The
Men of Dale are a people who have
reformed their kingdom within the last century. Under Bard’s line, the northmen
have reforged their alliance with Durin’s Folk after the Battle of the Five
Armies. This resulted in great wealth flowing back into the region, drawing many
of the scattered peoples of Rhovanian and Dorwinion back to Dale. Due to their
close relationship with Durin’s Folk, the Men
of Dale are well-equipped for war. When they were approached by emissaries
of Sauron, demanding they swear fealty, they and the dwarves turned them away,
resulting in an invasion by Sauron’s Easterling allies. While the Men of Dale are well-prepared for war,
they are still vastly outnumbered by their enemies, who are often just as
well-trained and well-equipped as they are. However, the Men of Dale have known hardship and peril for many years and they
will not balk in the defense of their realm.
The
Dalian player takes the place of a Captain of Dale leading a small force of
warriors defending a region of Dale. The forces of Rhun and the East are
marching West, intent on slaughtering your people and taking your homes. You
are sworn to stop them.
Gripping Beast Rus |
One change from the Romano-British force in the Main Rules is the ability for the Dale Lord to have mounted units exchanged for some of their infantry. A Lord may elect to substitute six Elite foot soldiers with four Elite Shock Cavalry in any game. He may also elect to substitute six of his Warriors with four Warrior Shock Cavalry. 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.
When fielding mounted troops, the Dalians 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
troop types of the Men of Dale are
the same as troops presented for the Romano-British in the main rules and The Raiders supplement.
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Force Rules
Prepared for War: The Men of Dale, have just taken back their homes, are well-prepared to
defend it to their dying breath. To Reflect this, at the start of the game, the
Dalian player may make a pre-battle speech, even for Raids. When they roll for
the results, they add a plus one (+1) to the result. If the player rolls a
result of seven (7), rather than just receiving the results listed for a six
(6), all infantry and cavalry groups will roll a plus one (+1) To Hit in the
first round of combat in addition to the results for rolling a six (6). This
modifier will stack with all other modifiers.
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Starting Forces
The
starting forces for the Men of Dale 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 one Group of
Elite troops, 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.
Reinforcements for the Men of
Dale are gained the same way as the Romano-British 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.
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Order
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Men of Dale
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1
|
Four
Missile Troops
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2
|
Six
Warriors
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3
|
Six
Warriors
|
4
|
Four
Warrior Light Cavalry
|
5
|
Four
Warrior Shock Cavalry with a Status II noble
|
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Men of Dale Cards
The
Men of Dale begin the game with one Stout Hearts 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
Strong
Arm x 1
Hero
of the Age x 1
Aggressive
Charge x 2
Stout Hearts x 2
Stout Hearts- This card allows the Dalian player
to not roll on the Force Morale Change table if he would normally be forced to
do so. However, they may also chose to play this card after losing a combat. If
they do so, they reduce the level of defeat by one. For example: If they are
defeated by three (3) men killed the player may play the card and reduce the
result to defeated by two (2) men killed. This is a Retreat Card in Post-Game
Phase. (Use unused Romano-British cards to Represent this card, or make your
own!)
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