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
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