6mm Wargaming





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Last updated

21st September 2014


6mm Wargaming



Battle of the Five armies - Third Age, October 2941

Introduction

'So began a battle that none had expected; and it was called the Battle of Five Armies, and it was very terrible. Upon one side were the Goblins and the wild Wolves, and upon the other were Elves and Men and Dwarves.'

Since the ending of the War of the Dwarves and Orcs, and the Dwarves' ultimate victory at the Battle of Nanduhirion, the orcs had nursed a hatred of that race. In the year III 2941, the year of Bilbo Baggin's journey to the Lonely Mountain, those events lay more than one hundred and forty years in the past. Travelling through the Misty Mountains, Bilbo, Thorin and their companions were captured by a colony of the orcs that infested those regions. With Gandalf's help they escaped, but not before killing several of their captors, including their leader the Great Goblin.

The loss of the Great Goblin at the hands of a band of Dwarves inflamed the bitter memories of the orcs' War with the Dwarves. Under the command of Bolg, whose own father Azog had been killed at Nanduhirion, all the armies of the orcs of the Misty Mountains, and their allies the wolves and bats, began to gather and plan their revenge.

Oblivious to these events, Bilbo and the Dwarves continued their journey eastward. They achieved their quest to recover Erebor, but in doing so they earned the anger of Thranduil, and indirectly caused the destruction of Lake-town. Thranduil's Wood-elves joined with the Lake-men, and they marched north to claim a share of Smaug's treasure in recompense. In response, Thorin called on his cousin Dáin, who set out with his own army from the Iron Hills.

So the scene was set for a confrontation between the Wood-elves and Lake-men on the one side, and the Dwarves of Thorin and Dáin on the other. Already the first arrows had been shot when a dark cloud was seen coming out of the north - the bats that heralded the orc-armies of Bolg. The Elves, Men and Dwarves quickly forgot their differences in the face of this new threat, and battle was joined on the slopes of Erebor and the valley beneath. The battle was ferocious, and as it raged, it was joined by others - Eagles out of the Misty Mountains, and even Beorn himself in the shape of a monstrous bear.

By nightfall the orcs were defeated, but not without great loss. Thorin himself was slain, making a bold attack against the bodyguard of Bolg, and with him fell his young nephews Fíli and Kíli. Bolg was dead, too, crushed by Beorn, and the goblins of the northern mountains were scattered or destroyed.(Excerpt from Encyclopedia of Arda)

This scenario has been adapted for Fantasy Rules! 3 by Chipco.

Scenario Map and files

Fantasy Rules! 2 Version

Scenario Map


Special Rules
  • The Mountain Goblin command arrives on turn 3.

  • The eagles arrive once the Good Alliance’s morale clock reaches 4. They must attack the Goblin mountain command first.

  • Beorn will arrive 2 turns after the eagles arrive.

  • Gandalf can only be used once the Good Alliances morale clock reaches 1. He causes fear and may only cast Fire Blast.

  • The goblin morale clock will drop by three if Bolg is killed.


Terrain
  • All units firing at units defending in terrain get a –2 to their dice rolls.

  • The river is crossable at any point and does not effect movement.

  • The ruins of Dale have no effect on movement.

  • The tracks on the mountains count as 1 unit wide. Units fighting on the tracks cannot be outflanked and overlap bonuses do not count as the tracks are too narrow to allow this.

  • Units on higher ground than their opponents get a +1 to combat.


Victory conditions

Goblins
Reduce the Good Alliance moral clock to zero or destroy all their units.

Good Alliance
Reduce the Goblins moral clock to zero and destroy Bolgs bodyguard.

Scenario Notes
  • You may use more goblins warriors and wargs if you have the figures. The book describes as the lands being black with hordes, but this may stretch your figure collection and may not effect the outcome of the game.

  • The forces and special rules are designed to try and make the game follow the book as closely as possible. You may add, change or remove any special rules if you feel they are not appropriate. The unit scales vary to allow for important events and also to provide an enjoyable game.

Armies

Good Alliance

Char/Unit nameTypeSpecial AbilitiesMap Position
Iron Hill Dwarves
Dain1 Hero(+1 0 +1)1
Dwarf Foot1 HWElite. HA. No move penalty2
Thorin and companions1 General(+2 0 +2), Fear3
Lakemen of Bard
Bard of Esagorth1 Hero(0 +1 +1)4 Spurs
Bard Spear1 Sp+ attached Sk5 Spurs
Spear4 Sp6 Valley
Scouts1 Sk7 Valley
Wood Elves of Mirkwood
Elf king1 Hero(+1 0 +1)8 Spurs
Elf bodyguard1 HWElite9 Spurs
Elf Spear4 Sp10 Spurs
Elf bow2 Sk11 Spurs
Others
Beorn1 Sml MonsterElite, FearOfftable. Enters at position 22
Eagles4 Sml MonsterFlying, FearOfftable. Enters at position 23


Goblins

Char/Unit nameTypeSpecial AbilitiesMap Position
Main body
Bolg1 General(+2 0 +2)14 Valley
Bodyguard1 HWElite (+2 0 0)15 Valley
Wolf Riders3 LC+1 CF16 Valley
Goblin warriors24 Mobs+1 CF18 Valley
Goblin archers4 Militia19 Valley
Wargs and wolves6 SwarmsMove as LC17 Valley
Mountain Command
Goblin warriors6 Mobs+1 CF20 Valley
Goblin Skirmishers6 Sk21 Valley