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Battle of the Hornburg:

One Scenario to Rule them All...


Credit to MattShadowlord for original scenario creation. This is a heavily altered version written as
a flexible format to capture the spirit of the battle from both book and movie allowing players to
choose between Galadrium and Rohirrum Warriors as they see fit. Conversely the Evil side is free
to throw all manner of orcs, men & monsters at the defenders. New profiles, crazy special rules and
army lists for both sides should result in right proper scrap!
Balance may have been a secondary consideration while writing the scenario...
Location: Tabletop Gamers Association, Higgins Park Tennis Club, East Victoria Park.
Time Requirement: 10am sharp for set-up, lunch 1/1:30pmish, 4pm is last turn period.
Player numbers: 2 Good V 2 Evil
Table
The scenario is played on a 5ft x 5ft custom built board built by Steve Aka Oynx.
Painting Requirement.
All models must be painted to at least a tabletop standard of at least 3 distinct colours on the model.
The Army Lists
Scenario features modified army lists for both Good and Evil. Battle size will be at 3750pts of Good
VS 4000pts of Evil.

Forces of Good : Defenders of Rohan 2750pts


Special rules/Profiles:
Rohirrim Spear
Replace all entries in the Rohan army list of Throwing Spear with Rohirrim Spear. A Rohirrim
Spear counts as both a Spear and a Throwing Spear for models on foot. For Mounted models they
count as both a Lance and a Throwing Spear. Models carrying a bow may still carry a Rohirrim
Spear while mounted or on foot. There is no additional cost to this special rule.
King Theoden (use this profile instead)
Mv 6 F5/4+ S4 D7 A3 W3 C5 M3* W3 F3 Man, Unique, 125pts
Wargear: Sword, Heavy Armour, Shield, Rohirrim Spear
Snowmane (Armoured Horse, 12 Move)
-Expert Rider
-*King of Men* Roll a D6 when King Theoden spends a point of Might. On a roll of 1-3, there is
no effect. On a roll of 4-6 the Might point is not spent and is effectively free.
Heroes and Warriors of the Army
Below are two lists of compulsory heroes and optional heroes some of which are characters that
have been killed off earlier in the book/movie though they may be included to act as warband
leaders and use their profile as normal. Naturally people own certain models ect. so I didn't want to
restrict list building too much but otherwise still capture the fun and grandeur of the scenario.

There are a number of named heroes which are compulsory to army list as they feature prominent
roles in both the book and movie and MUST BE INCLUDED. No other heroes may be selected
other than those listed below. Naturally you may only include one of a named hero as normal.
Army building still follows normal warband rules however any hero may lead any warriors from the
list of warriors listed bellow. i.e. Theoden may lead a group of both Warriors of Rohan and
Galadrium.
Where heroes & Warriors may be deployed is also listed next to their named as either
Relief/Keep/Both. Both Men and Elves are considered one army, view the bow limit at 1/3 for the
entire 2750pts ignoring normal rules for ally contingents.
Compulsory Heroes
King Theoden (Custom Profile, KEEP )
Aragorn, Strider (Fellowship Profile, KEEP)
Legolas (Fellowship Profile, KEEP)
Gimli (Fellowship Profile KEEP)
Gandalf the White (Fellowship Profile RELIEF)
Eomer (Either Profile, BOTH)
Optional Heroes :
Elves
Haldir(Either Profile, KEEP)
Rumil (BOTH)
Wood Elf Captain (BOTH)
Galadhrim Captain (BOTH)
Rohan
Theodred (BOTH)
Grimbold (BOTH)
Captain of Rohan (BOTH)
King's Huntsman (BOTH)
Eorl the Young(BOTH)
Hama (KEEP)
Eowyn (KEEP)
Gamling (KEEP)
Erkenbrand (Relief)
Warriors:
Rohan:
Riders of Rohan (Relief)
Rohan Outrider (Relief)
Son of Eorl (Relief)
Warrior of Rohan (BOTH)
Rohan Royal Guard (BOTH)
Elves:
Wood Elf Warrior (BOTH)
Galadhrim Warrior (BOTH)
Galadhrim Knights (BOTH)

Hornburg Defenders (Inside fortress)


Approximately 2000pts. May not included Mounted models. Compulsory Heroes: King Theoden,
Aragorn, Legolas, Gimli & Eomer*.
Relief Force
Approximately 750pts. Compulsory Heroes: Gandalf the White & Eomer*.
*Eomer must be included in either the Hornburg Defenders or Relief Force.*

Forces of Evil: The White hand Legions 4000pts


Restrictions
Army made only using Heroes and Warriors from the Isengard Army. Saruman, Grima, and Urukhai Shamans not permitted in the army list.
Special rules/Profiles:
Banners of the White Hand
All banners purchased for the evil side have a range of 6 rather than usual 3.
Free Siege Weapon Allocation:
The following are free:
- 20 standard siege ladders (Two may be attached together to make a tall ladder but will require 2
from your pool of 20 ladders)
- 3 Breaching Ladders (specially made super ladders see their rules below.)
- 1 ram at no extra cost
Breaching Ladders
- Twice the height and width of standard siege ladders.
- Require 4 models to carry.
- Can only be used to attack the central keep.
- Cannot be knocked down once in position unless it is destroyed.
- Defence 8, 4 wounds.
- Can only be raised by a Ballista shot and the ladder must be in base to base contact with the
wall/rocks at the base of the wall.
- 2 warriors can be elected as Vanguards to be at the top of the ladder when it is raised.
- Any number of other warriors grab onto the ladder as it is being raised.
Heroes:
Morgutz, General of the White Hand Legions
Mv 6 F6/4+ S5 D7 A3 W3 C5 M3 W3 F3 Uruk-hai Unique (150pts)
Wargear: Sword, Heavy Armour, Shield,
Special Rules:
Tremendous Strength:
Morgutz adds +1 to all wounding rolls. He does not suffer a negative modifier to duel rolls.
Time to get stuck in boys!:
Morgutz counts as a banner to himself as well as all friendly models with 3.
Horn Bearer.
- One Uruk-hai Captain, Orc Captain or Dunlending Chieftain may have a warhorn as a piece of
wargear for 25pts.

Sharku, Mauhur, Lurtz and Ugluk may be selected for the army even though they are dead. They
use their normal profile.
STARTING POSITIONS
Good:
The Rohan Defenders have time to prepare, warriors and heroes can deploy anywhere inside the
Fortress where required with the following exceptions:
Legolas is leading Elves & Men on & behind the Long Wall. King Theoden on the walls of the
Main Keep. Aragorn and either Eomer or Gimli at the Secret Gate. If Eomer is chosen then Gimli is
Deployed on or behind the Long Wall and vice-versa.
Evil:
Must deploy 12 from the walls, and warriors within 6 of their warband leader. Ignore references
to Siege force & Attack Force.

OBJECTIVES
Till the bitter end!: The game runs till 4pm then victory points are tallied.
At the end of the turn, calculate victory points:
[] The forces of Isengard are reduced to 50% of their starting number: 5pts- Good
[] The forces of Isengard are reduced to 25% of their starting number: An additional 10pts - Good
[] No Evil models are alive past the gate of the central keep: 5pts - Good
[] The Long Wall is breached: 2pts - Evil
[] The Gate is destroyed: 3pts - Evil
[] More Evil Models than Good are alive behind the long wall: 4pts - Evil
[] More than 10 Evil models are within the Keep (see deployment image): 5pts - Evil
[] One point each for the death of any of the following: Theoden, Aragorn, Eomer, Gandalf, Gimli,
Legolas. - Evil

Scenario Events & Special Rules.


Turn 1 So it begins... :
Evil has priority for the first turn.
Turn 6 Theoden Rides Out! :
You may replace Theoden, Aragorn, Eomer, Legolas and up to 8 Rohan Warriors or Royal Guard
with their mounted equivalent and redeploy anywhere within the central Keep (not walls) if you so
choose. This represents the chaos of the cavalry charging upon the unsuspecting enemy. This is
done before either side rolls for priority. All heroes taking part in the cavalry charge may call one
Heroic Combat for free on the turn that Theoden Rides Out. Gimli redeployed on the board edge
of the Long Wall or at the rear of the cavalry charge.
Turn 8 Look to the East... :
The Relief Force moves onto the table from Eastern board edge at any time from the start of Turn 8,
and may act normally (including charging). While Gandalf the White is alive and on the board
Channelled Blinding Light and Aura of Dismay are cast from him and do not require any Might &
Will points from his store to cast or to maintain.
SPECIAL RULES:
The High Ground:
All ranged weapons firing down from the walls or keep gain +3" to their range.
Last Stand:
Good models do not take Courage Tests for being broken.
Driving Rains:
For turns 1- 4 heavy rain affects accuracy in picking out individual targets: No shooting attack is
able to target a hero (of either side).
The Culvert:
Helms Deep has but one weakness: The culvert is the weakest part of the wall and demolition
charges placed there will do a terrific amount of damage. Demolition charges that explode in the
culvert always count as having rolled a 6 on the Detonation chart (titanic explosion). If demolition
charges are used on other parts of the wall, they will have no effect although they can be used as
normal to attack the gate.
The Gate: At the start of the siege the gate is intact and braced from within. Treat it as a fortress
gate, with a Defence of 10 and 3 Batter Points. Up to 3 models can throw Stones through the
Murder Holes above the main gate (Range 3" Strength 5).
Tips/Tactics and Winning the Scenario (New Players)
With so many models on a board which unto itself is a rather complex thing I figured that some tips
would be essential for first time players as it can be overwhelming. Anyone who has previously
played on the board will be aware of many of the tricks employed to help get the upper hand so
most of this won't be new.
Both
The board can be viewed as 4 separate quadrants. For Good the Keep and the Long Wall, for Evil
the Field (Siege force area) and the Ramp(space to the right of Siege force). Both sides should
dedicate a commander to each quadrant.
Good:
Army Composition
- Archers are a must but with the enemy likely to be upon the wall turn 2-3, Rohirrum Spears may
be a more versatile option at close range so consider bow numbers carefully.
- Uruk-hai are tough fighters, a mix of Men(with strength 4 upgrade) and Elves will do well to repel

the assault.
- Spreading banners across your army could be the difference between evil models on or off the
wall.
- A Relief force of cavalry will be devastating to Evil's left flank.
The Defence:
- The Keep should be deafened at all costs as it's Evil's primary objective.
- There are numerous doors on various sections of the fortress. Evil is able to break these down to
access other points of the Keep so these should also be defended.
- A token reserve force behind the Long Wall will be essential to stalling the assault of the breached
wall.
- Evil has only a limited number of points to attack the wall so throw everything you've got at them.
- Evil may out-flank Aragorn and co on the ramp with ladders.
Evil:
Army Composition:
- A mix bag of everything in the Isengard army list makes for an incredibly fun game.
- Berserkers and Captains are your top choices.
- For every berserker, captain or Shield&Sword uruk, an uruk with a pike should be right behind
him.
- Every Uruk with a crossbow should have a pike also.
- Ballistae will work wonders in speeding up the assault and are a must for using Breaching
Ladders. Crews of 1 Captain and 3 uruks are essential to staying in operation. Never take more than
four Ballistae.
- Two bombs are a must for attacking the wall, a troll will go far to protect the sappers.
- Nothing to stop you from using bombs to attack the gate...
- Banners and lots of them will help you to press hard into the keep.
- Take a token force of Warg Riders to repel the Relief Force.
The Assualt:
- Attack with as many guys as you can!!!
- Don't hesitate to burn as many Might Points as you can to win combats and get guys on the wall.
falling form the wall (especially the keep) will generally result in instant death.
- Standard Ladders: Avoid stacking guys on the ladders. Its a 6 move from bottom to top so
have a warrior ready to move straight up once the dude on the top has died.
- Breaching Ladders: Its 12 from bottom to top so load up on warriors when you raise the ladder.
A mix of Captains, Berserkers and pikes.
- With a limited number of ladders/attack points(max of 26 at any one time) your best fighters
should be the first to the fray, captains and berserkers first in. For the Keep, the cream of Isengard
should be leading the attack Morgutz, Mauhur, Wolfsbane etc.
- Long Wall: focus your assault to the right closest to the Keep.
- Not essential to blow the wall as soon as you have bombs next to it. Consider delaying the
detonation.
- Keep your guys away from the blast radius friendly fire serves no purpose.
- Ramp: Heroes on the Ramp may be Outflanked with multiple ladders. 3 models side by side my
stand on the ramp, your battle-line should be 3 Captains followed by Pikes, Pikes, Banner dudes
with pikes and more pikes. The only way to beat the Good Heroes is with volume of attacks.
- Attacking the Breach: works very much as the Ramp, either trolls or captains followed by pikes
will hit the best.
Relief Force: Once you've engaged the walls by turn 2-3 start redeploying archers, warriors and
Warg Rirders to repel the Relief Force. Keep at least 14 from the board edge and ensure that
models dedicated to attacking the walls on your left flank are defended.

Feedback greatly appreciated.


Regards
Anthony M. aka Templar-Tony

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