Monday, December 17, 2018

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

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


The Men of Rohan , or the Rohirrim, are Northmen who were granted their new homeland, the
Riddermark, by Gondor during the Third Age as compensation for aid provided in a time of great
need. Since this time, the Rohirrim have traditionally provided military support to Gondor and
received it in return. However, in these dark days, Gondor is under attack from their greatest
threat yet and Rohan is on it’s own. Under Theoden, the realm is paralyzed with inaction and
only the personal initiatives of his son Theodred and nephew Eomer have prevented the wolves
at the gates from entering the Fold.
 

The Men of Rohan player takes the place of a Captain of Rohan leading a small force of warriors
defending a your realm. While your king is ineffective, your prince and Lord Eomer have tasked
you with defending the Riddermark from the Dunlendings and orcs of Isengard.
 

The troop types of the Men of Rohan are the same as troops presented in the main rules and The
Raiders supplement.


Property of Jimboba from Root Around the Warchest

Property of Xintao on TMP

Starting Forces

The starting forces for the Men of Rohan are as follows: One Captain (Status III Lord), two
Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Beneath these Nobles you will have one Group of four Elite Shock Cavalry , two Groups of four
Raider Cavalry , and two Groups of six Warriors . The force will also be accompanied by one
Group of four Skirmish Cavalry and one Group of four Skirmishers .

Property of Thorondor on TMP
The Rohan Lord may elect to fight on foot or mounted, but must choose at the start of the game and his Champion must follow suit. He may also choose to have one or two of his Nobles mounted, but the number of mounted Nobles, including the Lord, may not exceed two at any point. A mounted noble may only influence cavalry troops during the game. He may also elect to have any of his Shock Cavalry or Raider Cavalry fight dismounted. If he chooses to dismount his cavalry, the Elite Shock Cavalry will become a Group of six Elites and the Raider Cavalry Groups become Groups of six Warriors.

As the campaign progresses a Rohan Lord who gains success in battle will find that additional followers will join his force. Normally this will be just two additional men turning up to join your force, but occasionally a significant victory will allow the player to take reinforcements from the Reinforcements Table as a completely fresh Group of men join you.

Where two men join a force, these will normally be added to one of the six man Warrior Groups to bring them up to eight men. If this occurs three times then these will be grouped together to form a new six man Group , with the eight man Groups being reduced to their original size.

Reinforcements which arrive using the reinforcements table will be 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 will never receive the Group he passes over.

Order
Men of Rohan
1
Four Skirmishers
2
Six Warriors
3
Four Warrior Shock Cavalry
4
Four Raider Cavalry and Four Skirmish Cavalry
5
Four Warrior Shock Cavalry with a Status II Noble


Property of Pat Grognard

Men of Rohan Cards

The Men of Rohan 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 2
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!)


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