecting Forces 10
Reinforcements 10
Battlefield Setup 10
Battlefield Objectives 11
Determining Losses 11
Battle Aftermath 12
Defeated Armies 12
Death of Named Heroes 12
Special Rules 12
Faction Bonuses 12
Wild Creatures 13
Turn Sheet 14
Map 15
This document is completely unofficial and in no way endorsed by Games Workshop Limited. Lord of the Rings
Warhammer, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,
locations, illustrations and images from the Lord of the Rings world are either , TM and/or Copyright GamesWorkshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission.
No challenge to their status intended. All Rights Reserved to their respective owners.
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Campaign Rules
Campaign Layout
Your campaign system can be focused around
a small region of Harad, the realm of Gondor
or even the whole of Middle Earth itself!
Players may choose what they will be fighting
over based on their miniature collections,
terrain available and time constraints. A hex-
based map built using the Mighty Empire tiles
is the ideal choice for this system and I highly
recommend them. There is also a map featured
in White Dwarf 336 should players prefer. A
campaign map is also provided at the end of
this booklet. Failing this there is always the
good old fashioned pen and paper route.
Armies should be represented as well; painted
markers, pennants/banners, single Strategy
Battle Game miniatures or using collections of
10mm miniaturesits up to you.
Campaign StoryThe campaign story is important and should be
given some thought. The suggested period is
the War of the Ring at the end of Third Age
given the hive of documented activity however
you can choose any setting during any period
of Middle Earths long history. All events have
consequences and are linked in some way so
players can pick and choose what and when
and where they would like to fight over.Perhaps the involvement of the Rohirrim in the
Battle of the Pelennor Fields would have been
different if their own conflicts had turned ill.
Campaign Objectives
The campaign objective should be decided
next and can be chosen by the participants
from the list below. Choose one that best
reflects the struggle both forces would likely
fight over. Alternatively create your own.
Make sure all players understand the endgame
before beginning the campaign.
After 20 Campaign Turns the side whocontrols the most Strategic Pointsis the
winner.
The campaign continues until one sideholds _______of the Strategic Pointsat
which point they are victorious.
The campaign lasts until one playermanages to accumulate ____________
Resource Points at which point players
gather all their strength and fight one last
battle. The force with fewer points mayset up within a Strategic Point and so a
Siege Battle will ensue. Victory goes to
the side that kills or routs all the
opposing force.
After 20 Campaign Turns the playerwhose faction controls the most
Resource Points(including value of
Army and Strategic Points) is victorious.
Note for this purpose Strategic Points
count as 200 resource points each.
The campaign continues until one sideis destroyed!
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Strategic Points
Strategic Points are places of great importance
on the campaign map. They may be an outpost
on the border of Harad or perhaps a great city
of Gondor. Such places generate wealth
through trade, bounties and other means (see
Gathering Resources) and provide
commanders with the means to recruit new
soldiers (see Distributing Resources).
Strategic Points begin as permanent features.
There should be approximately one Strategic
Point for every eight hexes, depending on the
region and surrounding area within which the
campaign is set. The key to success is inincreasing the resources at your disposal by
winning battles, conquering territory and
holding on to these Strategic Points.
Each player begins with 2 Strategic Points
(can be more if both players agree).
Armies
Each faction begins the game with two
Armies, each made up of 600 points.
Armies begin on or next to their Strategic
Point tiles.
Armies can be created and/or reinforced at
Strategic Points (see Distributing Resources).
A single army can split or two or more can
merge to create a larger force during theMove Armies phase.
An Army must be made up of at least 200
points to be an effective fighting force - there
is no limit to how large an army may be. If an
army is reduced to below 200 points it cannot
engage enemy forces and if attacked will
always retreat one tile.
If an army is reduced to below 100 points it is
destroyed.
Players must make it known if any of their
armies are all mounted this is for
movement purposes (see Forced March).
Players should make note of each of their
Armies and the total points within each,including names heroes.
Every time an Army is engaged, players may
select a force from the Armys points total.
Stationed Garrison
Each of the main Strategic Points in Middle
Earth will have a small occupying forcepermanently based there to defend the local
population, although their numbers will
fluctuate from time to time as reserves are
bolstered in times of prosperity and fall in
times of strife.
If a battle takes place at a Strategic Point
consult the following table to determine the
size of the Stationed Garrison.
The Stationed Garrison may be used in
addition to an Army present on the tile. If
there is no Army present then the defendingplayer can only use the Stationed Garrison.
Stationed Garrisons may not be used as
reinforcements for battles adjacent to a
Strategic Point tile; they are permanently
stationed at their garrison.
Ignore casualties suffered by Stationed
Garrisons, they are assumed to be replaced.
Note named heroes cannot be chosen fromStationed Garrisons.
D6 Stationed Garrison1 100 points
2 120 points
3 140 points
4 160 points
5 180 points
6 200 points
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Campaign Turn
Initiative Roll
At the start of every Campaign Turn each
player rolls a dice. Compare results to
determine the order in which players will take
their Turn Actions (much like a Priority Roll).
The player that rolls highest goes first. Any
ties are re-rolled.
Turn Actions
Once Initiative has been determined, players
get to take their Turn Actions in the following
order:
i) Event Phaseii) Gather Resourcesiii) Move Armiesiv) Distribute Resources
All players take their Turn Actions beforeResolving Battles. Once every player has
taken their actions and any table-top battles
have been fought, a new Campaign Turn
begins with another Initiative Roll.
Event Phase
All players must roll a dice on the Event Chart
below starting with the player who rolledhighest in the Initiative Roll. Apply the effects
immediately.
These events take effect immediately and last
until the end of the Campaign Turn.
D6 Event Effect1 Heavy Storm Driving rain and gale-force winds hinder all in their travels across this
land. Pick a tile with an enemy army located there. They may notMove Armies or Attack during this Campaign Turn. Any armiesmoving into the tile will be unable to move further that turn.
2 Local Flooding Flash flooding has devastated the area destroying crops and buildings.Choose an enemy Strategic Point. They may not Gather or DistributeResources at this location during the Campaign Turn.
3 Pathfinder Scouts are hired to assist friendly forces through difficult terrain. All
friendly armies receive +1 to their Scouting and Forced March rollsduring this Campaign Turn.
4 Subsistence Shortfall Enemy forces begin to suffer as supplies run short. D6 x 20 resourcepoints are deducted from an enemy army of your choice. Note: this
effect can apply to an enemy army located anywhere on the map.
5 Raids Friendly forces have carried out successful raids against enemysettlements. D12 x 20 resource points are added to your treasury.
6 Financial Turmoil War takes its toll on the enemy, blighting the land leading to famine
and unrest amongst the population. As a consequence all enemy
resources generated from Strategic Points this Campaign Turn arehalved.
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Gather Resources
Certain tiles on the map are identified as being
Strategic Points. When your faction controls
one of these points it has the potential to
generate resources that you can later spend tocreate or reinforce armies.
Roll a dice for each Strategic Point you
control and add D3 x 100 resource points to
your treasury.
If one or more enemy armies are located on a
tile adjacent to your Strategic Point, resources
collected from there are halved.
Note the effects of the Event Phase can affectthe total resources collected.
Move Armies
Moving an army involves two thingsfirst a
Scouting roll, then a Forced March roll. If an
army fails either of these rolls, it stays where it
is and can move no further that Campaign
Turn.
There are a few other things that can restrict an
armys movement:
If an army moves into a tile occupied by a
friendly army, they may continue their move
as normal. Alternatively if the controlling
player wishes it can merge the two armies
(even after moving four spaces). Neither army
will then be able to move any further that turn.
If an army moves into a tile adjacent to one
occupied by an enemy army, it can continue its
move away. If it remains, it becomes engaged.
When engaged the opposing army will not be
able to move for the remainder of the turn.
When two opposing armies are located in
neighbouring tiles, no armies from any faction
can pass through however they may finish
their movement on an adjacent tile. They may
then be used as reinforcements if a battleensues.
Scouting Roll
To represent the problems of moving armies
over difficult terrain, an army needs to pass a
Scouting roll before it can move into an
adjacent tile.
To do this, first check what type of terrain you
want your army to cross. Consult the type of
terrain on the Scouting chart and roll a dice.
If the roll is passed the army has found safe
passage and may move into the new tile. If the
roll is failed the army can move no further this
turn.
If a tile has a river running through it and there
is no visible crossing, a roll of 5+ is required
in order to proceed.
Failing the roll, the army can proceed to cross
in the next turn without the need for a
Scouting Roll. Treat the river as Flatland (it
is assumed they build/scavenge rafts).
If there is a crossing point on a river tile
clearly shown then always treatit as Flatland
for the purposes of crossing.
Scouting Chart
Terrain Type D6 Roll
Flatland Automatic
Forest/Marsh 3+
Mountain 4+
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Forced March
To represent the exhausting effects
manoeuvring an army can have, you will need
to make a Forced March roll for each space
moved.
The Forced March chart tells you the number
you need in order to successfully move into
the next hex. As indicated on the chart, you
must make a roll for each successive space
you wish to move to.
If a Forced March roll is failed the army
remains where it is and can advance no further
that Campaign Turn.
An army cannot move more than four spaces
in a single Campaign Turn.
If the army is made up of allmounted
(100%) units then add +1 to all Forced March
rolls.
Capturing a Strategic Point
In order to capture a Strategic Point, an Army
has to move into the hex and end the current
turns movementthere. The player then places
one of his Territory Markers to show that he
retains control of the hex even if his army
moves away in a later turn.
If a players armymoves into a space next to a
Strategic Point that already contains an enemy
army a battle may be fought (see Resolving
Battles) and control goes to the victor.
Splitting Armies
At the start of the Move Armies phase, a larger
force may be split into two groups. Unlike
with merging armies, splitting armies does not
halt movement that turn.
A player may choose to split his armies into no
more than two separate forces providing each
army totals at least 200 points and containswithin it at least one Hero.
Distribute Resources
Once a player has moved his armies, he may
distribute resources from his Treasury.
The points may be used to reinforce or create
new armies or simply be kept safe for a
subsequent Campaign Turn. They may also be
used to build Outposts.
Note: A Strategic Point engaged by an enemy
Army cannot distribute any resources on
creating or reinforcing an army during the
Campaign Turn.
Reinforcing Armies
An army can be reinforced anywhere on the
map providing it is not engaged by an enemy
force. Multiple armies can be reinforced in the
same turn.
You may distribute up to 200 points from
your Treasury to reinforce an Army.
Note a player must advise whether the army is
100% mounted otherwise it will be treated as
normal.
Forced March Chart
Army Movement D6 Roll
First space Automatic
Second space 2+
Third space 3+
Fourth space 4+
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Creating New Armies
An army can be created only while it is at a
Strategic Point and providing it is not engaged
by an enemy force. Multiple armies can be
created in the same turn.
You may distribute up to 600 points from
your Treasury to create a new army.
Note a player must advise whether the army is
100% mounted otherwise it will be treated as
normal.
Building Outposts
A player may elect to build an Outpost using
resources from his Treasury. The tile must
have a friendly army present there and there
must not be an enemy army in an adjacent
space.
An Outpost cannot be built on a Marsh hex nor
a Strategic Point.
Outposts are not strategic points but do have
special Battlefield Effects (see below). These
effects always apply whenever there is a battle
within that hex.
Place a marker on the Campaign Map to
signify its location.
Destroying Strategic Points / Outposts
If the army defending a Strategic Point orOutpost is defeated, it falls into the hands of
the enemy. They may then benefit from the
effects of the Outpost in future Campaign
Turns.
Alternatively they may choose to destroy the
settlement during the Distribute Resources
phase.
Once destroyed a Strategic Point cannot be
rebuilt, the tile reverts to being a plain hexwith no effects. Outposts can be rebuilt.
Building an Outpost
Watchtower:150 points
Watchtowers are tall structures, designed forsmall groups of warriors to keep watch overthe surrounding lands. On a clear day a sentry
will be able to see for miles around, alwaysgiving the defending force the initiative.
Battlefield EffectsThe defenders have seen the approaching army
and prepared themselves. Once both sideshave deployed but before the first turn, thedefending player may fire one volley. Thevolley has a total number of shots equal to thenumber of bowmen in the defending army.
Follow the normal rules for Volley Fire, withthe exception that the bowmen do not need to
be in base contact with one another.
Fort: 400 points
Forces wanting to hold a region of importanceconstruct small fortresses. If held up in a fort
they will benefit from the high walls andbattlements protecting defenders from enemymissile fire and assaults. In addition they willhave prepared for the oncoming siege.
Battlefield Effects
The defenders have seen the approaching armyand prepared themselves within the fort. Onceboth sides have deployed but before the firstturn, the defending player may fire D3 volleys.Each volley has a total number of shots equalto the number of bowmen in the defendingarmy. Follow the normal rules for Volley Fire,with the exception that the bowmen do notneed to be in base contact with one another.
A Fort will always have a Stationed Garrison
of 100 points.
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Resolving Battles
If an army becomes engaged (that is two
opposing forces find themselves in adjacent
tiles), a battle may take place.
The player with Initiative can choose to attack
an opposing force in an adjacent tile to theirs
(even if they have moved four spaces), in
which case they become the attacking player.
If no attack comes, then the opposing army
may choose to attack during their turn.
Should one force attack, the other can always
choose to retreat in which case it moves one
space away from the attacking army. It may
not retreat a second time that Campaign Turn
however should another force declare an
attack.
If multiple armies declare attacks resolve them
separately.
Should players choose to resolve battles, they
are all to be fought in the defending armys tile
and control of the tile goes to the victor.
Table-top battles are fought following the rules
below. Once all the battles have been fought, a
new Campaign Turn begins.
Selecting Forces
Both forces are chosen to their respective
points totals.
Names Heroes once chosen must remain with
the army unless it splits (see Splitting
Armies) or the Hero dies. If there are multiple
Named Heroes the same applies.
The rest of the forces can then be chosen.
If a force falls below the number of points
required to field the Named Hero, it is
assumed they are no longer part of the army.
Reinforcements
If an allied army is located next to the hex
where the battle is to take place and there is no
river crossing between them they may arrive
as reinforcements D3 + 3 turns into the game.
If a river divides the two allied forces they will
arrive D6 + 6 turns into the game.
Reinforcements move onto the board as one
unit from a direction that corresponds to the
movements on the campaign map.
Once the battle is over, the reinforcements are
assumed to merge with the initial force into
one army (see Merging Armies)
Battlefield Setup
The Battlefield Setup should be loosely based
upon the area represented on the Campaign
Map where the two sides meet.
The type and amount of terrain is up to players
to agree on. Take it in turn to place terrain
pieces around the map.
Battlefield Objectives
The attacking player may roll on the
Battlefield Objectives chart. This is the
objective to be fought over in the ensuing
battle.
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Determining Losses
Any models that are killed during a battle are
removed permanently. However put aside any
routed models and roll a D6 after the game.
Note: you may select which of the routed
returns (including heroes).
Total all of your models who survived and any
of the routed that returned.
D6 Fate of the routed
1 All that routed during the battle remainpermanently lost, no recoveries are
made.
2-3 1 in 3 routed return to the army. Theremainder are permanently lost. Roundfractions up.
4-5 2 in 3 routed return to the army. Theremainder are permanently lost. Roundfractions up.
6 All of the routed return to the army.
Battlefield Objectives
Objective D6 Details
Drive them out! 1
The game lasts until one side is reduced to 50% casualties in which
case the player with Priority rolls a D6. On a 1-2 the game endsotherwise the game continues. If a 1-2 is rolled, the side with themost models within 6 of the defending players board edge wins.Note for siege games all the land on or behind the walls is includedinstead of the 6.
Secure the Objectives 2
Place 3 objectives around the map (For siege games they must be onor behind the walls). To secure an objective, one side must have
more models within 3 of it.The Game lasts until one side isreduced to 50% casualties in which case the player with Priorityrolls a D6. On a 1-2 the game ends. The side with the mostobjectives secured wins.
Leaderless Attackers 3
The attacking force is held together by the strength of their leadersand is hopeless without them. The game continues until all of theHeroes on the attacking side are slain or routed. As normal bothsides take courage tests once casualties amount to 50% or more oftheir starting force.
Leaderless Defenders 4
The defending force has prospered under the leadership of itsexperienced commanders. The game continues until all of the
Heroes on the defending side are slain or routed. As normal bothsides take courage tests once casualties amount to 50% or more oftheir starting force.
War of Attrition 5The game lasts until one side is reduced to below 75% casualties inwhich case the remnants flee for their lives (treat as routed). If both
armies fall below 75% in the same turn treat both forces as defeatedhowever the defending army remains within the tile.
No Quarter 6Both forces value the surrounding land dearly and will sacrificemany lives in order to hold it. The game lasts until one side iscompletely destroyed or routed.
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Battle Aftermath
The victorious army remains in the contested
space. In addition they are assumed to
scavenge weapons, armour and other
battlefield trophies. Add D6 x 50 points to thevictors Treasury.
The defeated army takes a D6 x 10 points
deduction from the remaining points total to
represent those too injured and weak to go on,
those that have fallen, claimed by their battle
wounds and those too slow to keep up.
Defeated Armies
If an Army loses a battle, it immediately
retreats 2 spaces towards its closest Strategic
Point, ending its movement if it reaches it.
They may not enter the hex if it is engaged,
instead ending their movement next to the
Strategic Point.
They may not do anything further that turn, as
the soldiers are too busy treating the injured.
Defending Armies fighting in a Mountain hex
cannot retreat and are destroyed if they lose a
battle. This also applies to armies which are
trapped on all sides on the campaign map.
Defeated Armies must deduct 1 from all their
Forced March rolls in the next Campaign
Turn. In addition they may not engage
opposing forces but can participate in any
battles if attacked. Additionally they may beinvolved as reinforcements as normal if they
are adjacent to an army or Strategic Point that
is attacked.
Death of Named Heroes
If Named Heroes are killed in battle they are
removed from the army as normal. They are
not permanently lost however! You may
choose to send a search party after them.
At any point in a Campaign Turn you may
distribute 50 resource points from your
Treasury to seek out the hero. Roll a D6. On a
4+ the search is a success, the Named Hero is
taken to a nearby Strategic Point.
You may choose to add the Named Hero to an
existing army located at a Strategic Point or
create a new army entirely by deducting the
appropriate resources from your Treasury. All
players should be made aware of these events.
Special Rules
These optional rules are examples of what you
can include in your campaign. Why not create
your own too!
Faction Bonuses
You may want to give each faction some kind
of bonus to represent the character and
background of the armies in play. As players
may choose to use multiple factions, the
special rules can be used in any arrangement.
Here are a few suggestions:
Dwarven Armies may add +1 to the Gathering
Resource roll for one of their Strategic Points.
The Armies of the Forgotten Kingdoms may
re-roll their Initiative Roll.
Elven Armies add +1 to all their Scouting
Rolls.
Gondor may re-roll on the Event Chart.
Isengard receives an additional 100 resource
points each turn.
Mordor receives D6 x 100 resource points to
their treasury for one of their Strategic Points.
The Rohirrim add +1 to all their Forced March
rolls (this is accumulative with the all
mountedrule).
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Wild Creatures
You may wish to add the Wild Creatures
special rule to your campaign, it works as
follows.
Middle Earth has become a dangerous place
in r ecent years. Reports of savage attacks are
common place now, tales of whole warbands
disappearing in the dead of night. Wil d
animals dri ven by hunger or something more
sinister have emboldened these creatures to
become more cunning than ever, preying
nearer now to the outlying settlements. There
are even stories of beasts hunt ing dur ing the
course of battle, prowl ing the edges of the
battlefi eld for their next meal.
If an army has declared they are attacking an
opposing force, a special event may occur, roll
on the chart opposite.
If the game is played as a Siege, then any Wild
Creatures must set up outside the walls.
During the battle the Wild Creatures arecontrolled by the player with Priority.
Wild Creatures do not pick sides so will
charge a model if they are in range. If there is
no one in range they will always move towards
the nearest model at full movement. Should
there be multiple targets in range, then the
player with Priority may decide which models
they will engage.
Wild Creatures wont back away if they lose afight. Treat them as trapped when rolling to
Wound.
All Wild Creatures have the Survival Instinct
special rule
The Wild Creatures are not considered to be
part of a force; they are part of the wild!
Therefore they never count as Broken.
If the Wild Creatures are all destroyed the
battle continues as normal.
If the game objectives are achieved, the game
ends immediately. The Wild Creatures run off
into the wilderness.
D6
Roll
Special Event
1-4 The creatures of this region have all but
fled from the land. No effect.
5
Whether it is hunger or something moresinister, the animals of this wood are
drawn to the sound of battle. Select up to
150 points of Spiders, Wargs and/or Bat
Swarms. They will arrive D6 turns into
the battle from multiple directions. Take
it in turns to place newly arrived
creatures along any of the board edges
no closer than 6 to any other models.
6
The din of battle has awoken a group of
Hill Trolls (use 3 Cave Trolls). Theywill arrive D6 turns into the battle from
one board edge (chosen by the player
with Priority) no closer than 6 to any
other models.
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Turn Sheet
Starti ng Treasury: GOOD __________________ EVIL ________________
I niti ative Roll: GOOD / EVIL Event Phase: GOOD / EVIL
Effects: GOOD ___________________________ EVIL _______________________________
Gather Resour ces:
Strategic Point / Outpost Good / Evi l D3 roll Resources Notes
Treasury Balance: GOOD ___________________ EVIL_________________
Armies:
Army name/ marker Good / Evil Total Notes
Move Armies: ______________________________________________________________________
__________________________________________________________________________________
Di str ibute Resources: _______________________________________________________________
__________________________________________________________________________________
Treasury Remaining: GOOD ___________________ EVIL __________________
Resolve Batt les
Objective Forces Victor Remain ing Forces
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Campaign Map
This is an example campaign map covering the lands around Anorien and Lebennin. If you want to
play a smaller campaign you could use a portion of the map. This could serve as a reference if you are
building a map from the Mighty Empire tiles. Alternatively you could play over a much smaller area
but increase the number of hexes within it.
Flatlands Forest /
Marshlands
Mountain River
Crossing
Strategic
Point