The
Elves of Lothlorien, or the Silvan
Elves, are the oldest and wisest of the races of Middle Earth. Secluded within
the mysterious forest of Lothlorien, they tend to stay out of the affairs of
Middle Earth as a whole. While they do not take part in much of the warring
around them, they still defend their realms with unmatched skill and resolve.
The Elves of Lothlorien defend their
forest homes and the surrounding area from orcs and evil men from Isengard and
the Misty Mountains, killing any who dare stray too close to their realm.
The
Elven player takes the place of a
Captain of Lothlorien leading a small
force of warriors defending the forest. You must protect your halls as well as
the frontiers around your secluded home from all threats.
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The troop types of the Elves of Lothlorien are the same as troops presented for the Saxons in the main rules.
Force Rules
Immortals: Elves do not sacrifice their
immortal lives without great cause. Therefore, they will receive a Force Morale Loss if their Force Morale
ever reaches three (3) or less. However, they may use any Retreat cards that they hold, unless their Force Morale drops from
four (4) or above to zero (0) in the same activation phase.
For
example: The Elven Force Morale is currently at four (4). The Lord and a Group of Elites are attacked by several Groups
of orcs and they are killed to a man, including the Lord. The resulting Force
Morale roll for the loss of the Elites
is a three (3), meaning that the Force Morale drops two (2) points to two (2).
The Force Morale roll for the death of the Lord is also a three (3), meaning
that the Force Morale drops two (2) points to two (0). At this point, the Elven
force has been truly routed and they must sacrifice their Retreat cards for the Post
Game Phase.
Skilled Ambushers: The forces of the Lothlorien are skilled ambushers. To
reflect this they may elect to use either the Surprise, Feign Flight, or Flank
Miracle from the main rules before every game. They do not inform their
opponent of their decision to use this ability or which option they select.
Skilled Marksmen: Every elf in Lothlorien is a master
of the bow, loosing arrows with unerring accuracy. To reflect this, all Missile troops, including infantry Groups acting as Missiles, attacks with a plus one (+1) on all To Hit rolls. These
effects stack with any cards played on the Groups.
Warrior Archers: Elven Missiles are trained to fight in melee as well as with the bow. To
reflect this, they may elect to stand and fight when contacted by the enemy. Missiles will fight as Warriors in combat to represent their
skills in combat. If they are defeated in combat, they will disperse like
standard Missiles troops. However,
because these archers are not merely boys learning the way of war, when they
are killed or dispersed, they count as Warriors
when consulting the Force Morale change table.
In
addition, unlike Missiles in the main
rules, Nobles may activate and
command any Missile troops as if they
were standard Warriors.
Missiles: All Elven Groups carry bows and may elect to function as Missile Troops during the turn. If they choose to do so, To reflect
this, they are able to both function as Missiles,
but with as many figures that are present in the Group, and melee infantry. This means that a Group of six models will use 6D6 to attack, rather than the 4D6 of
regular Missiles. If they are
attacked, they may attempt to Evade
like Missile Troops, but may only
evade 2D6 inches. If they are contacted, they will receive double Shock for the first two (2) rounds of
combat, and will fight as one (1) level lower in troop quality. For example: If
a Group of Elites is contacted while acting as Missiles they will fight as Warriors
and receive double Shock and if a
Group of Warriors is contacted while acting as Missiles they will fight as Levy
in regards to troop quality and receive double Shock. As long as all Groups
in a Formation are within two inches
on each other, they remain in Formation.
However, if any Group is further than
this distance, they are no longer in the Formation
and must be reattached.The Evade may
be stopped if the attacker uses a Carpe
Diem card, the same as in the standard rules. If acting as Missile Troops during the turn, the
Fleet of Foot card may be used on the Group.
(Author’s Note: The reason that the
penalties are so great for being unable to evade are to both reflect the lack
of preparedness as well as to prevent this ability to be used for too many
shenanigans. This has the effect of allowing all Elves to use bows, which
Tolkien described nearly all of them carrying, as well as being relatively
accurate to what would actually occur if combatants were forced to drop their
bows and fight unprepared.)
Vendel Elves |
Starting Forces
The
starting forces for the Elves of
Lothlorien are as follows: One Captain (Status III Lord), two Lieutenants
(One Status II Noble and One Status I Noble), and a Champion.
Led
by these Nobles, you will have two Groups
of Elites, and two Groups of Warriors. All of these Groups
will be six figures strong. You will also have one Group of four Missile troops
armed with bows.
Property of Dan Mersey |
Reinforcements for the Elves of
Lothlorien are gained the same way as the Saxons in the main game.
Reinforcements which arrive using the reinforcements table as
below.
Reinforcements arrive in the order shown, from 1 to 5. The first
time a force receives
reinforcements it will gain the Group indicated in row 1, the
second time the Group
shown in row 2, and so on up to row 5 after which no further
reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that he will never receive
the Group he passes over.
Order
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Elves of Lothlorien
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1
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Four
Missile Troops
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2
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Six
Warriors
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3
|
Six
Warriors
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4
|
Six
Warriors
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5
|
Six
Warriors
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Property of James Manto |
Elves of Lothlorien Cards
Elves of Lothlorien begin the game with one Bounding
Move card and one Evade card. The balance of their hands are dealt at random
from the Fate Deck. The remainder of their cards added to the Fate Deck are as
follows:
Carpe
Diem x 3
Darting
Blow x 2
Bounding
Move x 1
Peerless Warriors x 2
Peerless Warriors: This card, when played on a single Group of Elites, doubles it’s dice rolled for attack in the first round of
combat, as well as doubling any kills inflicted. This is a Pursuit or Retreat Card in Post-Game Phase. (Use unused
Romano-British cards to Represent this card, or make your own!)
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