Hi Jacob, thanks for posting those links! I had a read through, very impressed with the layout and the content moreso! Definitely more appealing than other LOTR campaigns i've seen in my time. A campaign revolving around the Fellowship and the War of the Ring (not the GW system) looks great fun and I'll be looking to give it a go next year at some point. I really like the decoy idea and the Lesser Heroes rules! Might I suggest a few changes, they may not take your fancy but worth a discussion
ObjectivesPutting a 20 turn limit on the hobbits seems a major disadvantage for the good side. Might it be better to change the objectives to
The Good side must move into contact with Mount Doom to win
The Evil Side must capture the One Ring to win
After 20 turns any other event is a draw
ParticipantsAs you mentioned, there are a few races and armies missing, but to be honest Dwarves and Goblins aren't thrilling to game with anyway
The army points total for good (300) and evil (400) seems rather low so if I were personally playing this i'd double the army totals. A 600-800pt match is about normal and allows players to take all sorts of monsters and maniacs!
Battles"Allied armies may move onto the same space, but one fortress (Helms Deep, Minas Tirith etc) cannot hold more than two armies of defenders." - in the films Haldirs army arrives, whilst in the books Imrahil and the Southern Fiefs turn up. Personally I'd allow for multiple armies to defend a fortress.
Killing ArmiesCan you explain the difference between an army that dies and an army that loses a battle. I thought it might the same until I read this at the bottom of the section
"A one-life army remains in play until it loses a game, not until it dies."
Also what happens to armies when they lose a battle?
The Fellowship: MovementIt would be cool if you could split the Fellowship in any way possible, but up to three groups. That way you could have any number of possibilities!
The Fellowship: In Battle IISpawning on a 4+ (50/50) seems a bit harsh although I like the idea Boromir doesn't get a second chance, I'd quite like to see the entire Fellowship make it through unhurt!
Could it possibly be a tiered approach where it's for instance a
3+ ... 1st spawn
4+ ... 2nd spawn
5+ ... any further spawns
The Fellowship: Powers and Events IReally like the Ent special rule although if I were doubling the points values of the armies I'd make it Treebeard and 4 ents
Evil Powers and EventsDouble the 200 points value of Harad/Rhun
Also regarding the Mumakil, rather than as a replacement, why not have it as a special rule for instance on turn 15, the Mumakil could spawn in Southern Ithilien???
Automatic DefencesI would use points values rather than specific characters or numbers and I would 'double them' so...
Minas Tirith – 300pts
Edoras – 150pts
Helms Deep – 100pts
Lothlorein – 150pts
Rivendell – 200pts
Minas Morgul – 200pts
Barad Dur – 200pts
The Black Gate – 200pts
Isengard – 300pts
Dol Guldur – 100pts
All in all, not very much I'd change, basically just increasing the campaign size so you can have larger battles. I would like to know what happens to armies that lose battles. I'd assume they are automatically destroyed and then respawn in the turn after next but as I mentioned earlier the 'one life army' rule contradicts this..
All the best!