Monday, January 7, 2019

Dux Arda: Lard of the Rings- Thranduil's Realm Force Information

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



The Elves of Thranduil’s Realm, or Mirkwood, are part of the oldest and wisest of the races of Middle Earth. Descended from both the Silvan and Sindar elven peoples, the elves of Mirkwood have defended the great forest against all evil. However, their power is waning and they can no longer hold back the tide alone. They have renewed their traditional friendship with the Men of Dale and have ended their rivalry with Durin’s Folk, who have resettled Erebor. 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 Thranduil’s Realm defend their homes and the surrounding area from orcs and evil men lurking in the shadows of the forest and to the East, killing any who dare stray too close to their realm.



The Elven player takes the place of a Captain of Thranduil’s Realm leading a small force of warriors defending Mirkwood. You must protect your halls as well as the frontiers around your secluded home from all threats.

The troop types of the Elves of Thranduil’s Realm are the same as troops presented for the Saxons in the main rules with one additional unit type, shown below:

FOREST WARDENS
The Forest Wardens are the greatest warriors in Thranduil’s Realm. 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 they will also be able to be commanded by a noble. However, unlike normal Missiles, they are not dispersed if contacted or defeated in contact. This means that a Group of six models will use 6D6 to attack, rather than the 4D6 of regular Missiles. In melee combat, they will function as Elites. They will always receive a plus one (+1) for all To Hit rolls. Forest Wardens are also able to fire over friendly Groups and Formations. They count as Elites when consulting the Force Morale change table.

Vendel Elves

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 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 Thranduil’s Realm are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Property of James Manto

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.

Property of Dan Mersey

Reinforcements for
Thranduil’s Realm 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
Thranduil’s Realm
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Six Warriors
5
Six Forest Wardens


Thranduil’s Realm Cards

Thranduil’s Realm 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
Bounding Move x 1
Peerless Warriors x 2

Peerless Warriors: This card, when played on a single Group of Elites or Forest Wardens, 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!)

Oathmark Elves

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