Tolkien Army Lists

for George Gush Renaissance Rules

After discovering George Gush's 2nd edition Renaissance rules, published by WRG, in the mid-1980s, I was inspired by a conversation with some role-playing friends to modify them for use with fantasy armies, specifically with the armies from The Hobbit and The Lord of the Rings, by Tolkien. Below you will find Dwarves, Elves, Battle of the Five Armies, Hobbits, Minas Tirith, Orcs and Rohan plus some notes on how Heroes work.

If you'd like to know they worked out on the battlefield, read the battle reports.

 

Dwarves of Erebor, Ered Lindon, Moria and the Iron Hills

 

Troops                                                           Type                                                                              Order          Cost        Number

Dwarf King's Guard                                   Bfan HI DHC                                                                 Any            8              0 to 16

Extra to upgrade to EHI                               (M)                                                                                                      +2            0 or all

Extra to replace DHC with DHCT (M)                                                                                                             0 or all

Extra to upgrade to B fanatic+ if Line Axe and Skirmishers fanatic                                                                 +2            0 or all

Line Axe                                                        B HI DHC                                                                      Any            7              72 to 240

Extra to upgrade all Line Axe to fanatic if facing Elves or Orcs or pursuing vengeance                              +1            0 or all

Skirmishers                                                C HI Bow                                                                       Any            6              0 to 120

Reduction to downgrade to MI                 (E)                                                                                                       -1             0 to all

Extra to make swordsman                                                                                                                                       +1            0 or all

Extra to upgrade to B-class                        (M)                                                                                                      +1            0 or all

Extra to upgrade to fanatic if Line Axe fanatic                                                                                                    +1            0 or all

Extra to give Shields to all Dwarves                                                                                                                      +1            0 or all

Heavy Bolt Thrower                                    with 3 HI B-class crew, all with axes                                             40            0 to 2

Light Bolt Thrower                                     with 2 HI B-class crew, all with axes                                             25            0 to 6

Extra to make artillery crew fanatic if line axe are                                                                                                +1            0 or all

Allied Cavalry                                              A MC Swordsman Spear Shield (E)                             L               14            0 to 5

Extra to replace Spear with Lance as Knights                                                                                                     +2            0 or all

Extra to upgrade Lance armed Knights to HCM                                                                                                 +2            0 to all

Allied Hobilars                                            D LC Javelin Shield (E)                                                  O              9              0 to 10

Allied Spearmen                                          D LI Spear Shield (E)                                                  C or L           4              0 to 48

Allied Bowmen                                             D LI Longbow (E)                                                       C or L           3              0 to 48

Extra to upgrade Spearmen and Bowmen to C-class                                                                                          +1            0 or all

Allied Peasant Slingers                             E LI Sling (E)                                                                   O              2              0 to 24

Extra to upgrade to D-class                                                                                                                                    +1            0 or all

Allied Elvish Cavalry                                  B HCM Spear Swordsman Shield (M)                     L or O          17            0 to 5

Extra to upgrade to EHC                                                                                                                                         +2            0 to all

Allied Elvish Spearmen                              B HI Spear Swordsman Shield (M)                           C or L           9              0 to 24

Allied Elvish Bowmen                                 B HI Noldorin Longbow Swordsman Shield (M)    Any            11            12 to 24 *

Extra to allow Bowmen to shoot in salvo                                                                                           +1              0 or all

Extra to give Bowmen extra ammunition                                                                                             +1              0 or all

Extra to give any Elf a second parrying weapon                                                                                                           0 to all

E = Dwarves of Erebor, Ered Lindon and the Iron Hills; M = Dwarves of Moria. Dwarves always count as HI infantry for movement, regardless of their true armour type, and they are never slowed by steep hills. The ability to deploy in any order is necessary because they need to form up as close order on the flat and still manoeuvre in broken terrain when fighting Orcs in the mountains. They should be allowed to change their order freely during a battle (use the change of formation rules).

Dwarven 'swordsmen' may use hand-axes by preference, though they're equally at home with swords, but in this case it reflects an ability to 'fence' regardless of the weapon type itself. Dwarven bowmen should never exceed those armed with DHC.

The EHI option, in Tolkienesque fantasy, could possibly be full plate but this is incredibly rare (a single reference to Prince Imrahil's vambrace is all I've found to justify it) but Elven and Dwarven mail can in some instances have mystical qualities that make it worth treating as EHI. On the other hand, if anyone had full plate, it would have to be the dwarves.

The B fanatic+ morale class is exactly like the Swiss only put on to a formal footing. The option costs 2pts but makes the King's Guard unbelievably hard.

Allied troops reflect other communities living close by, such as Dale or Hollin, of which there are always some as Dwarves live by trading the work of their hands for foodstuffs grown above ground. Minimums apply only if used; Elvish spearmen must never outnumber bowmen and Elvish bowmen cost 1 point more thanks to the Elves' +1 when shooting bows.

The original version of this list gave the Dwarves crossbows instead of bows because the only Dwarf figures with missiles available to us at the time had crossbows, but the crossbow is a weapon alien to Tolkien and I've replaced it with the humble bow in this revised list. Thorin shot a bow of horn when challenged at the Gate of Erebor. Later, messengers to the Gate were chased away by arrows plural, so it seems several of Thorin's companions were at home with the weapon. Since most Dwarvish battles were fought without allies, I cannot see how they could win against Orcs without either cavalry or significant missile power.

Other un-Tolkien weapons are the Dwarf King's Guard's halberds. I've kept the option of these in as they are basically just very large axes and it is believable that elite Dwarf guards might use such weapons. They differ from axes in that mounted troops suffer a -1 on charging them frontally as long as the wielders are not disordered.

Finally, the artillery: this is something that makes sense to me but again is not true to Tolkien, where anything resembling 'engines of destruction' are necessarily 'machines of evil'. But Dwarves, as artificers and pragmatists, must surely use such things. Of course, what they lack is transport, so perhaps they should be confined to battles close to Dwarvish places of strength.

Heavy Bolt Throwers have a maximum range of 300 yards, short range of 150; Light Bolt Throwers of 200 and 100 yards. Factors are 2 at short range, 1 at long. Costs are 10 points for Heavy and 5 points for Light, artillerymen bought separately – remember the 'gunners' are expensive, as B-class HI with DHC, 10 points each! They will, of course, fight in defence of their weapons.

I like this army; a wall of axe-armed iron, there's nothing else quite like it. You can field an army entirely of HI B fanatic axemen and order them to charge in open order at enemy in broken terrain – and expect them to win!

 


Elves of the Grey Havens, Hollin, Lothlorien, Mirkwood and Rivendell

 

Troops                                                           Type                                                                  Order          Cost            Number

Noble Cavalry                                               B HCM Spear Swordsman (M)                     L or O          16                0 to 5

                                                                        (L R)                                                                                                           0 to 12

                                                                        (H)                                                                                                              5 to 24

Reduction to downgrade to A-class (M)                                                                                -1              0 or all

Reduction to downgrade to MC (M L)                                                                                   -2              0 to all

Extra to upgrade to give bard to horses (H R)                                                                                         +2                0 to all

Spearmen                                                      C HI Spear Swordsman                                  C or L           7                  48 to 96 *

Reduction to downgrade to MI                 (L)                                                                                           -1                 0 to all

                                                                        (R)                                                                                                               0 to half

                                                                        (M)                                                                                                              All

Bowmen                                                         C MI Longbow Swordsman                           Any            7                  96 to 192

Reduction to downgrade to LI                   (L M)                                                                                      -1                 0 to all

Reduction to downgrade Spearmen and Bowmen to D-class (M)                                                       -1                 0 to all

Option to replace Longbow with Bow (M)                                                                                              -1                 All

Extra to upgrade Longbow to Noldorin Longbow (H)                                                                           +1                0 to all

Extra to allow Bowmen to shoot in salvo (L M)                                                                                      +1                0 or all

                                                                        (H R)                                                                                                           All

Extra to give Bowmen extra ammunition (H L M)                                                                                    +1                0 or all

Extra to upgrade Spearmen and Bowmen to B-class (L)                                                                        +1                0 to all

                                                                        (H R)                                                                                                           All

Extra to equip Lorien troops with cloaks (L)                                                                                            +2                0 to all

Extra to upgrade MI Bowmen to HI if Spearmen are HI or there are no Spearmen (H)                     +1                0 to all

                                                                        (R)                                                                                                               0 to half

Extra to give any Elf a second parrying weapon                                                                                                   0 to all

H = Hollin; L = Lorien; M = Mirkwood; and R = Rivendell and the Grey Havens. Minimum marked * applies only if any Spearmen are used.

Hollin, also known as Eregion, was Celebrimbor's home where the Elves forged close links with the Dwarves of Moria; it is the only army of all these lists from the 2nd Age.

Elves of Lorien and Mirkwood, in open order, can move at full speed through woods; in loose order at three quarter speed. Elves of these nations cannot be disordered by woods. Furthermore Elves move swiftly so add 20 yards to all infantry movement.

All Elves are very light-footed and treat any soft terrain as normal; obviously, this does not apply to their cavalry. They also all receive a +1 on weapon factor when shooting with bows of any variety so Elvish archers are valued a point dearer than non-Elves.

Lorien cloaks let their wearers be hidden in any terrain as long as they are in open order; treat as concealed in cover until revealed, contacted or they shoot. Troops so concealed may not be shot at or charged, nor may they shoot, charge or move before revealing themselves. They may not reconceal themselves until all enemy are out of sight. All troops so equipped double their scouting value.

Elves of Lothlorien and Mirkwood both use boats but only the Grey Havens has a significant number of seagoing vessels.

The Noldorin Longbow is a more powerful version of the ordinary Longbow; its virtue is to downgrade the armour class of the target by one (eg HI becomes MI). It was also used by the armies of Numenor in their heyday and, of course, by all Noldorin archers. I have assumed the mainly Sindarin Elves of the Grey Havens and Rivendell approximate more to the Noldor than the Sindar after aeons of close contact. The Elves of Lothlorien used a longbow but those of Mirkwood only ordinary self bows, if Legolas is typical. Extra ammunition is only available if fighting in defence of either Lorien or Mirkwood.

Elves do not seem to have much use for shields but their general nimbleness and dexterity suggests the second parrying weapon option. Such troops count shielded in melee but not against missiles.

Massed cavalry charges do not seem to have been used by anyone until the advent of the Third Age, possibly as a result of the influence of the Riders of Rohan. Also, such evidence as there is (Legolas taking a Rohan horse T2T p. 429) shows Elves preferring to ride without saddles or reins and would seem to rule out charging with couched lance so I've given them Spear instead. (However, some Elvish armies of Beleriand – Aegnor and Angrod's if I recall correctly – were dominated by cavalry and may have been more shock-oriented, but it must be remembered that the Numenoreans, who modelled themselves on High Elvish society, eschewed the use of horses in warfare.) Various narratives refer to Elven war leaders (Gil-Galad, Oropher, Malgalad) fighting on foot, so it seems likely that the cavalry often dismounted in a similar fashion to 14th/15th Century English knights. Dismounted Elvish cavalry use spear and swordsman factors. The A-class option for Mirkwood's nobility is because of Oropher '…rushing forward at the head of his most doughty warriors before Gil-Galad had given the signal for the advance'.

All-in-all, we found the Elves in these lists a little vanilla and they never seemed to live up to expectation so perhaps you'd like to try this to spice them up: let them shoot in salvo, like Swedish musketeers. There are some references to opponents being thrown in to confusion by the first vollies of Elvish archers and it also matches how they perform on the cinema screen. If you ever get to try it let me know how it works out but remember to make them pay the extra point for the privilege.

 


Battle of the Five Armies: Men, Elves and Dwarves

 

Troops                                                           Type                                                              Order          Cost        Number

Line Dwarves                                               B HI DHC Shield                                          Any            8              25

Extra to upgrade to fanatic as Dain's Guard                                                                                         +1            1 to 9

Extra to upgrade non-guard to fanatic (if facing Orcs or pursuing vengeance)                            +1            0 or all

Extra to upgrade Dain's Guard to fanatic+ if Line Dwarves are fanatic                                           +2            0 or all

Elvish Cavalry                                              B HCM Spear Swordsman,                        L or O          16            1 to 5

Elvish Spearmen                                          C MI Spear Swordsman                             C or L           6              50 to 72

Elvish Bowmen                                             C MI Bow Swordsman                                Any            7              50 to 72

Reduction to downgrade to LI                                                                                                               -1             0 to all

Reduction to downgrade Spearmen and Bowmen to D-class                                                           -1             0 to all

Extra to allow Bowmen to shoot in volley                                                                                            +1            0 or all

Extra to give any Elf a second parrying weapon                                                                                           0 to all

Laketown Cavalry                                       M MC Swordsman Spear Shield                   L               12            0 to 5

Extra to replace Spear with Lance as Knights                                                                                     +2            0 or all

Extra to upgrade Knights to HC                                                                                                            +1            0 or all

Laketown Hobilars                                      D LC Javelin Shield                                        O              9              0 to 5

Extra to upgrade to MC                                                                                                                           +1            0 or all

Laketown Spearmen                                   D LI Spear Shield                                        C or L           4              50 to 120

Extra to upgrade to MI                                                                                                                            +1            0 to all

Extra to upgrade to C-class                                                                                                                    +1            0 or all

Laketown Bowmen                                      C LI Longbow                                             C or L           4              50 to 120

Extra to upgrade to B-class as Bard's company                                                                                  +1            0 to 12

Werebear                                                      A HI Warg Teeth Troll Other Weapons     O              10*          0 to 1

Extra to make fanatic if fighting Orcs and/or Wargs                                                                          +1            0 or 1

Eagles                                                            Field Effect over all battlefield (O S)                             200          0 or 1

We know the numbers and equipment of Dain's Dwarves from the Iron Hills but almost everything else is obscure. Bard used a longbow and we must assume this was typical of Laketown. The Mirkwood Elves used ordinary bows but have the Elvish +1 bonus on archery, hence are more expensive. It seems likely that Laketown also had spearmen and we know the Elves fielded at least 1000 spear specialists. Remember that Elves must field at least as many Bow as Spear. The Elvish King was mounted so at least the Elvish general must be cavalry and it seems likely that a handful of his courtiers would also be horsed. Human cavalry is not mentioned but it's possible some of Laketown's survived Smaug's onslaught. The three races should each have their own generals.

The werebear is, of course, Beorn. He cannot be harmed save by an orcish hero, who may have a werebear slaying weapon if the player wishes. Beorn himself counts as a hero, as does Bard, Dain, Thorin and Co, but not Gandalf or the Elf King, as they seem to have kept out of things a fair bit. Add hero costs to the figure costs but command points are subsumed in heroism.

The Eagles function like Nazgul only for the good guys. They automatically drive off Orcish bats or Crebain and can counter the area effect of Nazgul. Like Nazgul, they can force one enemy unit per turn to test reaction at -2.

This army can deploy enough boats to transport all the Laketown troops but not the Dwarves or Elves.

This army's opponent should be an army of the Orcs of the Misty Mountains without any of the auxiliary or allied troops such as Trolls or Giants. It can include Goblin King's Guard and should have more Wargs than usual, perhaps twice as many.

If you seek to replay the Battle of the Five Armies, the Orcs should start with Bats overhead and equal points while the Men, Elves and Dwarves may not start with Eagles or a werebear. The Men, Elves and Dwarves should set up first as the Bats cause them to be automatically outscouted.

The battle should develop with Orcs dicing as if for a flank march after the 4th turn for overwhelming reinforcements (say, as many points again, or even more) to arrive. Once these are present or have definitely failed to come, the Men, Elves and Dwarves may start dicing to gain Eagles (they appear on a 5-6 on a D6, 3 attempts). Once the Eagles are present, they drive off the bats and start attacking Orcs as above. The Men, Elves and Dwarves then dice again for Beorn to arrive (he turns up on a 4-6, 3 attempts). Remember, once the bats are driven off, all Orcs and Goblins are at a permanent -1 on morale for fighting in sunlight and may no longer count as fanatics.

Alternatively, just set up the battle as normal. One possibility for a campaign might be to have each contingent manoeuvring separately against a common opponent. In a set piece battle, sending one race of the three on a flank march could prove very effective.

Remember there should be a subordinate general for each of the Dwarves, Elves and Men (Dain, Thranduil and Bard) plus a lot of heroes. Don't ask me who the commander-in-chief should be.

 


Hobbits of the Shire

 

Troops                                                           Type                                              Order          Cost            Number

Took Militia                                                 C LI Swordsman, Shield             C or L           5                  0 to 40

Extra to upgrade to MI                                                                                                            +1                0 to half

Extra to give Javelin                                                                                                                 +1                0 to all

Extra to mount MI on ponies                                                                                                 +2                0 to 5

Extra to upgrade mounted Hobbits to MC in loose or open order                                   +3                0 to 1

Took Hunters                                               C LI Bow                                          O              4                  0 to 40

Town Hobbits                                                D LI Sidearm                                C or L           2                  0 to 100

Extra to give DHC as Bucklanders                                                                                        +1                0 to 12

Extra to give Bow                                                                                                                     +1                0 to half

Extra to give Javelin to Town Hobbits without Bow                                                          +1                0 to half

Country Hobbits                                          D LI half Bow/half Sling                O              3                  120 to 500

Lads                                                               E LI Sling No Sidearm                    O              1                  0 to 20

Allied Bree Cavalry                                    D MC Javelin Shield                   L or O          11                0 to 5

Allied Bree Peasants                                  E LI                                                C or L           1                  0 to 24

Extra to upgrade to D-class                                                                                                    +1                0 to all

Extra to give Spear                                                                                                                   +1                0 to all

All Hobbit figures take 30 rather than 20 casualties, simulating their resilience, as they can fit more people in to a smaller space while presenting smaller targets.

All Hobbits receive a -1 penalty in melee combat (except for the single MC figure) but gain an automatic +1 on all missile fire. Javelin subsumes all hand-held missiles, including conventional thrown light spears. The Hobbit force that took on the half-orcs and shirrifs at Bywater were equipped with a mixture of 'axes, heavy hammers, long knives and stout staves' but this was an impromptu skirmish and it is probable that better equipment might be available for a formal battle. Shields do not seem to be mentioned anywhere but I assume the more warlike Tooks would use them at least. The Battle of Bywater had about equal numbers of Took Militia, Town Hobbits and Country Hobbits (the Took Hunters being deployed elsewhere) but it is assumed that the rural contingents were under-represented, especially as 'thousands of willing hands' took part in the rebuilding of the Shire, as opposed to the few hundreds that fought the battle.

The single MC figure is an obvious candidate for a hero, representing either Bandobras Bullroarer Took or Meriadoc Brandybuck and Pippin Took. If used, the MC figure must be CiC.

Bucklanders can use boats if the terrain includes any water features. 'Lads' are Hobbits technically under-aged but of full physical development. Because they are regarded as non-combatants by their elders, they lack any form of sidearm. They must evade if charged and automatically break if contacted.

We never got a chance to try this army, which is a pity because it looks quite fun, probably awesomely expensive to buy enough figures and they'd be very fiddly to paint.

 


Gondor/Minas Tirith: Wars of the Ring period

 

Troops                                                           Type                                                                              Order          Cost        Number

City Knights                                                 B HCM Swordsman Lance Shield                                L               19            5 to 24

Knights of Pelargir                                     B HCM Swordsman Lance Shield                                L               19            5 to 12 *

Knights of Dol Amroth                               Bfan HCM Swordsman Lance Shield                           L               20            5 to 12 *

Extra to upgrade to EHC                                                                                                                                         +2            0 to all

Extra to give any Knightly mount horse bard                                                                                                     +2            0 to all

Golasgil's Household                                 A HCM Swordsman Lance Shield                                L               18            5 to 6 *

Tower Guard                                                Bfan HI half Spear/half Longbow                                C               8              10 to 24 *

Extra to upgrade to EHI                                                                                                                                           +2            0 or all

Extra to replace Spear with DHCT                                                                                                                                  0 or all

City Militia                                                   C HI half Spear/half Longbow Shield                          C               7              48 to 96

Reduction to downgrade City Militia Bowmen to MI                                                                                        -1             0 to all

Extra to make all City Militia Swordsmen                                                                                           +1              0 or all

Reduction to make all City Militia M-class                                                                                                          -1             0 or all

Rangers of Ithilien                                      B MI half Spear/half Longbow Swordsman Shield Any            8              0 to 24

Extra to mount on horses as mounted infantry                                                                                                   +2            0 to all

Extra to upgrade mounted Ranger spear to MC as Ranger cavalry                                                                 +5            0 to 6

Men-at-Arms of Dol Amroth B HI DHC Shield                                                                                 C               8              35 to 80 *

Lossarnach Axemen                                   C HI DHC Shield                                                             C               7              10 to 100 *

Morthond Bowmen                                      C MI Longbow                                                            C or L           5              25 to 120 *

Extra to upgrade to HI                                                                                                                                             +1            0 to half

Extra to make Swordsmen                                                                                                                                       +1            0 or all

Lebennin Infantry                                       C MI Swordsman Shield                                                C               6              0 to 150

Extra to give Javelin                                                                                                                                                 +1            0 or all

Ringlo Vale Infantry                                   C HI Spear Swordsman Shield                                      C               8              15 to 60 *

Anfalas Hunters                                          D LI Lt Crossbow                                                           O              3              10 to 20 *

Anfalas Herdsmen                                      D LI Sling                                                                         O              3              10 to 20 *

Lamedon Hillmen                                        D LI Javelin                                                                  L or O          3              5 to 40 *

Ethir Fishermen                                          D LI Shield                                                                       L               3              5 to 60 *

Extra to give Javelin                                                                                                                                                 +1            0 or all

Pinnath Gelin Gallants                              C MI Bow                                                                     L or O          5              15 to 60 *

Pelargir Foot                                               C HI Longbow                                                             C or L           6              0 to 50

Belfalas Spear                                             C MI Spear Shield                                                       C or L           6              0 to 30

Belfalas Archers                                         C LI Bow                                                                      L or O          4              0 to 30

Dor-en-Ernil Foot                                      D LI Javelin Shield                                                      L or O          4              0 to 40

South Ithilien Foot                                     D LI Longbow                                                                 O              3              0 to 20

Riders of Rohan                                           A HCM Lance Swordsman Shield                                L               18            24 to 48 *

Extra to upgrade to B fanatic as Lord of the Riddermark's personal guard                                                     +2            0 to 3 eoreds

Extra to upgrade B fanatics to EHC as King's Guard                                                                                          +2            0 to 1 eored

Rohan Light Cavalry                                  C MC Bow Shield                                                         L/O             14            0 to 12

Dismounted Riders                                     C HI Spear Swordsman Shield                                      C               8              0 to 25

This list is based on three main sources: The Return of the King p. 753/4 (where all the provincial troops parade past Merry and Bergil); The Return of the King p. 863/4 (The Last Debate); Unfinished Tales p. 170 (for the Numenorean bows).

All minima marked * apply only if those particular troops are used. Maxima and equipment levels are calculated roughly on the area and likely fertility of provinces of origin. The army that was actually besieged in Minas Tirith had only minima of provincial troops. Troops in Italics were not at the siege but some contingents from these areas did arrive in time to join the company that rode for the Black Gate. Still others arrived after it had gone. I have deliberately tried to vary equipment wherever possible.

The prominence of longbows is due to an assumption that Numenorean weapons would have continued in use to the late Third Age. The Rangers of Ithilien were definitely armed with an even mix of longbows and spears and I've assumed that other troops follow a similar pattern. The City Militia are assumed to be decadent; 2 rank formations of spear and bow seem likely for them.

The Tower Guard's halberd option is taken from 'A Tolkien Bestiary' though Tolkien never mentions them. Pippin's hauberk was a mail shirt made for a Royal child but the Guards themselves are described as wearing black surcoats bearing the design of the White Tree. Since similar surcoats covered the emergence of plate armour in 14th Century Europe, I've given the option of upgrading them to EHI. Similarly Prince Imrahil wears a vambrace so his knights may also be upgraded. However, if plate is regarded as non-existent in Middle-Earth, then perhaps EHI can be used to refer to full mail armour. It's up to you.

Rohan troops must be allies. See the Riders of Rohan list for details of their organisation. 5500 riders charged on the Pelennor Fields but they represent nearly 5000 points by themselves and would effectively make the City troops mere adjuncts to Rohan.

Numenor did not use horses in battle so lance-armed shock cavalry must be a more recent development, possibly learned from the Riders of Rohan, who were shock cavalry since before Cirion and Eorl. Note: in terms of Tolkien, maces are only ever used by the 'bad guys' and axes are never used from horseback at all. Since extra punch is needed, let 'Swordsman' function on horseback with mace factors – though an extra point should still be paid for the privilege (ie, they can buy 'mace' but call it 'swordsman').

 


Orcish: Misty Mountains, Mordor and Saruman

 

Troops                                                           Type                                                                                                          Order      Cost    Number

Goblin King's Guard                                  A MI Swordsman or DHC Javelin Shield (O)                                     C or L       8          6 to 12 *

Extra to upgrade to HI                                                                                                                                                                     +1        0 to all

Extra to make fanatic                                                                                                                                                                        +1        0 or all

Uruk-Hai                                                       C MI Swordsman Longbow Shield (S)                                                C or L       7          0 to 48

Extra to upgrade to HI                                                                                                                                                                     +1        0 to all

Extra to upgrade to B-class as Saruman's Guard                                                                                                                         +1        0 to 12

Extra to make fanatic                                                                                                                                                                        +1        0 or all

Line Orcs                                                     D LI Javelin Shield                                                                                  C or L       4          36 to 172

Extra to make Swordsman                                                                                                                                                               +1        0 or all

Extra to upgrade to MI                                                                                                                                                                    +1        0 to half

Skirmisher Orcs                                        D LI Bow                                                                                                      O          3          36 to 172 §

Line Goblins                                                 E LI Javelin Shield                                                                                  C or L       3          36 to 172 §

Skirmisher Goblins                                   E LI Sling                                                                                                      O          2          36 to 172

Option to replace Sling with Bow if no Orc Skirmishers                                                                                                                        0 to all

Wargs                                                           D LC (Warg) Javelin Shield (O S)                                                             O          11        0 to 24

Extra to make Swordsman (only if all line Orcs are)                                                                                                                    +1        0 or all

Extra to make all Orcs and Goblins fanatic if the One Ring is on the battlefield                                                                    +1        0 or all

Orc Petardiers                                            A LI Gunner with Petard (M S)                                                                 O          12        0 to 4

Southron Cavalry                                        A MC Spear Swordsman Shield (M)                                                        L           14        0 to 10

Extra to upgrade to HCM                                                                                                                                                                +2        0 to all

Southron Infantry                                       M MI Spear Shield (M)                                                                              C           5          0 to 72

Extra to make Swordsman                                                                                                                                                               +1        0 or all

Southron Archers                                       M LI Bow Shield (M)                                                                                  O          4          0 to 36

Southron Oliphaunts                                  Elephant with Giant Feet, armed driver and 6 crew with bows (M)    65          0 to 6

Extra to give Elephant Bard                                                                                                                                                            +10      0 to all

Extra to give Armoured Howdah                                                                                                                                                   +10      0 to all

Easterling Nobles                                        A HCM Spear Swordsman Javelin Shield (M)                                   L or O      17        0 to 5

Easterling Cavalry                                      D LC Javelin Shield (M)                                                                             O          9          12 to 50 ‡

Easterling Infantry                                     D LI DHC Shield (M)                                                                                  L           4          0 to 36

Variags                                                         D MI DHC Shield (M)                                                                            C or L       5          12 to 48 ‡

Extra to upgrade to A-class                                                                                                                                                            +2        0 to all

Extra to make fanatic                                                                                                                                                                        +1        0 to 6

Black Men of Far Harad                            Dfan LI DHC or Swordsman Shield                                                          L           3          12 to 36 ‡

Dunlending Horse                                       E LC Javelin Shield (S)                                                                               O          7          0 to 6

Extra to upgrade to D-class                                                                                                                                                            +2        0 or all

Dunlendings                                                 E LI Spear Shield (S)                                                                                 C/L         3          0 to 48

Extra to upgrade to D-class (only if Dunlending Horse are)                                                                                                     +1        0 to all

Half-Orc Pike                                              C MI Pike (S)                                                                                               C           5          0 to 48

Half-Orc Axe                                                C MI DHC (S)                                                                                              C           5          0 to 48

Extra to upgrade Half Orcs to HI                                                                                                                                                   +1        0 to half

Trolls                                                             A EHI DHC (M O)                                                                                   L or O      9          0 to 6

Allied Balrog                                               A SG Giant Flaming Sword & Whip Giant Feet Fire Breath (O)                        1000    0 or 1

Allied Stone Giants                                     A SG Giant Club Giant Feet Thrown Rock (O)                                                    75        0 to 2

Bats or Crebain                                           Darkness Field Effect over all battlefield (O S)                                                    100      0 or 1

Winged Nazgul                                            Darkness Field Effect over all battlefield plus morale effect on 1 unit (M)     200      0 or 1

Ditch or Trench                                           30 yards of pre-prepared field fortification (M S)                                                6          0 to 6

M = Army of Mordor; O = standard Orcish army of the Misty Mountains and elsewhere; S = Saruman's army. Minimum marked * applies only if the Goblin King is present. Those marked ‡ apply only if troops of that nation are used.

§ = Orc armies have the option of making all line troops Orcs and all skirmishers Goblins, in which case combine the numbers and let Goblin skirmishers exchange their slings for bows.

All Orcs receive a -1 penalty on morale in daylight. Goblins cannot be fanatic unless Orcs are also fanatic and neither can be fanatics during daylight unless Bats, Crebain or Nazgul are employed to darken the sky. Uruk Hai are not dependant on this. The field effect Nazgul reflects the eight lesser Nazgul. It can be used regardless of whether the Nazgul chief is present. As well as the darkness effect, one single enemy unit per turn can be forced to make a morale test at -2. All other reaction tests are made at a -1 penalty. Bats, Crebain or Nazgul also grant aerial reconnaissance allowing opponents to be automatically outscouted.

Orc Petardiers are one way of viewing the use of 'blasting fire' at Helm's Deep. It was definitely used at the siege of Helm's Deep and it's implied that it was used to break Rammas Echor, the wall that encircled the Fields of Pelennor, so both Mordor and Saruman should have it though it should only be used in sieges.

Giants are based as elephants; their weapons and feet ignore all armour but are -1 vs loose order and -3 vs open order. They throw rocks like stone-throwing siege engines.

Trolls must be in loose or open order but their weapons downgrade the opponent's armour class by 1 (eg HI is treated as MI). They can only be fielded in darkness, either in a night action close enough to the mountains so they can get underground before dawn or under the aegis of a field-effect darkness: Bats, Crebain or Nazgul. If caught in sunlight they instantly turn to stone.

Wargs cost +2 points, have warg teeth as well as the rider's weapons and disorder horses and camels within 50 yards. Elephants disorder Wargs within 50 yards.

Oliphaunts disorder all other mounts within 50 yards. Otherwise they are simply outsized elephants (you could try using 25mm elephants in a 15mm army) with Giant Feet, costed at a base 30 points. Unlike standard elephants, Oliphaunts are large enough to house all crew within armoured howdahs (count as protected wagon for cover factors). Bard and Howdah cost 10 points rather than the 8 for Elephants. For all their size and majesty, they seem to have proven as vulnerable in battle as their lesser brethren.

We know more about Saruman's army than any other Orc-based force but Saruman himself was a rank coward and never emerged to lead his army in battle or support it with magic; no lightning bolts here, I'm afraid. On the other hand, the selection of allies and auxiliary troops should provide plenty of evil nastiness for those that like that sort of thing.

Special weapon factors: Warg Teeth use elephant crew factors vs infantry but are factor 4 vs all unbarded mounts and factor 3 vs horse bard.

Giant Weapons and Feet are both factor 5 vs everything (treat separately because some things can't be hurt by the feet); add +3 if flaming. All Giant figures should fight as if 'crewed' by the number of actual giants present in the figure (5 to start with). Their effectiveness drops as they take casualties. Any Giant class creature can use Giant Feet with one other weapon in any one turn, usually either Thrown Rock or a stone club. Normal Giants (GG, cost 55pts) take casualties as Elephants but Stone Giants (SG, cost 75pts) are tougher and take casualties as EHI. Giants are best countered by artillery.

The Balrog's breath weapon is best treated as an artillery attack of range 30 yards with weapon factor of 3, minus 1 for loose order targets, - minus 3 for open order. It automatically disorders all mounted troops and all foot not led by a hero. A Balrog is immune to all missiles and should only be harmed by a hero (but this makes them too powerful for use on a battlefield – we did actually playtest a dragon once and we reckoned just one could take out an entire army by itself, which is basically what happens in the Silmarillion. I couldn't resist adding the Balrog to the list but regretfully it is probably unplayable, even at a thousand points).

You might like to consider how a Giant Spider might operate; if you think it's possible for Shelob to be recruited by Mordor.

 


Rohan:

 

Troops                                                           Type                                                                                  Order      Cost    Number

Riders of Rohan                                           A LC Lance Swordsman Shield                                        L           14        24 to 144

Extra to upgrade LC to MC as Lord of the Riddermark's personal eored (E)                                                  +2        0-3 eoreds

Extra to upgrade LC to MC                         (M L)                                                                                                  +2        All

Extra to upgrade MC to HCM                                                                                                                                +2        0 to all

Extra to upgrade HCM to B-class fanatic as a Lord of the Riddermark's personal eored (M L)                  +2        0-3 eoreds

Extra to give B-class fanatics barded horses as King's own eored (L)                                                            +2        0 or 1 eored

Extra to give Bow to 1 figure in each lance-armed eored                                                                                   +1        0 to all eoreds

Rohan Horse Archers                                D LC Bow Shield                                                             L or O      9          0 to 24

Extra to upgrade to MC                               (M)                                                                                                      +1        0 to all

                                                                        (L)                                                                                                       +1        all

Extra to upgrade to C-class                        (L)                                                                                                       +1        0 to all

Levy Spearmen (M L)                                  E LI Spear Shield                                                               C/L         3          0-6 units x 10-12

Extra to upgrade to MI                                (L)                                                                                                       +1        0 to all

Extra to make swordsman                           (L)                                                                                                       +1        0 to all

Levy Bowmen (M L)                                     E LI Bow                                                                               O          2          0-2 units x 10-12

Levy Slingers (M L)                                    E LI Sling                                                                              O          2          0-2 units x 10-12

Extra to upgrade Levy infantry to D-class (L)                                                                                                     +1        0 to all

Allied Dunlendings (M L)                          E dis LI Spear Shield                                                         C/L         1          0-4 units x 10-12

Extra to upgrade to D-class disaffected (L)                                                                                                         +1        0 to all

Allied Huorns                                              Special terrain feature                                                                      50        0 to 1

E = the Riders prior to their settling in Calenardhon, when they were barbarian horsemen from the northern reaches of the Anduin. M = the Riders some time after they had settled, creating a unique horse-oriented culture. L = the latest period after a significant amount of cross-fertilisation between Rohan and Gondor.

Rohan cavalry units are called 'eoreds'. When about to ride to Gondor's aid, Theoden counts his army in hundreds but Legolas counted 105 men in Eomer's eored after their encounter with the Orcs so 5 to 6 figures seems a good fit (see also Unfinished Tales p.315 n.36). Horse-archers can be grouped in specialist eoreds and one figure per lance eored can be given a bow in addition to lance but no more than a third of all riders may have bows and frankly this is probably an overestimate. When Theodred probed the west bank of the Anduin before the First Battle of the Fords of Isen, he took 8 eoreds of lancers and 1 of archers and this seems a more likely ratio (1 in 4 if each lance eored had 1 archer). Eorl himself led 7000 lancers and only 'some hundreds of horsed archers'.

Allied Huorns take the form of an ordinary terrain feature identical to any wood. However, all troops that enter never emerge. This is not known until entered. Obviously, this works best if several ordinary woods are also present. Huorns can only be used if the enemy are Orcs but can be placed at the start of the battle wherever the Rohan player wishes; once placed they are stationary.

The morale class 'dis' means 'disaffected'; treat as the opposite of fanatic. All troops so marked receive an automatic -2 on all reaction tests and if broken or retired disordered will not rally or return.

This army is the one most carefully described by Tolkien and perhaps because of that the least satisfactory. Essentially it's the opposite of real life cavalry armies such as the Mongols and Huns, in that it is composed almost entirely of lance-armed shock cavalry leavened with a handful of horse-archers. They do have some infantry, as described in 'The Battles of the Fords of Isen' (Unfinished Tales p. 355) and these can be supplemented by dismounted riders, yet without adequate missile support I have to question the utility of the army overall. What do you do if your opponent has spears?

We never play-tested this army, partly because no one had enough lance-armed cavalry but also because the lack of tactical variety did not appeal – basically, it all boils down to whether your opponent can stop your charge. Of course, as allies, they can be a very powerful addition to Gondor indeed and any Orc army without Wargs is probably in serious trouble.

 

 

Heroes: special figures that include named 'personalities', persons who had a disproportionate influence on the men around them. Examples are the main characters in the Lord of the Rings: Aragorn and Gandalf, of course, also lesser lights such as Faramir and Merry and Pippin (definitely after they return to the Shire, but remember that Merry was instrumental in defeating the Nazgul Chief, together with Eowyn). Heroes can be composed of more than one 'character' so Merry and Eowyn would almost certainly be a single figure. Heroes are often generals but they can be hidden within ordinary units to surprise an enemy, again Merry and Eowyn are a good example of this. Heroes in opposing units must duel if their units meet in melee.

Each hero is rated 1 – 3; this modifier can be used to bolster reaction tests of a unit led by the hero or to improve its random dice roll in melee and their own death check. Heroes can rally units like generals and can assume command if the general or other command figure is killed. Heroes should be costed as follows: level 1 hero, 50 points; level 2, 75 points; level 3, 100 points. Reduce costs by 25 points if the hero is also a general paid for by the usual rules – eg a level 1 hero costs 50 points, a subordinate general also costs 50 points but a subordinate general who is also a level 1 hero costs 75 points.

For an extra 25 points, any one hero can be equipped with a specialist ability to slay one particular class of unnatural creature. This may be due to a weapon or other circumstances (gosh, we do keep coming back to Merry and Eowyn, don't we). If the hero meets such a creature, it dies any turn it rolls a 1-3 on a d6, even if it kills him in the process (which happens too often in Tolkien to list).

Heroes need not be good guys; the Nazgul Chief should be a level 3 hero, or perhaps that should be anti-hero.

Wizards must be heroes but cost an additional 50 points per wizard level. A wizard can force one enemy unit within 50 yards per wizardry level to test reaction at minus1 per wizardry level. Gandalf and the Nazgul Chief are both level 3 wizards, (Gandalf should be level 1 or 2 prior to his 'reincarnation'). This is an abstract way of doing magic, try something more detailed if you prefer.