Grishnakh's Grave

Monday 31 August 2009

The feast of Blessed Richard Bere

Build your own FAQ

I love WoTR; though this love has taken some time to reach fruition. WoTR is a
brilliant game and the rules are written in a very readable style. Within an hour of
picking up the book I wanted to start playing. Alas, as soon as the gaming started
questions, inevitably arose, and this is when the style of the rules becomes a problem:
too many important rules are open to different interpretations.

This isn't a huge drawback as long as both players know which interpretation they are
using. So what I have done is list the rules which many players find unclear or open
to different interpretations. For each such rule I have included a typical question and
the answer or, in many cases, answers. The aim is that players can build their playing
group's own FAQ, one that suits their reading of the rules. To do this all that needs to
be done is to copy this FAQ and then delete those answers that one disagrees with.
For those that are interested, I have a copy of my, small, group's FAQ here.

For each rule I have also included some examples, and, in italics, some comments.

THE MOVE PHASE

Moving the Formations

Question: How do you calculate the distance a Company has moved?

Answer #1: A company may not end its move a distance further away from its starting
point than its Move value.

Example: A unit moves diagonally and then turns through 90 degrees. The distance
moved is the length of a straight line drawn from the starting point to the destination
point of a corner of the company's base. If the length of this line differs for corners
then the greatest length is taken.

Answer #2: The path a company moves may not be greater in length than its Move
value.

Example: A unit moves diagonally and then turns through 90 degrees. For the
diagonal part of the move the distance moved is the length of a straight line drawn
from the starting point to the destination point of a corner of the company's base. If
the length of this line differs for corners then the greatest length is taken. On top of
this distance is added the arc through which the outer corners moved when they
turned. In practice this is the length of the straight line from the starting position of
the corner to the point at which it finishes after its turn.

Comment: Answer #1 is far simpler and speeds up the game dramatically. It is also
near identical to the way the rules were written, backed up by the diagrams in the rule
book. Answer #2 is more complex, slows down the game and can also lead to
disagreement, especially when turning is involved. Yet, this is the Answer that many
players I have spoken to seem to prefer.

Why? Well, because Answer #1 can lead to some strange anomalies whereby units
take a long, circuitous route to avoid terrain or other units yet remain within the radius
of the move from their initial position. For instance, a unit three companies wide
starts its move at a company wide gap between two woods. This is no hindrance with
Answer #1, if there is a three company wide space within the Move value. Also, with
Answer #1the possibility of being outflanked or charged from the rear is far less of a
threat, especially if the threatened unit is moving second.

FIGHT PHASE

Cavalry Charge (Cavalry and Flying Monsters only)

Question: What happens if a formation of cavalry charges a formation and infantry
and is then later charged by cavalry?

Answer #1: The formation of cavalry that charged the infantry get a bonus of 6 dice.
The second cavalry unit only gets a bonus of 2 dice because it charged cavalry.

Example: The Good player has priority and successfully charges a formation of Orcs
with a formation of Gondorian knights. Each company of knights gets 8 attacks
(basic 2 plus the 6 bonus for charging). In the Evil player's turn he manages to charge
the knights with some Warg Riders. The Warg Riders only get 4 attacks per company
(basic 2 plus 2 bonus for charging). The Good player may attack the Warg Riders, if
he wishes, with his knights and gets 8 attacks per company that is in contact.

Answer #2: Both cavalry units only gain a bonus of 2 dice.

Example: The Good player has priority and successfully charges a formation of Orcs
with a formation of Gondorian knights. In the Evil player's turn he manages to
charge the knights with some Warg Riders. Both the Gondorian knights and the
Warg Riders only get 4 attacks per company (basic 2 plus 2 bonus for charging
cavalry).

Answer #3: The formation of cavalry that charged the infantry get a bonus of 6 dice
only when it attacks the infantry, if it chooses to direct attacks at the cavalry it gets a
bonus of 2 dice. The second cavalry unit only gets a bonus of 2 dice because it
charged cavalry.

Example: The Good player has priority and successfully charges a formation of Orcs
with a formation of Gondorian knights. In the Evil player's turn he manages to charge
the knights with some Warg Riders. The Warg Riders only get 4 attacks per company
(basic 2 plus 2 bonus for charging). The Gondorian knights get a bonus of 6 when
they attack the Orcs, a bonus of 2 when they fight the Warg Riders.

Comment: Answer #1 is closest to how the rules are written. However, some players
feel it unfairly penalises any cavalry (or Flying Monsters) that enter that same combat
and prefer Answer #2. Answer #3 is a compromise but it starts to make things
'fiddly'.

Supporting Companies

Question: Can I use the extra dice from supporting companies to increase the number
of attacks of any company? I was thinking in particular about companies containing
the likes of Aragorn, Gil-Galad, Elendil etc. that have bonuses to their attacks?

Answer: Yes. The supporting companies do not have to be in contact with the
company they support.


Roll To Hit

Question: What happens if the Defence (or Strength) is 0?

Answer: If the characteristic is one that is used on the combat chart, i.e. Strength,
Defence, or Courage then a score of 0 should be treated as 1.

Example: A formation of the Ghostly Legion, with Spirit Grasp attacks Denethor's
Guard. The Guard use Denethor's Courage, which is 0. When working out the score
to hit compare the strength of the attackers with a defence rating of 1, rather than 0.

Comment: Although the 'Absolute Zero' section in the chapter on Characteristics says
that no characteristic can be reduced to less than zero, it doesn't mention how to treat
a Strength or Defence of zero.


DEFENSIBLE TERRAIN

Question: What is the difference between Difficult Terrain and a Terrain Feature?

Answer: As suggested in the rules, players should agree before the game starts as to
the effects of terrain. Difficult Terrain is terrain that affects movement and may block
line of sight. Terrain Features affect movement and may block line of sight. Terrain
Features may also be occupied by a formation if the size of the formation is less than
or equal to the capacity of the Terrain Feature. If the formation has more companies
than the capacity, then the Terrain Feature counts as Difficult Terrain only.


Occupying a Terrain Feature

Question: The rules say that a unit can only touch a terrain feature if they wish to
occupy it, so how can a unit that is too big to occupy such a feature ever pass through
it?

Answer: Units that are too big to occupy a terrain feature count such features as
difficult terrain and so may touch it, move into it or cross it.


COMMAND COMPANIES

Question: What exactly does the Taskmaster do?

Answer: A formation uses its own Courage characteristic or, if higher, it uses the
Characteristic of any Heroes or Epic Heroes that are with the formation. If the
formation contains a Taskmaster this Courage is increased by 1.

Example: A unit of Orcs, containing a Taskmaster, is joined by a Ringwraith
(Courage 5). Whilst the Ringwraith is with the formation the Courage is 6, before any
other modifies such as spells.

HEROES

Question: How exactly do you work out Heroic actions if both players wish to make
actions in the same phase?

Answer: Players dice off to decide who chooses first. Each player then chooses a
Hero and indicates what action he is going to call, adjusting the Might at this point.
The actions are then resolved in the order in which the Heroes were chosen. When
there are three or more Heroes calling actions it is sometimes advisable to note down
what the actions are and who is calling them.

Example. The Evil side has priority. At the beginning of the Move Phase the Good
player wishes to call a Heroic Move with a formation lead by Gandalf, the Evil
player wants to counter this with a Heroic Move of his own. They both roll dice and
the Good player wins. He calls a Heroic Move with Gandalf and reduces Gandalf's
Might by 1. The Evil player calls a Heroic Move with Durburz and reduces Durburz
Might by 1. The Good player then decides to try to counter this last move and calls a
Heroic Move with Faramir. Faramir's Might is reduced by 1. No other Heroic
actions are called. The player's then resolve the actions: Gandalf's unit moves first; Durburz' second; and Fararmir's third.

Question: In the Fight Phase one Hero calls a Heroic Fight, a Hero on the opposing
side calls a Heroic Duel. What happens now?

Answer #1: Both players dice off to see who calls their action first. If the Hero
calling the Heroic Fight wins then the fight is fought. If the Hero calling the Heroic
Duel survives then the Duel is fought.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an Heroic action in the Fight Phase. Dice are used to determine who chooses
first and the Good player wins and calls a Heroic Fight with Gimli, his Might is
reduced by 1. Durburz replies by calling a Heroic Duel against Gimli and his Might
is reduced by 1. The actions are now resolved in the order that they were called.
The Fight is fought using the normal rules and then the Duel is fought. If Durburz'
formation has suffered more casualties than Gimli's then Gimli's formation may
charge and fight again this phase.

Answer #2: Both players dice off to see who chooses their Hero first. Both adjust
their Might. Irrespective of who was chosen first, the Duel is fought before the
outcome of the Fight is determined.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an Heroic action in the Fight Phase. Dice are used to determine who chooses
first and the Good player wins and calls a Heroic Fight with Gimli, his Might is
reduced by 1. Durburz replies by calling a Heroic Duel against Gimli and his Might
is reduced by 1. The Duel is fought first, and then the Heroic Fight takes place. If
Durburz' formation has suffered more casualties than Gimli's then Gimli's formation
may charge and fight again this phase.

Answer #3: Both players dice off to see who chooses their Hero first. Both adjust
their Might. Irrespective of who was chosen first the Duel is fought before the
outcome of the Fight is determined. If the Hero calling the Heroic Fight is slain then
the Heroic Fight does not take place.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an Heroic action in the Fight Phase. Dice are used to determine who chooses
first and the Good player wins and calls a Heroic Fight with Gimli, his Might is
reduced by 1. Durburz replies by calling a Heroic Duel against Gimli and his Might
is reduced by 1. The Duel is fought first, and then the Heroic Fight takes place. If
Gimli is slain then no Heroic Fight takes place.

Comment: I think Answer #3 is probably closest to what the authors intended. However, as with most of these questions, the answer is, ultimately up to you.

Heroic Duel

Question: How do casualties from Duels affect the outcome of a Fight?

Answer #1: Casualties from Duels are removed as soon as the action is resolved.
Figures removed as a result of duel are removed immediately and may not take part in
any fight that phase. They are counted when determining the victor of the fight.

Example: Faramir leads 3 companies of Warriors of Minas Tirith that have charged a
9 company strong formation of Orcs lead by an Orc Hero. Faramir calls a Heroic
Duel at the beginning of the Fight Phase. The duel is determined and the Hero is slain
along with 8 Orcs, which leads to a whole company being removed. In the
subsequent Fight the Orcs may not use the support of the company that was removed.
After the Fight has been work out, the Orcs inflicted 6 casualties on the Warriors of
Minas Tirith, the Warriors did badly and only inflicted another 4 casualties. Yet the
Warriors of Minas Tirith have inflicted 13 casualties in total (the Orc Hero, plus 12
rank and file), the Orcs only 6 casualties, so the Warriors of Minas Tirith won the
Fight and the Orcs must test for Panic.

Answer #2: Casualties from Duels are removed as soon as the action is resolved.
Figures removed as a result of duel are removed immediately and may not take part in
any fight that phase. They are not counted when determining the victor of the fight.

Example: Faramir leads 3 companies of Warriors of Minas Tirith that have charged a
9 company strong formation of Orcs lead by an Orc Hero. Faramir calls a Heroic
Duel at the beginning of the Fight Phase. The duel is determined and the Hero is slain
along with 8 Orcs, which leads to a whole company being removed. In the
subsequent Fight the Orcs may not use the support of the company that was removed.
After the Fight has been work out, the Orcs inflicted 6 casualties on the Warriors of
Minas Tirith, the Warriors did badly and only inflicted another 4 casualties. The Orcs
win the fight and the Warriors of Minas Tirith must take a Panic test.

Answer #3: Casualties from Duels are not removed until the end of the fight.

Example: Faramir leads 3 companies of Warriors of Minas Tirith that have charged a
9 company strong formation of Orcs lead by an Orc Hero. Faramir calls a Heroic
Duel at the beginning of the Fight Phase. The duel is determined and the Hero is slain
along with 8 Orcs, a note is made of this. In the subsequent fight the Orcs inflict 6
casualties on the Warriors of Minas Tirith, the Warriors do badly and only inflict
another 4 casualties. Yet the Warriors of Minas Tirith have inflicted 13 casualties in
total (the Orc Hero, plus 12 rank and file), the Orcs only 6 casualties, so the Warriors
of Minas Tirith won the Fight and the Orcs must test for Panic.

Comment: There is some ambiguity in the section on Heroic Duels in the rule-book.
And the question has arisen a number of times of different forums. I have given three
possible answers, and I'm sure that there may be even more. For what is worth, I
think Answer #1 is closest to how most people play the game.

Moving Epic Heroes

Question: Can an Epic Hero leave a unit that cannot move?

Answer #1: Yes.

Example: Aragorn is with a disordered formation of Knights of Minas Tirith. They
fail their Courage test to re-order. Aragorn decides to leave them for a formation of
ordered troops within 18 inches.

Answer #2: No.

Example: Aragorn is with a disordered formation of Knights of Minas Tirith. They
fail their Courage test to re-order. As Aragorn is part of the formation the only move
he can make is to fall-back to the nearest board edge along wit the rest of the unit.

Comment: This is a tough one. I think both answers have some merit. However, I
err towards the first answer as later in the rules (Epic Challenge) there is specific
mention of when an Epic Hero cannot leave a formation. This is not mentioned in
anywhere else.

Question: Can Epic Heroes move from company to company within the same
formation.

Answer #1: Yes, an Epic Hero can move to another company within the same
formation as long as the rule that a company cannot contain more Epic Heroes than
'normal' warriors is not broken. This move takes place at the beginning of the Move
phase before the formation has moved.

Example: Aragorn joins Denethor's Guard. The command company contains
Denethor, Beregond, a Hornblower and Banner Bearer. It also contains Gandalf the
Grey and Pippin. There are only two 'normal' warriors in the command company so
Aragorn has to join another company in the formation. The company that Aragorn is
in takes 6 casualties leaving Aragorn perilously close to being removed as a casualty.
Next turn, before the Guard has moved, Gandalf joins another formation so Aragorn
decides to move to the command company.

Answer #2: Yes, an Epic Hero can move freely to another company within the same
formation as long as the rule that a company cannot contain more Epic Heroes than
'normal' warriors is not broken. This move can take place at any time in the turn.

Example: Aragorn joins Denethor's Guard. The command company contains
Denethor, Beregond, a Hornblower and Banner Bearer. It also contains Gandalf the
Grey and Pippin. There are only two 'normal' warriors in the command company so
Aragorn has to join another company in the formation. The company that Aragorn is
in takes 6 casualties leaving Aragorn perilously close to be removed as a casualty.
Next turn the formation takes 1 casualty through missile fire. Aragorn is in the
depleted company and will have to be removed as the casualty in order to comply
with the ratio of Epic Heroes to 'normal' warriors rule. So the player switches Pippin
and Aragorn. Pippin is now the casualty removed.

Answer #3: No. Once an Epic Hero joins a formation he must remain in the
company he is placed in until he leaves that formation.

Example: Aragorn joins Denethor's Guard. The command company contains
Denethor, Beregond, a Hornblower and Banner Bearer. It also contains Gandalf the
Grey and Pippin. There are only two 'normal' warriors in the command company so
Aragorn has to join another company in the formation. The company that Aragorn is
in takes 6 casualties leaving Aragorn perilously close to be removed as a casualty.
Next turn the formation takes 1 casualty through missile fire. Aragorn is in the
depleted company and has to be removed as the casualty in order to comply with the
ratio of Epic Heroes to 'normal' warriors rule.

Comment: Answer #3 seems to fit best with the rules as written, Answer #1 with the
spirit of the rules. I'm not sure about Answer #2, but I know some players that play
that way. Answer #2 doesn't penalise players that forget to 're-shuffle' their Epic
Heroes.

Epic Actions

Question: When can you call an Epic Action?

Answer #1. You call an Epic Action at the same time Heroic Actions are called: at
the beginning of each phase.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an action in the Fight Phase. Dice are used to determine who chooses first and
the Good player wins and calls an Epic Rage with Gimli, his Might is reduced by 1.
Durburz replies by calling a Heroic Duel and Epic Strike against Gimli and his Might
is reduced by 2. The Duel is fought first, then the fight between the formations. If
Gimli is slain in the Heroic Duel his formation of Dwarfs does not benefit from the
Epic Rampage.

Answer #2. You call most Epic Actions at the time the formation acts; Epic Strike
and Epic Challenge are called at the start of the phase.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an action in the Fight Phase. Dice are used to determine who chooses first and
the Good player wins and calls a Heroic Fight with Gimli, his Might is reduced by 1.
Durburz replies by calling a Heroic Duel and Epic Strike against Gimli and his Might
is reduced by 2. The Duel is fought first, which Gimli survives. Before his
formation takes part in the fight, Gimli calls an Epic Rage, reducing his Might by a
further 1.

Answer #3. You call most Epic Actions at the time the formation acts; Epic
Challenge is called at the start of the phase, Epic Strike can be called at any time
before a fight.

Example: Gimli is with a formation of 3 companies of Dwarf Warriors. They have
charged a formation of 9 companies of Goblins containing Durburz. Both wish to
make an action in the Fight Phase. Dice are used to determine who chooses first and
the Good player wins and calls a Heroic Fight with Gimli, his Might is reduced by 1.
Durburz replies by calling a Heroic Duel and Epic Strike against Gimli and his Might
is reduced by 2. Before the Heroic Duel is fought, Gimli calls an Epic Strike himself,
reducing his Might by a further 1. The Duel is fought first, which Gimli wins.
Finally, Gimli calls an Epic Rage for yet another Might this takes effect immediately,
before the formations fight.

Comment: Sadly, for me, this is probably the section of the rules that is the least
clear. Which is a shame as this is the most exciting part of the game. Try as I might I
have found no consensus from players about how to interpret the use of Epic Actions.

This ambiguity also has a fairly profound effect on game balance. If Answer #1 or #2

is your preference then consider this further example: A formation of Orcs containing
Khamul and the Betrayer in the command company is charged by a formation of
Rangers containing Aragorn and Faramir. Both players wish to call Heroic/Epic
Actions and dice are rolled with the Evil player getting to choose his Hero first.
Worried about a duel he calls an Epic Strike with Khamul, using up that Ringwraith's
solitary Might point. The Good player calls an Epic Duel and Epic Strike with
Aragorn against the Betrayer. The Evil player, choosing next, has no option but to
call an Epic Strike with the Betrayer. The result is that Khamul has wasted his only
Might point.

Put quite simply, the answer to this question determines the effectiveness of
Ringwraiths in resisting the attacks of Heroes and Epic Heroes. Consequently it has a
serious impact the effectiveness of Mordor as a whole.

Question: How does Epic Strike work when a formation has its FV reduced to 0, such
as when it is charged by a unit causing Terror and fails its Courage test.

Answer #1: It depends when the Epic Strike was called. If the Epic Strike was called
before the dice were rolled for the Courage test then the FV of the Epic Hero, and the
company he is with, are reduced from 10 to 0. If the Epic Strike was called after test
was failed then the FV of the Epic Hero goes from 0 to 10.

Example: In the Movement phase a formation of Orcs containing a Ringwraith is hit
by Gandalf's Blinding Light spell and the whole formation has its FV reduced to 0.
In the Fight phase the Ringwraith calls an Epic Strike and its FV, and that of the
company it is with, is raised to 10.

Answer #2: Both the rules for Terror, and the rules for Gandalf's Blinding Light state
that the FV is reduced for the remainder of the turn (actually, the Terror rules state
that it is the remainder of the phase, which appears to be the Charge phase. I think
this is an error and the rules were meant to say remainder of the turn). As such the FV
cannot be altered. Epic Strike has no effect.

Example: In the Movement phase a formation of Orcs containing a Ringwraith is hit
by Gandalf's Blinding Light spell and the whole formation has its FV reduced to 0.
There is no way that this can be altered.

Comment: This is one of those questions were by looking at the two alternatives it is
fairly clear which is the better interpretation.

Epic Heroes and Special Rules

Question: Most Epic Heroes have special rules, how does these effect any formation
he joins?

Answer #1: Only the company that an Epic Hero joins can use the special rules.

Example: A Ringwraith, with Spirit Grasp joins a formation of Orcs. In combat the
company that the Ringwraith is in strike using Spirit Grasp rather than its normal
attacks.

Answer #2: The special rules, unless explicitly stated, have no effect on any of the
companies that are in a formation containing an Epic Hero.

Example: Celeborn has the Pathfinder special rule, he joins a formation of Galadrim
Knights who also have this rule and whilst with that formation he and the formation
may freely move through any terrain. Celeborn later joins some allied Warriors of
Minas Tirith who do not have that special rule. This formation moves at half speed
through any difficult terrain.

Comment: I have included the first answer because that is how some players, quite a
few, if I recall, interpreted the rules when they first came out. I get the feeling that the
second answer is now the way that most play the game. Of course this begs the
question as to why such special rules are included? One answer I have heard is that
the special rules that have no effect were included for completeness sake, possibly in
order to overlap with a new release of LoTR SBG.

Question: Does the Terror special rule for an Epic Hero have any effect?

Answer #1: This is the exception to the general rule that unless explicitly stated an
Epic Hero's special rule is not shared by the companies in the formation he joins. If a
formation wishes to charge an enemy formation containing an Epic Hero with Terror
then a Courage test must be taken. If failed then the unit may not charge. If charged
by a formation containing an Epic Hero with Terror then a Courage test must be
taken, if failed the unit's FV is reduced to 0.

Example: A unit of Dwarven warriors charges the rear of a formation of 9 companies
of Orcs. In the command company, at the front of the unit, is a Ringwraith. The
Dwarven warriors must take a Courage test. If they fail they cannot charge the Orcs.

Answer #2: This is the exception to the general rule that unless explicitly stated an
Epic Hero's special rule is not shared by the companies in the formation he joins. If a
formation wishes to charge an enemy formation containing an Epic Hero with Terror,
and at least one company will make contact with the Terror causing Epic Hero, then a
Courage test must be taken. If failed then the unit may not charge. If charged by a
formation containing an Epic Hero with Terror then a Courage test must be taken, if
the Terror causing Hero ends in contact with the target, should the Courage test be
failed the unit's FV is reduced to 0.

Example: A unit of Dwarven warriors charges the rear of a large formation of Orcs .
In the command company, at the front of the unit, is a Ringwraith. The Dwarves do
not have to take a Courage test if none of the Dwarves end the charge in contact with
the company containing the Ringwraith.

Comment: Answer #2 seems 'fiddlier' than Answer#1, yet it appears to be the most
accurate interpretation of the rules as written (RAW). The first answer also lessens
the importance of those spells and other special rules that grant the whole formation
'Terror'.

Question: How does the Overlord special rule work?

Answer #1: Any formation within the 24" range of the rule may call Heroic actions
using the Overlord's might.

Example: A Mordor Troll is within 24" of Sauron who has the Overlord rule. The
Mordor Troll may call a Heroic Charge at the beginning of the Charge phase. When
it does so, Sauron's Might is reduced by 1.

Answer #2: Any formation that has a Hero or Epic Hero, or is a Monster that has
Might in its characteristics, and is within the 24" range of the rule may call Heroic
actions using the Overlord's might.

Example: At the beginning of the Charge phase a formation of Orcs containing a
Hero, who has spent all his Might, is within 24" of Sauron who has the Overlord rule.
The formation of Orcs may call a Heroic Charge at the beginning of the Charge phase.
When it does so, Sauron's Might is reduced by 1. A Mordor Troll may not use this
rule as it does not have Might in its characteristics. Nor may any formation that does
not have a Hero or Epic Hero.

MAGIC

Counterspells

Question: How do Counterspells work?

Answer #1: If a magical power is used successfully on a target already under the
effect of the spell both immediately cease to work. It doesn't matter that one spell
had an improved effect as a result of a score of 6, both, irrespective of effect,
neutralise each other. The only exception is if the counterspell scored 1 for effect. In
this case the original spell continues to work.

Example: Evil has priority and in the Move phase a Ringwraith casts a Sunder Spirit
at a formation of Warriors of Minas Tirith. The effect die comes up a '6' and the
Warriors of Minas Tirith have their Courage reduced by 3 for the rest of the turn. In
the Good player's Move phase Gandalf casts an Instil Valour on the Warrriors.
Unless Gandalf scores a '1' for effect, the Sunder Spirit is countered and the
Warriors' Courage unaffected.

Answer #2: If a magical power is used successfully on a target already under the
effect of the spell both immediately cease to work. It doesn't matter that one spell
had an improved effect as a result of a score of 6, both, irrespective of effect,
neutralise each other.

Example: Evil has priority and in the Move phase a Ringwraith casts a Sunder Spirit
at a formation of Warriors of Minas Tirith. The effect die comes up a '6' and the
Warriors of Minas Tirith have their Courage reduced by 3 for the rest of the turn. In
the Good player's Move phase Gandalf casts an Instil Valour on the Warrriors. There
is no need to roll for the effect of the Instil Valor as it automatically counters the
Sunder Spirit and the Warriors' Courage is now unaffected.

Spells of Darkness

Question: What is the point of rolling D3-2 for the standard effect of a Black Dart on
the target's Might when both the minimum and maximum are 1?

Answer #1: The 'D3-2' rule was include for logical reasons as it shows up clearly the
improved effect of rolling a '6', in which case the Might loss of the target is 'D3-1'.

Example: A Winged Nazgul flies past a formation containing Boromir and casts a
Black Dart at him. A 4 is rolled for effect and Boromir suffers D6-3 hits and loses
D3-2 Might. A 5 is rolled for the number of hits, which translates as 2 hits, a 4 is
rolled for the loss of Might which translates to a D3 roll of 2, less 2 to 0. However,
the minimum Might loss is 1. Boromir survives the 2 hits because he has a Resilience
of 3, however he loses 1 Might. Maybe he should have tried to resist the spell with the
'Will of Iron' rule.

Answer #2: A D3 result can be raised up to a score of 6 using Might, so it is possible
to score higher than 3. Thus the maximum is not the same as the minimum.

Example: A Winged Nazgul, the Witch King, flies past a formation containing
Boromir and casts a Black Dart at him. A 4 is rolled for effect and Boromir suffers
D6-3 hits and loses D3-2 Might. A 5 is rolled for the number of hits, which translates
as 2 hits, a 6 is rolled for the loss of Might which translates to a D3 roll of 3, the
Nazgul raises this to 6 using its three Might. Less 2 this gives a score of 4. Boromir
survives the 2 hits because he has a Resilience of 3, however he loses 4 Might. Maybe
he should have tried to resist the spell with the 'Will of Iron' rule.

Comment: These answers are more about how players wish to interpret the section on
the use of Might. The rules as written state quite clearly that a single dice score can
be raised to a maximum of 6. Whether this applies to D3 rolls is your choice. My
feeling is that it applies to the die score before halving for D3, so the maximum for a
D3 roll is always 3.



Saturday 1 August 2009

Saturday, 1st August 2009
The feast of St Alphonsus

The Battle of the Anduin way-house

After Bilbo found the ring and helped the dwarves he retired to the Shire. Unbeknownst to him a distant relative of his Peregrin the Elder had, at a similar time, started upon an adventure. Journeying to the edge of the Shire, in the hope of finding elves, he had chanced upon a ranger. Striking up a friendship the two had journey across Middle-Earth until they found themselves at Minas Tirith.

The hobbit impressed the Steward and was taken into service as member of the Citadel Guard. Something his son, Pippin Took, was to repeat some four or so decades later.

Little time was spent in the comfort of the Steward's court, for news came very soon of a raid by the forces of Minas Morgul, testing the strength of Gondor. Or so scouts reported.

In truth, this was more than a raid and five of the Nazgul accompanied Gothmog, lieutenant of Minas Morgul, as he lead a mighty army across the Anduin.

Minas Tirith was a frenzy of activity as Boromir organised an army to meet the invaders. Faramir assisted him and summoned his faithful rangers, amongst whose number there was the mysterious companion of Peregin the Elder

As the gates of the White Citadel opened two riders approached, both of them old men wrapped in grey and white cloaks. Without seeking the approval of either Denethor, the Steward, or Boromir Marshall of Gondor the two rode and spoke at length to the stranger from the West.

The white-clad one, who spoke with an authority that none, not even Denethor nor Boromir, questioned, beckoned the army to follow him down to the Anduin and the ruined way-house.







2000 Pts - Gondor & Arnor - Saruman and Gondor

Name # Form Race Type M F S D A R C Mt Ma Cost
Aragorn, Isildur's Heir 1 E Man Hero
7/-


3 6 [OOO] - 200
Anduril: (p.104); Epic Challenge; Epic Duel; Epic Journey: (p.104); Epic Strike; Inspiring Leader; Mighty Hero: (p.104)
Boromir, Captain of the White Tower 1 E Man Hero
6/-


3 5 [OOOOOO] - 175
Mighty Blow: (p.103); Epic Challenge; Epic Duel; Epic Sacrifice; Epic Strike; Inspiring Leader
Minas Tirith Knights 6 C Man Cavalry 10 3/4+ 3 5/6 2 2 3 - - 215
Hand Weapons; Heavy armour; Lances; Shields; Banner Bearer
Saruman [For] 1 E Spirit Hero
4/-


3 7 [OOO] 3 200
Epic Channeling; Epic Renewal; Epic Ruination; Spells of Command: (p.72); Spells of Dismay: (p.71); Spells of Ruin: (p.74); Voice of Saruman (Saruman): Enemy charge stalls on 1-3 on D6 (p.147)
Peregrin Took, Guard of the Citadel 1 E Hobbit Hero
3/-


1 3 1 - 75
Courageous Intervention: (p.104); Epic Defense; Prince of the Halflings: (p.104)
Faramir 1 E Man Hero
5/-


3 5 [OOOO] - 90
Epic Sacrifice; Epic Strike; Inspiring Leader; Valour Unbound: (p.104)
Minas Tirith Warriors 4 C Man Infantry 6 3/4+ 3 5/7 8 1 3 - - 100
Hand Weapons; Heavy armour; Shields
Court of the Dead King 4 L Spirit Infantry 8 3/- 3 5 8 1 5 - - 265
Uses Warriors of the Dead; Hand Weapons; Banner Bearer ; Spirit Grasp; Spirit Walk; Terror; We Stand Alone
The King of the Dead 1
Spirit

4/-


2 6 [OO] - [0]
Shadowstride: (p.101)
Fortunes 1

Fort








100
Orcbane Weapons
Orcbane Weapons 1 Persistent effect. Choose one formation in your army. That formation gains the Orcbane special rule, receiving a +1 bonus to dice results when rolling To Hit against Orcs in addition to any other modifiers it may have. [100]
Gandalf the Grey [For] 1 E Spirit Hero
4/-


3 6 [OOO] 3 200
Blinding Light (Focus 5): (p.150); Counsellor; Epic Channeling; Epic Defense; Epic Renewal; Inspiring Leader; Spells of Command: (p.72); Spells of Dismay: (p.71); Touched by Destiny
Minas Tirith Knights 3 C Man Cavalry 10 3/4+ 3 5/6 2 2 3 - - 90
Hand Weapons; Heavy armour; Lances; Shields
Avenger Bolt Thrower 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 50
Base 80x60 mm; Bolt Thrower: Range 24", Str 6.
1-2 Miss, 3-5 On Target. D6+4 Str 6hits, 6+ Lucky Strike. D6+8 Str 6 hits.;
Hand Weapons; Heavy armour; Artillery
Avenger Bolt Thrower 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 50
Base 80x60 mm; Bolt Thrower: Range 24", Str 6.
1-2 Miss, 3-5 On Target. D6+4 Str 6hits, 6+ Lucky Strike. D6+8 Str 6 hits.;
Hand Weapons; Heavy armour; Artillery
Rangers of Gondor 3 C Man Infantry 6 4/3+ 3 4 8 1 3 - - 90
Armour; Bows; Hand Weapons; Pathfinders(Woodland)
Battlecry Trebuchet 1 R Man Infantry 6 3/4+ 3 8 3 1 4 - - 100
Base 120x80 mm; Hand Weapons; Heavy armour; Trebuchet: Range 12-72", Strength 10; Artillery
Total Cost: 2000

Option Footnotes
Command
Banner Bearer May reroll charge and panic test.
Epic
Epic Challenge Challenge one enemy Hero within 18".
Challenged Hero’s formation must pass Courage test at -3 or cannot move and may only charge the challenger.
Challenger must move towards and attempt to charge the challenged Hero’s formation. Then fight a Heroic Duel (no further Might required).(p.69)
Epic Channeling Reroll failed focus roll (p.149)
Epic Defense Formation +2 Defence.(p.69)
Epic Duel As heroic duel but roll 2 dice a use the highest(p.103)
Epic Renewal Friendly Hero within 12" regains 1 Might pt. (p.137)
Epic Ruination Ruin spell Str +2 (p.149)
Epic Sacrifice Each hit on formation negated on roll of 3+. At end of the phase,remove Hero from the game.(p.69)
Epic Strike Hero’s Fight value is increased to 10.(p.69)
Wargear
Bows Range 24", Str 2 (p.58)
Lances +1 bonus to dice result when rolling To Hit (p.56)
Shields +2D for infantry & +1D for cavalry units. Included in monster profiles. Only valid for front attacks (p.59)
Special
Artillery 1 or less: Opponent chooses formation within 6" of target – D6 hits at the siege engine’s Strength. Or counts as a miss.
2: Miss.
3-5: D6 hits at the siege engine’s Strength.
6: D6+4 hits at the siege engine’s Strength.
7+: 2D6+4 hits at the siege engine’s Strength.
Target consists of 1 company -1
Target consists of more than 4 companies +1
Target consists of more than 8 companies +2
Target is in a building +2 (p.61)
Counsellor Roll d6 per Might point spent:
1-5: Hero within 6" gains 1 Might point.
6: Hero within 6" gains 3 Might points.(p.69)
Inspiring Leader (Men)
Pathfinders(Woodland) Ignore movement penalties in given terrain.(p.62)
Spirit Grasp Calculate To Hit roll using Courage, rather than Defence.(p.63)
Spirit Walk No penalties for moving through difficult terrain.
Can move through other formations, defensible terrain features, and impassable terrain, but cannot end up inside.(p.63)
Terror When charged by a Terror-causing creature, enemy must pass Courage test or Fight value reduced to 0.
Enemies must take Courage test to charge a Terror-causing creature.(p.63)
Touched by Destiny Can use one Epic action each turn without expending a Might point.(p.69)
We Stand Alone May not be joined by Epic Heroes.(p.63)

Validation Report
Regular: Default ruleset
Army satisfies all enforced validation rules

Army Statistics
Might: 22
Models: 121

Group Min Max Used
Heroes 1 0 7
Common 1 0 4





Of the battle, little need be said. Aragorn, for it was he, and Boromir at the head of the knights charged the large mob of Orcs in the centre. These were lead by Gothmog, with two Ringwraiths, Khamul and the Dwimmerlaik. Despite all the assistance from the Valar (i.e. about 10 Might) they achieved nothing in their duels with the evil ones. Both were lucky to survive. Next turn Aragorn fled the weakened unit, whilst Boromir once more challenged the foul ones. Boromir was slain and the unit wiped out. At this point the forces of Gondor retired from the field leaving the way-house in the hands of the creatures of Morgul (I conceded)!

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