(Just a preface, none of these pictures are my own)
The
Elves of Rivendell, or the Noldor,
are the oldest and wisest of the races of Middle Earth. Long acting as
protectors of the land, the Noldor have begun to take a less aggressive role in
recent times. After the first defeat of Sauron, they have begun to return to
Valinor, leaving Men to rule and squabble over Middle Earth. 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 Rivendell defend the Imladris and the surrounding area from orcs and
evil men from Angmar and the Misty Mountains, killing any who dare stray too
close to their realm.
The
Elven player takes the place of a
Captain of Rivendell leading a small
force of warriors defending Imladris. You must protect your halls as well as
the frontiers around your secluded home from all threats.
The
troop types of the Elves of Rivendell
are the same as troops presented for the Saxons in the main rules with one
additional unit type, shown below:
SMITHS OF EREGION
The
Smiths of Eregion are a revered group
of warriors who forge the greatest of weapons and armor in Middle Earth. They
are equipped with peerless armor and weapons and possess unmatched skill in
combat. To reflect this, they function as one level greater than Elites in melee combat. When shot at by Missiles or attacked by Skirmishers they are treated as Elites. They count as Elites and
the Elven player must roll twice when
consulting the Force Morale change table. In addition to these rules, the Smiths of Eregion will never leave the
Realm of Imladris and will be left behind if the Elven Lord ever conducts
operations outside their realm.
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.
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, except Smiths of
Eregion, 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.)
Starting Forces
The
starting forces for Elves of Rivendell are
as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble
and One Status I Noble), and a Champion.
Oathmark Elves |
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.
|
Reinforcements for Elves of Rivendell 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
|
Elves of Rivendell
|
1
|
Four
Missile Troops
|
2
|
Six
Warriors
|
3
|
Six
Warriors
|
4
|
Six
Warriors
|
5
|
Six
Smiths of Eregion
|
|
Elves of Rivendell Cards
Elves of Rivendell begin the game with one Bounding
Move card and one Shieldwall Braced 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
Audacia
x 1
Peerless Warriors x 2
Peerless Warriors: This card, when played on a single Group of Elites or Smiths of Eregion,
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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