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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