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Naval Battles

During naval battles armies may only include 20% spearmen but may include 50% archers.

Additionally, the second of two supporting pike models receives -1 to their duel roll.

Boat Sizes

Boats and Ships come in three sizes; Small, Medium and Large.

Ship Sizes
Size Min Models Required Rough Boat Capacity
V. Small Variable 1-4
Small 3 4-10
Medium 5 6-16
Large 7 8-24

Small boats may not wound Large boats through ramming.

If a Medium boat is wounded by a Small boat through ramming the wound may be ignored on the
roll of a 5+, the same applies if a Medium boat wounds a Large boat.

Large boats suffer -1” to current and wind benefits.

V. Small boats may not ram but often only require one or two models to move.
Movement: Basics

Boats move before warriors and heroes.

Some boats are oared; some move by sails and others use a combination of oars and sails.

Boats with sails may choose to use wind, they do not have to.

If a heroic action is called it affects only the boat that the model is on and all of the warriors and
heroes in the boat. In case of a heroic move; the boat moves first, then the hero that declared the
action, then the remaining warriors and heroes on the boat and then the rest of the game moves as
normal (boats first).

When boats move they may only turn 45 degrees. They may turn at the start of their oared move or
at the end of their oared moved.

Movement: Wind and Current

Wind and current can affect boat’s movement.

Boats must move with its oars first and then use the current before they use their sails, if they have
any.

Current is decided before the game. A D3 is rolled and a random direction chosen; this is the
strength and direction of the current. The current never changes during the game. If a boat faces
with the current, it must move the score of the D3 extra.

At the end of its movement if a boat has sails, it may move an additional D6 inches. If the result is a
six every model on-board must roll on the Unwieldy Ship Chart. If the result is a 1 the model is
thrown into the water before the ship moves.

Unwieldy Ship Chart


Dice Score Effect
1 The model is thrown overboard to the nearest
available space in the water.
2, 3 The model remains in place but is knocked down
and may not move until the following turn.
4, 5, 6 No effect.

Unlike the current, the wind may change direction during the game. If priority is drawn, roll again to
determine which way the wind now blows.

Ships with sails may also use the wind to turn to face with the wind instead of using it to move
further.
Combat: Basics

Boats can attack and be attacked in two ways. Ships perform ramming attacks and broadside
attacks.

In boat combat grapples are always used, to represent this straighten the boats up so that the
attacking and defending boat edges are parallel and in contact with each other.

If a ship is grappled to another ship and wants to move away, they may do so but only if the
barricade that is being defended has more warriors in base contact with it than the attacker does.

Combat: Ramming Attacks

A ramming attack occurs if a ship attacks another boat from the front. When a boat rams another
boat it inflicts a wound of equal strength to the distance travelled to hit the defending boat, this
represents momentum. If the boat travels more than 10” the attacker receives +1 To Wound. The
attacking boat also suffers an attack in the same way as the defending boat but at half of the
strength, rounded up (with no +1 To Wound, if applicable).

If the attacker successfully wounds the defending boat he may continue to attempt to wound it until
no wound is caused, the same rules apply for wounding the attacking ship. If an opponent’s ship is
destroyed by a ramming attack the attacker must complete any remaining distance he has left to
move.

If a boat is destroyed (either by ramming, archers or any other way) place all models on board into
the water. Additionally, each model suffers one hit of equal Strength to the Defence of the boat that
has sunk, per wound on their profile.

Any models on a boat that suffers a wound from ramming must roll on the Unwieldy Ship Chart.

Combat then ensues as normal, as if a broadside attack has taken place.

Combat: Broadside Attacks

Broadside attacks occur when a ship pulls alongside another ship to attack it.

No damage is suffered by either ship but the boats are placed in contact with each other and are
grappled together. Defending warriors are treated as defending a barricade but attackers may
attempt to bypass this with a risky Swing Attack.

To attempt a Swing Attack the attacker must roll a dice and add his Strength value to the result, the
defender also rolls a dice but instead adds their Defence value. If the defender’s result is the highest,
the attacking model is placed in the water. If the attacker’s result is the highest, the attacking model
is positioned on the other side of the barricade in place of the defender who becomes knocked
down. Swing attacks may be attempted from further away but a jump test must be taken and on the
role of a 1 the model is placed in the water.
Combat: Monsters

Monsters may choose to attack the boat rather than the crew, like normal.

Monsters may use their ‘Hurl’ special attack on boats. The monster picks up a railing or a barrel or
something similar off the surface of the boat, it is then thrown D6” + Half of the Monster’s Strength
Value. It is just like throwing a model; it will cause Strength 3 hits on anything it passes through and
will not pass through anything of Strength 6 or higher. Debris, like other models, is thrown across the
boat parallel to its surface so a decision must be made whether or not to hit models or the boat –
unless you can aim the debris at a mast of course!

Landing Craft/Beaching

Only Small and Medium boats may be used as landing craft.

Move the boat as normal and stop 1” onto the shore. Models on board may disembark and make
their full moves as normal but must first test on the Unwieldy Ship Chart. Mordor Siege Barges do
not have to test on the Unwieldy Ship Chart.

A boat may deliberately or accidentally overshoot the distance needed to reach the shore by using
its sails or other means. If this happens roll a dice for every inch of movement left, on a 2+ the boat
continues to move. A boat may not move further onto the shore than it moved in the water to reach
the shore. Models must roll on the Unwieldy Ship Chart as normal when the shoreline is reached,
except that two dice must be rolled and the lowest result is chosen. Also, the boat suffers a wound
on the roll of a 5+ for every inch that the boat moves onto the land after the first inch.

Models on the shore that are hit by a boat take one hit per Wound of a Strength equal to the boat’s
Defence. The same hits are taken by the crew if the boat is destroyed.

Fire

Boats may be set ablaze. Fires can get fiercer or a boat can be set ablaze in another location, to
represent this one fire token is placed on the boat for each time it is set ablaze.

A ship may be set ablaze by being wounded by a warrior with fire arrows (or a flaming weapon);
instead of removing a wound from the boat, place a fire token on it.

A ship suffers one Strength 5 hit in the End Phase per fire token.

Fires can be put out by crew who are unoccupied. A 6+ is needed to put the fire out by one
unoccupied crew member, +1 for every additional unoccupied crew member to a maximum of 2+. If
a crew member has shot or been in combat that turn, they count as occupied. One crew member
may not attempt to put out more than one fire token.

Fire will spread to ships in base contact automatically but not on the same turn that the original ship
caught fire. Fire may also spread to other ships within 3”; on a 5+ they are set ablaze.
Models on board may be burnt by fire. On a 6+ for each model on board a boat that is Set Ablaze, it
suffers a single Strength 5 hit. There is a +1 modifier for additional fire tokens; models would be
burnt on a 4+ on board a ship with three fire tokens.

The order for fires is:

Combat phase. End phase: wound on ship, wound on models, try to put out fire, see if fire spreads.
Models in the Water

Models in the water count as knocked down. If two models in the water fight each other, they both
count as standing for the purposes of the combat.

Models in the water must test for drowning in every End Phase by testing on the Swim Chart.

Swim Chart
Equipment Score Needed To Stay Afloat
No Armour or Shield 2+
Wears Armour or Carries a Shield 3+
Wears Armour and Carries a Shield 4+
Wears Heavy Armour 4+
Wears Heavy Armour and Carries a Shield 5+
*Mithril Armour counts as wearing no armour

If a model in the water is hit by a boat, the model suffers one hit of equal Strength to the boat’s
Defence per wound on their profile.

If a model is in the water and it is attacked from the side of a boat, it counts as knocked down but if
it wins combat it may attempt a Climb Test to board the boat. If the climb test is passed on a 6, the
model may also take its attacks.

Models that can swim, like the Watcher in the Water, are assumed to dive deep into the water and
so cannot be rammed by boats and have a 3+ in the way roll applied at all times. They may also
move freely in the water.

The Army of the Dead may move on the water but there must be three other Warriors of the Dead
within 3” at all times. If there are not three other Warriors of the Dead within 3” of the model during
the End Phase, the model perishes instantly; it cannot swim.

Drifting

If there is less than the required number of models on a boat, it may drift. Roll a dice. The boat will
drift on the result of a 4+ with the following modifiers. +1 per inch of current, -1 if the ship is
grappled and -1 if there are five or more models (in total) on board. Drifting happens in the End
Phase.

Points Matches

Players should pick boats from a separate pool of point’s worth up to half the value of the rest of the
army. This will work for most armies but players should be flexible with their opponent. An easy
solution is to both pick the same basic boats.

Models that can swim and fly cost 1.5x their usual cost, as do Army of the Dead. Flying models are
assumed to never land and are thus open to shooting attacks.
Ship Profiles

Standard Boats
Type (points) Defence Wounds Movement Sails Size Barricades Special
Corvette (40) 6 3 8” No Small 3+ May turn twice in one Movement Phase
Long Boat (55) 6 4 6” Yes Medium 3+ n/a
Galley (60) 7 4 5” Yes Medium 4+ n/a
Frigate (140) 9 6 4” Yes Large 5+ n/a

Specialised Boats
Type (points) Defence Wounds Movement Sails Size Barricades Special
Tall Ship (75 ) 7 4 4” Yes Medium 4+ Roll two dice for wind and choose result. The roll of a 6 has no effect on the
crew. Set Masts: May use the wind even if under manned but must always use
the wind where possible.
Ramming Galley (65) 6 4 5” Yes small 3+ May re-roll failed wounds when ramming. Ignores all hull saving rolls.
Life Boat (60) 6 3 8” No Small 3+ Friendly warriors and heroes within 6” who are in the water do not have to
take drowning tests. One dice must be rolled if poison and a life boat are
present.
Fire Ship (80) 6 3 5” Yes Small 3+ Crew may set the ship ablaze by passing a courage test. If successful, all boats
within 3” are set ablaze on a 4+. Any boat in base contact is set ablaze
automatically. All crew of the fire ship are automatically set ablaze and may
not be put out whilst on the fire ship but may jump over board. Fire Ships have
‘Set Masts’ (see Tall Ship).
Faction Specific Boats
Faction Type (points) D W Move Sails Size Barricades Special
Gondor Ship Of Dol 7 5 5” Yes Medium 4+ Has a point of Might to call Heroic Move or Heroic March actions for the boat.
Amroth (100)
Rohan Peasant Barge 6 4 5” No Medium 4+ May be placed next to friendly Peasant Barges and grappled together to allow
(50) the user to share any wounds inflicted across any ships that are linked together.
Lothlorein Boat of the 6 4 5” Yes Medium 3+ The boat and all of its crew count as under the effects of ‘Blinding Light.’ If the
Valar (100) boat or the crew are wounded or tossed overboard, they may roll a D6. On a 5+
the effects are ignored. If the boat is hi-jacked none of these effects take place.
Rivendel Water Horses Water Horses must always use the wind. They are positioned by the controlling player on any board edge any time that priority is drawn.
(80) They must move at least 1” in the direction of the wind every turn. They may move diagonally. If they wish to move more than 1” a D6 is
rolled to determine how far.
Any boat or model they make contact with suffers a Strength 6 hit per wound remaining. Combats with the water horses are resolved in the
movement phase like a mumakil’s stampede. They cannot be attacked and are never classed as in combat. They can hurt friendly units or be
blown off the edge of the board. They should be represented by a 3” base.
Fellowship Elvish Row 5 3 5” No V. Small 3+ 4 models max, 1 required. Whole boat counts as wearing an elven cloak. Current
Boat (50) affects the boat double.
Mordor Siege Barge 6 4 6” No Medium 4+ May not ram, instead drops ramp from front and ignores enemy barricades.
(70)
Umbar Corsair Pirate 7 5 6” Yes Medium 4+ Models on board are never thrown overboard or knocked down from ramming.
Ship (100) Models on board may roll two dice for Swing Attacks and pick the highest result.
They may also use Swing Attacks from up to 3” away without having to take jump
tests. Only Corsairs count towards the min number of models required to man
the boat.
Harad Poison Skiff 5 4 5” Yes Small 3+ Any models in the water within 6” of the skiff must roll two dice for drowning
(50) and choose the lowest score.
Rhun Dragon Barge 9 6 4” Yes V. Large 5+ The Dragon Barge causes Terror and so warrior attempting to board or move
(240) onto the boat must pass a Terror test. Also, 5+ invulnerable Fate roll. Can drag
one small boat that’s grappled. 10 people min.
Isengard Demolition 6 3 4” No V. Small 3+ Requires two models. Current affects the raft double. Any crew member may
Raft (120) take a Courage test to set off the charge. All models within 3” of the boat are
instantly removed. All boats within 3” of the boat suffer D6 wounds.
Moria Crude Ship (40) 6 4 Variable No Small 3+ Crude Ships are all different evil designs and move D6+2” each turn.
Goblin Town High Boat (75) 6 3 5” No Medium 4+ Has tall masts standing upright from the boat. These may be scaled like ladders
and used to jump over any enemies defending barricades and in behind their
lines. When jumping from the masts, ignore enemy control zones.

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