Lord of the Rings Campaign
Phase 1, Scene 4
First Battle of Flatlandius
The Story
The Red Wizard
and his apprentice
Gimmy Undertook
have been leading you to this day.
Your captain and army march to the former
Keep of Flatlandius. This
is a Castle Siege
with ladders, siege devices, bombs, and
Balrogs. This is the First Battle of Flatlandius. Will
you survive?
Tanius, the Red Wizards, visits your
Captain quite early in the morning. "The Keep of Flatlandius
is just over that rise. The deeds of this event will be
listed in the books of records. You have prepared well.
Good will to you. Gimmy has fetch me for a peril of even
greater need. I will return at nightfall with additional
assistance to aide your assault."
Overview
The keep will be in the middle of the playing field.
All the Dark Armies will attack first with The Free Peoples
defending, then we will reverse the setup.
Attacking players will
start 18" from the Keep walls. Goal take the Keep in 9
rounds.
Defending players will
start any where in the Keep with 20% of the total points of
your army. Needs to include your Captain. Goal
hold the Keep. Defenders the Red Wizard has offered you
help in defending the Keep before he left for reinforcements
last night. You just crack the seal of the Gate of
Yandlin with the a magical sword. The Gate of Yandlin is
in the middle of the Keep of
Flatlandius. The Gates hold back a lesser Balrog who
will fight to defend the Keep. Just a crack will let a
Wizard such as
Tarnius re-seal the Gate and
thus recontain the lesser Balrog. Tarnius will return to
the Keep of Flatlandius at nightfall. Only break the
seal in your greatest hour of need.
Tactics of Non-player
All yours. You get the chance to play both sides:
Attacker and Defender. We're all playing together at FlatCon.
Player Army Size
New player:
250 points (need to purchase your captain with this)
Existing Players:
+25 if routed in last scene
+50 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
+100 for bringing a painted Balrog
Siege Equipment:
Up to 2 ladders, 1 Ballista, 1 Catapult, 1 ram, bombs from
last scene
These are FREE if painted. If not, 25 each (except the
bombs).
Apprentice Stats
|
Name |
Cost |
Move |
F |
S |
D |
A |
W |
C |
Might |
Will |
Fate |
|
Apprentice |
0 |
6" |
3/4+ |
3 |
4 |
1 |
2 |
4 |
0 |
4 |
1 |
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sword. Spells:
Sorcerous Blast 5+, Immobilise 3+ |
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** only get Immobilise, if
you delivered the lost books of Eridoriadum to Gimmy.
Special Rules
Siege Rules from the book. Include Bombs, Ladders,
Ballista, and Catapult.
Campaign Rewards
Only rewarded as
Attacker
Route – no figure in army
enters the Keep
- Captain gains +1 Fighting Skill
Draw – any figure in army
enters the Keep
- Captain gains +1 Fighting Skill, +1 Might
Victory – Captain and over
half of your starting forces enter the Keep
- Captain gains +1 Fighting Skill, +1 Might, +1 Wound
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