6mm Wargaming





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Last updated

21st September 2014


6mm Wargaming



North Western Campaign

Introduction

This invasion occurred during the Third Age in the last few days of the War of the Ring and was against the Free people in the North west. When Sauron discovered the events in the West conspiring against him, he hastily began his attacks against the Western Allies. These attacks were unsuccessful but could have caused great strife during a critical time if they had prevailed.

This comprises of two mini campaigns, which occurred at the same time and were closely related to each other. These simultaneous attacks from Saurons forces made it very difficult for the Western allies to provide assistance to each other.

This scenario has been adapted for Fantasy Rules! 2 by Chipco.

Campaign Rules

Each side starts its campaign with a certain number of Combat Points (CPs), which a player may distribute to each battle as they choose. The players must also take into account the restrictions for each battle and the notes below. Actions points may be also be gained or lost depending on the outcomes of each battle. Each side starts the campaign with the following number of CPs:-
Combat points

Dale4
Dol Guldur11
Dwarves 3
Easterling 7
Lorien 7
Mirkwood 2


Notes
  1. The players must fight all the battles in each campaign and must allocate points to each battle. This amount can be changed during the campaign before each battle.
  2. Each Combat point is converted into 500pts of troops.
  3. Combat points may be used to send extra troops off to reinforce a different campaign but will cost double. Eg if the Dol Guldur player decides to send 500pts of troops to help the Easterlings fight at Erebor this will costs 2CPs instead of 1CP
  4. If a major leader (Khamil, Thranduil or Celeborn) is killed, then deduct 2 CP from the campaign total after the battle for that army.
  5. The winner of each battle gains one extra CP for the rest of the campaign.
  6. Once a major leader is killed, they may not be recycled for future battles and a lesser hero will lead the army. Eg. if the evil forces lose Khamul, then an Orc chieftain will lead the armies for the rest of the campaign.
  7. The defenders can choose to setup last in each battle.
  8. Surviving troops from a battle cannot be saved and used in other battles (except leaders)
  9. The battles must be fought in order.

Campaign 1 - Elves vs Dol Guldur


1. Battle of Lorien (March 11th, 15th, 22nd TA3019)

This was the first attack launched by Sauronís forces in the north. During this period Lorien was actually assaulted three times by the forces of Dol Guldur. The campaign only replays the battle once.

Terrain
Up to a third of the table should be covered with forests. A "Yí shaped stream should also run across the table.
Defenders
Celeborn as General
At least 2 CPs of troops from the Lorien Elves list.
Attackers
Khamul as General
At least 2 CPs of troops from the forces of Dol Guldur list.

2. Battle of Mirkwood (March 15th TA3019)

After several unsuccessful attempts to destroy Lorien, the forces of Dol Guldur attacked Thranduil and the elves under the trees of Mirkwood.

Terrain
Up to a half of the table should be covered with forests. A stream should also be run across the table.
Defenders
Thranduil as General
At least 2 CPs of troops from the Mirkwood Elves list.
Attackers
Khamul as General
At least 2 CPs of troops from the forces of Dol Guldur list.

3. Battle of Dol Guldur (March 30th TA3019)

This was the final battle of the campaign. Lorienís forces assaulted Dol Guldur and destroyed the stronghold.

Terrain
A large hill should be placed in the centre of the table. Up to a third of the table should be covered with forests.
Defenders
Khamul as General
At least 2 CPs of troops from the forces of Dol Guldur list.
Attackers
Celeborn as General
At least 2 CPs of troops from the Lorien Elves list.

Campaign Notes
  • All elves count as wood elves (See the rulebook for special rules)


Campaign 1 Victory conditions

All battles are finished using normal victory conditions from the rulebook in regards to morale clocks.
Dol Guldur
They must capture at least two places by winning the battles.
Western Allies
They must not lose more than one of their dwellingsto zero.

Campaign 2 - Western Allies vs the Easterlings


1. Battle of the Dale (17-20th March TA3019)

As part of Saurons plan, an Easterling army attacked the town of Dale forcing the defenders into Erebor. The Dwarves arrived to help but the battle was lost, and they were forced to retreat into Erebor.
Terrain
The table should have river running through the centre. The town of Dale should be in the defenders third of the table.
Defenders
Dwarves
Dain Ironfoot as General
At least 1 CP from the Dwarf List
Men of Dale
Brand as General
At least 1 CP from the Dale list
Attackers
Easterling General
At least 2 CPs from the Easterlings list

Special rule
For each turn past 8 that the defenders survive they will get an extra Town Mobs (Mob) unit for the second battle.

Victory conditions
Easterlings

The Easterlings must reduce the morale clock of the defenders to zero before 11 turns.
Western Allies
Dale forces must hold off the attackers for at least 11 turns to allow the villagers to escape to Erebor.

2. Sally from Erebor (27th March TA3019)

After hearing the news of Saurons demise and been under siege for 6 days, the Men of Dale and Dwarves sallied out to attack the Easterlings. The Easterlings had lost heart and were beaten in battle.
Terrain
The table should have river running through the centre and a couple of hills. The Attackers baseline should consist of a mountain range.
Defenders
Easterling General
At least 2 CPs from the Easterlings list
Attackers
Dwarves
Dain Ironfoot as General
At least 1 CP from the Dwarf List
Men of Dale
Brand as General
At least 1 CP from the Dale list
Any extra Mobs from the first battle

Campaign 2 Victory conditions

Western Allies
Win the second battle to recapture the town of Dale
Easterlings
Win the second battle to hold the town of Dale

Armies

Dwarves

Char/Unit nameTypeSpecial AbilitiesNotes
Dain IronfootGeneral(+2 0 +2), (EA, EW +10pts each)>See Note 6
Thorin IIIHero(+1 0 +1), (EA, EW +10pts each)See Note 6
Dwarf KinsmenHWElite, HA. No movement penalty
ClansmenHW
ClansmenSp
ArchersCB


Men of Dale

Char/Unit nameTypeSpecial AbilitiesNotes
BrandGeneral(+2 0 +2)See Note 6
Bard IIHero(+1 0 +1)See Note 6
NoblesHC
Lake Town ArchersLB or CBBowfire
SkirmishersSk
LeviesMobs+1 CF (10pts)
LeviesHW
TownsfolkMobs
WoodsmenHW
WoodsmenSp


Lorien Elves

Char/Unit nameTypeSpecial AbilitiesNotes
CelebornGeneral(+2 0 +2), (EA, EW +10pts each)See Note 6
Elven heroHero(+1 0 +1)
Sindar GuardsSpElite
Sindar Guard Archers LBMay be elite (+10pts each)
ScoutsRangers


Mirkwood Elves

Char/Unit nameTypeSpecial AbilitiesNotes
ThranduilGeneral(+2 0 +2), (EA, EW +10pts each)See Note 6
Elven heroHero(+1 0 +1)
Noble CavLCEliteMay dismount as LB
Mtd. ScoutsLCBowfire
Sindar Guards SpElite
Avari SpearSp
Sindar Guard Archers LBMay be elite (+10pts each)
Avari ArchersCB
ScoutsRangers


Forces of Dol Guldur

Char/Unit nameTypeSpecial AbilitiesNotes
Khamul GeneralFear, (+2 0 +2)See Note 6
Orc GeneralGeneral(+2 0 +2)
Orc ChieftainHero(+1 0 +1
Uruk-haiHWEliteCan purchase stakes (+5pts)
Uruk-hai archersCBCan purchase stakes (+5pts)
Trolls and Half-TrollsSml Mon
Great Orc battalionsHWCan purchase stakes (+5pts)
Orc battalionsMobs+1 CFCan purchase stakes (+5pts)
Orc archersCBCan purchase stakes (+5pts)
Warg ridersLC+1 CF, TW
SpidersSwarm


The Easterlings

Char/Unit nameTypeSpecial AbilitiesNotes
Easterling GeneralGeneral(+2 0 +2)See Note 6
Easterling ChieftainHero(+1 0 +1)
Easterling CavalryHC
Easterling Light CavalryLCBowfire
Easterling axemenHW
Easterling SpearSp
Easterling BowCB