Sunday, December 16, 2018

Dux Arda: Lard of the Rings- Men of Harad Force Information

(Just a preface, none of these pictures are my own)


Originally servants of the Black Numenoreans, the Men of Harad have been enemies of Gondor
for thousands of years. Even though they no longer serve the Black Numenoreans, their hatred
for Gondor still burns and they now serve Sauron. With their lightly armored infantry, skirmish
cavalry, and cataphracts, these evil men represent one of the most persistent and dangerous
threats to the men of the West. This is to say nothing of the beasts and abominations that serve
them as well, which test the resolve of even the most steadfast of men.

Gripping Beast

The Harad player takes the role of an Harad Captain, commanding a band of raiders, in service to
the armies of Sauron. He seeks to slaughter the Men of Gondor 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.

The troop types of the Men of Harad are the same as troops presented for the Romano-British in
the main rules and The Raiders supplement with one additional unit type shown below:

TROLL-MEN
The Troll-Men of Far Harad are a terrifying mystery to the Men of the West. Whether they are
truly half-troll or simply massive, exotic-looking men is of little matter. They wear little armor
beyond their hides and carry simple but cruel weapons that they wield with a ferocity unmatched
by most men. To reflect this, a Group of Troll Men will be six (6) figures and will fight as Elites
in combat, but die on a 5 or 6 and Shock only on a 4. They may not form shieldwall or Spear
Hedge . All Shock will be caused by Troll Men is doubled in the first round of any combat. When
shot at by Missiles or attacked by Skirmishers they are treated as Warriors and Elites for Morale
Changes.


Force Rules

Shifting Sands: All Harad Warrior Groups may elect to Evade 1D6 inches if they are
outnumbered by an attacking enemy. They will function as a Group of four (4) Skirmishers and
throw missiles at the attacking enemies before evading. Groups in Shieldwall will break their Shieldwall , but so long as all Groups in a Formation are within two inches on each other, they
remain in Mass Formation . However, if any Group is further than this distance, they are no
longer in the Formation and must be reattached.

Skirmishers: All Harad infantry Groups carry bows or javelins and may elect to function as
Skirmish Troops during the turn. If they choose to do so, they’re unit size does not change, but
they will function as a Group of four (4) Skirmishers until their next activation. If they are
attacked, they may attempt to Evade like Skirmish 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 Warriors is contacted
while acting as Skirmishers they will fight as Levy and receive double Shock and if a Group of
Levy is contacted while acting as Skirmishers they will fight as one level below 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 Skirmish
Troops during the turn, the Fleet of Foot card may be used on the Group .

Gripping Beast

(Author’s Note: The reason that the penalties are so great for being unable to evade are to both reflect the poor quality and morale of unprepared soldiers as well as to prevent this ability to be used for too many shenanigans. This has the effect of allowing all Men of Harad to use bows, which would be in tune with their historical counterparts the Sassanids, as well as being relatively accurate to what would actually occur if they were forced to drop their weapons and fight unprepared.)

Starting Forces

The starting forces for the Men of Harad 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 or Elite Shock Cavalry, respectively. The Lord may
select one or both 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.

Gripping Beast

When fielding mounted troops, the Men of Harad 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.

Led by these Nobles, you will have three 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 two Groups of four Raider Cavalry (From The Raiders
supplement).

Gripping Beast

Footsore
Gripping Beast

Reinforcements for the Men of Harad 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 Harad
1 Six Warriors
2 Four Raider Cavalry
3 Six Warriors
4 Six Troll-Men
5 Four Warrior Shock Cavalry with
a Status II noble

Men of Harad Cards

The Men of Harad begin the game with one Bounding Move 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
Bounding Move x 1
Aggressive Charge x 1
Darting Blow x 1
Thundering Hooves x 2

Thundering Hooves - A Group or Formation of 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 flee before receiving the charge. The charge will
then proceed as normal. This is a Pursuit Card in Post-Game Phase. (Use unused Saxon or
Raider cards to Represent this card, or make your own!)

No comments:

Post a Comment