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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)
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
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.