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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 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
sword. Spells: Sorcerous Blast 5+, Immobilise 3+                      

** 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