(Just a preface, none of these pictures are my own)
While
they have not always been in service to Sauron, the Men of the East have traditionally been enemies of the men of the
West. The threat of the Wainriders during the middle of the Third Age is what
led to the formation of Rohan and their alliance with Gondor as well as the
dramatic decrease in Gondor’s power East of the Anduin as Sauron consolidated
power in Mordor. Made up of several tribes and nations, the Men of the East are a varied force,
relying on cavalry, chariots, and many types of infantry. However, the true
power of the Easterlings’ armies are the cataphracts and heavy infantry of
Rhun. The former empire of Kamul, second most powerful of the Nazgul, Rhun
boasts the greatest heavy cavalry East of the Anduin and arguably all of Middle
Earth. The Men of the East form the
backbone of the armies of Sauron, fighting on an equal, or often better,
footing than their enemies.
The
Easterling player takes the role of an Easterling Captain, commanding a band of
raiders, in service to the armies of Sauron. He seeks to slaughter the Men of Gondor and Dale wherever he finds them, and in doing so, advance his position
using both loot and the favor he gains through success. Sauron is a harsh
master, but he rewards those who please him, and you aim to do so.
Gripping Beast Attila |
The troop types of the Men of the East are the same as troops presented for the Romano-British in the main rules and The Raiders supplement with two additional unit types shown below:
BALCHOTH CHARIOTS
The
very sight of Balchoth Chariots
strikes fear into the hearts of the men of the West, who’s memory of the
Wainriders is one of terror. While they are not as well armored as the chariots
of the Wainriders, their effect on the morale of their enemies is great. To
reflect this, a Group of Balchoth Chariots functions as Warrior Shock Cavalry. However, if they
are within twelve inches of an enemy Group
or Formation at the start of
their activation, they will inflict two (2) points of Shock on each Group within
this range.
Gripping Beast |
CATAPHRACTS
The
greatest heavy cavalry in Middle Earth, Cataphracts
are both extremely effective in combat and a fearful sight to behold.
Completely covered in armor and riding armored horses, they strike fear into
their enemies and form an nigh-unstoppable hammer blow to enemy formations. To
reflect this, a Group of Cataphracts functions as Elite Shock Cavalry and die on a 6 and
Shock on a 4, or 5. Due to their hulking armor, they also Always count as being in
one level of cover higher than they are currently in and they also Always
ignore the first kill in combat. However, this protection comes at a cost. Cataphracts do not gain the bonus inches
of movement that cavalry typically receives, they may only move 3D6. Also, if Cataphracts are ever forced to take a
test for being unhorsed, subtract one (-1) from the roll for each man.
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Force Rules
Easterling Bows: All Raider Cavalry and Raider Skirmish Cavalry carry bows, rather than javelins. To reflect this, they use
the To Hit table for Missile troops, rather than the To Hit table for Skirmish troops.
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Starting Forces
The
starting forces for the Men of the East
are as follows: One Captain (Status III Lord), two Lieutenants (One Status II
Noble and One Status I Noble), and a Champion.
A Lord may to substitute up to two Groups of six Warriors or
two Groups of six Elites, once he has Elites, with two Groups of four Warrior Light Cavalry or Elite
Shock Cavalry, respectively. He may also elect to substitute up to two Groups of six Levy for four Raider Skirmish
Cavalry. The Lord may select any of these options, or he may elect to keep
his men on foot. Men who are mounted will fight on horseback for the duration
of the game; they may not dismount.
When fielding mounted troops, the Men of the
East
may attach any of their Nobles to command the
cavalry. If a Lord is mounted then his champion will be too. A mounted noble
may only influence cavalry troops during the game.
The Lord may also elect to fight mounted on horseback or on a chariot. The chariot functions the same way as a chariot mounted Lord in The Raiders supplement, but he moves and fights as whichever type
of Group he is attached to. If he is
not attached to a Group, he functions
as Warrior Shock Cavalry. When mounted on horse or chariot, he may only influence mounted or chariot troops.
Property of James Wappel |
Led
by these Nobles, you will have one Group
of Elites, two Groups of Warriors, and
three Groups of Levy troops. All of these Groups
will be six figures strong. You will also have one Group of four Missile troops
armed with bows, and one Group of
four Raider Cavalry (From The Raiders supplement).
Reinforcements for the Men of the
East 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
|
Men of the East
|
1
|
Six
Warriors
|
2
|
Four
Raider Cavalry
|
3
|
Four
Balchoth Chariots
|
4
|
Six
Warriors with a Status I Noble
|
5
|
Four
Cataphracts with a Status I noble
|
Footsore Late Romans |
Men of the East Cards
The
Men of the East begin the game with
one Variags! card and one Darting
Blow 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
Aggressive
Charge x 1
Goad
x 1
Thundering Hooves x 2
Variags! x 1
Thundering Hooves - A Group of Shock Cavalry
moving into close combat may play this card to instill fear upon their target
as they see their dreaded enemies charge. Roll 1D6 for each attacking figure
before the charge, counting one point of Shock on the front rank of their
target for each 5 or 6 rolled. All morale effects will take place before the
charge continues, meaning that the target unit may fall back or or before
receiving the charge. The charge will then proceed as normal and if they
contact a routed enemy cavalry will fight a single round of close combat,
doubling the number of dice it rolls. This is a Pursuit Card in Post-Game Phase. (Use unused Saxon or Raider cards
to Represent this card, or make your own!)
Variags! - A Group of Raider Cavalry
or Raider
Skirmish Cavalry may play this card if
they are within twelve (12) inches of an enemy Group or Formation and
form a shooting circle. By doing so, they fire at a minus one (-1) To Hit. However, what this allows the
unit to do is mimic the movement of their enemy, moving the exact same distance
as the nearest enemy Group,
maintaining the same distance from the nearest enemy Group while still remaining in the shooting circle. They will remain
in the shooting circle for this activation and their next activation. The enemy
may be stop this action by playing a Carpe Diem card during their activation.
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