Well as part of a campaign we are doing (sort of like lotro mirkwood expansion thing)
Me and my friends are trying scenarios for this.
Midnight Assault:
Upon realizing the threat of nearby Dol Guldur and the captive elves and dwarves that been imprisoned on its dungeons for too long, the elves of Lothlorien decided to invade and put an end to the evil that lied inside Dol Guldur and rescue what survivors migh have been left inside its pits.
The campaign started at the middle of the night, a great host of elves decided to move to the east shore of the anduin in the hope to start up a foothold for the incoming war to come. Unawared or perhaps some misslead on information, an enemy patrol settled a camp closeby the desembarcation beach in which the elves are ment to start their assault.
The elves swiftly need to kill this patrol before they find themselves overwhelmed from an enemy large force. They are also tasked to kill the enemy force´s leader so the army flee without even transmitting information to the nearby main border keep.
The grey outcrops on map are represent hills and therefore are impassible.
Green deploy bar represents the elves
Red deploy bar represents dol guldur
There will be 18 Forest Terrain pieces (random size) and deployed randomly, 1 at a time by each player.
- forests can´t be placed on the road, beach, impassible terrain or water.
- forests can´t be placed closer than 4" from eachothers.
- forests follow the normal rules of
ancient groves from Desolation of Smaug sourcebook
Deployment:
The elves deploy their boats along their deployment line having 1 boat per warband.
If there is Mirkwood presented on the elven army, they move into board from turn 4 onward on a roll of a 4+ and will arrive from the north side of the board edge near the river shore and can only be deployed on a 20" wide marging from the water line.
The Dol Guldur Army deploy 30% of the his force near the beach (represented on the scenario above)** Note that for scenario purpose, the enemy warband deployment will not be applied.
The Enemy army leader (along with his warband) must be deployed on the northeast side of the board deployment.
Dol Guldur Force from southeast will enter game board on turn 2
Dol Guldur Force from Northeast will enter game board on turn 3
Features:
As game/story purposes (cause they are too busy elsewhere questing or managing the war effordand cannot involve or is worst case dead) FOR THIS CAMPAIGN we cannot field:
good side:
- galadriel
- Celeborn
- Haldir
Evil:
- All named Nazguls except khamul
- Sauron (any form)
Exception is that:
- models army upgrades are availiable to use like Celeborn upgrade to the elves or the Necromancer upgrade.
Forces organization:
Elves can opt to use special characters, but can only use up to 2 and must not cost over 100pts
Mirkwood elves can only be made of 30% of the Army total force.
Dol Guldur can opt to use special characters, but can only use up to 2 and must not cost over 100pts
- boats have defence 7 and 3 wounds.
- They move 86" a turn
- models on top of it count has haven´t moved on the movement phase.
- at least 4 models need to be inside the boat to keep it moving.
- if only 2 of the models are on the boat, the boat move half the movement phase.
- models inside boats that cannot move can elect to jump off the boat and swim as normal.
scenario rules:
Darkness from Dol Guldur: before the turn begins if both players roll a tie up roll the darkness coming from the hill of Sorcery manifests wildly on the nature and dark clouds loom over the land, bringing darkness and sorrow clowding the rays of the moon momentarely. During that turn, there can´t be no shooting phase and all models count as wearing elven cloaks.
Try this scenario and see what you think :P