Showing posts with label Conversions. Show all posts
Showing posts with label Conversions. Show all posts

Wednesday, January 9, 2019

Dux Arda: Lard of the Rings- The Elves of Lothlorien Force Information

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


The Elves of Lothlorien, or the Silvan Elves, are the oldest and wisest of the races of Middle Earth. Secluded within the mysterious forest of Lothlorien, they tend to stay out of the affairs of Middle Earth as a whole. 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 Lothlorien defend their forest homes and the surrounding area from orcs and evil men from Isengard and the Misty Mountains, killing any who dare stray too close to their realm.



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

Oathmark Elves


The troop types of the Elves of Lothlorien are the same as troops presented for the Saxons in the main rules.

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.

Skilled Ambushers: The forces of the Lothlorien are skilled ambushers. To reflect this they may elect to use either the Surprise, Feign Flight, or Flank Miracle from the main rules before every game. They do not inform their opponent of their decision to use this ability or which option they select.

Skilled Marksmen: Every elf in Lothlorien is a master of the bow, loosing arrows with unerring accuracy. To reflect this, all Missile troops, including infantry Groups acting as Missiles, attacks with a plus one (+1) on all To Hit rolls. These effects stack with any cards played on the Groups.

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.)

Vendel Elves


Starting Forces

The starting forces for the Elves of Lothlorien 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 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 the Elves of Lothlorien 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 Lothlorien
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Six Warriors
5
Six Warriors


Property of James Manto

Elves of Lothlorien Cards

Elves of Lothlorien begin the game with one Bounding Move card and one Evade 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, 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!)

Tuesday, January 8, 2019

Dux Arda: Lard of the Rings- The Men of Dale Force Information

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


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.

Gripping Beast Rus


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.

Gripping Beast Rus


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.


Gripping Beast Rus



Order
Men of Dale
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Four Warrior Light Cavalry
5
Four Warrior Shock Cavalry with a Status II noble



Gripping Beast Rus


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!)


Monday, January 7, 2019

Dux Arda: Lard of the Rings- The Men of Dunland Force Information

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




The Men of Dunland, or the Dunlendings, are a race of middle men who have allied themselves with Isengard against Rohan. Driven from their ancestral homes by the Men of Rohan, the Dunlendings are bitter and willing to take any opportunity to reclaim what is theirs, even if it means allying with the forces of Sauron. Convinced by Saruman that they will be able to kill the “straw heads” of Rohan and take their true homes back, they willfully sold themselves into service of the Dark Lord.

The Men of Dunland player takes the place of a Warlord of Dunland leading a small force of warriors raiding and pillaging the lands of Rohan, the owners of your ancestral home. While your forces are not adequate to challenge the Rohirrim on your own, Saruman is also lending the support of Isengard towards your shared goal, the destruction of Rohan and Gondor.

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

Starting Forces

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

Footsore Picts

Beneath these Nobles you will have four Groups of six Raiders, one Group of four Missiles, one Group of four Skirmishers, and one Group of four Raider Cavalry.

Footsore Picts


The Dunlending Warlord 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. They must remain mounted throughout the game and he may only influence cavalry troops during the game.

Footsore Picts


As the campaign progresses a Dunlending Warlord 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 Raider
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.


Footsore Picts


Order
Men of Dunland
1
Warhounds
2
Four Raider Cavalry
3
Six Raiders with a Status II Noble
4
Six Raiders with a Status II Noble
5
Four Noble Raider Cavalry


Men of Dunland Cards

The Men of Dunland begin the game with one Bounding Move card and one Rage 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
Aggressive Charge x 2
This Land is Ours! x 2

This Land is Ours!- This card, when played on a Group or Formation of Dunlending Raiders, Noble Raiders, Raider Cavalry, or Noble Raider Cavalry attached to the Dunlending Lord within 18 inches of an enemy Group or Formation, throws them into a mad rage. The remove up to two Shock per Group and immediately charge forward 3D6 inches. If they make contact with an enemy, the will fight combat with an additional 2D6 dice per Group. If they do not make contact, all Dunlending Formations are broken and each Group takes 1D6 Shock.


Footsore Picts


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