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Lord of the Rings at the Flatlands
Home
- Campaign - Standings - Armies - Rules - Races - Weapons -
Phase 1 Scene 1, 2, 3, 4

Lord of the Rings Campaign
Phase 1, Scene 3
Leading to the First Battle of Flatlandius.

Apprentice Rescue

The Story
Gimmy Undertook is more than glad to see you.  That was a close call avoiding an Urak-Hai cooking pot (for those routed in the last scene, Gimmy finds your scattered forces after a few days).  Gimmy rolls out a map of the surrounding county side.

If you have the lost books:
The jolly hobbit/grimy goblin hands trembles as he takes the lost books of Eridoriadum. With a hint of anticipation Gimmy starts, “You have accomplished much for Tarnius.

If you failed to bring the lost books:
The jolly hobbit/grimy goblin looks disappointed to his very soul.  With what was most definitely a gulp Gimmy begins, “Tanius foresaw this possibility. Tanius has not yet lost his faith in your quest.

<Gimmy continues> Here is the location of a faithful companion to army you are building.  The youthful magician will be a benefit to you on your march to the former Keep of Flatlandius.  Your people use to hold this Keep, but have recently found the need to abandon the location.  The stronghold was quickly occupied by an opposing force.  You need to regain this.”

You growing (hopefully) army marches to find your apprentice preparing for the siege.  The apprentice of Tarnius (you may name him or her) is creating some sorcery for the invasion.  Creating the concoction requires concentration.  As you set up camp to hold the location you find yourself under attack from the forces of Darkness/Good.

The longer you keep the forces from the apprentices hut the more siege bombs the apprentice can create.

Overview
*there are no campaign causalities (just keep your starting army, plus any rewards for the last scene)
Players will be separated into partners of good and dark.  Each player will take turns playing the attacking enemy force while the other tries to hold position for the wizard to make more siege bombs. 

The battle will last for 9 complete turns.  The Defending player starts 6” from the hut.  The Attacking player start 30” from the hut or 40” with 50% or more cavalry figures.

Every three (3) turns the Defending player (actually your apprentice) creates a bomb for the final battle of Flatlandius.

Battles:
Aaron vs. Jimmy
David vs. Rob L
Andrew vs. John
Mathew vs. Joe
Jeff vs. Sam
Tom vs. Patrick
** Adjust as necessary ** 
Jimmy is my stand in for getting the games going, if I am not there.  He can adjust the pairings as needed.  Please report results to him.  Jimmy gather and email the results to me.  Thanks.

bbbbbbbbbbbbbbbbbbbbbbb
b         h/a         b
b          D    fff   b
b                f    b
b      ff             b
b       f             b
b   ff         hh h   b
b  fff         hhhh   b
b    ff    A      hh  b
b                     b
b             hh      b
bbbbbbbbbbbbbbbbbbbbbbb

Tactics of Non-player
All yours.  You get the chance to play both sides: Attacker and Defender.  You can roll a die – high roller is the first Defender.

Player Army Size
New player:
225 points (need to purchase your captain with this)
Existing Players:
+80 if routed in last scene
+90 if draw in last scene
+100 if victory in last scene
All players:
+10 for all figures in the army painted with relatively few proxies – This is in addition to the bonus for the previous scene
+10 for bringing a painted apprentice (wizard-like figure)

Maximum army size – 350 (drop any points over this total)

Special Rules
Apprentice Stats (coming later... the apprentice is busy making bombs and does not attack or defend this round)

Campaign Rewards
Two parts: As Defender/ As Attacker

Route – lose hut (attacker touches in the 9 turns)/ do not reach hut in the 9 turns
  - gain 25 points for the final battle

Draw –
lose hut (attacker touches in the 9 turns)/ make it to hut in the 9 turns
or
hold hut from the attacker for 9 turns/ do not reach hut in the 9 turns
  - build more forces with 50 points

Victory – hold hut from the attacker for 9 turns/ make it to hut in the 9 turns
  - Extend your forces with 100 additional points