The Lord of the Rings (play of battle)
See also: the Lord of the Rings (homonymy)
the Lord of the Rings: The set of battles is a War game proceeding within the framework of the novels the Lord of the Rings of J.R.R. Tolkien.
Published by Ranges Workshop, the play is mainly drawn from the adaptation of the Seigneur of the Rings made by Peter Jackson: the figurines are so to speak " copiées" on the actors, decorations etc the goal is, initially, to paint them with meticulousness to give them all their charm, then to make the collection of it so that the whole of the army of a player can reconstitute a coherent Scénario.
The play is appeared for the first time in 2001, at the time of the exit of the film the Community of the Ring . Of Rohan in Gondor while passing by the kingdom of the dwarves, of Mordor at the fine bottom of Moria, discover the lists of army. These various lists are in the extension " legion of the ground of the milieu" (supplement left since September 2006). The work presents twelve scenarios which bring into play two army without there not being of advantage for one of the two camps. Moreover, the book contains seven generators of decorations, each one being related to one or two lieus of the trilogy.
Presentation of the play
This set of figurines puts in scene two armies of size different or equivalent face to face. The goal of the play varies with the scenario which you play. That can be the destruction total of your adversary or the occupation of buildings or for a player to kill an enemy character and for the other to protect it. Each player must choose his army among the range of figurines at their disposal. At the beginning of part, each player has a certain number of points, going from 150 to 1500, which enables them to recruit their armies because each warrior or hero costs a certain number of points. Moreover more certain types of troop are limited of number like the archers and the machines of war.
Evolution of the play
The play appeared in 2001, at the time of the exit of the film the Community of the Ring . The box with topic left on this occasion made it possible to acquire a score of plastic combatants, decorations and the book of rules. To the ocasion of following films Games Workshop left two similar boxes containing new plastic figurines and the updated rules. After having acquired the rights of the book Games Workshop left a range supplements in order to extend the universe and to leave new figurines introducing the characters and places present in the put books but side by films. In 2005 Ranges Workshop published a fourth version of the play containing the updated rules and compiled of all the works left hitherto.
Characteristics
In this play, the combatants have each one their clean characteristic. There are six, that forms the profile of the warrior. Here characteristics:
-
Combat/Tir
- This characteristic has two digits, one which indicates the value with the combat of the warrior, plus this one is large, plus the combatant is likely to gain the combat. The other figure indicates the chances that with the figurine to touch an enemy thanks to a weapon of shooting. The median value is of 3 in Combat and 4+ in Shooting (the average characteristics represents a figurine of human size; the most current characters in the play. Characters more " gros" better statistics have).
-
Force
- This figure indicates the power with which your soldier strikes his adversaries. The median value is of 3.
-
Défense
- the value of defense indicates the resistance of the character. This one can vary according to whether the figurine carries an armor, a heavy armor, a shield or, for some rare warriors (like Frodon), a coat of Mithril. A creature of human size without protections has a defense of 3. But, if this one is equipped with a heavy armor and a shield, it can see its value going up to 6.
-
Attaques
- This indicates the number of blows which the warrior carries. The majority of the warriors have a value of 1, but certain talented combatants (like Aragorn) or of enormous monsters (as the trolls) have a value of attacks of 2,3 or (that is very rare) 4 (like Balrog).
-
Points of Life
- That indicates the number of blows which the figurine can box before succumbing. The majority of the combatants have one Point of Life (statement). However, as for the Attacks, certain characters have some more like 2,3,4 (very rare), or more (extremely rare).
-
Bravoure
- These statistics shows the degree of courage which the warrior has. The goblins are more courageous than the human beings while Legolas is a very bold character. The average is of 3.
There exists in this play two main categories of character: warriors and heroes. The heroes are different because they have three characteristics moreover than the combatants ordinary: power, Will and the Destiny. These statistics are in fact a reserve of points which the player can spend in the course of part for, either to make complex actions (heroic actions and to use magic capacities), or to change the result of a die, or to save its hero of death.
There exists another way of classifying the figurines. Like known as higher, there are two main categories: Warriors and heroes. But one can also classify the figurines in two other classes: cavalry and the infantry. Moreover, among the infantry, there are the monsters and the infantrymen (the monsters are characterized by a Force equivalent or higher than 6). Caution! this does not make that the heroes cannot be of another category only the infantry. Examples: Aragorn can become riding if it takes as option a horse and certain heroes are monsters like the Troll Chief or Balrog.
A turn of play
-
1) INITIATIVE
- At the time of this part of the turn, the players decide who will advance, to draw its figurines in first thanks to 1D6 (1 die with 6 faces).
-
2) MOVEMENT
- the player move all their figurines, while starting with that which on the initiative. To have the Initiative allows to block certain unfavourable figurines and to prevent them drawing with their arc or from using a special capacity like a magic capacity.
-
3) TIR (S)
- At this moment, your warriors equipped with arcs or crossbows can draw on the visible unfavourable figurines. Here also, the participant having the Initiative must draw in first, this allowing to get rid of the enemies having arcs and thus preventing them from preserving his own troops of projectiles.
-
4) COMBAT (S)
- the protagonists come to the hands! Each player will try to save his figurines and especially to kill the unfavourable figurines. The player having the Initiative decides about the engagements.
-
5) FINE OF the TURN
- It is now that the players look at where they are compared to their objectives. Moreover certain special rules can intervene at this time there. Once all this finished, a new turn begins since stage 1.
Factions
One distinguishes two types of principal armies, namely the " Mal" (forces of Sauron, Saroumane etc) and forces of the " Bien" (the Gondor, the Rohan etc), chacunes carried out by various heroes. Each figurine represents a number of point fixed according to precise rules, with special competences or not, a certain maximum distance from displacement, and various levels of aptitude, like defense or the attack.
The figurines created in the play generally belong to film or with the book, however, certain little developed parts of the work of J.R.R. Tolkien push the creators to be invented of the heroes of any part (especially in the scenarios concerning the Harad or the Black Forest). Initially, Ranges Workshop having only the rights of film, the figurines represented only the characters seen with the cinema. Then Games Workshop acquired the rights of the book, which made it possible to leave new figurines resulting from work from Tolkien.
The Légions extension of the Earth of the Medium provides a classification with lists of armies of the same faction gathered in selected categories according to the geographical location (like the category of the Misty Mounts or the allegiance to the same kingdom (like Gondor) or lord (like the Bastions of Sauron). Here these categories:
Evil
-
misty Mounts
- Isengard
- Bastions of Sauron
- Eastern Kingdoms
- Grounds of the South
- Champions of the Evil
Misty Mounts
This section is made up of three lists of armies: Moria , Angmar and Inhabitants of the Lower part .
Moria : These armies represent the tribes gobelines which infest old the dwarf kingdoms. It is made up of a majority of warriors rather poor and cheap but can count on the force of the trolls, the assistance of the captains and especially that of the balrog, the second figurine most powerful of the play (after sauron).
Angmar : These armies show the forces which the King-Wizard unchained on Arnor and the forces always present well later. They often have average warriors (wild orcs and wargs), more specific units (spectra) and of the particular heroes (troll chief, Être of Galgals).
Inhabitants of the Lower part : The goblins do not infest only Moria. Certain tribes it are installed in wood or caves. This list is a mixture of the two preceding ones (goblins with wargs) while adding a different figurine: giant spiders.
Isengard
The Circle of Isengard is an old fortress of Gondor supervising a place called Perforated of Rohan (highly strategic place). The Tower of Orthanc is indestructible thanks to the magic. For some time, Saroumane there settled and raised an army of wild Uruk-haï supported by the men of the country of Dun. This section includes/understands: the Plunderer of Isengard , Legions of the White Hand , country of Dun and Gangsters of Sharkey .
the Plunderer of Isengard represents the uruk-haï which devastated Rohan, quickly traversing long distances to achieve the will of Saroumane.
the Legions of the White Hand show the armies which stationed in the Circle of Isengard and which flowed on the Pit of Helm to destroy the people of Rohan. This list has a characteristic in the person of two rather special heroes: Grima and Saroumane. Grima is a manipulator which will be a spine impossible to remove while Saroumane is a powerful magician who will throw to ground of many adversaries.
the Country of Dun is a list which shows the men who were combined with Saroumane in his war against Rohan.
Gangsters of Sharkey : At the time of its decline, Saroumane flees in the County where he wanted to make a last low blow. It gathered many gangsters, as well human as orcs, and started to devastate the fatherland of the Hobbits but was stopped by the return of Frodon, Sam, Pippin and Merry, putting fine at its company.
Bastions of Sauron
Sauron, the Lord of Darkness, has many fortresses of which most important is Barad-Hard. The majority are in Mordor, an immense desert of ash encircled by assembly lines, but some are in lieus more unusual as Dol Guldur which is built in the forest of Mirkwood, inhabited by elves. Can imports the place, the fact that henchmen of Sauron are there quickly transforms it into a sinister place. This section includes/understands the largest cities invaded by the orcs: Cirith Ungol , the Black Door , Fraud Guldur , Undermined Barad-Hard Morgul and .
Cirih Ungol : This list has a rather good mixture of troops and hero but has a very particular creature: the enormous Arachné spider.
the Black Door : This army represents the guards of the entry of Mordor made up of many troops of elites (to be noted, it is the only one to contain one of the most powerful animals of the play: the troll Chief of Mordor).
Fraud Guldur : Old fortress given up in wood elfic, it was used by Sauron while it made recherchest on the ring. This list with the characteristic to have unitée peyu common like the Queen of the Spiders, Castellans and a terrible magician, Nécromancien.
Undermined Morgul : The binocular of Undermined Tirith fell for a long time under the yoke from the orcs and is used for to repair in Nazgùls. The army contains of good hero and of terrifying spectra.
Barad-Hard : The capital of the kingdom of Sauron, the jewel of the Evil. This list represents it at the time of Ultimate Alliance when its end close, was filled of orcs and was controlled by a Master inarrétable: Sauron.
Eastern Kingdoms
the Eastern Kingdoms represent the territories being located at the north and the east of Mordor: Rhûn and Khand. The people living these countries are rather aggressives warlike civilizations towards Gondor, and this for various reasons: Rhûn (or Eastern) venerates Sauron like an alive god. When in Khand (or Variags), they were combined to the Lord of Darkness by fear or because Sauron their offer of gold and the slaves. The Eastern ones attack in tightened formations, of enormous phalanges advancing without fear. Variags prefer the fast and effective raids, destabilizing the enemy and making it possible to make prisoners without efforts.
Eastern the : This list represents the mysterious honest warriors towards Sauron until death. It is human also compétants which those of Undermined Tirith. It contains also one of the armor-plated cavalries of the play: cataphractaires.
Variags de Khand : Khand is a country divided into a multitude of kingdoms. Plundering is a lifestyle for them: what misses, they will steal it in their neighbors. The list contains of good warriors and a particular cavalry: tanks.
Mercenaries of Khand : Certain inhabitants of Khand become mercenary by attraction for gold. Those are sought by all the people of the Earth of the Medium because are formidable warriors. This list will be especially used to be used as elite compared to your other troops.
Grounds of the South
the human Grounds of the South désignentles armed living the country as large as dépaysant as is Harad. Indeed, even if the majority of the surface is a desert, Harad has splendid forests, large rivers (arteries of life) and old cities in ruins. The haradrims are divided into a multitude of tribes kingdoms and caravans of nomads. In spite of this anarchy constant, certain city developed. It is the case of the different city of Umbar.D' time, it is a rather charismatic man who can found an empire by gathering enough tribes under his cut. It was the case of Suladan, the lord snake. the Horde of the Snake : This army represents the troops having fought with the Fields of Pelennor, carried out by the best general hardrim: Suladân.Elle contains very a great choice of troop and characters frightening like Mumâk! Harad makes it possible to compose a force former to the preceding one while introducing a different character: the king haradrim. the Extreme Harad : We know only few things for the moment about this list put aside the fact that elkle contains very exotic troops like the warlike half-trolls oules on dromedary. the fleets Corsairs : These pirates always served Sauron by plundering the city coastal of Gondor and Elfes.Pas of information. Umbar : This army gathers Harad and the Corsaires.Pas Fleets of information.Champions of the Evil
This section gathers all the figurines which do not belong particularly to a list quoted previously but can be taken as ally, making your army even more frightening. Monsters of the Earth of the Medium: here is terrifying more creatures which a general of the Evil can recruit: Balrog, dragons, Giants,… Nazgûl These spectra of old time can be taken in any army as supports magic.The good
-
the Community of the Ring
- the Kingdom of North
- Le Havre Elfiques
- Woodland Kingdoms
- Rohan
- Gondor
- Dwarf Fortresses
- Champions of the Good
- strongholds of Gondor
The Community of the Ring
This chapter contains only one list, bearing the same name. It gathers all the heroes forming it during the War of the Ring and allows a great choice of allies. General-purpose, the list offers in more the various versions of certain characters (like Gandalf the White and Gandalf Gray).The Kingdom of North
When Elendil founded Gondor, another kingdom was created at the same time: Arnor.Le chapter contains three lists. Arnor : Like known as higher, it is the binocular of Gondor.Malheureusement, it was intended to disappear under the attacks from the legions from the King-Wizard from Angmar.La list contains troops of elites of the end of the Third Age with its last King: Arvedui and its personal adviser, Malbeth. the Gray Company : After the fall of Arnor, the survivors, Dùnedain, were made discrete people but continuing nevertheless their fight against more known Sauron.Le of them is Aragorn, the heir to the throne of Gondor.Cette lists with the characteristic to be able played a number impressing archers compensated by can of choice of troops. the County : The Hobbits accepted one day of king d' Arnor a ground where to settle: Comté.Elle preserved of the devastations of Angmar during the fall of Arnor and was to protect during the Third Age by Rangers from the North which wished to protect them from the various plunderers. She proposes a list of warriors and hero good markets in famous points but like Bilbon Sacquet or Sam Gamegie.Le Havre elfic
The Elves are people which dominated the Earth of the Medium during the Second and Third Ages, enjoying one superior lifespan to that of a man and controlling techniques of craft industry and amazing magic. It is their ambition on the magic which caused their loss because leSeignor of Darkness forced them, without wanting it and after many plots, to forge the Rings of Being able and to bind them to the plusn powerful of all: Unique.Après to be uncovered, Sauron launched its hordes of orcs on the elfic cities. A terrible war followed then which led to the banishment of Sauron, the loss of Unnique and the victory of the elves and their allies: the men of Nùmenor.Cependant, the Elves were so much weakens that most of its population gave up these grounds to turn over in their country of origin. The few individuals remaining continued the fight in spite of their under-manpower. Fondcombe is the Last Simple House, an haven of peace elfic protected by powerful enchantments. It is here that the travellers can rest before taking again their road. Here saw also the lord Elrond, the Half-Elfe.Cette list proposes one choice of troop but a vast panel of hero. Gray Le Havre : this place is the last port where its boats lead to Valinor, the fatherland of Elfes.Son lord, Cirdan made wish leave with the last boat. This army proposes a choice enough balanced of troops and hero. On the other hand, part of the army does not have yet profiles and figurines. Eregion : At the time of the end of the Second Age, the Elves rassemblèren the vastest army of their history. This one was ordered by the High-King of Elves, Gil-galad, and its advisers and friends: Elrond, Erestor, Celebrimbor.cette force gather powerful heroes escorted by troupesde all types like the tank high elf, the knights high elves,… part of the figurines does not exist yet.
Woodland Kingdoms
Rohan
Rohan is the country of the lords of the horses. It is a faction whose principal asset is their powerful cavalry.
Gondor
The gondoriens are known for their discipline. Each soldier is engoncé in a heavy armor, which gives them a considerable value of defense (5 without shield, 6 with). They have one of best the heavy cavalry of the play: the knights of undermined tirith and their terrible lances of cavalry. Their principal manner of fighting is the wall of shield. There are several armies: the tower of Echtelion, Undermined Thirit (armies of Gondor through the ages), the strongholds, the rangers of Ithilien and the army of high king (Numénor). Following the example elves or dwarves, they in numerical inferiority, but one will not be supérioirté numerical crushing. The discipline of Gondor becomes really important at the time of the end of the battle.
Dwarf Fortresses
Champions of the Good
Strongholds of Gondor
The strongholds of Gondor represents the kingdoms faithful to Minas Thirit. If each country keeps a certain autonomy, Dol Amroth is above, and many lords seek the council of prince Imrahil. Among the most famous strongholds, one finds Dol Amroth, the clans of Lamedon, the kingdom of Losanarch and the archers of the valley of Morthond. The main advantages of an army of the strongholds are: - a value of combat of 4 minimum (!), - high values of defense (that turns around 5,6… has share Lamedon, 4), it the heaviest cavalry of the play, them piquiers of Fraud Amroth, them axes of Losanarch and weapons with two hands of Lamedon and - of the heroes among most powerful of the play. On the other hand: they are expensive in point (and out of money!!), it does not have there enormously a choice of troops (rangers, knights and piquiers of Fraud Amroth, soldiers of Lamedon and Losanarch.), and - not of artillery. Good, the other trick, as I quoted, it is that separately the rangers, there are only booster rockets. Therefore, to make an army of the strongholds will be expensive porte-monnaie!
Left supplements
Each supplement left by Games Workshop is a mini-guide on an area of the Earth of Mileu as for example the Eastern Kingdoms for the supplement a Shade in the East or Arnor and Angmar in the case of the Ruin of Arnor.
(These supplements are classified according to whether they left before or after the last edition the book rules)
- Anciennes exits:
- Shade and the Flame
- the Head office of Gondor
- Fields of Pelennor
- the Cleaning of the County
-
Fourth version of the play:
- the Community of the Ring
- a Shade in the East
- the Fall of Nécromancien
- Legions of the Earth of the Medium
- the Two Turns
- Ruin of Arnor
- Khazâd-Dûm
- the Return of the King
- Gondor in Flame
See too
External bonds
-
Official site
| Random links: | Odorous Gaillet | 1989 in sport | Quantitative information | Mary Steenburgen | Adriaen Brouwer | La_Repubblica |