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LotR Wiki

Gaming/Community Scenarios/The Kinstrife

Edit this page (last edited July 11, 2006)

 The
Lord of the Rings Strategy Battle Game

The Kin-strife

By the Lord of Utumno

Introduction

The new supplement to the Lord of the Rings strategy battle games has come, the turbulent period that enveloped Gondor from 1432 to 1448 of the Third Age. The Númenorean Line of the Southern Kingdoms (The Line of Anárion) was held to be of pure stock from the times of Elros Tar-Minyatur son of Eärendel the Mariner. Yet by the 20th King of Gondor, Valacar, the line was seen to be ‘diminished’. Romendacil II fought off the Easterlings with the aid of the Men of Rhovanion, a welcome ally to Gondor, and this earned him profound respect abroad. In return for Rhovanion’s support, Romendacil sent his son, Valacar to the North to live amongst the peoples of Rhovanion. And in this time, Valacar became accustomed to them and wedded his host’s daughter. The child of this union, Eldacar became King in 1432 of the Third Age and sparked uproar among the pro-Númenorean supporters. Eldacar the King was in a dark situation, the rebels who had turned against him in Gondor had control of the navies in Pelargir and off the coasts of the southern fiefdoms. The Captain of the Fleets was called Castamir the Usurper and he held contempt for Eldacar in the utmost. Yet Eldacar opposed Castamir’s confederacy as far as possible, yet was forced to take refuge in Osgiliath. He was eventually driven out in 1437 and escaped to the North, the land of his mother’s people. Castamir now ruled the torn Gondor, and his vindictive, tyrannical and arbitrary reign proved costly as his own supports soon realized their error and rebelled against him. Eldacar meanwhile returned from the North with an army waxing each day. He met Castamir at the Crossings of Erui in 1447 of the Third Age and crushed the Usurper’s army, slaying Castamir himself, thus avenging the death of Ornendil, Eldacar’s son who was executed under Castamir’s rule. Yet Castamir’s sons and supporters escaped to Pelargir and sailed with their fleets southward to Umbar and their established their independent kingdom at permanent feud with Gondor.

The Armies of Eldacar

Good Heroes

Eldacar Points Value: 90
                                                        Might: 5
F S D A W C Will: 3 5/- 4 5 3 4 7 Fate: 2

Wargear Eldacar carries a sword. At an additional cost he may be given the following equipment:

                Armour                        5pts
                Heavy Armour                10pts
                Shield                                5pts
                Throwing spear                5pts
                Horse                                10pts

Ornendil
                                                                            Points Value: 160
                                                        Might: 6
F S D A W C Will: 2 6/- 5 7 3 3 7 Fate: 1

Wargear Ornendil carries a sword. At an additional cost he may be given the following equipment:

        Armour                        5pts
        Heavy Armour                10pts
        Shield                        5pts
        Throwing spear                5pts
        Horse                        10pts

                        Special Rules
Hero of Gondor – Such is Ornendil’s inspiring presence to his supporters that the range of his ‘Stand Fast!’ is 12”/28cm rather than 6”/14cm.

Aravir Points Value: 100
                                                        Might: 2
F S D A W C Will: 9 5/- 4 5 2 2 5 Fate: 1

Wargear Aravir carries a sword. At an additional cost he may be given the following equipment:

                Armour                        5pts
                Heavy Armour                10pts
                Shield                        5pts
                Throwing spear                5pts

Special Rules

Instantly Command- Range 12”/28cm. Dice score to use, 3+. The victim can do nothing further that turn, except that the Good player can move the victim up to half a move as soon as the power takes effect.

Palantir – Aravir carries the Palantir, an ancient seeing stone that allows him to project his powers over great distances. Using the Palantir, Aravir can use Instant Command anywhere on the battlefield.

Alrod, Captain of Minas Arnor
                                                                    Points Value: 95
                                                        Might: 3
F S D A W C Will: 2 6/- 4 6 2 2 7 Fate: 2

Wargear Alrod carries a sword and heavy armour. At an additional cost he may be given the following equipment:

        Shield                        5pts
        Throwing spear                5pts
        Horse                        10pts

Good Warriors

The good warriors included in the supplement are based on estimates of forces at the time. Gondorian-Men-at-Arms is an interesting addition because they are slightly stronger then their modern Men of Gondor in the Last Alliance yet nonetheless, when playing, the Men of Gondor models should be used to represent them because they would have been mostly the same in appearance. The Men of Lossarnach units are fine soldiers of the fiefdom from whence they came, instead of adding all the warriors of from the fiefdoms of Gondor, I thought it would be better to refer to the White Dwarf past issues in order to let the games decide on which men from which fiefdom to use, in any case, if one decides to use Men of Lebennin, the statistics would be the same as the unit listed here. The Riders of Rhovanion are the cavalry forces of the supplement that add a more realistic and historically accurate flavour for when Eldacar marches from Rhovanion toward Erui for the final battle, no doubt he would have ridden with a company of these warriors. The final unit, Archers of the Grey Wood are the missile units which rival the Rangers of Gondor, they are swift, stealthy and can move through mostly any terrain without difficulty, they will be a valuable asset to the Good side’s force.

Gondorian Men-at-Arms Points Value: 6

F S D A W C 4/4 3 4 1 1 4

Wargear Gondorian Men-at-Arms carry swords, bows and armour. At an additional cost they may be given the following equipment:

                Heavy Armour                10pts
                Shield                        5pts
                Throwing spear                5pts

Men of Lossarnach/Lebennin/Lamedon? Points Value: 8

F S D A W C 5/5 4 4 1 1 4

Wargear Men of the Fiefdoms carry swords, bows and armour. At an additional cost they may be given the following equipment:

                Heavy Armour                10pts
                Shield                                5pts
                Throwing spear                5pts

Riders of Rhovanion Points Value: 13

F S D A W C 4/4 4 3 1 1 4

Wargear Riders of Rhovanion carry swords, bows and armour and are mounted on a horse. At an additional cost they may be given the following equipment:
                Heavy Armour                10pts
                Shield                        5pts
                Throwing spear                5pts

Archers of the Grey Wood Points Value: 6

F S D A W C 5/3 5 3 1 1 3

Wargear Archers of the Grey wood carry swords, bows and armour. At an additional cost they may be given the following equipment:

                Heavy Armour                10pts
                Shield                        5pts
                Throwing spear                5pts

The Armies of the Usurper

Evil Heroes

Castamir the Usurper
                                                                            Points Value: 150
                                                        Might: 3
F S D A W C Will: 3 7/4+ 5 7 3 3 3 Fate: 3

Wargear Castamir carries a sword. At an additional cost he may be given the following equipment:

        Armour                        5pts
        Heavy Armour                10pts
        Shield                        5pts
        Throwing spear                5pts
                Horse                10pts

                        Special Rules
Drain Courage – Range 12”/28cm. Dice score to use 4+. The victim loses one point of Courage from his profile. This penalty applies for the rest of the battle. This ability can take effect several times on the same target - reducing a model’s Courage value each time.

Malvag
                                                                            Points Value: 90
                                                        Might: 2
F S D A W C Will: 1 4/5+ 4 8 2 2 4 Fate: 1

Wargear Malvag carries a sword. At an additional cost he may be given the following equipment:

        Armour                        5pts
        Heavy Armour                10pts
        Shield                        5pts
        Throwing spear                5pts
Khalomus
                                                                    Points Value: 170
                                                        Might: 3
F S D A W C Will: 10 4/- 4 6 1 2 3 Fate: 5

Wargear Khalomus carries a sword and a staff. At an additional cost he may be given the following equipment:

        Armour                        5pts
        Heavy Armour                10pts
        Shield                        5pts
        Throwing spear                5pts

Special Rules Sap Will – Range 12”/28cm. Dice score to use 3+. The victim’s will value is reduced to 0. The effect lasts for the remainder of the battle – although it can be increased by the Strengthen Will or Will of Iron magical powers.

Black Dart – Range 12”/28cm. Dice score to use 4+. The victim suffers a hit with a strength of 9. If a cavalry model fails to resist this power, Khalomus can choose whether the Dart hits the rider, any passenger or the mount.

Transfix – Range 12”/28cm. Dice score to use: 3+. The victim can do nothing further that turn. In combat his fight value counts as 1 and he rolls one dice regardless of how many Attacks he normally has. If he wins the combat he will not strike. The victim can still use Might, Will and Fate but cannot make heroic actions. The effect lasts for the remainder of the turn.

Evil Warriors

The Evil Warriors of the Kin-strife comprised of those under Castamir’s influence and independent enemies such as Easterlings and Wainriders. Wainriders have been a mystery during the later years of the Third Age, yet they were a common foe during the Kin-strife. They rode chariots (or wains) and screamed horrific war-cries of Harad and Khand. The Men of Pelargir have also been included in the evil force since they were loyal to the fleets of Castamir’s rule; they inhabit the port city of Pelargir and are stubborn foes to Gondor. The final unit added were the Outlaws of Ithilien, similar to the Rangers of Gondor yet during the Kin-strife, they were secluded men in the Ithilien woods who despised Gondor and Mordor, this influenced their alliance with the Usurper.

Men of Pelargir Points Value: 4

F S D A W C 4/4 4 3 1 1 3

Wargear Men of Pelargir carry swords, bows and armour. At an additional cost they may be given the following equipment:

                Heavy Armour                10pts
                Shield                                5pts
                Throwing spear                5pts

Wainriders Points Value: 13

F S D A W C 4/5 5 4 1 1 4

Wargear Wainriders carry swords, bows and armour and ride chariots and horses. At an additional cost they may be given the following equipment:

                Heavy Armour                10pts
                Shield                                5pts
                Throwing spear                5pts

Outlaws of Ithilien Points Value: 7

F S D A W C 4/3+ 3 4 1 1 3

Wargear Outlaws carry swords, bows and armour and ride chariots and horses. At an additional cost they may be given the following equipment:

Heavy Armour 10pts Shield 5pts Throwing spear 5pts

Gondor and the Kin-strife

The Kin-strife

UPRISING: THE BATTLE OF THE SIRITH

The small towns situated along the River Sirith have been assaulted for the first time; I report it with haste and anxiousness for there is little time. From what I have been told by the leader of the forces down here, the army has mobilized from Pelargir, undoubtedly under the Usurper’s command. The rebels are of all sorts, some are men of Gondor, others Númenorean and others dark men from the southern lands. The Usurper has recruited a diversity of troops and will hope to gain control of the river by morning, the scant men we have here will not last yet the leaders feel quietly confident, for reinforcements are arriving from Lossarnach by nightfall and this shall most certainly win us the day – yet the Usurper is strong, and if he is quick enough, we shall be crushed for certain – please your Highness, send aid and hurriedly. -Yours, Alrod, Captain of Minas Arnor.

Participants

Good

Alrod, Captain of Minas Arnor Captain of Men 8 Men of Lebennin with bow 8 Men of Lebennin with spear and shield 1 Battlecry Trebuchet

Evil Castamir the Usurper Malvag 8 Men of Pelargir with bow 8 Men of Pelargir with spear and shield 8 Men of Pelargir with shield 8 Haradrim with spear 1 Battlecry trebuchet

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. It takes place near the river Sirith which runs along the western side of the board. There are two towns opposite each other, one near the river and the other on the eastern side of the board. There should be hedges, ruined walls, farmyard barricades and one ruined tower.

Starting Positions

The Good player deploys either within the towns or anywhere within 12”/28cm of the southern edge of the board. The Evil player deploys within 12”/28cm of the northern side of the board.

Objectives

The forces under Castamir’s command aim to seize both towns so that they can move their fleets up the river, if they fail to take the two towns after turn 12 the Good player rolls a D6. If the result is 1-3 nothing happens. If the result is 4-6 reinforcements arrive (see below). The Good force wins if both towns are defended or the Evil force is destroyed. The Evil force wins if both towns are taken before turn 12 or the good side is reduced to half after turn 12.

Reinforcements! After turn 12, if the Good player receives reinforcements the following troops appear on the eastern edge of the board:

8 Men of Lossarnach with bow 8 Men of Lossarnach with shield and spear 5 Knights of Minas Tirith (Minas Arnor)

Building a Ruined Tower

Ruined towers are the perfect terrain piece for any map since they are so versatile, they can be used in a field battle or a siege assault. Ruined towers are especially effective when you have a small amount of archers because it gives you the chance to dominate key positions behind the protection of your battlements.

Materials and Tools 1 cardboard toilet roll Polystyrene Thin card Grey texture paint Hobby knife PVA glue Metal Ruler Pencil Brushes Masking tape Codex Grey/Bleached? Bone/Bestial? Brown Paints

1. Measure a roll of thin card around the roll and cut to fit. 2. Draw battlements to preference on the top of the card. 3. Cut the battlements carefully. 4. Stick the card over the roll and use masking tape to hold it over to dry. 5. After the card has dried cut a circle of polystyrene to tightly fit into the hollow roll about 25mm deep from the top. 6. Glue the circle and leave to dry. 7. Paint the entire tower with grey texture paint, highlight with the paints mentioned.

Your tower is now ready to be placed onto the battle board, but since these are so simple to construct, why not make another three or four?

The Kin-strife

Defending Mirkwood

The Wainriders in Rhovanion have been a dominant evil for many centuries, yet now their influence is dwindling and Eldacar has come to Mirkwood from Minas Arnor to defend the southern marches of the forest. Eldacar has always been a loyal leader to Rhovanion and this has won him the respect of the Men of Rhovanion and the resentment by the rebels of the south. As the Wainriders approach under their dark captains the last defence of Mirkwood against the Wainriders shall begin, deciding the fate of the realm of the North-men.

Participants

Good Eldacar King of Gondor Captain of the North-men 4 North-men with bows (Men of the Fiefdoms) 4 North-men with spears and shields 4 North-men with shield 8 Wood-Elves with bows 10 Riders of Rhovanion

Evil Haradrim Horseman chieftain Easterling Command Haradrim Command 12 Wainriders 5 Easterlings with shield and sword 8 Haradrim with spear

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. The battle takes place on the southern fringes of Mirkwood so there is a large amount of sparsely spread trees. There are also small stone walls that have been recently built.

Starting Positions

The Good player deploys within 12”/28cm of the northern edge of the board. The Evil player deploys within 12”/28cm of the southern side of the board.

Objectives

The Good player wins if more than 50% of the evil force is destroyed. The Evil player wins if more than 50% of the good force is destroyed.

The Kin-strife

Assault on Tolfalas

The Coastal Isle, Tolfalas has long been a prosperous refuge for our men, yet as I have been called here for its defence, I feel worried that this may be its last, the coastal assault from the Fleets of Castamir shall be unrelenting, if they gain this isle, they shall have a safe dock for further assaults upon our southern fiefs and, I fear, upon our treasured city of Dol Amroth. -Alrod, Captain of Minas Arnor.

Participants Good Alrod, Captain of Minas Arnor 2 Captains of Men 8 Men of Lossarnach with bow 8 Men of Lossarnach with spear and shield 8 Men of Lossarnach with shield

Evil Malvag 4 Men of Pelargir with bows 4 Men of Pelargir with spears and shield 4 Men of Pelargir with shield 4 Haradrim with spears 4 Easterlings with spears and shield

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. The battle takes place upon the eastern shores of Tolfalas and thus half of the board is covered by the sea, the other by land (the shore). On the western edge, there is 24” of land and likewise for the sea on the eastern edge. There are a few trees on the shore, two stone towers and some barricades here and there.

Starting Positions

The Good side must roll a D6:

Prepared Defences (roll of 1-2) The attackers have taken some time to organize their defences, given them some breathing space to deploy. After both sides have set up, the defending player may move all of his barricades and 2D6 of his defenders up to 6”.

Scattered Defenders (roll of 3-4) The defenders are thinly spread, holding some positions against the incoming assault. At the start of the game, the defending player splits his force into two equal halves, dividing his Heroes equally between the two. He deploys one half normally, but keeps the other to one side. From the second turn onwards, the defending player rolls a D6 at the end of his Move phase for each model put aside in this way. If the roll is lower than the current turn number, the models may move onto the board from anywhere along the quayside.

Flanking Manoeuvre (roll of 5-6) In an all out attempt to thwart the defences, the attackers have landed a portion of their warriors further along the shore. Before the game begins, the attack may put up to a quarter of his force (including up to one hero costing less than 60 points) on one side. He deploys his remaining forces as normal and nominates which board edge his other warriors will enter from. From the 4th turn onwards, the attacking player rolls a D6 at the end of his Move phase. If the roll is lower than the current turn number, the models put aside at the start of the game may move onto the board from any point along the edge he nominated earlier. Objectives The evil player wins if he controls all of the quayside. The good player wins if he kills more than 50% of the evil force.

The Kin-strife

The Siege of Osgiliath

We are surrounded, indeed, I have no fear, for I am amongst the most courageous men in Gondor and the spirits of our men are undaunted. Castamir has advanced with all his might to crush the most strategic city in all of Gondor. Osgiliath guards entrance to Minas Arnor, it is the controller of the River Anduin. If the battle is lost, Minas Arnor shall fall, and Gondor shall come under the rule of Castamir the Usurper, let them come! And let them fall! -Alrod, Captain of Minas Arnor.

Participants

Good Eldacar Prince Ornendil Aravir Alrod, Captain of Minas Arnor Captain of Men 8 Warriors of Lossarnach with bows 4 Warriors of Lebennin with bow 8 Warriors of Lamedon with shield and spears 8 Warriors of Lossarnach with shield and spears 4 Warriors of Lebennin with shields 6 Archers of the Grey Wood with bows 6 Riders of Rhovanion 1 Battlecry trebuchet 1 Avenger bolt thrower

Evil Castamir Malvag Khalomus 10 Men of Pelargir with bows 10 Men of Pelargir with shields 10 Men of Pelargir with shields and swords 4 Outlaws of Ithilien with bows 6 Wainriders 8 Haradrim with spears 8 Easterlings with spears and shields 2 Battlecry trebuchets 1 Avenger Bolthrower 1 Catapult (Mordor War Catapult to substitute, no Troll)

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. The battle takes place at Osgiliath, the city is well defender with walls, towers and gates as usual, and the city is on the northern edge of the board. The River Anduin runs to the east of the board along the side. The field in front of the city walls is bare with a few bushes and one barricade.

Starting Positions

The Good side deploys upon and/or behind the walls of Osgiliath. The Evil side deploys 12”/28cm within the southern edge of the board.

Objectives

The Good side wins if they have control of at least one of the objective markers by the end of turn 20. The Evil side wins if they have control of all the objective markers by the end of turn 20 or if Eldacar is slain.

Special Rules:

No Matter the Cost- The defenders have resigned themselves to their last, near hopeless battle, and are now beyond fear. Come what may, they will fight to the last man. Good models do not take Courage tests for their force being reduced to half strength in this scenario.

The red diamonds indicate the objective markers.

The Kin-strife

The Return of the King

It is a most glorious day that I rejoin my King, who has returned from Rhovanion with a great force, now we come to Cair Andros to seize the fortress and continue our march to Gondor. -Alrod, Captain of Minas Arnor

Participants

Good Eldacar Ornendil Aravir Alrod, Captain of Minas Arnor Elf Captain 15 Riders of Rhovanion 8 North-men with bows 8 North-men with shields and spears 8 North-men with shields 8 Wood-elves with bows 1 Battlecry-trebuchet

Evil Malvag Captain of Men 8 Men of Pelargir with bows 8 Men of Pelargir with spears and shields 8 Outlaws of Ithilien with bows 8 Haradrim with spears 1 Battlecry-trebuchet 1 Avenger bolt thrower

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. The battle takes place near Cair-Andros yet the defenders have been caught off-guard and they occupy a small fort flanked by two stone towers. There are a few trees and some boulders.

Starting Positions

The Good side deploys within 12”/28cm of the southern end of the board. The Evil side deploys within 12”/28cm of the northern edge of the board.

Objectives

The Good side wins if they have at least 5 men upon the walls of the fortress. The Evil side wins if Eldacar is killed or they kill 50% or more of the Good side’s force.

The Kin-strife

The Crossings of Erui

The final battle of the Civil War has come, we have marched south and now, upon the Crossings of the Erui we meet the last remnant of Castamir’s forces. Victory here will return Eldacar to his rightful throne and oust the Usurper once and for all. We believe the Usurper’s dark magician has been killed and his absence greatly gives hope to our men. Let the fate of the Civil War be decided! -Alrod, Captain of Minas Arnor

Participants

Good Eldacar Aravir Alrod, Captain of Minas Arnor Elf Captain 15 Riders of Rhovanion 8 North-men with bows 8 North-men with shields and spears 8 North-men with shields 8 Wood-elves with bows

Evil Castamir Malvag Khalomus 8 Men of Pelargir with bows 8 Men of Pelargir with spears and shields 8 Men of Pelargir with shields 4 Outlaws of Ithilien with bows 8 Haradrim with spears 4 Easterlings with shields and spears

Layout

The scenario is played on a board 48”/112cm by 48”/112cm. The battle takes place upon the Crossings of Erui upon the banks of the river. The Erui runs through the midst of the board and there are four crossings over the river. There are some copses of woods and barricades.

Starting Positions

The good side deploys within 12”/28cm within the east edge of the board. The evil side deploys within 12”/28cm within the west edge of the board.

Objectives

The Good side wins if Castamir and Malvag are slain or the evil side is reduced to 50% in number. The Evil side wins if Eldacar is slain or the good side is reduced to 50% in number.

Special Rules:

Bodyguard- All men have the ability to bodyguard their leader in this scenario. Khalomus Returns! – The terror he incites within the Eldacar’s ranks is profound and surprising as many thought him at last dead. All Good models except Heroes loose 1 point of Courage for the whole game.


Comments

While this is very good and interesting, do you not think that Eldacar and his son have too much might. I know that they are of noble birth but the highest any hero save Boromir is 3. I mean Aragorn is meant to be the best king/heir since Elendil's day and yet he has only 3 points (ignoring his mighty hero rule). I think that these changes might make it a bit more reflective of their skills.

Fëanáro Tinehtelë
How lond did this take u to write?
Cos it must have taken ages!!

Marshall Of The Mark
yeah thats a lot of might


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