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De Bellis Fictionalis - Tolkien Army Lists

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The document provides army lists for battles from JRR Tolkien's works using De Bellis (Fi)itionalis wargame rules. Troop classifications are often arbitrary due to a lack of descriptions of fighting techniques from Tolkien. Allies are specified by their own lists and have restrictions on what troop types they can include.

Armies are divided into main lists with options and sub-lists of allies. Examples mentioned include Rohan, Mordor, Isengard, Gondor, Dale, and the Shire.

Troop weapons, formations, and interpretations by players are considered. Differences between armies are kept to a minimum to avoid creating differences where none were intended.

Introduction.

These army lists allow reconstructions of battles from JRR Tolkien’s Middle-earth using De Bellis (Fi)itionalis wargame rules for fantasy battle.
This booklet assumes players have a copy of and a working knowledge of the DBFi rules which are keyed to DBM v2.1.

Tolkien's world is rich with cultures and races in conflict, however, Professor Tolkien described himself as seeing the detail of his world dimly
against the broad sweep of the unfolding drama, this has made the task of a lists writer difficult. Soldiers’ weapons and formations tend to have
a certain sameness to them, the desire to emphasise differences between armies had to be kept in check to avoid creating differences where they
were not intended.

Armies have been given a range of options for individual troop types, in many cases this is to allow players their own choice of interpretations.
Foot armed with spears or swords are usually given the option to be Blade or Spear. The lack of descriptions of fighting techniques has made
classifications, especially for foot and naval, often quite arbitrary. The two grades of Balrogs represent differing accounts of their numbers and
power, the Unfinished Tales discusses this point in more detail while Morgoth’s Ring mentions Boldogs, lesser spirits of evil.

I have not included vast quantities of “evidence” to back up various troop classifications as such evidence could easily treble the length of this
document and still not convince some people of the final choice. If you and your opponent don’t agree with something, change it to something
you can both live with. As a general guide I have taken Tolkien’s comment in the Letters of JRR Tolkien where he describes Middleearth
soldiers as looking more or less like the depiction on the Bayeux Tapestry.

These lists are designed to cater for armies of between 300-500 APs, however many of the lists will extend to much larger forces. Lists are
divided into main armies which often have sub-lists of allies or options. Where options are noted they may appear as new troops to add to the
main list or specify a new or additional set of conditions for organising the main list.

Representational Scales.
Many of Tolkien’s armies, especially the good forces, seem quite small by our historical standards, however the lower end of the troop scale in
DBM, where one element represents 128 men, should cater for these. A 375AP army representing the Rohan at the Battle of Pelennor Fields
works out at about 230 men per element.

Dragons, Demons and other monsters represent as few as one actual beast, otherwise count them on the same troop scale as elephants.

Time and ground scale need not be altered for Middle-earth, players with armies originating before the first sunrise can agree to fight under the
stars and ignore time-of-day influences. The changing of the world from flat to round after the fall of Numenor seemed to have no affect on
weather which can be treated as the same as earth.

ALLIES
Allies are specified by reference to their own list. Each such allied contingent must include a single general and two baggage elements. The
general's type can be that of the allied list's specified C-in-C or other general. Unless stated in a particular list, the allied contingent can include
only compulsory troop types, and must have at least a quarter of the minimum for each such type. It cannot include more than a third of the
specified maximum number of each type, or one element, whichever is greater.

In some cases the maximum total number of elements that can be included in the allied contingent, including the general and two baggage
elements is specified.

Treachery.
An unreliable Elf, Huorn, Ent or Hobbit Ally-general will not change sides and join an army with any elements of Orcs, Wolves, Trolls, Uruk-
hai, Balrogs, dragons, spiders, mûmakil or Khamûl the Black Easterling. An Orc, Troll, Uruk-hai, Balrog, dragon, spider, mûmakil-mounted,
Nazgûl, Wolf or Wolf rider, ally-general or Khamûl will not change sides and fight for an army including any elements of Elves, Ents, Edain-
Dunedain or Hobbits.

Naval and aerial.


Naval and airboat elements must be provided with a disembarking element as listed, the cost quoted is for the naval or airboat only - the crew
element (if listed) must still be paid for.

Terrain.
Terrain types listed in bold type are compulsory for defending armies - some armies such as Dwarves and eagles may also provide a Mountain
Range, which counts as impassable, and is otherwise positioned as if a WW.

Terrain types are:

•Waterways WW
•Rivers Rv
1
•Hills with some or all slopes steep H(S)
•Hills or rises with gentle slopes H(G)
•Woods Wd
•Orchards or Palm groves O
•Vines V
•Enclosed fields E
•Rough going, such as brush or bog Rgo
•Marsh M
•Sand Dunes D
•Roads Rd
•Built-up areas, villages BUA
•Mountain ranges Mra

Baggage.
Players are reminded that an entirely waterborne, airborne, lurker, single-element or sneaker command need not have baggage.

Multi-command armies.
Players wishing to use a fifth or sixth command, as a single-element command, can choose to create one by providing an extra element of the
type of any home-nation general listed, however, items which are intended to be unique can be provided only once. Items underlined in the
body of a list can be upgraded into the general of a single-element command.

Competition play.
Armies with optional climatic regions must choose one for the entire competition.

Races.
Players not familiar with Middle-earth should note that Hithlum, Doriath, Gondolin, Noldor and Sindar are all Elvish armies, and Naugrim are
Dwarves.

Fortifications
Only those armies specified as having TF can use them in the way described - other PF and TF use is linked to the DBFi terrain system.

ACKNOWLEDGMENTS.
Many thanks to my chief play-testers, Troy Adlington, Saifur Ali, Peter Barratt, Paul Braun, Robert Brown, Craig Burnett, Jeff Bolton, Kit
Cullen, Greame Cook, Jason Dickie, Chris Craig, Jason Gray, Phil Holmes, Geoff Stewart, Aden Steinke, Brett Martin, Thane Maxwell, Juan
Medin, Craig McGarty, Bob Ritchie, Rene Wechner, Mark Turnbull, Melanie Tilbrook, Luke Ueda-Sarson, Radek Zelany , the Me-262 Club
and Alex Shagrat Hafey who helped produce these lists. Many thanks also to Jim Behemoth Whitehead for the use of his machines.

Copyright © David Brown 1992, 1994, 1995, 1996. 8 England Street, West Wollongong, NSW, 2500, Australia. (H) 0242 287938 (M)
0417223609 or dfmbrown@mpx.com.au.

CONTACT ADDRESSES
For details of other WRG wargames rules, army lists and reference books, send a stamped addressed envelope or international Reply Coupons
to: WARGAMES RESEARCH GROUP, The Keep, Le Marchant Barracks, London Rd, Devizes, Wilts SNl0 2ER Tel: 01380 724558.

PBM UMPIRE is a computerised system (IBM PC compatibles) for moderating and automatically generating player reports for campaigns with
up to 30 players. A trial version, including a fully functional 20 player Medieval scenario, is available on 5.25" or 3.5" disk (please specify) for
£4.00. On registration, which costs £25.00, the scenario editor will be supplied. This enables scenarios to be created or modified, and permits
battles to be fought either automatically or using DBM, DBA or other table-top rules. Orders enquiries to Richard Bodley Scott, 28 Priory
Gardens, Usk, Gwent NP5 IAJ. Tel: 01291 672496 (8-10 pm only). Please add £2.00 for overseas postage.

The SOCIETY OF ANCIENTS is a long established world-wide society for all interested in ancient and medieval warfare. Its bi-monthly
journal SLINGSHOT balances research of a very high standard with more specifically wargaming content - Contact: shown below.

WARGAMES DEVELOPMENTS is an association of wargames innovators centering around an annual "try it on the dog" conference, not to be
missed. Contact: The Treasurer, 84 Eglinton Hill, Shooters Hill, London SEl8 3DY.

Contact addresses.
Wargames Research Group - The Keep, Le Marchant Barracks, London Rd, Devizes, Wilts SN10 2ER, United Kingdom - tel 01380724558

The Society of Ancients - Membership Organiser, c/o Walker Drive, Leigh-on-Sea, Essex, SS9 3QT, United Kingdom.
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The Society of Ancients - Membership Organiser, c/o membership@soa.org.uk

Society of Fantasy and Science Fiction Wargamers - James Clay, Editor, 4 Old Acre Rd, Whitchurch, Bristol BS14 OHN, UK.

Technomancy
The rate of growth of sites on the Internet means any exhaustive list appearing in print will soon be out of date - however the following can
provide good links to a number of useful resources. DBM Home Page - De bellis homepagiuss and Miniatures information -
Http://www.eden.com/~tmp

A Net search on Tolkien will keep you busy for hours trawling through sites of various quality.

3
ARMIES INCLUDED 2:7 Eriador Wild Men.
First Age. 2:8 Harad.
2:9 Last Alliance.
1:1 Teleri, Laiquendi or Early Grey or Dark Elves 1:2
Naugrim. 2:10 Early Sauron or Refugee Orcs.
1:3 First Battle Alliance. 2:11 Sauron Alliance Army.
1:4 First Battle Morgoth. 2:12 Dwarves.
1:5 Wolves. 2:13 Men of the Alliance
1:6 Fingon Prince of Hithlum.
1:7 Doriath. Third Age.
1:8 Edain. 3:1 Dwarves.
1:9 Easterlings And Swarthy Men. 3:2 High Elves.
1:10 Shepherds of The Forest. 1:11 Turgon In Gondolin. 3:3 Green Wood Elves.
1:12 Outlaws of Dórthonion or Woodman of Brethil. 3:4 Northern Goblins.
1:13 Early Noldor. 1:14 Later Noldor. 3:5 Wolves.
1:15 Unnumbered Tears Free People. 3:6 Eagles.
1:16 Battle Under The Stars Morgoth. 3:7 Dragon Raiders.
1:17 (In)Glorious Battle Morgoth. 1:18 Sudden Flame Morgoth. 3:8 Arnor or Gondor.
1:19 Unnumbered Tears Morgoth. 3:9 Dúnedain.
1:20 Creatures of Gorgoroth. 3:10 Gondor Imperial.
1:21 Eagles. 3:11 Rhovanion, Eotheod or Northmen.
1:22 Sauron. 3:12 Witch-King of Angmar.
1:23 Later Laiquendi. 3:13 Wainriders.
3:14 Balchoth.
Second Age. 3:15 Rohan War of The Ring.
3:16 Five Armies - Free People.
2:1 Númenor.
3:17 Gondor War of The Ring.
2:2 Sindar or Silvan Elves.
3:18 Dunland. 3:19 Ents.
2:3 High Elves.
3:20 Saruman.
2:4 Arnor.
3:21 Corsairs of Umbar.
2:5 Gondor.
3:22 Harad.
2:6 Drúedain.
3:23 Beornings or Woodmen.
3:24 Sauron War of The Ring. 3:25 Shire.

1:1 TELERI, LAIQUENDI, EARLY GREY OR DARK ELVES - up to 250.

Warm or Cold. Ag 1. (WW if Teleri), WW, Rv, H(G), (Wd if Laiquendi), - Wd, BUA, O, RGo. C-in-C - Irr Ps (S) @ 13AP or Irr
Ax (S) @ 14AP or Irr Bw (S) @ 15AP or
- Irr LH (S) @ 17AP 1

Sub-general - as above 0-2

Ally-general - as above @ 8-13AP 0-1

Upgrade C-in-C with up to magic ability (O) @ 0-10 AP 0-1

Archers - Irr Ps (S) @ 3AP 60-150

Upgrade archers to Irr Ax (S) @ 4AP or Irr Bw (S) @ 5AP 0-8

Cavalry - Irr LH (S) @ 7AP or all Irr LH (F) @ 4AP 0-4

Boats - Reg Bts (F) @ 2AP 0-6

Only if Teleri:

Teleri swan-ships - Irr Shp (O) @ 3AP or all Irr Shp (S) @ 4AP [any foot] 0-8

Teleri transports - Irr Shp (I) @ 2AP [Bg] 0-8

4
This list covers the early Elven armies not related to the house of Fëanor or Thingol of Menegroth. The Teleri are the unfortunate ones defeated
by Fëanor at the Kinslaying of Alqualondië, they fought mostly with slender bows, early Elves "possessed only weapons of the chase, spears and
bows and arrows". Teleri may not use LH. The Laiquendi (Green Elves) of Ossiriand were similarly lightly armed and were mauled by Orcs at
the First Battle of Beleriand. This list can also cover "Grey Elves" such as Círdan's people and Moriquendi (Dark Elves) during their first
contacts with Morgoth's Orcs. The Lost Road mentions Elwë lord of the Teleri with long white hair and lists Elven races as; "Lindar, Spear-
elves... the White, Noldor...Golden ...Sword-elves, Teleri...Arrow-elves...Blue Elves, Danas... Green Elves". Morgoth’s Ring has the Elven
types as; Vanya, Spear-elves, the White; Noldor, Sword-elves, the Golden; Teleri, Arrowelves, the Blue elves; Nandor, Axe-elves, Green elves
and the Brown. Tolkien's painting of a Telerin swan-ship has a white sail emblazoned with a red-centred sun with yellow rays. Morgoth’s Ring
once mentions ships actually drawn by strong-winged swans - the ships where white and had gold beaks and eyes of gold and jet.

1:2 NAUGRIM.

Cold. Ag 2. BUA, H(S), H(G), Rd, RGo, Mra.


C-in-C - Irr Bd (O) @ 15AP 1
Sub-general - Irr Bd (O) @ 15AP 0-2
Dwarves - Irr Bd (O) @ 5AP 40-85
Scouts - Irr Ps (O) @ 2AP or Irr Ax (I) @ 2AP 0-6
Upgrade generals to Reg Bd (O) @ 27AP Any
Upgrade Dwarves to Reg Bd (O) @ 7AP 0-1/2
Upgrade Dwarves to Reg Bd (S) @ 9AP or Irr Bd (S) @ 7AP, 27-29AP if generals Any Dwarf allies - List 1:2
Naugrim Only if the Longbeards of Belegost:
Upgrade Dwarves to Reg Bd (D) @ 10AP or Irr Bd (D) @ 8AP 0-6
Upgrade generals to Reg Bd (D) @ 30AP or Irr Bd (D) @ 18AP Any
Only if Durin the Deathless of Moria:
Extra to give up to magic ability (S) to C-in-C @ 0-13AP 0-1
Only if Nibinnogs (Petty Dwarves):
Downgrade Dwarves to Irr Ax (I) @ 2AP, 12AP if generals or
- all Irr Bd (I) @ 4AP, 14AP if generals 0-3/4
Swarthy Men allies - List 1:9 Easterlings and Swarthy Men
Orc allies - List 1:4 First Battle Morgoth

This list covers the Dwarves of Middle-earth either at Moria or in Beleriand. Regular Dwarves must be commanded by a regular general. Bd
(D) are based on the Dwarves of Azaghâl Lord of the Longbeards of Belegost with their hideous battle masks, such troops were proofed against
fire. The Peoples of Middleearth lists the seven Dwarf kindreds as Longbeards; Firebeards, Broadbeams, Ironfists, Stiffbeards, Blacklocks and
Stonefoots. Dwarves usually prefer an axe but could also use a sword or mattock. The Silmarillion gives little detail on Dwarves, much of this
list is conjectural and is based on weapons hoards and later trends. Petty Dwarves can use no regulars, no Bd (S) or Bd (D). Bd (D) may not be
used with a magic user. Petty Dwarves can be allied contingents only for other Petty Dwarves.

1:3 FIRST BATTLE OF BELERIAND - ALLIANCE - up to the first sunrise.

Cold. Ag 2. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.

C-in-C - Reg Cv (S) @ 30AP or Reg Bw (S) @ 17AP 1


Sub-general - as above 0-2
Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1
Doriath archers - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 36-80
Upgrade archers to Irr Ax (S) @ 4AP or all Irr Bd (O) @ 5AP 0-1/2
Doriath cavalry - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 0-4
Doriath bodyguard - Reg Bw (S) @ 7AP or Reg Cv (S) @ 10AP 0-2
Naugrim allies - List 1:2 Naugrim (Including no Bd (D))
Laiquendi allies - List 1:1 Teleri, Laiquendi, Early Grey or Dark Elves

Thingol of Doriath made early contact with the Dwarves who manufacture arms and armour for him, Elvish blades may use a sword or an axe.
Dwarves are described as axe-wielding, but they also make swords and spears, Dwarves should wear mail as they are mentioned as having
invented it - at least one ally contingent must be used.

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1:4 FIRST BATTLE OF BELERIAND - MORGOTH - up to the first sunrise.

Cold. Ag 3. H(S), H(G), RGo, M, Rd, BUA.


C-in-C - Irr Bd (I) @ 14AP or Irr Sp (I) @ 13AP 1
Sub-general - as above 1-3
Orcs - Irr Bd (I) @ 4AP or all Irr Sp (I) @ 3AP 45-240
Orc skirmishers - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0-8
Upgrade Bd or Sp Orcs to Irr Bd (O) @ 5AP, 15AP if generals or
- all Irr Sp (O) @ 4AP, 14AP if generals 0-1/4
Downgrade Orcs to Irr Hd (S) @ 12AP if generals, otherwise @ 2AP Any
Melko’s phantoms, demons or spirits of evil - Irr Lurker (S) @ 3AP or
- Irr Sneakers (S) @ 3AP 0-2
Melko’s monsters of horn and ivory - Irr Beasts (S) @ 7AP 0-3

This list covers the Orcs at the First Battle of Beleriand, there is little information to base the list on except the Orcs’ armourment description.
Masses of Orcs led by generals in a determined advance could be quite dangerous for contemporary opponents - providing you can protect your
flanks and keep the pressure on enemy light troops. Morgoth’s Ring describes him perverting beasts and spirits, the types of beasts are not
further described but other monsters of horn and ivory are mentioned. Phantoms can be doubles of loved ones sent by Melkor or Sauron to
spread lies and disharmony.

1:5 WOLVES

Cold. Ag 1. Rv, H(S), H(G), Wd, RGo, M.

C-in-C - Irr Kn (F) @ 19AP or Irr Beasts (S) @ 17AP 1


Ally-general or sub-general - as above @ 12-14AP 1-3
Extra to give up to magic ability (I) to C-in-C @ 0-7AP 0-1
Giant Wolves - Irr Kn (F) @ 9AP or all Irr Beasts (S) @ 7AP 0-4
Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 50-180

Packs of Wolves and other evil creatures were a menace to Dwarves Men and Elves even before the first sunrise, what the "other" creatures
might be is a mystery. Giant Wolves are based on Sauron’s troops which assail Huan singly at the Isle of the Werewolves. The Lost Road has
Morgoth making "many monsters of divers kinds and shapes that long troubled the world". The Peoples of Middle-earth records the migrating
Edain fighting the vile things that Morgoth had populated the world with.

1:6 FINGON PRINCE OF HITHLUM - 75-300.

Cold. Ag 2. Rv, H(S), H(G), Wd, RGo, Rd, BUA.

C-in-C - Irr LH (S) @ 17AP or Irr Cv (S) @ 19AP or Irr Kn (F) @ 19AP 1
Sub-general - as above or LH (F) @ 14AP 1-2
Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1
Cavalry - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 30-115
Upgrade cavalry to Irr Cv (S) @ 9AP 0-1/2
Upgrade cavalry to Reg LH (F) @ 4AP or Reg LH (S) @ 7AP or Reg Cv (S) @ 10AP 0-4
Upgrade Reg Cv to Reg Kn (F) @ 11AP 0-2
Upgrade generals to Reg LH (F) @ 24AP or Reg LH (S) @ 27AP or
- Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP All/0
Later Noldor allies - List 1:14 Later Noldor

The cavalry force with which Fingon attacks Glaurung may not have been army size as represented here, however, later related armies were
noted for their use of massed cavalry. Regular troops must be commanded by a regular general. Later Noldor allies can be Círdan and all his
naval, The War of The Jewels mentions Círdan's army arriving to aid Fingon and falling on the flanks of Morgoth’s Orcs. The broken Orcs are
pursued by horsed archers.

6
1:7 DORIATH - to 510.

Cold. Ag 2. Rv, H(S), H(G), RGo, M, Rd, BUA.

C-in-C - Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Ps (S) @ 23AP or

- Reg Ax (S) @ 25 AP or Reg Bw (S) @ 27AP or Reg Bd (E) @ 30AP 1

Sub-general - as above 0-2

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Extra to give Artefact (S) Mormegil, 'Black Sword' to C-in-C or sub-general @ 5AP 0-1

Archers - Reg Ps (S) @ 3AP or Reg Bw (S) @ 7AP 20-64

Upgrade archers to Reg Ax (S) @ 5AP 0-1/2

Upgrade archers to Reg Bd (E) @ 10AP 0-1/2

Marchwardens - Irr Ps (S) @ 3AP or all Irr Ax (S) @ 4AP 0-6

Cavalry - Reg Cv (S) @ 10AP or Reg Kn (F) @ 11AP 1-3

Light cavalry - Reg LH (F) @ 4AP or all Reg LH (S) @ 7AP 0-4

Laiquendi (or Grey Elf) allies - List 1:1 Teleri, Laiquendi, Early Grey Elves or Dark Elves.
Edain allies - List 1:8 Three Houses of Edain.
The great Elf kingdom of Doriath, founded by Thingol, was protected by the Girdle of Melian - a magical force woven by her to confound
enemies. More tangible defence came in the form of the famous border troops, the marchwardens of the heroic Beleg Strongbow. Edain
represent the combined forces of Beleg and Halmir Lord of Haladin. Laiquendi could be commanded by Beren One-hand as in the conflict with
the Dwarves. Thingol was initially on good terms with the Dwarves until their lust for treasure got the better of them and they decided to kill the
king. The Doriath blades typically use an axe. No army can use both Cv and Kn.

1:8 THREE HOUSES OF EDAIN

Cold. Ag 2. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.


C-in-C- Irr Bd (O) @ 15 AP or Irr Cv (O) @ 17AP or Reg Sp (S) @ 27AP or
- Reg Cv (O) @ 28AP or Reg Bd (O) @ 27 AP 1
Sub-general - as above 0-2
Cavalry - Irr Cv (O) @ 7AP 2-8
Horse scouts - Irr LH (O) @ 5AP 0-4
Foot - Irr Sp (O) @ 4AP or all Irr Bd (O) @ 5AP or all Irr Ax (O) @ 3AP 24-100
Skirmishers - up to 1/3 Irr Ps (O) @ 2AP rest Irr Ps (S) @ 3AP or Irr Ax (O) @ 3AP 8-16
Upgrade Foot to Reg Bd (O) @ 7AP or all Reg Sp (O) @ 5AP or all Reg Ax (S) @ 5AP 0-12
Upgrade Reg Sp (O) to Reg Sp (S) @ 7AP 0-4

Only if House of Hador:

Wardogs or hunting hounds - Irr Wb (F) @ 3AP 0-1 per command

Upgrade Ax to Irr Ax (S) @ 4AP 0-1/3

Only if Haleth leads the House of the Haladin.


Upgrade Cv (O) to Irr Kn (F) @ 9AP or @ 19AP if C-in-C, or Foot to Irr Wb (S) @ 5AP or
- @ 15AP if C-in-C as Haleth's amazon bodyguard 0-6

Regrade foot to Irr Hd (O) @ 1AP or Irr Ax (I) @ 2AP 0-20

Regrade all non-Ps foot to Irr Ax (S) @ 4AP, 14AP if generals All/0

Stockade - TF @ 2AP 0-24

Drûg allies - List 2:6 Druedain. 0-15

7
Spearmen are based upon the Edain forming a ring of spears around King Fingon at the Battle of Unnumbered Tears. Edain cavalry are once
noted carrying a gold-coloured standard. The Lost Road describes the House of Hador as "yellow-haired and blue-eyed for the most part".
Beor's people as "greater strength and stature in body than elves...and dark or brown of hair, their eyes were grey". Haleth's folk, like Beor's, but
not so tall, their "backs broader and their legs shorter and less swift". Haleth can use only 0-6 Cv or Kn, including generals, no Sp or Bd and no
regulars may be used. Haleth is the warrior queen of the second house of Edain, women were accustomed to fighting, especially in times of
great need. The Unfinished Tales mentions Haleth's bodyguard and other women soldiers. She uses a stockade to blunt the Orc assault at
Thargelion. If Haleth's foot are upgraded to Irr Ax (S) no Wb or Kn Amazons may be used but women warriors should still be included - this
option is based on The Peoples of Middle-earth's description of them as being excellent specialist forest fighters. The Drûg are the mysterious
Drúedain associated with the Haladin. Drûgs' uncompromising attitude to Orcs, (they use poisoned arrows only on Orcs) expert woodcraft skills
and occasional shamanistic powers make them candidates for Wb. Count the Drûg general as a sub-general for unreliability.

1:9 EASTERLINGS, EASTRONS AND SWARTHY MEN.

Warm. Ag 3. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.

C-in-C- Irr Cv (O) @ 17AP or as Foot 1

Ally-general - as above @ 12AP 1-3

Cavalry - Irr Cv (O) @ 7AP 2-8

Light cavalry - Irr LH (O) @ 5AP or all LH (F) @ 4AP 0-4

Foot - Irr Wb (F) @ 3AP or all Irr Ax (O) @ 3AP 32-120

Upgrade foot to Irr Bd (F) @ 5AP or all Reg Bd (O) @ 7AP 0-8

Upgrade Ax to Irr Ax (S) @ 4AP or all Reg Ax (S) @ 5AP 0-1/4

Skirmishers - Irr Ps (O) @ 2AP 4-16

Upgrade Ps (O) to Irr Ps (S) @ 3AP Any

Captured Edain hunting hounds - Irr Wb (F) @ 3AP 0-1

Downgrade foot to Irr Hd (O) @ 1AP 0-12

Orc allies - List 1:4 First Battle Morgoth

There is virtually no information to base this list on, it is included for the important part played by Ulfang the Black, Uldor the Accursed and
related people in their fight for and against Morgoth. They are described as "short and broad, long and strong in the arm; their hair was black
and grew much also upon their face and breast; their skins were swart and sallow, and their eyes brown". The description of the "tribes and
battalions of the Easterlings" at the Fifth Battle suggests standing forces represented by the optional regulars.

1:10 SHEPHERDS OF THE FOREST.

Cold. Ag 0. Rv, H(S), H(G), Wd, RGo.


C-in-C as Ent - Irr Behemoth (X) @ 27AP 1
Sub-general - as above 1-2
Ents - Irr Behemoth (X) @ 17AP 12-40
Laiquendi allies - List 1:1 Teleri, Laiquendi, Early Grey Elves or Dark Elves 0-20

Ents' activities are given passing reference in The Silmarillion, they aid the Laiquendi and Doriath Elves in their quest to retrieve the Silmaril of
Beren from the Dwarves. The Green Elves and Ents may have cooperated more often, in larger alliances it is assumed the Elves would be the
senior partner, in which case use the Later Laiquendi list 1:23.

1:11 TURGON IN GONDOLIN - 80-520.

Cold. Ag 0. Rv, H(S), H(G), O, BUA.

8
C-in-C - as King’s Household, Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP 1
Sub-general - as above or any Battalion type 0-3
Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1
Bolt-shooter - Reg Art (O) @ 8AP 0-4
Stone-throwers - Reg Art (S) @ 10AP 0-4
King's Household, Eagle Guard or Battalion of the White Swan Wing - Reg Bd (O) @ 7AP 1-5
Battalion of the Mole - Reg Bd (O) @ 7AP 1-4
Battalion of the Swallow - Reg Bw (S) @ 7AP 1-4
Battalion of the Heavenly Arch - Reg Bw (S) @ 7AP 1-4
Battalion of the Pillar or Battalion of the White Tower - Reg Bd (O) @ 7AP
- or Reg Bw (S) @ 7AP 1-4
Battalion of the Tree - Reg Ax (S) @ 5AP or all Reg Ps (S) @ 3AP 1-6
Battalion of the Golden Flower - Reg Bd (O) @ 7AP 1-4
Battalion of the Fountain - Reg Bd (O) @ 7AP or all Reg Cv (S) @ 10AP or
- all Reg Kn (F) @ 11AP 1-4
Battalion of the Harp - Reg Bd (O) @ 7AP 1-4
Battalion of the Hammer of Wrath - Reg Bd (O) @ 7AP 1-6
Fifth Gate archers - Reg Ps (S) @ 3AP or all Reg Bw (S) @ 7AP 0-4
Sindar of Nevrast - Irr Ax (S) @ 5AP or all Irr Bd (F) @ 5AP or all Irr Bw (S) @ 5AP 0-4
Scouts - Reg LH (F) @ 4AP or Reg LH (S) @ 7AP 0-1
Women, children, sick and wounded - Irr Hd (O) @ 1AP 0-4
Throwers of poisonous fire and hot liquid - Reg Ps (X) @ 6AP 0-1
Upgrade complete Battalions, except Swallow and Heavenly Arch to Reg Bd (S) @ 9AP Any
Upgrade complete Battalions, except Swallow and Heavenly Arch to Reg Bd (E) @ 10AP Any
Upgrade complete battalions to Reg Sp (S) @ 7AP Any
Eagle allies - List 1:21 Eagles 0-4

The Silmarillion and Unfinished Tales give information about Turgon's force, but the Fall of Gondolin is a more detailed (and inspirational)
account. This army list is based on the Fall of Gondolin; however, it should not contradict the other two versions. The Unfinished Tales
suggests the army deployed before Tuor was based on seven units guarding the gates. The Fifth Gate Archers in white robes and Sindar, as
mentioned in the Unfinished Tales, have no close parallel in the Fall of Gondolin account unless they are the Tower of Snow. The Battalion of
the Rainbow and the Heavenly Arch are probably one and the same. The Fall of Gondolin has the Heart of Finwë as the King's banner while the
Unfinished Tales has the blue and silver banner of Fingolfin as his standard. Gondolin armourers produce bills and spears; their hauberks,
byrnies, greaves and vambraces may qualify troops as Bd (S). The Hammers use a long-handled hammer as carried by their leader, Rog. The
Moles use an axe, “two-headed like a mattock,” the Trees use an iron-studded club in addition to their slings, the rest are swords. Turgon's army
at the Battle of Unnumbered Tears is described with "long swords and spears like a forest", and the King's Guard as a "phalanx", hence the Sp
(S) option. Cavalry are assumed for the Unfinished Tales version of the army. No army can have both Cv and Kn. A general depicted as a
battalion type counts against the maximum and minimum for that battalion. Hd may not be used with Art or Eagles.

1:12 OUTLAWS OF DORTHONION AND DOR-LÓMIN - C-450.

Cold. Ag 1. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.

C-in-C - Irr Bd (F) @ 15AP or Irr Wb (F) @ 13AP or Irr Cv (O) @ 17AP 1
Sub-general or ally-general - as above @ 8-17AP 1-2
Upgrade one general to Irr Bd (D) @ 13-18AP 0-1
Extra to give Artefact (S) Mormegil, 'Black Sword' to C-in-C @ 5AP 0-1
Cavalry - Irr LH (O) @ 5AP 0-4
Upgrade cavalry to Irr Cv (O) @ 7AP 0-2
Outlaws - Irr Ps (I) or Irr Hd (O) @ 1AP or Irr Hd (S) @ 2AP 30-210
Upgrade Ps (I) to Irr Ps (O) @ 2AP 0-1/3
Upgrade Hd Outlaws to Irr Wb (F) @ 3AP or all Irr Bd (F) @ 5AP 0-1/4
Women and children - Irr Hd (O) @ 1AP 0-4
Only if the Woodmen of Brethil:
Upgrade outlaws to Reg Bw (O) @ 5AP, 25AP if generals or to

- Reg Ax (O) @ 4AP, 24AP if generals as Taiglin Guards Any


Stockade - TF @ 2AP 6-24

9
This list includes the outlaws of Dorthonion and similar groups of dispossessed men, often led by charismatic figures such as Túrin, they were
not without success. Barahir's wife armed women and children - a few individual Elves (and Dwarves ?) can be mixed into the ranks. The Bd
(D) option for one general represents Túrin Turambar, "Mormegil'" (the black sword) with his dragon helm. The Lost Road describes the dragon
helm of Gumlin, wrought by Telchar the dwarf smith of Belegost, as, "grey steel adorned with gold...(with)...runes of victory...upon this helm
was set in mockery an image of the head of Glomund the dragon...towering above the heads of Men in battle". No army can have both Hd (O)
and Hd (S). The War of The Jewels mentions the Brethil Woodmen and the Taiglin guards most of whom were archers.

1:13 EARLY NOLDOR - up to 250.

Warm or Cold. Ag 2. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.
C-in-C - Irr Bw (S) @ 15AP or Irr Cv (S) @ 19AP or Irr Kn (F) @ 19AP or Irr Bd (F) @ 15AP
- or Irr Bd (O) @ 15AP or Irr Wb (S) @ 15AP 1

Sub-general or ally-general - as above 1-2

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Outriders and scouts - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 0-8

Cavalry - Irr Cv (S) @ 9AP 0-8

Upgrade Cv to Irr Kn (F) @ 9AP 0-2

Archers - Irr Ps (S) @ 3AP or Irr Bw (S) 5AP 20-200

Spears - Irr Ax (S) @ 4AP 6-20

Swordsmen - Irr Bd (F) @ 5AP or all Irr Bd (O) @ 5AP 6-20

Upgrade Spears or Swordsmen to Irr Bw (S) @ 5AP 0-1/2

Upgrade troops including generals to regular @ 0-31AP 0-16

Only if Fëanor or his sons (Ag 4):

Extra to give Fëanor as C-in-C up to magic ability (S) @ 0-13AP 0-1

Extra to give Artefact (S) to C-in-C @ 5AP 0-1

Upgrade Swordsmen to Irr Wb (S) @ 5AP 0-3

This list covers early Noldor armies in Middle-earth after the exile from the undying lands and Fëanor at the kinslaying. The Wb option for
Fëanor or the sons of Fëanor will bring out their uncompromising attitude to enemies opposing their oath to retrieve the Silmarils. Fëanor’s
shields were emblazoned with silver, gold and gems. If any Wb are used, the C-in-C and all sub-generals must also be Wb, remaining generals
not commanding Wb must be allies. Regular troops must be commanded by regular generals.

1:14 LATER NOLDOR - up to the end of the First Age.

Warm or cold. Ag 3. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C - as cavalry, spearman, or swordsman @ 14AP-31AP 1

Sub-general or ally-general - as above 0-3

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Outriders and scouts - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 1-12

Heavy cavalry - Irr Cv (S) @ 9AP 1-12

Upgrade Cv to Irr Kn (F) @ 9AP Any

Archers - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 10-80

10
Spears - Irr Ax (S) @ 4AP or Irr Sp (O) @ 4AP 10-30

Upgrade Spears to Reg Sp (S) @ 7AP 2-16

Swordsmen - Irr Bd (F) @ 5AP or Irr Bd (O) @ 5AP 2-16

Upgrade Swordsman or Spears to Irr Bd (E) @ 9AP 0-1/2

Stone-throwers - Reg Art (S) @ 10AP 0-2

Upgrade troops to regular @ 3-31AP Any

Ships - Reg Gal (S) @ 4AP or Irr Shp (S) @ 4AP [any foot] 0-6

Transports - Irr Shp (I) @ 2AP [any foot] 0-6

Edain allies - List 1:8 Three Houses of Edain

This list covers the High Elvish nations and princes not including Gondolin or Doriath but it also covers some Sindar such as Círdan who are
assumed to have adopted Noldor organisational methods. If Edain are used no Elvish ally-generals are allowed. Kn may not outnumber Bd (E).
Regular troops must be commanded by regular generals. No command can have both Bd (F) and Bd (O). No command can have both Ax and
Irr Sp. No command can have both Cv and Kn. Naval represent Círdan's ships.

1:15 BATTLE OF UNNUMBERED TEARS - FREE PEOPLE - C-470.

Cold. Ag 3. WW, Rv, H(S), H(G), Wd, O, E, RGo, M, D, Rd, BUA.


C-in-C and contingents from list 1:14 Later Noldor 1-2
Edain contingent from list 1:8 Three Houses of Edain. 0-1
Swarthy Men contingent from list 1:9 Easterlings and Swarthy Men 0-1
Dwarf contingent from list 1:2 Naugrim 0-1
Turgon and a contingent from list 1:11 Gondolin 0-1

Treat contingents as allies to the C-in-C; the Gondolin contingent must have at its general upgraded to Sp (S) - the Edain contingent need not
provide a general, in which case their troops are commanded by the Cin-C. Not all allies are compulsory, representing different phases or
locations of the six-day fight. Only the Swarthy Men count as foreign allies for treachery. A second Later Noldor contingent can count as a
sub-general to the C-in-C.

1:16 BATTLE UNDER THE STARS (Second Battle of Beleriand) - MORGOTH - C-250.

Cold. Ag 4. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.


C-in-C - as Orc, Irr Bd (O) @ 15AP or Irr Sp (O) @ 14AP or as Balrog - Irr Demon (O) @ 32AP
- or Irr Demon (S) @ 37AP 1

Sub-general - as above 1-2

Extra to give up to magic ability (O) to Balrog generals @ 0-10AP Any

Orcs - Irr Bd (I) @ 4AP or all Irr Sp (I) @ 3AP 46-150

Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 4-24

Upgrade Bd or Sp Orcs to Irr Bd (O) @ 5AP or all Irr Sp (O) @ 4AP 0-1/4

Downgrade Orcs to Irr Hd (S) @ 2AP or @ 12AP if generals Any

Balrogs - Irr Demon (O) @ 22AP or Irr Balrog (S) @ 27AP 0-4

Werewolf allies - List 1:5 Wolves

Balrogs must be commanded by a Balrog general, Demons (S) must be commanded by a Demon (S) general. At least one Orc general must be
fielded, Orcs may be commanded by Balrogs. Orc archers must be outnumbered by 3:1 or greater by other Orcs. Wolves are included for the
battle mentioned in The War of the Jewels. If wolves are used all the Balrogs must be in one command.

11
1:17 (IN)GLORIOUS BATTLE (Third Battle of Beleriand) - MORGOTH - C-300.

Cold. Ag 3. Rv, H(S), H(G), RGo, M, Rd, BUA.

C-in-C as Orc - Irr Hd (S) @ 12AP or Irr Bd (F) @ 15AP 1


Sub-general - as above 1-3
Orcs - Irr Hd (S) @ 2AP 96-520
Orcs scouts - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0-6
Upgrade scouts to robber bands - Irr Ax (O) @ 3AP 0-2
Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 12-100
Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command
Only if Glaurung at Angband or the sack of Nargothrond:
Glaurung - Irr Dragon (O) @ 20AP 1
Upgrade Glaurung to sub-general @ 30AP 0-1
Extra to give Glaurung up to magic ability (I) @ 0-7AP 0-1

The Orc army of the Third Battle was thrashed by the Noldor, after this defeat Morgoth realised unaided Orcs were no match for the combined
Noldor princes. Orc archers must be outnumbered by 2:1 or greater by other Orcs. It should be a matter of pride for players of Orc armies to
include as many different figures as possible in their legions, many of the oversized and disproportioned 15mm ancients figures produced by
some manufactures make excellent 25mm Orcs. Glaurung rises 200 years after the Third Battle; the opportunity for Morgoth to support him
with an Orc army before the walls of Angband was always a possibility and has been included here. The War of Jewels has Glaurung leading an
Orc army to sack Nargothrond - he then expels the Orcs to keep the loot for himself - also mentioned are Orc robber bands in the woods catching
stray elves.

1:18 BATTLE OF THE SUDDEN FLAME (Fourth Battle of Beleriand) - MORGOTH - C-455.

Use list 1:17 except modify as follows


C-in-C as Glaurung - Irr Dragon (S) @ 35AP 1
Extra to give Glaurung up to magic ability (O) @ 0-10AP 0-1
Sub-general as Balrogs - Irr Demon (O) @ 32AP or Irr Demon (S) @ 37AP 1-3
Upgrade Balrogs to mtd on creatures of pure flame + 1AP All/0
Extra to give up to magic ability (O) to Balrogs @ 0-10AP Any
Trenches of fire - TF @ 2AP Any

Orc archers must be outnumbered by 2:1 or greater by other Orcs. Players of campaigns will have to devise their own rules governing rivers of
flame and deadly fumes that precede Morgoth’s army. Wolf allies are not allowed. The timely arrival of Balrogs will create breaks in the
enemy line for your other troops to exploit - in which case full use of light troops should be made to buy time before the Balrogs arrive.

1:19 BATTLE OF UNNUMBERED TEARS (Fifth Battle of Beleriand) - MORGOTH - C-470.

Cold. Ag 3. Rv, H(S), H(G), RGo, M, Rd, BUA.


C-in-C or sub-general as Gothgmog - Irr Demon (S) @ 37AP 0-1
C-in-C or sub-general as Glaurung - Irr Dragon (S) @ 35AP 0-1
Sub-general - as Orc, Irr Hd (S) @ 12AP or Irr Bd (F) @ 15AP; as wolf - Irr LH (I) @ 3AP or
- wolf rider - Irr LH (O) @ 5AP or as Balrog - Irr Demon (S) @ 37AP or
- Irr Demon (O) @ 32AP or as - Irr Dragon (S) @ 35AP or Irr Dragon (O) @ 30AP 0-3
Sub-general - as Carcharoth counting as - Irr Kn (S) @ 22AP or Irr Beasts (S) @ 17AP 0-1

Extra to give up to magic ability (S) to Glaurung or Gothmog @ 0-13AP Any

Extra to give up to magic ability (O) to Balrog or Dragon general @ 0-10AP Any

Extra to give up to magic ability (I) to Carcharoth @ 0-7AP 0-1

Orcs - Irr Hd (S) @ 2AP 50-200

12
Orcs scouts - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0-6

Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-50

Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command


Upgrade Orcs as wielders of brimstone or devilish stuff - Irr Ps (X) @ 6AP 0-1

Wolves or serpents - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-18

Wolf riders - Irr LH (O) @ 5AP 0-18

Balrogs - Irr Demon (S) @ 27AP or Irr Demon (O) @ 22AP 0-2

Dragons - Irr Dragon (S) @ 25AP 0-2

Dragons - Irr Dragon (O) @ 20AP 0-2

Gothmog's Troll guard - Irr Behemoth (O) @ 12AP 0-6

Easterling allies - List 1:9 Easterlings and Swarthy Men

Only during the assault on Gondolin C-520 (Ag 4):

Upgrade Dragons as "half-live" - Irr WWg (S) @ 10AP or 20AP if generals All/0

Upgrade Balrogs to mtd on creatures of pure flame @ + 1AP All/0

Only during the War of Wrath:

Upgrade C-in-C to Ancalagon the Black - Irr Dragon (W,S) @ 37AP 1

Extra to give Ancalagon up to magic ability (S) @ 0-13 AP 0-1

Upgrade Dragons to (W,S) @ 27AP, 37AP if generals or (W,0) @ 22AP, 32AP if generals Any

This list is included to represent Morgoth's forces during the last part of the War of Wrath. Morgoth releases the Urulóki (flying dragons) to
assault the hosts of the Valar, the dragons are in turn attacked by Eärendil and Thorondor. This army has Morgoth at the peak of his strength,
his large and powerful army proved irresistible. Players must chose either Gothmog or Glaurung as supreme commander. A Wolf or Wolf rider
Sub-general must command some Wolves or Wolf riders. Gothmog’s guard is allowed only if Gothmog is present and they must be in his
command. During the assault on Gondolin no Demons (S) may be used and no Wolves without riders may be used and only 0-4 Wolf elements
with riders may be used. Gothmog must be C-in-C. Dragons as WWg are machine-like and have their bellies full of orcs - who disgorge
through doors. The Unfinished Tales mentions Orc arsonists with brimstone which was "quickly inflamed and not quenched with water".

1:20 CREATURES OF GORGOROTH

Cold. Ag 0. Rv, H(S), H(G), RGo, M, Wd, Rd.

C-in-C spider creature or similar - Irr Dragon (I) @ 24AP or Irr Beasts (S) @ 17AP 1
Ally-general spider creature - as above @ 12-19AP 0-2
Extra to give up to magic ability (I) to the C-in-C @ 0-7AP 0-1
Ally-general swarming spider - Irr Hd (F) @ 6AP 0-2
Spiders or similar - Irr El (I) @ 14AP or Irr Lurker (S) @ 3AP 1-4
Large spiders or creatures - Irr Lurker (S) @ 3AP or all Irr Behemoth (I) @ 9AP or
- all Irr Beasts (S) @ 7AP 0-4
Spiders, Wolves or similar - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-4
Swarming spiders or similar, up to half - Irr Lurkers (I) @ 1AP rest - Irr Hd (F) @ 1AP 60-360
Renegade Orcs - Irr Hd (S) @ 2AP 0-6
Renegade Orcs - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 0-2
Renegade Trolls, ogres, giants or similar - Irr Behemoth (I) @ 9AP 0-1
Entanglements of webs - TF @ 2AP 6-32

The spawn of Ungoliant and other creatures of unimaginable horror are included mainly for campaigns, the troop scale of items listed above
would probably be below those described in the DBM rules. Players can include all manner of strange beasts into the various troop types to
represent creatures roaming Middle-earth before the first sunrise.

13
1:21 EAGLES

Cold. Ag 4. Rv, H(S), H(G), RGo, Wd, MRa.


C-in-C - Irr Flyer (S) @ 23AP or Irr Dragon (W,S) - @ 37AP 1
Extra to give C-in-C up to magic ability (I) @ 0-7AP 0-1
Sub-general or ally-general - Irr Flyer (S) @ 23AP or Irr Flyer (O) @ 20AP (18-15AP if Ally)1-3
Giant eagles - Irr Flyer (S) @ 13AP 0-3 per command Eagles - Irr Flyer (O) @ 10AP 10-45
Only during the War of Wrath:
Upgrade eagles and giant eagles to Irr Flyer (S) @ 13AP or all Irr Dragon (W,0) @ 22AP All
Upgrade one general to - Eärendil in Vingilot - Reg Airboat (S) [which also counts as
- a Reg Gal (S) when fighting against naval in close combat] @ 30AP 1

This list covers the eagles of Thorondor and others as they appear in the first age, classifying them has been difficult given the lack of battle
descriptions. The Lost Road describes Thorondor with a beak of gold and 30-fathom wingspan - hence the optional Dragon classification for the
C-in-C. This list is included an option for the battle between dragons and the "great birds of heaven" at the end of the War of Wrath. Vingilot
with Eärendil aboard is costed as, and fights as, an Airboat (S) and causes daylight within 600p.

1:22 SAURON - Later First Age.

Warm. Ag 4. Rv, H(S), H(G), RGo, M, Rd, Wd, BUA.

C-in-C as Sauron* - Irr Flyer (S) @ 23AP or as wolf rider 1

Extra to give up to magic ability (S) to Sauron @ 0-13AP 0-1

Sub-general as Orc - Irr Hd (S) @ 12 AP or Irr Bd (F) @ 5AP or

- wolf rider Irr LH (O) @ 15AP 1-3

Orcs - Irr Hd (S) @ 2AP 50-200

Orcs scouts - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0-6

Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-50

Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command

Upgrade Hd Orcs to Reg Ax (O) @ 4AP as specialist forest fighters 0-6

Giant wolves - Irr Kn (F) @ 11AP or all Irr Beasts (S) @ 7AP 0-1

Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 4-24

Wolf riders - Irr LH (O) @ 5AP 0-24

Pack of Wargs - Irr Sneaker (S) @ 3AP 0-1

Upgrade wolf riders to Irr Cv (O) @ 7AP 0-2

Orc stone-thrower - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-4

Phantom - Irr Sneaker (S) @ 3AP 0-1

Thuringwethil the giant bat - Irr Flyer (S) @ 13AP 0-1

Extra to give up to magic ability (I) to Thuringwethil @ 0-7AP 0-1

This list is included to represent the evil armies commanded by Sauron after the Fifth Battle. Artillery was used to assault enemy forts. The
giant bat is Thuringwethil. A Giant wolf sub-general can represent Draugluin, sire of the Werewolves. Sauron* if given magic ability can
perform the spell of lycanthropy to change between a Irr Flyer (S) Bat, Irr Kn (F) giant wolf, Irr Beast (S) giant wolf, Irr LH (O) Wolf rider or
Irr Dragon (I) serpent. The War of the Jewels mentions Morgoth's, smiths, miners, masters of fire, they brought with them and set up great

14
engines to assault forts at Brithon and Nenning and Cirdan's tower of Ingildon. Orcs specially trained for forest warfare are described as being
inferior to Haleth's troops in The Peoples of Middle-earth.

1:23 LATER LAIQUENDI - up to the end of the First Age

Warm. Ag 1. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C - Irr LH (F) @ 14AP or Irr LH (S) @ 17AP or Irr Cv (S) @ 19AP or

- Irr Bw (S) @ 17AP or Irr Ax (S) @ 14AP or Irr Ps (S) @ 13AP 1

Sub-general - as above 1-2

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Archers - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 30-160

Upgrade archers to Ax (S) @ 4AP 0-1/4

Cavalry - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 0-12

Upgrade cavalry to Irr Cv (S) @ 9AP 0-4

Human refugees - Irr Ax (O) @ 3AP or all Irr Bd (F) @ 5AP 0-6

Human refugees - Irr Ps (O) @ 2AP or Irr Ps (S) @ 3AP 0-3

Human refugees - Irr LH (O) @ 5AP 0-1

Upgrade human refugee LH to Irr Cv (O) @ 7AP Any

Downgrade human refugee infantry to Irr Hd (O) @ 2AP 0-6

Ent allies - List 1:10 Shepherds of the Forests 0-10

This list covers armies in the east of Beleriand, especially after the fall of Nargothrond and can include conflict with the Dwarves such as at the
Battle of Sarn Athrad. Humans can be led Beren-one-hand. Ents may not be used with humans. Human foot must outnumber human mounted.

2:1 NÚMENOR - 548-3319.

Warm. Ag 3. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C - Reg Bw (S) @ 27AP or Reg Ax (S) @ 25AP or Reg Bd (E) @ 30AP

- or Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP 1

Sub-general - as above 1-3

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Extra to give palantir Artefact (P) to generals @ 5AP 0-4

Only in early armies (before 1200):

Marines - up to 1/2 Irr Ax (S) @ 4AP rest Irr Bw (S) @ 5AP 10-80

Skirmishers - Irr Ps (S) @ 3AP or Irr Ps (O) @ 2AP 0-4

Upgrade Ax to Aldarion’s Guild of Venturers - Reg Ax (S) @ 5AP or

- all Reg Bw (S) @ 7AP or all Reg Sp (S) @ 7AP All/0

Cavalry - Irr LH (F) @ 4AP 0-1

Cavalry - Irr Cv (S) @ 9AP 0-1


15
Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [marines or generals] or

- all Reg Airboats (S) @ 20AP 0-12

Boats - Irr Bts (S) @ 3AP [marines, Venturers, foot generals] 0-12

Transports - Irr Shp (I) @ 2AP [any] 0-12

Only in later armies (after 1200):


Marines - up to 1/2 Reg Ax (S) @ 5AP or all Reg Bd (F) @ 7AP rest Reg Bw (S) @ 7AP 5-30
Skirmishers - Reg Ps (S) @ 3AP or Reg Ps (O) @ 2AP 0-4

Ohtar - up to 1/2 Reg Bd (O) @ 7AP rest Reg Bw (S) @ 7AP 10-40

Upgrade Ohtar to Reg Bd (E) @ 10AP Any

Upgrade Bd Ohtar to General's Roquen - Reg Bd (S) @ 9AP 0-1/2

Cavalry - Reg LH (F) @ 4AP 0-2

Cavalry - Reg Cv (S) @ 10AP 0-2

Upgrade Cv to Reg Kn (F) @ 11AP Any

Auxiliary cavalry - Irr Cv (O) @ 7AP 0-2

Auxiliary cavalry - Irr LH (F) @ 4AP or all Irr LH (O) @ 5AP 0-2

Auxiliary foot - Irr Ax (O) @ 3AP or all Irr Wb (F) @ 3AP 0-16

Auxiliary skirmishers - Irr Ps (S) @ 3AP or Irr Ps (O) @ 2AP 0-6

Downgrade Auxiliary infantry to Irr Hd (O) @ 1AP or Irr Ps (I) @ 1AP 0-6

Slaves - Irr Hd (O) @ 1AP 0-12

Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-4

Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [marines or generals] 0-12

Boats - Irr Bts (S) @ 3AP [marines, Venturers, generals] 0-12

Transports - Irr Shp (I) @ 2AP [any] 0-12

Númenórean armies were well trained, well armed and numerous. The strength of the army was the disciplined foot, especially archers with the
famous hollow steel longbow shooting arrows "like a great cloud, as a rain turned to serpents or a black hail tipped with steel". The "dirnaith,
man spear head" is the only direct evidence of Tolkien using wedge other than as a literary device (ie. they consider forming wedge before
engaging the enemy). "Thangail, shield fence" is used at the disaster at Gladden Fields, where it is described as close serried back-to-back if
need be, the Orc archers have little impact on Isildur's armoured men in the formation. Isildur's Ohtar - (perhaps meaning) "soldiers" and
Roquen - "Knights" were armed with a mix of swords and spears. Artillery and slaves are included for later armies such as Ar-Pharazôn the
Golden, King-of-Kings, whose armada was described as the most powerful army seen to date. When sailing to conquer the undying lands Ar-
Pharazôn is described in Sauron Defeated as “...aboard his mighty ship Aglarrama, castle of the sea, golden and sable, and upon it the throne of
ArPharazôn was set.” Early armies such as Aldarion the Mariner were mainly marines. The somewhat arbitrary 1200 cut-off date is the
establishment of permanent Númenórean havens in Middle-earth. The note in the Unfinished Tales regarding the scarcity of the horse in
Númenórean warfare is probably intended for the early phase of expansion into Middle-earth, horseback shooting is mentioned as a popular
sport in the Unfinished Tales. Auxiliary troops are those recruited in Middle-earth and can be Harad or western types. Players may wish to
purchase large figures for the tall Ship Kings as Elendil was 7 foot 10 tall! Red, gold and black seem to have been popular military colours,
Númenórean tents are described as “blue, golden and white, as a field of tall flowers”. The Peoples of Middle-Earth mentions the ships of
captains and rulers with black sails decorated with stars, while other ships have white sails - the black sail struck terror into the hearts of the
lesser humans in Middle-earth. Airboats are included for the History of the Lord of the Rings accounts of Númenórean flying ships. If airboats
are used the army may include no mounted or venturers.

2:2 SINDAR OR SILVAN ELVES

Warm or Cold. Ag 1. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

16
C-in-C- Irr Cv (S) @ 19AP or Irr LH (S) @ 17AP or Irr Bw (S) @ 15AP or

- Irr Ps (S) @ 13AP or Irr Ax (S) @ 14AP or Irr Bd (F) @ 15AP 1

Sub-general - as above 1-2

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Archers - 1/4 to all - Irr Ps (S) @ 3AP rest; Irr Bw (S) @ 5AP 28-132

Upgrade archers to Irr Ax (S) @ 4AP or all Irr Sp (O) @ 4AP 0-1/4

Spears - Irr Ax (S) @ 4AP or all Irr Sp (O) @ 4AP 0-6

Swords - Irr Bd (F) @ 5AP or all Irr Bd (O) @ 5AP 0-6

Cavalry - Irr LH (F) @ 4AP or all Irr LH (S) @ 7AP 0-5

Upgrade cavalry to Irr Cv (S) @ 9AP 0-2

Upgrade troops including generals to regular @ 3-31AP 0-12

Lorien Boats - Irr Bts (O) @ 2AP or Irr Bts (S) @ 3AP [any foot] 0-2

This list represents Oropher, and later Thranduil of Mirkwood, Malgalad of Lórien and similar nonNoldor or non-Beleriand exile Elves. The
Elves of Mirkwood, like earlier Laiquendi, are described as "hardy and valiant but ill equipped with armour and weapons,". Regulars are
included for standing forces or continued campaigns such as the war with Sauron, these people were only coolly responsive to Gilgalad's
authority in the last alliance. Oropher rashly attacks Sauron, and dies, without waiting for orders from Gil-galad at the siege of Barad-Dur.
Regular troops must be commanded by a regular general. No command can have both Sp and Ax or both Bd (O) and Bd (F).

2:3 HIGH ELVES

Warm or Cold. Ag 2 WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C as Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP or Reg Bw (S) @ 27AP or

- Reg Ax (S) @ 25AP or Reg Bd (E) @ 30AP or Reg Sp (S) @ 27AP 1

Sub-general - as above 0-3

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Cavalry - Reg Cv (S) @ 10AP 1-6

Cavalry - Reg LH (S) @ 7AP or all Reg LH (F) @ 4AP 1-6

Upgrade Cv to Reg Kn (F) @ 11AP 0-2

Archers - Reg Ps (S) @ 3AP or Reg Bw (S) @ 7AP 20-80

Upgrade archers to Reg Ax (S) @ 5AP 0-1/2

Spears - Reg Ax (S) @ 5AP or Reg Sp (O) @ 5AP 6-20

Foot - Reg Bd (F) @ 7AP or Reg Bd (O) @ 7AP 2-20

Upgrade Bw to Reg Bd (E) @ 10AP 0-8

Upgrade Spears to Reg Sp (S) @ 7AP 0-8

Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2

17
Elvish dromons - Reg Gal (S) @ 4AP or Irr Bts (S) @ 3AP [any foot] 0-4

Númenórean allies - List 2:1 Númenórean (Which may also include naval, Ohtar

- and 0-8 elements of “Auxiliary” troops.) or Númenórean Exile Allies - List 2:4 Arnor

Sindar or Silvan allies - List 2:2 Sindar or Silvan Elves

Dwarf allies - List 2:12 Dwarves

Only if Celebrimbor in Eregion - C750 - 1697:

Eregion humans - Irr Ax (O) @ 3AP or all Irr Wb (F) @ 3AP 0-6

Only if Cirdan:
Extra to give palantir Artefact (P) @ 5AP to C-in-C 0-1

Navy - Reg Gal (S) @ 4AP or Irr Shp (S) @ 4AP [any foot] 0-6

Transports - Irr Shp (I) @ 2AP [any foot] 0-6

Only if Gil-galad:

Extra to give Artefact (S), the spear 'Aeglos'. to C-in-C @ 5AP 0-1

The armies of Gil-galad, Círdan, Elrond and Celebrimbor in Eregion were sufficiently well organised to be compared with the great armies of
Beleriand. Númenórean or Exile “auxiliary” troops may be commanded by either the Númenórean general or an Elf general or some by both.
Númenórean allies can represent Tar-Minastir who sent a great force to aid Gil-galad. No command can have both Cv and Kn. No command
can have both Bd (F) and Bd (O). No command can have both Elf Ax and Elf Sp (O). Dwarf and Sindar allies represent those people aiding
Elrond in the fight against Sauron - they can be the Dwarves led by Durin or the Loriand led by Amroth.

2:4 ARNOR - 3320 Second Age - 420 - Third Age

Cold. Ag 3. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C - Reg Bw (S) @ 27AP or Reg Ax (S) @ 25AP or Reg Bd (E) @ 30AP

- or Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP 1

Sub-general - as above 0-3

Extra to give palantir Artefact (P) @ 5AP to generals 0-3

Cavalry - up to 1/2 Reg Cv (S) @ 10AP rest Reg Cv (O) @ 8AP 2-12

Upgrade cavalry to Reg Kn (F) @ 11AP 0-1/2

Light cavalry - Reg LH (F) @ 4AP 0-4

Marines - up to 1/2 Reg Ax (S) @ 5AP or all Reg Bd (F) @ 7AP rest Reg Bw (S) @ 7AP 0-48
Ohtar - up to 1/2 Reg Bd (O) @ 7AP rest Reg Bw (S) @ 7AP 16-48
Upgrade Ohtar to Reg Bd (E) @ 10AP Any
Upgrade Bd Ohtar to general's Roquen - Reg Bd (S) @ 9AP 0-1/4
Auxiliary cavalry - Irr Cv (O) @ 7AP 0-6
Auxiliary cavalry - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 0-4
Auxiliary foot - Irr Wb (F) @ 3AP or Irr Ax (O) @ 3AP 2-16
Auxiliary foot - Irr Ps (O) @ 2AP 0-6
Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2
City militia - Reg Sp (I) @ 4AP 0-10
Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [marines or foot generals] 0-6
Transports - Irr Shp (I) @ 2AP [any] 0-8
Western Men allies - List 2:7 Eriador Wild-Men (Including no Sauron worshippers.)

18
This list starts after the fall of Númenór in 3319, includes the last 121 years of the Second Age and ends at 420 in the Third Age, when King
Ostoher rebuilds Minas Arnor. This army forms part of the Last Alliance of Elves and Men to defeat Sauron. I have assumed the regular forces
continued Númenórean military organisation and tactics and that the use of bows and high-quality armour declines over the years. Ohtar must
outnumber marines. "Auxiliary" troops must not outnumber regular troops.

2:5 GONDOR - 3320-420 Third Age.


Warm. Ag 3. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

As list 2:4 Arnor, except use no Western Men allies. Auxiliary troops can be depicted as any of the various Harad or Easterling types.

2:6 DRÚEDAIN - up to 1000

Cold. Ag 1. WW, Rv, H(S), H(G), Wd, O, RGo, M.


C-in-C - Irr Wb (F) @ 13AP or Irr Wb (S) @ 15AP or Irr Ax (S) @ 14AP or
- Irr Ps (S) @ 13AP 1
Sub-general - as above 1-2
Drúedain - Irr Ps (O) @ 2AP 32-200
Upgrade Drúedain to Irr Ps (S) @ 3AP 0-1/4
Upgrade Drúedain to Irr Ax (S) @ 4AP or all Irr Wb (F) @ 3AP 0-16
Upgrade Drúedain Wb to Irr Wb (S) @ 5AP 0-3 per command
Women or children - Irr Hd (O) @ 1AP 0-6
Shamanistic magic users - Irr Sneaker (S) @ 3AP or Irr Lurker (S) @ 3AP 0-2
Extra to give up to magic ability (I) to generals or shamen @ 0-7AP 0-3
Watchstones - Artefacts (W) @ 5AP 0-4

Magic users can transport from their present position to any Artefact (W), count as casting a spell for all purposes, the stone gets transported to
the general's position. No teleportation can take the magic user to within 50 paces of enemy troops. Stones do not affect moves or visibility.
Watch-stones should be statues of the Drúedain or their victims. Drúedain, Drûg, occur mostly in the First Age and a few accompany the Edain
to Númenor, this list is included for those groups remaining into the Second Age. Impetuous troops must be commanded by impetuous generals.

2:7 ERIADOR WILD-MEN - up to 3000.

Warm. Ag 1. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd.


C-in-C - Irr Cv (O) @ 17AP or Irr Wb (F) @ 13AP or Irr Ax (O) @ 13AP 1
Ally-general - as above @ 8-12AP 1-2
Cavalry - Irr Cv (O) @ 7AP or Irr LH (O) @ 5AP 1-4
Warriors - Irr Wb (F) @ 3AP or all Irr Ax (O) @ 3AP 50-150
Upgrade troops to Sauron worshippers; Cv to Irr Kn (F) @ 9AP, 14-19AP if generals,
- or warriors to Irr Wb (S) @ 5AP, 10-15AP if generals 0-3 per command
Skirmishers - Irr Ps (O) @ 2AP 4-16
Tribesmen - Irr Ps (I) @ 1AP or all Irr Hd (O) @ 1AP 0-6
Only if Men of the Hills of Agar or the land of Udul:
Downgrade skirmishers to stone throwers - Irr Ps (I) @ 1AP All
Downgrade Warriors to Irr Ax (O) @ 3AP All
Downgrade Cv and LH to knifemen and club-bearers - Irr Bd (F) @ 5AP, 10-15AP if generalAll
Wains to protect baggage TF @ 1AP 0-12

This list includes the non-Edain related men of Eriador largely before the establishment of Númenórean realms in exile. They are included as
the "numerous and barbarous natives of Minhiriath" or the fisher folk of the river mouths. They were often at conflict with Númenórean
expansion, later many become servants and worshippers of Sauron and were much used as guerillas by him. The men of Agar and Udul are
described in the unfinished story of Tal-Emar in The Peoples of Middle-earth. These people were not particularly civilised - Tal-Emar was
dressed in loin cloth and a little cloak of fur while he carries a casting stone in a pouch. His people knew nothing of bows. The story also
mentions a great ambush in the Valley of Ishmalog when the people of Agar destroy a migrating Fell folk and capture their women and wains
and cattle. Tal-Emar was terrified of Númenóreans : "for the tales of the 'blades' of the Cruel Men were familiar to his childhood."

19
2:8 HARAD - up to 3400

Dry. Ag 1. WW, Rv, H(S), H(G), Wd, D, RGo, M, Rd.

C-in-C - Irr Cv (O) @ 17AP or Irr Ax (O) @ 13AP or Irr Bd (O) @ 15AP or

- Irr Sp (O) @ 14AP 1

Upgrade C-in-C to Khamûl - Reg LH (S) @ 27AP 0-1

Extra to give up to magic ability (O) to Khamûl @ 0-10AP 0-1

Ally-general - as above (but not as Khamûl) @ 8-12AP 1-3

Cavalry - Irr Cv (I) @ 5AP or Irr Cv (O) @ 7AP 2-16

Cavalry - Irr LH (F) @ 4AP or all Irr LH (O) @ 5AP 0-6

Warriors - Irr Ax (O) @ 3AP or Irr Bd (O) @ 5AP or Irr Sp (I) @ 3AP 30-120

Umbar militia - Reg Sp (I) @ 4AP 0-10

Slaves - Irr Hd (O) @ 1AP 0-12

Shooters - Irr Ps (O) @ 2AP 4-16

Harad ships - Irr Bts (S) @ 3AP or Irr Bts (O) @ 2AP [any foot] 0-4

Only after 1200:

Númenórean exile allies - List 2:1 Númenór or List 2:5 Gondor

If Númenóreans exiles are used, their general can become the C-in-C, or an ally-general such as the "king's men" Herumor and Fuinur - in either
case they may command other troops as well. The Númenóreans become known as "Black Númenórean" and increasingly under direct control
of Sauron during the age. Harad is used to cover the lands south and east of Mordor especially the city of Umbar, the term includes peoples later
referred to as Southrons, Easterlings and Haradrim, as with later armies there is little information to base a list on. Khamûl, "The Shadow of the
East" "The Black Easterling" is a magic user who eventually becomes second-in-charge Nazgûl and commands the Dol Guldur garrison during
the War of the Ring. Khamûl can be the general of Númenóreans. All the warriors of a command must be the same type and grade.

2:9 LAST ALLIANCE - 3430-3441.

Cold or warm. Ag 2. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.
C-in-C and contingents from - List 2:3 High Elves 1-2
Arnor or Gondor contingent from - List 2:4 Arnor or 2:5 Gondor 0-1
Dwarf contingent from - List 2:12 Dwarves 0-1
Western Men contingent from - List 2:7 Eriador Wild-Men (no Sauron - worshippers) 0-1
Sindar or Silvan contingent from - List 2:2 Sindar or Silvan Elves 0-1
Animals siding with the forces of good - Irr Beasts (I) @ 3AP 0-3

Treat contingents as non-foreign allies to the C-in-C; the Arnor or Gondor contingent need not provide a general, in which case the troops are
commanded by the C-in-C. Western Men need not provide a general in which case they become part of an Arnor or Gondor general’s command
(but not the C-in-C). Animals must be part of the C-in-C’s command.

2:10 EARLY SAURON OR REFUGEE ORCS- up to 3000.

Cold or dry. Ag 2. Rv, H(S), H(G), RGo, M, Rd.

C-in-C - Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP or Reg Bd (S) @ 29AP or

- wolf rider, Irr LH (O) @ 5AP or Orc, Irr Hd (S) @ 12AP or Irr Bd (F) @ 15AP 1

Sub-general - as above 0-3

Extra to give up to magic ability (S) to Reg C-in-C as Sauron @ 0-13AP 0-1
20
Extra to give up to magic ability (I) to Regular generals @ 0-7AP Any

Orcs - Irr Hd (S) @ 2AP 60-250

Orcs scouts - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0----------------------------------------------------------------------------6


Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-50 Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command Wolves - Irr LH (I)
@ 3AP or all Irr Beasts (O) @ 5AP 0------------------------------------------------------------------------------------------------8
Wolf riders - Irr LH (O) @ 5AP 0--------------------------------------------------------------------------------------------------8

Trolls - Irr Behemoths (O) @ 12AP 0-1


Sauron's guard (men) - Reg Kn (F) @ 11AP or all Reg Cv (S) 10AP or
- all Reg Bd (S) @ 9AP 0-1
Easterling allies - List 2:8 Harad
Western Barbarian allies - List 2:7 Eriador Wild-Men Only if Refugee Orcs:
Upgrade C-in-C to Irr Bd (F) @ 15AP 1
Downgrade sub-generals to ally-generals as - Irr Bd (F) @ 10AP or Irr Hd (S) @ 7AP All
Increase the proportion of Hd Orcs upgraded to Irr Bd (F) @ 5AP 0-1/3 of each command Savage Eastern Tribes - List 2:8
Harad

Sauron as the C-in-C may command elements provided by any allied contingent and can substitute for its general. Orc archers must be
outnumbered by other Orcs. An Orc or wolf rider general can command only Orcs, wolves and wolf riders. This list is included for armies of
Sauron up to the fall of Númenor and before the Last Alliance. Sauron was successful against the human inhabitants of Middle-earth, but failed
against the might of Númenórean invasion. Regular generals are humans - possibly those given rings. Refugee Orcs are those fleeing the
destruction of Beleriand - they were "without general leadership - wellarmed, numerous, cruel, savage and reckless in assault". They were
involved in battles with Dwarves and Men in the north. Refugee orcs can also represent forces influenced, or indirectly controlled, by Sauron
during the first half of the Age. Refugee Orcs may include no more than two elements of Wolves of any type, no trolls or any humans other than
the allied contingent listed.

2:11 SAURON - ALLIANCE ARMY - 3000-3441.

Dry. Ag 4. Rv, H(S), H(G), RGo, M, Rd.


C-in-C - Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP or Reg Bd (S) @ 29AP
- or wolf rider, Irr LH (O) @ 5AP or Orc, Irr Hd (S) @ 12AP 1
Sub-general - as above 0-3
Extra to give up to magic ability (S) to Reg C-in-C as Sauron @ 0-13AP 0-1
Extra to give up to magic ability (I) to Reg generals @ 0-7AP Any
Orcs - Irr Hd (S) @ 2AP 50-250
Orcs scouts - Irr Ps (I) @ 1AP or Irr Ax (I) @ 2AP 0-6
Orc archers - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-50
Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command
Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-8
Wolf riders - Irr LH (O) @ 5AP 0-8
Trolls - Irr Behemoth (O) @ 12AP 0-1 Dwarves - Irr Bd (O) @ 5AP or Irr Bd (S) @ 7AP 0-2
Upgrade Dwarves to Reg Bd (O) @ 7AP or Reg Bd (S) @ 9AP All/0
Sauron's guard (men) - Reg Kn (F) @ 11AP or all Reg Cv (S) @ 10AP or
- all Reg Bd (S) @ 9AP 0-1
Militia Orcs or Men - Reg Bd (I) @ 5AP or all Reg Sp (I) @ 4AP 0-6
Barad-dûr guard Orcs or Men - Reg Sp (O) @ 5AP 0-4
Stone-throwers with Orc or human crew - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2
Creatures siding with Sauron - Irr Beasts (I) @ 3AP 0-3
Pack of Wargs - Irr Sneaker (S) @ 3AP 0-1
Easterling allies - List 2:8 Harad 0-2 contingents
Western Barbarian allies - List 2:7 Eriador Wild-men
Black Númenórean allies - List 2:1 Númenórean (which may also include Ohtar) 0-20

Orc archers must be outnumbered by other Orcs, an Orc or wolf rider general can command only Orcs, wolves and wolf riders. An Easterling
general can command Orcs up to the same number of Easterlings, but no wolves or wolf riders. A Western Barbarian general may command
only Western Barbarians. A Black Númenórean general must command all the Black Númenórean troops not commanded by Sauron. Sauron
can command any mix of troops. The army standard can be the corpse of Celebrimbor on a pole shot through with Orc arrows. Militia troops,
artillery and Barad-dûr guard are included for the siege of Barad-dûr after the defeat at Dagorlad. Regular generals are humans. Contingents are
21
organised as if allies but their general counts as a sub-general for reliability. Western Barbarians may not be used with Black Númenórean
troops.

2:12 DWARVES

Cold. Ag 3. BUA, H(S), H(G), Rd, RGo, MRa.


C-in-C - Reg Bd (D) @ 30AP 1
Sub-general - as above 0-3
Dwarves - Irr Bd (O) @ 5AP 36-300
Upgrade Dwarves to Irr Bd (S) @ 7AP Any
Upgrade Dwarves to Reg Bd (S) @ 9AP 24-Any
Skirmishers - Irr Ps (O) @ 2AP or Irr Ax (I) @ 2AP or Irr Bw (I) @ 3AP 0-8
Moria militia - Irr Bd (I) @ 4AP 0-16
Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2
Eregion Elf allies - List 2:3 High Elves (Which may also include Eregion Humans
- Irr Wb (F) @ 3AP or all Irr Ax (O) @ 3AP - 0-4 elements)
Lórien Elf allies - List 2:2 Sindar and Silvan Elves
Men of the Alliance allies - List 2:13
Men of the Alliance - Irr LH (F) @ 4AP 0-8
Men of the Alliance - Irr Bw (O) @ 4AP or Irr Ps (O) @ 2AP 0-12
Upgrade Men of the Alliance to Regular @ 2-8AP All/0

The Dwarves of Moria are at their height in the Second Age as their nation is bolstered by refugees from the ruin of the great Dwarf cities in
Beleriand, they are strong enough to defy Sauron in their own right. The establishment of the Elvish Kingdom in Eregion benefits the Dwarves
with an infusion of new ideas for machinery and craft. Lórien Elves were on good terms with Moria and take shelter there during the war with
Sauron. Moria militia represent a home defence and may not be used with allies, artillery may not be used without militia. There must be more
Dwarves than allied troops. In The Treason of Isenguard, Gimli says the three mountains above Moria was a popular Dwarvish artistic motif.
Dwarves were great road builders - the Great Dwarf Road being preserved into the third age as the northern route from Erebor west to the sea.
Men of the Alliance were on friendly terms with the Dwarves and were employed by them as scouts - especially lightly armed and skilful riders
to surround enemy. Alliance Men may not be used with other allies. In The Peoples of Middle-earth we learn that the Goblin capital of Mount
Gunderbad was originally the Dwarf Capital of Mount Gunderbad and that it was lost and re-taken several times during the Second Age.

2:13 Men of the Alliance

Cold. Ag 1. BUA, H(S), H(G), RGo, Wd.

C-in-C - Irr Cv (O) @ 17AP or Irr LH (F) @ 14AP 1


Ally-general - as above @ 9-12AP 0-3
Riders - Irr LH (F) @ 4AP 16-48
Upgrade riders to Irr Cv (O) @ 7AP 0-1/4
Archers - Irr Ps (O) @ 2AP or Irr Bw (O) @ 4AP 24-60
Dyke and wooden fences -TF @ 2AP 0-16
Dwarf Allies: List 2:12 Dwarves

This list is included to represent the "Alliance of Dwarves and Men in the North" during the second age. The men were fair-haired and lived in
small villages - they can be seen as forefathers of the Third Age Northmen. The men were lightly armed with bows and noted as skilful riders
and scouts. The Alliance was broken after Sauron successfully over-runs much of the West and marshals the orcs to assault Moria and take
Gunderbad. The men of the Alliance are scattered following war with the combined forces of Orcs and savage tribesmen of the East.

3:1 DWARVES

Cold. Ag 2. BUA, H(S), H(G), Rd, RGo, MRa.


C-in-C - Reg Bd (S) @ 29AP 1
Sub-general - as above 0-2
Downgrade sub-general to Reg Bd (F) @ 27AP 0-1
Dwarves - Irr Bd (F) @ 5AP or all Irr Bd (O) @ 5AP 30-200
Upgrade Dwarves to Irr Bd (S) @ 7AP 0-1/4
22
Upgrade Bd (S) Dwarves to Reg Bd (S) @ 9AP Any Upgrade other Dwarves to Reg Bd (O) @ 7AP 0-3 per command
Skirmishers - Irr Ps (O) @ 2AP or Irr Ax (I) @ 2AP or Irr Bw (I) @ 3AP 0-4
Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-1
Upgrade Dwarves to mtd on ponies @ + 1AP 0-4
Friendly birds for C-in-C Artefact (P) @ 5AP 0-1 Friendly beasts of the land - Irr Beasts (I) @ 3AP or Irr Beasts (O) @ 5AP
0-2
Dale or Lake-men allies:
Dale or Lake-man ally-general - Reg Cv (O) @ 18AP or Reg Bw (S) @ 27AP
- or Reg Bd (O) 17AP 1
Cavalry - Irr Cv (O) @ 7AP or Reg Cv (O) @ 8AP 0-2
Scouts - Irr LH (O) @ 5AP or all Irr LH (F) @ 4AP 0-1
Dale or Esgaroth militia - Reg Sp (I) @ 4AP 0-6
Archers - Reg Bw (I) @ 4AP or all Irr Bw (O) @ 4AP 4-12
Spears - Reg Sp (O) @ 5AP or all Reg Ax (O) @ 4AP 4-12
Swordsmen - Reg Bd (O) @ 7AP 0-6 Scouts - Reg Ps (O) @ 2AP or all Irr Ps (O) @ 2AP 0-4
Upgrade Ps to Irr Ps (S) or Reg Ps (S) @ 3AP Any
Lake Boats - Irr Bts (O) @ 2AP or rafts - Irr Bts (I) @ 1AP [any foot] 0-2

Human allies can represent the defence of Erebor or Dale against Smaug or during the War of the Ring when Brand and Dáin Ironfoot fight a
three-day battle against Sauron’s Easterling allies. The human allies could be doubled and used as a list in their own right to represent Bardings
of Dale, who by the time of the War of the Ring had expanded their realm far to the south and east of Esgaroth. The Bd (F) general represents
Thorin Oakenshield at the Battle of Azanulbizar fighting with axe and improvised oak tree branch. The Peoples of Middle-earth mentions
Thorin thereafter using an undecorated oak shield, without colour or device, in memory of acquired name - suggesting that it was usual for
Dwarves to have such decorated shields. The friendly birds and beasts are included for the Kingdom of Thrór in Erebor before the destruction
by Smaug. No Moria army may be used after 1980 when Durin VI is slain by the Balrog.

3:2 HIGH ELVES

Use list 2:3 Second Age High Elves; except no Númenórean or Dwarf allies, and only use 0-2 Bd
(E).
Only if Círdan in 1360:
Cardolan allies - List 3:9 Dúnedain Only in 1974-75:
Arthedain and Gondor allies - List 3:9 Dúnedain and - List 3:10 Gondor Imperial (which may - also include 0-8 elements of Rhovanion
cavalry - Irr Kn (F) @ 9AP). Dúnedain allies must be used - if Gondor allies are, but Dúnedain may be used alone.
Only if Elrond after 1976:
Ranger contingent:
Ranger sub-general - Reg Cv (S) @ 30AP or Reg LH (S) @ 27AP 0-1
Rangers - Reg Cv (S) @ 10AP or Reg LH (S) @ 7AP 0-2
Rangers - Reg Ax (S) @ 5AP or Reg Ps (S) @ 3AP or Reg Bd (F) @ 7AP 2-9

This list includes high-elf nations and those established Sindar with similar organisation, it can be used for Elrond and Círdan's fight against the
Witch-king and Lórien against Sauron. A Sindar/Silvan ally can represent Thranduil allied to Galadriel during the War of the Ring. The
Gondor and Dúnedain troops in 1974-75 represent the Battle of Fornorst against Angmar, the Gondor general can be the rash and illstarred
Eärnur. A Ranger sub-general must command all Rangers used but can also command other troops.

3:3 GREEN WOOD ELVES

Use list 2:2 Sindar or Silvan Elves (warm or cold), and add; Woodmen allies -
List 3:23 Beornings and Woodmen Dale or Lake-men allies:
Dale or Lake-man ally-general - Reg Cv (O) @ 18AP or Reg Bw (S) @ 27AP
- or Reg Bd (O) 17AP 1
Cavalry - Irr Cv (O) @ 7AP or Reg Cv (O) @ 8AP 0-2
Scouts - Irr LH (O) @ 5AP or all Irr LH (F) @ 4AP 0-1
Dale or Esgaroth militia - Reg Sp (I) @ 4AP 0-6
Archers - Reg Bw (I) @ 4AP or all Irr Bw (O) @ 4AP 4-12
Spears - Reg Sp (O) @ 5AP or all Reg Ax (O) @ 4AP 4-12
Swordsmen - Reg Bd (O) @ 7AP 0-6
Scouts - Reg Ps (O) @ 2AP or all Irr Ps (O) @ 2AP 0-4
23
Upgrade Ps to Irr Ps (S) or Reg Ps (S) @ 3AP Any
Lake Boats - Irr Bts (O) @ 2AP or rafts - Irr Bts (I) @ 1AP [any foot] 0-2

This list can be used to depict Thranduil of Mirkwood during the Third Age. Woodman and Dale or Lake-men may not be used together.
Players should note that a separate list exists for the Battle of the Five Armies.

3:4 NORTHERN GOBLINS - up to 2931.

Cold. Ag 3. BUA, H(S), H(G), Rd, RGo, Rv.


C-in-C - Reg Bd (O) @ 27AP or Irr Bd (O) @ 15AP or on wolf - Irr LH (O) @ 15AP 1
Sub-general - as above 0-1
Ally-general - as above @ 10-17AP 0-3
Goblin bodyguard - Reg Bd (O) @ 7AP or all Irr Bd (O) 5AP 0-5
Goblins - Irr Hd (S) @ 2AP 50-220
Goblins - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 10-50
Upgrade Hd Goblins to Irr Bd (F) @ 5AP 0-1/6 of each command
Upgrade goblins to Reg Ax (I) @ 3AP or all Reg Sp (I) @ 4AP 0-8
Goblin stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2
Gollum - Irr Water Lurker (I) @ 1AP 0-1
Wolf riders - Irr LH (O) @ 5AP 0-8
Trolls - Irr Behemoth (I) @ 9AP 0-1
Bat allies:
Bat ally-general - Irr Flyer (I) @ 12AP *1
Swarms of bats - Irr Flyers (I) @ 7AP *4-5
Warg allies - List 3:5 Wolves

This list ends with the Battle of Five Armies and represents Goblins acting under their own monarchy while Sauron recovers his strength during
the Third Age. The descriptions of the orc types involved in the capture of two younger Hobbits in The Lord of the Rings suggests some Orcs
were still not operating under Sauron's direct control but were still on friendly enough terms with both Mordor and Isenguard. Regulars
represent standing garrison units during an extended conflict such as the Dwarf-Goblin war (Third Age 2793-2800). Non-guard regulars may
not be used with foreign ally-generals. Artillery is suggested in The Hobbit where the Goblins are described as "loving machines and devices
that can kill many people at once" they would presumably have been used in the Dwarf-Goblin War. Artillery can not be used with foreign
allied contingents. Wolf riders may be commanded by a wolf general of an allied command. Trolls are assumed to have gone on raids with
Goblin forces. Trolls may not be used with more than four wolf riders, a Goblin bodyguard or regulars. Minima marked * apply only if any
bats are used. Regular troops must be commanded by regular generals.

3:5 WOLVES

Cold. Ag 0. Rv, H(S), H(G), Wd, RGo, M.


C-in-C - Irr LH (I) @ 3AP or Irr Beasts (O) @ 5AP or Irr Beasts (S) @ 7AP 1
Sub-general - as above 0-3
Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 60-160
Goblin allies - List 3:4 Northern Goblins Only if
White Wolves in 2911 (Ag 4):
Upgrade Wolves to 1/2 Irr Beasts (S) @ 7AP, 1/2 Irr Beasts (I) @ 3AP All/0
Snow Trolls - Irr Behemoth (I) @ 9AP 0-1

This list is included to represent major raiding parties of wolves, if raiding in concert with Goblins the wolves would usually be junior partners.
White Wolves of the great winter of 2911 are included for their raid on the Shire as recalled in The Treason of Isenguard. Goblins may not be
used with Snow Wolves. Snow Trolls may have been apocryphal - but Helm Hammerhand was likened to one - so they have been included for
variety.

3:6 EAGLES

24
Cold. Ag 0. Rv, H(S), H(G), RGo, M, MRa.

C-in-C- Irr Flyer (S) @ 23AP 1


Sub-general - Irr Flyer (S) @ 23AP or Irr Flyer (O) @ 20AP 1-2
Eagles - Irr Flyer (O) @ 10AP 10-45
Upgrade Eagles to Irr Flyer (S) @ 13AP 0-5

Exactly how large Tolkien's Eagles were and how best to classify them is difficult. In The Hobbit they are uneasy about the Woodmen's bows
and prefer to raid stealthily, at The Battle of the Five Armies they pick off Goblins, so skirmishers seem the best option. The illustration of
Bilbo in the eyrie next to one eagle suggests the eagle stands between three and four metres tall.

3:7 DRAGON RAIDERS - C-2570.

Cold or Dry. Ag 4. Rv, H(S), H(G), RGo, M, MRa.

C-in-C - Irr Dragon (O) @ 30AP or (W,O) @ 32AP 1

Extra to give up to magic ability (O) to C-in-C @ 0-10AP 0-1

Ally-general - up to 1/2 Irr Dragon (W,O) @ 27AP rest Irr Dragon (O) @ 25AP 0-2

Ally-general - Irr Dragon (I) @ 17AP 0-2

Large dragons - up to 1/2 Irr Dragon (W,O) @ 22AP rest Irr Dragon (O) @ 20AP 0-2

Medium dragons - up to 1/2 Irr Dragon (W,I) @ 16AP rest Irr Dragon (I) @ 14AP 0-8

Small dragons - up to 1/2 Irr Flyer (S) @ 13AP rest Irr Beasts (S) @ 7AP 0-8

Dragonets - up to 1/2 Irr Flyer (O) @ 10AP rest Irr LH (S) 7AP or all Irr Beasts (S) @ 7AP 4-30

After about 2570 dragons multiply in the Withered Heath and Grey Mountains before intensifying their assault on Dwarf strongholds in search
of loot. Not all dragons could fly - Scatha the Worm was one such, similarly cold drakes may not have breathed fire (unless Tolkien meant they
emanated cold rather than flames?), Dáin I was slain by a cold drake. Tolkien's paintings of dragons has Glaurung with a grey or olive head and
a yellow-to-orange body while his other wingless dragons are painted in green shades.

3:8 ARNOR - 420 - 861 or GONDOR - 420 - 830

Ag 3. Cold if Arnor, Warm if Gondor. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.
C-in-C - Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP 1
Sub-general - as above 0-2
Extra to give palantir Artefact (P) @ 5AP to generals 0-2
Cavalry - up to 1/2 Reg Cv (S) @ 10AP or all Reg Kn (F) @ 11AP rest Reg Cv (O) @ 8AP 2-8
Light cavalry - Reg LH (F) @ 4AP 0-2

Marines - Reg Ax (S) @ 5AP or all Reg Bd (F) @ 7AP 0-30

Ohtar - up to 1/4 Reg Bw (S) @ 7AP rest Reg Bd (O) @ 7AP 16-48

Upgrade Bd Ohtar to general's Roquen - Reg Bd (S) @ 9AP 0-1/4

Auxiliary cavalry - Irr Cv (O) @ 7AP 0-6

Auxiliary cavalry - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 0-4

Auxiliary foot - Irr Wb (F) @ 3AP or Irr Ax (O) @ 3AP 2-16

Auxiliary foot - Irr Ps (O) @ 2AP 0-6

Stone-throwers - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2
25
Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [marines or foot generals] 0-4

Transports - Irr Shp (I) @ 2AP [any] 0-2

This list ends for Arnor with the death of Eärnedur and the division of Arnor into the three states of
Arthedain, Cardolan and Rhudaur. The 830 end date for Gondor represents the founding of the line of Ship-kings of Gondor by Falastur. The
Dúnedain decline steadily during the Third Age after the fall of Númenor. I have assumed the armoured infantry archers dominant in earlier
armies are now only a remnant troop type. I have retained the earlier names for infantry. No army can use both Cv (S) and Kn (F).

3:9 DÚNEDAIN Arthedain 861 - 1975, Cardolan 861 - 1409, Rhudaur 861 - 1350

Cold Ag 1. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

C-in-C - Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP or Reg Bd (S) @ 29AP or

- Reg Sp (S) @ 27AP 1

Sub-general - as above 0-2

Ally-general as above @ 17-21AP 0-1

Extra to give palantír Artefact (P) @ 5AP to generals:

- Arthedain 0-2

- Cardolan or Rhudaur 0-1

Heavy cavalry - Reg Cv (O) @ 8AP 1-6

Upgrade cavalry to Reg Kn (F) @ 11AP 0-1/2

Light horse - Irr LH (F) @ 4AP or all Irr LH (O) @ 5AP 0-4

Infantry - Reg Bd (O) @ 7AP or all Reg Sp (O) @ 5AP 12-48

Upgrade infantry to Reg Bd (S) @ 9AP or all Reg Sp (S) 7AP 0-5

Archers - Reg Ps (O) @ 2AP or Reg Bw (O) @ 5AP 2-10

Skirmishers - Reg Ps (O) @ 2AP or Reg Ps (S) @ 3AP 0-6

Auxiliary cavalry - Irr Cv (O) @ 7AP 0-3

Auxiliary cavalry - Irr LH (F) @ 4AP or all Irr LH (O) @ 5AP 0-2

Auxiliary foot - Irr Wb (F) @ 3AP or Irr Ax (O) @ 3AP 0-12

Auxiliary foot - Irr Ps (O) @ 2AP 0-4

Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [any foot] 0-2

Transports - Irr Shp (I) @ 2AP [any] 0-4

Only if Arthedain in 1974-75:


Gondor allies - 3:10 Gondor Imperial (Which can also include Rhovanion cavalry Irr Kn (F) @
- 11AP, 0-8 elements, and Rhovanion scouts Irr LH (F) @ 4AP, 0-2 elements, and need not include - Gondor foot.)

A Dúnedain ally-general represents Arveleg of Arthedain, and Cardolan, fighting against Angmar. Use list 3:2 for combined forces of Dúnedain
and Círdan. One element of Auxiliary Ps with bows can be fielded as Hobbits. The Gondor ally-general is Eärnur, whose cavalry help defeat
the Witch-king. The kingdoms fall into conflict, with Cardolan and Rhudaur fighting a bitter war for possession of the palantír at Amon Sûl.
3:10 GONDOR IMPERIAL - 830-2475

Warm. Ag 4. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.

26
C-in-C - as Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP or Reg Sp (S) @ 27AP 1

Sub-general - as above or marine 0-3

Extra to give palantír Artefact (P) to generals @ 5AP 0-3

Osgiliath, Minas Tirith, or Minas Ithil guard - Reg Bd (S) @ 9AP or all

- Reg Sp (S) @ 7AP 2-12

Umbar hostage kings' sons - Reg Bd (F) @ 7AP or all Irr Bd (F) @ 5AP 0-1

Cavalry - Reg Cv (O) @ 8AP 2-10

Upgrade cavalry to King’s Knights - Reg Kn (F) @ 11AP 0-1/2

Scouts - Reg LH (F) @ 4AP or all Reg LH (O) @ 5AP 0-4

Gondor foot - Reg Bd (O) @ 7AP or all Reg Sp (O) @ 5AP 8-48

Gondor archers - Reg Bw (O) @ 5AP or Reg Ps (O) @ 2AP 2-24

Gondor skirmishers - Reg Ps (O) @ 2AP or Reg Ps (S) @ 3AP 0-6

Gondor marines - Reg Ax (S) @ 5AP 6-48

Auxiliary cavalry - Irr Cv (O) @ 7AP 0-3

Auxiliary cavalry - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 0-4

Auxiliary foot - Irr Wb (F) @ 3AP or Irr Ax (O) @ 3AP or Irr Ps (O) @ 2AP 2-24

Upgrade auxiliary foot to Reg Sp (I) @ 4AP 0-12

Stone-throwers or bolt-shooters - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2

Galleys - Reg Gal (S) @ 4AP or Reg Gal (F) @ 2AP [any foot] 0-18

Transports - Irr Shp (I) @ 2AP [any] 0-8

Rhovanion allies - List 3:11 Rhovanion. (Which can include light horse and need not include - infantry).
Umbar allies - List 3:21 Corsairs of Umbar. (Which can include Umbar Militia - Reg Sp (I) @ - 4AP, 0-10 elements).
Only from 1940 - 1974
Arthedain allies - List 3:9 Dunedain

Gondor reaches the height of its power by about 1200 with the Ship Kings dominating the east and extending borders to the north, the list ends
with the destruction of Osgiliath. This list includes Gondor's activities in the siege and capture of Umbar (twice); civil wars , battles with
Haradrim, Corsairs, Wainriders and the loss of Minas Ithil to the Witch-king. Northmen recruited into Gondor armies by Romendacil from
about 1248 can be represented as ordinary regular troops or Auxiliary troops. The total of Bw and Ps (O) must not exceed other foot.

3:11 RHOVANION, ÉOTHÉOD OR NORTHMEN - 1200-2569

Cold. Ag 2. WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.


C-in-C - Irr Kn (F) @ 19AP or Reg Kn (F) @ 31AP 1 Sub-general - as above 1-2
Ally-general - as above or desperate outlaw @ 7-8AP or Irr Bd (O) @ 10AP 0-1
Rhovanion cavalry - Irr Kn (F) @ 9AP 8-32
Upgrade cavalry to Reg Kn (F) @ 11AP 0-4
Light horse - Irr LH (F) @ 4AP or Irr LH (O) @ 5AP 0-8
Rhovanion foot - Irr Ax (O) @ 3AP or all Irr Bd (O) @ 5AP 4-12
Upgrade foot to Reg Ax (O) @ 4AP or all Reg Bd (O) @ 7AP 0-4
Skirmishers - Irr Ps (O) @ 2AP 2-6
Downgrade infantry to Irr Hd (O) @ 1AP 0-6
Downgrade infantry to desperate outlaws - Irr Wb (F) @ 3AP or all Irr Hd (S) @ 2AP 0-6
Wagons for camp - TF @ 1AP 0-12
Only if Éothéod - 2400-2569 (Ag 4):

27
Downgrade generals to Irr Kn (F) @ 19AP or all Irr Cv (S) @ 19AP All
Downgrade cavalry to Irr Kn (F) @ 9AP or all Irr Cv (S) @ 9AP All
Further downgrade cavalry to emergency levy of women - Irr Cv (I) @ 5AP 0-1/2
Downgrade light horse to mounted bowmen - Irr LH (F) @ 4AP All Downgrade foot to Irr Ax (O) @ 3AP or Irr Hd (O) @
1AP All

This list covers the Northmen and the Kingdom of Rhovanion founded by Vidugavia at about 1240. Rhovanion allies of Gondor are noted for
their "fearless spirit of the Northmen" and proud horses. The Lake-men of Esgaroth are presumably remnants of the Rhovanion kingdom
defeated by the Wainriders at about 1850. Mairhwini's outlaws spearheaded the revolt against the Wainriders - an outlaw general can command
only irregular foot. The notes to the Lord of the Rings mention Vidugavia being the most powerful of the Northern princes - hence the option to
have an ally-general representing a small friendly princedom. The Unfinished Tales mentions the once powerful Northmen confederation.
Frumgar was the chieftain who led his people to Éothéod, his son, Fram, slew Scatha the great Dragon. Fram’s grandson was Eorl the Young
who became the first ruler of Rohan. Eorl can ride Felaróf the famous white horse. Eorl's army at the Battle of Celebrant can include the twin
sons of Elrond, as mentioned in the Peoples of Middle-earth, they were clad all in grey charging in a leading element having arrived
mysteriously at the battle (and also left mysteriously after the victory). The 2569 end date is Brego’s founding of the Golden Hall. Éowyn, in
the War of The Ring, tells how women once rode to battle in an early army.

3:12 WITCH-KING OF ANGMAR - 1300-1975.

Cold. Ag 4. Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA.


C-in-C - Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP 1
Sub-general - as above or as Orc 0-2
Extra to give up to magic ability (S) to C-in-C @ 0-13AP 0-1
Orcs - Irr Hd (S) @ 2AP 40-200
Orcs - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-40
Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command
Fell creatures - Irr Lurker (S) @ 3AP or Irr Beasts (O) @ 5AP 0-2 Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @
5AP 0-12
Upgrade wolves to wolf riders Irr LH (O) @ 5AP 0-1/2
Evil Lord of the Hill-men sub-general - Irr Cv (O) @ 17AP or Irr Wb (F) @ 13AP 0-2
Hill-men cavalry - up to 1/2 Irr LH (O) @ 5AP rest Irr Cv (O) @ 7AP 1-8
Hill-men warriors - Irr Wb (F) @ 3AP 16-48
Hill-men shooters - Irr Ps (O) @ 2AP 0-6
Remnant Rhudaur cavalry - Reg Cv (I) @ 6AP or Reg Cv (O) @ 7AP 0-3
Remnant Rhudaur light horse - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 0-1
Remnant Rhudaur foot - Reg Sp (I) @ 4AP or all Reg Bd (I) @ 5AP 0-12

Remnant Rhudaur archers - Reg Ps (O) @ 2AP or Reg Bw (I) @ 4AP 0-6

Remnant Rhudaur auxiliary - Reg Ax (I) @ 3AP or all Reg Ps (S) @ 3AP 0-4

Remnant Rhudaur artillery - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-1

Witch-king's guard (men) - Reg Cv (S) @ 10AP or all Reg Kn (F) @ 11AP or

- all Reg Bd (S) @ 9AP 0-1

Carn Dûm militia (men or Orcs) - Reg Bd (I) @ 5AP or all Reg Sp (I) @ 4AP 0-6

Trolls - Irr Behemoth (I) @ 9AP or all Irr Behemoth (O) @ 12AP 0-2

Angmar evil spirits - Irr Sneakers (I) @ 1AP or all Irr Wb (F) /Ps (I) @ 3AP 0-8

Rhudaur allies - List 3:9 Dunedain

This list covers the armies of the Witch-king in his northern realm but not when he returns to lead forces of Mordor 25 years after the fall of
Angmar or 470 years later when he captures Osgiliath for Mordor or a further 640 years later when he again takes the field for Mordor during
the War of the Ring. The Kingdom of Angmar is founded with the collapse of the small nations of the Dúnedain toward the middle of the Third
Age. Evil Hill-men in secret league with the Witch-king usurp the rule of Rhudaur by 1340 and may have formed the backbone of his armies,
few other Angmar troops are mentioned. At the defeat at the Battle of Fornost the Witch-king's army of Men and Orcs flees suffering great loss
at the hands of pursuing enemy cavalry. Trolls are later recorded in the area controlled by the Witch-king. An Orc general can control only
Orcs and wolves, a Hill-man sub-general can control remnant Rhudaur troops as well as, or instead of his own but no other troops - the Witch-

28
king may control any mix of troops. Regular generals are humans, regular sub-generals can command any mix of humans. Evil spirits are
undead. Different grades of Bd may not give rear support. Remnant Rhudaur troops may not be used with a Rhudaur allied contingent.

3:13 WAINRIDERS - 1840 - 1950.

Warm. Ag 4. Rv, H(S), H(G), Wd, RGo, M, Rd.

C-in-C in chariot - Irr Cv (O) @ 16AP or Irr Cv (S) @ 18AP or Irr Kn (F) 18AP 1
Sub-general - as above or on horse as Irr Cv (O) @ 17AP 0-1
Ally-general - as above @ 11-13AP 0-3
Chieftains in chariots - Irr Cv (O) @ 6AP or all Irr Cv (S) @ 8AP or all Irr Kn (F) @ 8AP 6-20
Cavalry - up to 1/4 Irr LH (O) @ 5AP rest Irr Cv (O) @ 7AP 4-18
Foot - Irr Ax (O) @ 3AP 10-24
Archers - Irr Ps (O) @ 2AP 0-6
Downgrade infantry to slaves; young women, elderly or youths - Irr Hd (O) @ 1AP 0-6
Wagons - Irr WWg (O) @ 8AP 0-2 per command Wagon laager and ditches for fortified camp - TF @ 1AP 0-12
Only if Northern Wainriders:
Rhovanion Rebel allies - List 3:11 Rhovanion (Including no regular troops)
Slaves - Irr Hd (O) @ 1AP 0-20
Only if Southern Wainriders:
Near Harad allies - List 3:22 Harad (Haradrim; including no elephants). Khand allies - List 3:22 Harad
(Including no elephants).

The Wainriders were a serious threat to Gondor during the Third Age, they killed several rulers of Gondor in battle and defeated their field
armies. Chariots are a construction based on what little evidence there is (ie. none), the size of crew and number of horses is conjectural, (in
historical parallels centralised governments often develop four-horse chariots, many other groups retained two-horse). There seem to have been
two broad groups of Wainriders; the northern group based upon the collapsed Kingdom of Rhovanion, and a southern group that migrated
through lands often associated with Mordor. However, before the Battle of the Camps the southern group had been bolstered by fresh
reinforcements including men of Khand. The slaves of the northern group represent the repressed population of Rhovanion, they end up
revolting at the first encouragement from Gondor. Armed females are fierce defenders of the wagons along with their menfolk, they may also be
in lesser numbers among other troops. No army can have both TF and WWg. All the chariots in the army must be the same type and grade.

3:14 BALCHOTH 2400-2550

Warm. Ag 2. Rv, H(S), H(G), Wd, RGo, M, Rd.


C-in-C in chariot - Irr Cv (O) @ 16AP or Irr Cv (S) @ 18AP or Irr Kn (F) 18AP 1
Sub-general - as above or on horse as Irr Cv (O) @ 17AP 0-2
Cavalry - Irr Cv (I) @ 5AP or Irr Cv (O) @ 7AP 2-4
Foot - up to 1/2 Irr Ax (O) @ 3AP rest Irr Hd (O) @ 1AP 60-250
Skirmishers - up to 1/4 Irr Ps (O) @ 2AP rest Irr Ps (I) @ 1AP 6-24
Upgrade Irr Ps (I) to Irr Ps (S) @ 3AP 0-1/3
Wagons - Irr WWg (O) @ 8AP 0-1 per command
Boats and rafts - Irr Bts (I) @ 1AP [any foot] 0-4
Wagon laager for camp - TF @ 1AP 0-12
Orc allies - List 3:4 Northern Goblins. (Which may also include 0-1 element of wolf
- Irr LH (I) @ - 3AP or Irr Beasts (O) @ 5AP and 0-1 element of wolf rider Irr LH (O) @ 5AP).

The Balchoth (mighty horde) were probably the last wave of invading people related to the Wainriders, they were "rudely armed but numerous"
with few horses for riding or carts and no mention is made of chariots in their battles. Balchoth and their Orc allies are included as enemies for
Eorl the Young of Rohan and Cirian of Gondor. No army can have both TF and WWg.

3:15 ROHAN - C-2400 Third Age - Fourth Age.

Cold. Ag 2. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.


C-in-C - Irr Kn (F) @ 19AP or Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP 1
Sub-general - as above 0-2
Riders - Irr Kn (F) @ 9AP or all Irr Cv (S) @ 9AP 15-40
29
Upgrade riders to Reg Kn (F) @ 11AP or all Reg Cv (S) @ 10AP 0-1/3
Scouts - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 1-6
Upgrade scouts to Regular @ 4-5AP All/0
Infantry - Irr Sp (O) @ 4AP or all Irr Bd (O) @ 5AP 0-12
Upgrade infantry to Reg Sp (O) @ 5AP or all Reg Bd (O) @ 7AP Any
Light infantry, bowmen, Mirkwoodsmen - Irr Ps (O) @ 2AP or Irr Bw (I) @ 3AP 0-4
Dismounted riders - Irr Sp (S) @ 7AP or all Irr Bd (O) @ 5AP 0-6
Upgrade dismounted riders to Reg Sp (S) @ 7AP or all Reg Bd (O) @ 7AP 0-3
Levy, Dunlanders recently deserted from Saruman, elderly, or women - Irr Ax (I) @ 2AP 0-4
Downgrade levy to Irr Hd (O) @ 1AP Any
Wanderers, Dunlanders, light-armed men of the dales - Irr Ps (S) @ 3AP or
- Irr Ax (O) @ 3AP or swordsmen - Irr Bd (F) @ 5AP or Western Drúedain
- Irr Ps (I) @ 1AP 0-3
Upgrade any foot to mtd on ponies @ + 1AP 0-1/2

Only if Wulf the Pretender - During Rohan Civil War (2757-2759) Ag 4.


C-in-C - Irr Kn (F) @ 19AP or Irr Cv (S) @ 19AP 1

Sub-general - as above 0-1

Riders - Irr Kn (F) @ 9AP or all Irr Cv (S) @ 9AP 4-7

Scouts - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP or Irr Cv (O) @ 7AP 0-1

Infantry - 1/2 to all - Irr Hd (O) @ 1AP rest Irr Sp (O) @ 4AP or all Irr Bd (O) @ 5AP 0-12

Light infantry - 1/2 to all - Irr Hd (O) @ 1AP rest Irr Ps (O) @ 2AP or Irr Bw (I) @ 3AP 0-2

Dismounted riders - 1/2 to all - Irr Hd (O) @ 1AP rest - Irr Sp (S) @ 7AP or

- all Irr Bd (O) @ 5AP 0-4

Levy, elderly, or women - Irr Ax (I) @ 2AP or Irr Hd (O) @ 1AP 0-2

Dunland allies - List 3:18 Dunland

Corsair allies - List 3:21 Corsair of Umbar

Only if Royalists during Rohan Civil War (2757-2759) Ag 0.

C-in-C - Irr Kn (F) @ 19AP or Reg Kn (F) @ 31AP or Reg Cv (S) @ 30AP 1

Sub-general - as above 0-2

Downgrade C-in-C as Helm Hammerhand - Irr Wb (S) @ 15AP 0-1

Riders - Irr Kn (F) @ 9AP or all Irr Cv (S) @ 9AP 3-7

Downgrade riders to general’s companions - Irr Wb (S) @ 5AP 0-1

Scouts - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP or Irr Cv (O) @ 7AP 0-1

Infantry - Irr Sp (O) @ 4AP or all Irr Bd (O) @ 5AP 0-8

Light infantry, bowmen, Mirkwoodsmen - Irr Ps (O) @ 2AP or Irr Bw (I) @ 3AP 0-4

Dismounted riders - Irr Sp (S) @ 7AP or all Irr Bd (O) @ 5AP 0-2

Levy, elderly, or women - Irr Ax (I) @ 2AP 0-3

Downgrade levy to Irr Hd (O) @ 1AP Any

Light-armed men of the dales - Irr Ps (S) @ 3AP or Irr Ax (O) @ 3AP or swordsmen

- Irr Bd (F) @ 5AP 0-2

30
Gondor allies - List 3:17 Gondor War of the Ring.

Only during the defence of Helm’s Deep in the War of the Ring:

Upgrade one general to Gandalf the White - Reg LH (S) @ 27AP 1

Extra to give up to magic ability (S) to Gandalf @ 0-13AP 0-1

Ent or Huorn allies - List 3:19 (including no Ents other than the general, but may include Huorns) Use no more than a
total of six riders, 0-2 scouts, dismounted riders become 4 (minimum) - to 12 (maximum).
Downgrade general to Reg Sp (S) @ 27AP or Reg Bd (O) @ 27AP or Irr Sp (S) @ 17AP or
- Irr Bd (O) @ 15AP Any

Tactical units of the Rohan known as Éoreds are described variously as tactical formations or organisational divisions, whether these should be
regular or irregular may depend on their present state of preparedness for war. The Unfinished Tales mentions a nominal army strength of 100
Éoreds of 120 men each. All able-bodied men were trained in arms to fight from a horse if they could afford one, however, only small standing
forces existed outside times of peril. Scouts are mentioned in Théoden's company travelling to Gondor and in the notes to the Lord of the Rings.
Companies of mounted archers support Eorl and Théodred. Dismounted troops figure in the Battle of the Fords, they are able to resist their
Dunlending enemy due to superior training and Gondor-supplied armour. Riders were dismounted to stiffen the foot. Infantry may have been
common in the poorer and more mountainous Westfold. Théoden's guard are called Knights and may fit the Reg Kn category better than
ordinary riders, this will give them an appropriate punch. It is uncertain whether the bow was used in addition to a lance by the same man or, if
indeed, it was used in formal battles by ordinary Éoreds. Western Drúedain are recorded in The Unfinished Tales sallying from their caves to
attack Saruman's stragglers after the Battle of the Fords. The army of Wulf son of Freca as pretender to the throne of Rohan is included for
action during the Civil War. His support came from the west of the nation and he was able to rally Dunlanders to his cause. Wulf’s initial
success can be attributed, in part, to co-operation with one of the three fleets of Corsairs invading Gondor in a combined assault (they sailed up
the Isen). The Royalists can include Helm Hammerhand's desperate Civil War during the great winter and his son's final expulsion of the
pretender, this was eventually achieved with the assistance of troops from Gondor. Helm Hammerhand as Wb fights barehanded, "like a great
Snow troll dressed in all white"; he or his Wb companions cannot be used with Gondor allies. The winter of 2758 was especially hard on the
horses and cattle of Rohan and much of the fighting was over fortified strongholds. Riders may always dismount when the C-in-C is aware of
any friendly command currently demoralised or when the C-in-C is aware of an enemy flank march. Riders must dismount as the troop type and
grade of “dismounted riders” if any are present otherwise as either all Bd (O) or all Sp (S). Dismounted riders must be all Bd or all Sp.
3:16 BATTLE OF THE FIVE ARMIES - FREE PEOPLE - 2941.

Cold. Ag 1. WW, Rv, H(S), H(G), RGo, M, BUA.


C-in-C - Gandalf the Grey - Reg LH (S) @ 27AP 0-1
Extra to give up to magic ability (S) to Gandalf @ 0-13AP 0-1
Elf sub-general - Irr Cv (S) @ 18AP or Irr LH (S) @ 17AP or
- Irr Bw (S) @ 15AP or Irr Ax (S) @ 14AP 1
Elf scouts - Irr LH (S) @ 7AP or Irr LH (F) @ 4AP 0-1
Elf spears - Irr Ax (S) @ 4AP or all Irr Sp (O) @ 4AP 4-12 Elf swordsmen - Irr Bd (F) @ 5AP or all Irr Bd (O) @ 5AP 0-4
Elf archers - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 8-16
Upgrade Elves to regular @ 3-30AP All/0
Dwarf sub-general - Reg Bd (S) @ 29AP 0-*1
Dáin's Dwarf veterans - Reg Bd (O) @ 7AP 2-6
Upgrade Dwarves to Reg Bd (S) @ 9AP All/0
Lake-man sub-general - Reg Bw (S) @ 27AP or Reg Bd (O) @ 27AP 1
Lake-men archers - Irr Bw (O) @ 4AP or Irr Ps (O) @ 2AP 4-12
Lake-men spears or swordsmen - up to 1/2 Irr Bd (O) @ 5AP rest; Irr Ax (O) @ 3AP
- or all Irr Sp (O) @ 4AP 4-12
Lake-men scouts - Irr Ps (S) @ 3AP or Irr Ps (O) @ 2AP 0-6
Upgrade Lake-men to regular @ 2-7AP All/0
Upgrade Bw to Reg Bw (S) @ 7AP 0-1
Eagles allies - List 3:6 Eagles
Beorn - Irr Wb (S) @ 5AP or Irr Sneaker (S) @ 3AP 0-1

Notional command at the Battle of Five Armies was exercised jointly between the eminent persons present; with Thorin, Dáin, Thranduil, Bard
and Gandalf there was plenty of talent available. Generals which are not single-element commands must, if present, command all troops of their
own race. The Elf King rides to and from battle, similarly messengers and scouts are mentioned but their form is uncertain, the Elf blades wield
a "sword gleaming with a chill flame". Dáin's Dwarves' armour may qualify as Bd (S), the troop scale has been stretched a little for Dáin’s small

31
force. A single-element Dwarf command can represent Thorin, his retainers and perhaps include Elves and Men coming to his rescue. Eagles
and Beorn are not compulsory as they could have arrived after the battle was resolved. Lake-men seemed to have had a standing militia as they
form into companies when attacked by Smaug, hence the optional regular status. The total of Men and Dwarves must not exceed the total of
Elves. If Gandalf is not used as the C-in-C one of the other non-eagle generals becomes the C-in-C. If Gandalf is used he can substitute for one
non-eagle command’s general. If no Dwarf general* is used they become part of the Lake-men command. Dwarves and Men may not rear-
support each other. Beorn can be part of any command. No more than one element of Human Bw (S) can be used.
3:17 GONDOR - WAR OF THE RING - Third Age 2475-Fourth Age.

Warm. Ag 2. Rv, H(S), H(G), Wd, O, RGo, M, Rd, WW, BUA.

C-in-C - Reg Cv (O) @ 28AP or Reg Kn (F) @ 31AP or Reg Bd (S) @ 29AP

- or Reg Bd (O) @ 27AP or Reg Sp (S) @ 27AP 1

Sub-general - as above or Ithilien Ranger or regular marine @ 25-31AP 0-3

Upgrade general to Gandalf the White - Reg LH (S) @ 27AP

Extra to give up to magic ability (S) to Gandalf @ 0-13AP 0-1

Palantír Artefact (P) for non-Gandalf general @ 5AP 0-2

Black standard Artefact (H) for Aragorn @ 1AP 0-1

Citadel Guards - Reg Sp (S) @ 7AP or all Reg Bd (O) @ 7AP or all Reg Bd (S) @ 9AP 0-6

Cavalry - Reg Cv (O) @ 8AP 1-5

Scouts - Reg LH (O) @ 5AP 0-2

Knights of Dol Amroth - Reg Kn (F) @ 11AP 0-2

Ithilien Rangers - Irr Ps (S) @ 3AP or Irr Ax (S) @ 4AP 0-8

Upgrade Ithilien Rangers to Reg Ps (S) @ 3AP or Reg Ax (S) @ 5AP All/0

Gondor foot - Reg Bd (O) @ 7AP or all Reg Sp (O) @ 5AP 10-40

Archers - Reg Ps (O) @ 2AP or Reg Bw (O) @ 5AP 2-12

Downgrade foot to Militia - Reg Sp (I) @ 4AP 0-8

Stone-throwers or bolt-shooters - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-2

Outlanders:

-Morthond - Irr Ps (O) @ 2AP or Irr Bw (O) @ 4AP 0-6

-Ringló Vale or Ethir - Irr Ps (S) @ 3AP or Irr Ax (O) @ 3AP 0-6

-Lossarnach or similar - Irr Bd (F) @ 5AP or all Irr Bd (O) @ 5AP 0-6

-Pinnath Gelin or similar - Irr Sp (O) @ 4AP 0-6

-Downgrade outlanders to Anfalas or Lamedon - Irr Hd (O) @ 1AP 0-1/3

South Gondor foot or Gondor marines - Irr Ax (O) @ 3AP 2-8

Extra to upgrade South Gondor foot or marines to Reg Ax (S) @ 5AP 0-4

South Gondor cavalry - Irr Cv (O) @ 7AP 0-3

Galleys - Reg Gal (S) @ 4AP or Reg Gal (O) @ 3AP or

- Irr Shp (S) @ 4AP [marines or foot generals] 0-4

Transports - Irr Shp (I) @ 2AP [any] 0-4

Pukelmen - Irr Lurker (O) @ 2AP 0-1

32
Éothéod allies - List 3:11 Éothéod (2510 -2569)

Rohan allies - List 3:15 Rohan

Only after 3018:

Extra to give Anduril, Sword-that-was-Broken, Artefact (S) to Aragorn C-in-C or

- sub-general @ 5AP 0-1

Only if Aragorn leads the Oathbreakers:

Captured black fleet - Reg Gal (S) @ 4AP or Irr Shp (S) @ 4AP [any human foot] 0-2

King of the Dead, Oathbreaker sub-general - Irr Kn (F)/ Irr LH (I) @ 21AP 0-1

Oathbreaker foot - Irr Wb (S)/ Irr Ps (I) @ 5AP 8-30

Oathbreaker cavalry - Irr Kn (F)/Irr LH (I) @ 11AP 0-4

No Citadel Guards, Dol Amroth knights or Ithilien Rangers may be used with this option. At least six - South Gondor elements must be used.
All oathbreakers count as undead troops.

Only if Gandalf at the Fields of Cormallen


C-in-C as Gandalf the White - Reg LH (S) @ 27AP 1 Extra to give up to magic ability (S) to Gandalf @ 0-13AP 0-1
No marines, south Gondor or Ithilien Rangers may be used. Outlanders become a total of 0-4 -elements.
No more than a total of four non-general mounted elements may be used - any remaining troops of a - Rohan contingent can be fielded as
dismounted riders.
Eagle allies - List 3:6 Eagles 0-10

This list represents Gondor during the latter stages of the Third Age. The list starts with the loss of Osgiliath to the Witch-king and his new
model army and includes conflicts with the Balchoth, Corsairs of Umbar, Harad, and Sauron in the War of the Ring. “Gondor” foot can
represent any standing garrison troops such as those at Minas Tirith, Dol Amroth or other strongholds. Irregular foot must not outnumber
regular foot. Foot must outnumber mounted and the total of Bw and Ps (O) must be outnumbered by other foot. There may be no more than
two elements of Gondor Kn including generals. A Rohan general is assumed to be sufficiently loyal to class as a sub-general, and if regular, for
PIP dice allocation, he may also command Gondor cavalry. Choose Rohan items from the main list not the Civil war or other options.
Oathbreakers must be commanded by their own general or the C-in-C subsitituting for their general - such a C-in-C can command other troops.

3:18 DUNLAND

Cold. Ag 1. Rv, H(S), H(G), Wd, RGo, M, Rd.

C-in-C - Irr Cv (O) @ 17AP or Irr Wb (F) @ 13AP or Irr Wb (O) @ 13AP 1

Sub-general - as above 0-3

Dunland cavalry - up to 1/2 Irr LH (O) @ 5AP rest Irr Cv (O) @ 7AP 1-6

Dunland foot - Irr Wb (F) @ 3AP or all Irr Wb (O) @ 3AP 36-80

Skirmishers - Irr Ps (O) @ 2AP 4-10

Upgrade Ps to Irr Ps (S) @ 3AP 0-1/3

Wild hill-man ally-general as Irr Cv (O) @ 12AP or Irr Wb (F) @ 8AP or

- Irr Ax (O) @ 8AP *1-2

Wild hill-men cavalry - Irr Cv (O) @ 7AP 0-2

Wild hill-men - Irr Ax (O) @ 3AP or all Irr Wb (F) @ 3AP *12-60

Wild hill-men - Irr Ps (S) @ 3AP 1-8

Downgrade Wild hill-men to Irr Hd (O) @ 1AP 0-6

33
Minimums marked *apply only if more than six Wild hill-men, any Wild hill-men general or Wild hillmen cavalry are used. Dunlanders or
"Gwathuirim", fought against Gondor, Arnor and later Rohan, they are based mainly upon the account of those fighting for Saruman in the War
of the Ring. Tolkien uses the terms Dunland and Wild hill-men almost interchangeably when describing the troops attacking Helm’s Deep.
This list can also represent Evil Hill-men in northern Eriador prior to being seduced by the WitchKing.

3:19 ENTS

Cold. Ag 0. Rv, H(S), H(G), Wd, RGo, M.

C-in-C as Ent - Irr Behemoth (X) @ 27AP 1


Sub-general - as above 0-2
Sub-general as Huorn - Irr Behemoth (I) @ 19AP 0-1
Ents - Irr Behemoth (X) @ 17AP 10-30
Huorns - Irr Behemoth (I) @ 9AP or Irr Lurker (S) @ 3AP 0-50

This list primarily covers Treebeard's activities during the War of The Ring to help defeat Saruman and destroy Sauron’s army in Anórion, it
should be equally suitable for the Second Age. A Huorn general can command only Huorns. Huorns as Behemoth (I) count as (X) for visibility
and close combat tactical factors and vulnerability to Ps (X).

3:20 SAURUMAN - 3000-3019.

Cold. Ag 4. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.


C-in-C as Saruman the Many-coloured - Reg LH (S) @ 27AP; or
- as Uruk-hai - Reg Bd (F) @ 27AP or Reg Bd (O) @ 27AP or Reg Ax (S) @ 25AP 1
Sub-general - as Uruk-hai above or wolf rider - Irr LH (O) @ 15AP or human
- Irr Cv (O) @ 17AP or Irr Wb (F) @ 13AP or Irr Wb (O) @ 13AP or Irr Ax (O) @ 13AP
- or Orc Irr Hd (S) @ 12AP or Irr Bd (F) @ 15AP 0-3
Extra to give up to magic ability (S) to Saruman @ 0-13AP 0-1
Palantír Artefact (P) for Saruman C-in-C @ 5AP 0-1
Uruk-hai - Reg Ax (S) @ 5AP or all Reg Bd (F) @ 7AP 12-24
Uruk-hai - Reg Bw (O) @ 5AP or Reg Ps (O) @ 2AP 4-16
Black Uruks - Reg Bd (O) @ 7AP 0-2
Downgrade Uruk-Hai to Irr Bd (F) @ 5AP or all Irr Ax (S) @ 4AP or
- Irr Bw (O) @ 4AP or Irr Ps (O) @ 2AP and Uruk-hai general to Irregular @ 14-15AP All/0
Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-12
Upgrade wolves with Orc rider to Irr LH (O) @ 5AP Any
Upgrade wolf riders to Reg LH (O) @ 5AP or 25AP if generals All/0
Uruk-hai or human pikemen - Reg Pk (I) @ 3AP or all Irr Pk (I) @ 3AP or
- all Reg Sp (I) @ 4AP 0-6
Orcs - Irr Hd (S) @ 2AP 0-24
Orcs - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 0-8
Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command
Upgrade Orcs to Northern Goblins - Irr Ax (I) @ 2AP 0-12
Dunland cavalry - up to 1/2 Irr LH (O) @ 5AP rest Irr Cv (O) @ 7AP *0-2
Dunland foot - Irr Wb (F) @ 3AP or all Irr Wb (O) @ 3AP *8-24
Dunland skirmishers - Irr Ps (O) @ 2AP or all Irr Ps (S) *0-4
Wild hill-men - Irr Ax (O) @ 3AP or all Irr Wb (F) @ 3AP **8-24
Wild hill-men - Irr Ps (S) @ 3AP **0-4
Uruk-hai or Orc with blasting fire - Reg Ps (X) @ 6AP 0-3
Orthanc guard (men) - Reg Bw (I) @ 4AP 0-2
Orthanc slaves (men or Orcs) - Irr Hd (O) @ 1AP 0-2
Trenches - TF @ 2AP 0-12
Dunland allies - List 3:18 Dunland
Wild hill-men allies - List 3:18 Dunland

34
The Uruk-hai were a reliable force or considerable esprit de corps, they are described as heavily armed and trained to move quickly, hence the
loose order classifications. Black Uruks with axes form an elite company at the Battle of The Fords of Isen where they fight to the last man.
Messengers reaching Théoden before Helm’s Deep describe Saruman as having armed the "wild hillmen and herd folk of Dunland beyond the
rivers" hence the two cultural groups. The Northern Goblins represent Orcs fighting for Saruman in hope of loot or payment. Wolves may not
have all been ridden, wolf riders shoot arrows at Théoden’s vanguard before fleeing prior to the battle at Helm’s Deep. The notes to the Battle
of the Fords of Isen in the Unfinished Tales provide evidence for Wolves being light troops, they are unwilling to fight formed bodies of troops
unless in desperate situations, but are much used for scouting and attacking stray groups of men. Saruman's wolves may have been permanently
housed in his dens and are thus given the option to be regular. Blasting fire from Orthanc was used with success at Helm’s Deep. Dunland
cavalry are compulsory if pikemen are used, as are trenches, trenches may not be used without pikemen. Human sub-generals can command
only humans. Dunlanders marked* or Wild hill-men marked** can be all ignored if an allied contingent is provided in each case - Saruman can
substitute for the ally-general and command other troops as well.

3:21 CORSAIRS OF UMBAR

Warn. Ag 2. WW, Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.


C-in-C - Irr Ax (S) @ 14AP 1
Sub-general - as above or Irr Ps (S) @ 13AP 0-1
Ally-general - as above @ 8-9AP 0-2
Corsairs - 1/4 to 3/4 Irr Ps (S) @ 3AP rest Irr Ax (S) @ 4AP 40-120
Slaves - Irr Hd (O) @ 1AP 0-6
Umbar Militia - Reg Sp (I) @ 4AP 0-8
Black fleet - Reg Gal (S) @ 4AP or Reg Gal (O) @ 3AP or Irr Shp (S) @ 4AP [any] 0-16
Small vessels - Irr Shp (I) @ 2AP [any] 0-20
Black Númenórean allies (0-933) - List 2:5 Gondor 0-20
Gondor Rebel allies (C-1810) - List 3:10 Gondor Imperial. (Including no guard infantry but the
- command may include naval.) 0-30
Only after 2750:
Upgrade one general to Captain of the Haven - Reg Bd (F) @ 17AP or 27AP 0-1
Upgrade Corsairs to Captain of the Haven’s guard - Reg Bd (F) @ 7AP 0-1
Haradrim allies - List 3:22 Harad (Including 0-1 general or other Mûmakil.) Southron allies - List 3:22
Harad (Including 0-1 Mûmakil.)

The Corsairs of Umbar were a constant menace for Gondor throughout the Third Age. A Black
Númenórean ally can become the C-in-C and command other troops in addition to his own. The Black Númenóreans decline during the Third
Age following the overthrow of Sauron, however, even when mingled with the lesser men of the area they proved a match for Gondor. A
Gondor rebel can represent Angamaitë and Sangahyando, “sons” of Castamir, in an attempt to invade Gondor. The Gondor rebel general can
command troops from the main list or can substitute for the C-in-C - he must command all the Gondor troops. In the Lord of the Rings the
Corsair fleet is described as: “50 great ships and small vessels beyond count”, and later as “Dromunds, and ships of great draught with may
oars’. Which could imply a range of possible DBM classifications. Tolkien gives us no descriptions of naval combat to clarify whether Third
Age vessels were built to ram each other. The 2750 date represents the presumed marshalling of the three great fleets that assail Gondor during
the 19th Stewardship. Allied contingents provided from this list may include naval.

3:22 HARAD

Only if Haradrim:
Warm. Ag 2. WW, Rv, H(G), RGo, D, Rd, BUA.

C-in-C - Irr Cv (O) @ 17AP 1


Sub-general - Irr Cv (O) @ 17AP or Irr El (S) @ 30AP 0-1
Ally-general - as above @ 12-25AP 0-1
Corsair allies - List 3:21 Corsairs of Umbar

Only if Easterling:
Dry. Ag 2. Rv, H(G), RGo, D, Rd, BUA.
C-in-C - Irr Cv (O) @ 17AP or Irr Bd (O) @ 15AP 1
Sub-general - Irr Cv (O) @ 17AP or Irr Bd (O) 0-1
Ally-general - as above @ 10-12AP 0-1

35
Only if Southrons or Swertings:
Warm. Ag 3. WW, Rv, H(G), RGo, Rd, BUA.
C-in-C - Reg Cv (O) @ 28AP or Reg Sp (S) @ 27AP 1
Sub-general - Reg Cv (O) @ 28AP or Reg Sp (S) @ 27AP 0-1
Ally-general - as above @ 17-18AP 0-1
Corsair allies - List 3:21 Corsairs of Umbar

Only if the troll-men Far Harad:


Tropical. Ag 0. WW, Rv, H(S), H(G), RGo, D, Rd, BUA.
C-in-C - Irr Cv (O) @ 17AP or Irr Wb (S) @ 15AP 1
Sub-general - Irr Cv (O) @ 17AP or Irr Wb (S) @ 15AP 0-1
Ally-general - as above @ @ 10-12AP 0-1

Only if the Variags of Khand or men of Rhûn:


Warm. Ag 1. WW, Rv, H(G), RGo, BUA.
C-in-C - Irr Cv (O) @ 17AP 1
Sub-general - Irr Cv (O) @ 17AP or Irr Ax (O) @ 3AP 0-1
Ally-general - as above @ 8-12AP 0-1

Only if Bowmen upon Horse:


Dry. Ag 0. Rv, H(G), RGo, BUA.
C-in-C - Irr Cv (O) @ 17AP or Irr LH (F) @ 14AP or Irr LH (O) @ 15AP or in chariot
- as Irr Cv (S) @ 18AP 1
Sub-general - as above 0-1
Ally-general - as above @ 9-12AP 0-1
Mûmakil:
- Haradrim - Irr EL (O) @ 16AP or Irr El (S) @ 20AP 0-4 - Southrons or Swertings - Irr EL (O) @ 16AP 0-2
Cavalry:
-Haradrim - Irr Cv (I) @ 5AP or Irr Cv (O) @ 7AP 3-20
-Southrons or Swertings - Reg Cv (O) @ 8AP 2-12
-Easterlings, Variags, Rhûn - Irr Cv (O) @ 7AP 1-8
-Bowmen upon Horse - chieftains in chariot - Irr Cv (S) @ 8AP 0-3 -Others - Irr Cv (O) @ 7AP or Irr Cv (I) @ 5AP 0-4
Light Horse:
-Haradrim, Khand, Rhûn, Easterlings - Irr LH (O) @ 5AP or Irr LH (F) @ 4AP 0-4
-Southrons or swertings- Reg LH (O) @ 5AP or Reg LH (F) @ 4AP 0-4 -Bowmen upon Horse - Irr LH (O) @ 5AP or Irr LH
(F) @ 4AP 20-60 Foot:
-Haradrim - Irr Sp (I) @ 3AP or all Irr Sp (O) @ 4AP 20-60
-Easterling - Irr Bd (O) @ 5AP 20-60
-Southron or Swerting - Reg Sp (O) @ 5AP 20-60
-Far Harad - Irr Wb (O) @ 3AP 20-60
-Variags or Rhûn - Irr Ax (O) @ 3AP 24-72
-Bowmen upon Horse - Irr Ax (O) @ 3AP or Irr Hd (O) @ 1AP Skirmishers: 0-4

-Bowmen upon Horse - Irr Ps (I) @ 1AP 0-2


-Others - Irr Ps (O) @ 2AP 2-12
Only if Easterlings pre-1250:
Northmen allies List 3:11 Rhovanion, Éothéod or Northmen
Only if Easterlings during the War of the Ring: (C3000-3019)
Upgrade C-in-C and sub-general to Black Riders - Reg LH (S) @ 27AP 0-2
Extra to give up to magic ability (O) to Black Rider @ 0-10AP Any
Any nation:
Harad allies List 3:22 Harad 0-2 contingents of any nation

This list covers all the human nations of the east and south who fight for Sauron. At times Tolkien uses the terms Corsair; Harad, Rhûn, Khand,
Southron and Easterling almost interchangeably. I have differentiated between them by emphasising the Corsairs as loose foot for ship-board
operations, "Haradrim" make use of cavalry and later mûmakil whilst Southrons tend to regular forces. Different petty kingdoms can be allied
together to produce a composite force with one becoming the senior partner providing the C-in-C and the others allied contingents. Bowmen
upon horse and chariots represent Frodo’s vision of migrating nations seen from Amon Hen in the Treason of Isenguard. Southrons in scarlet
are "bold men and grim" and fight on when all is lost at Pelennor and Cormallen. Rhûn are mentioned with red and black banners. Far Harad are
"black men like half-trolls with white eyes and red tongues". The Wb classification for Far Harad can represent troops in armour or the
36
possibility such troops were, like those at Pelennor, literally a half-troll breed. The archaic Minifigs ME 31 Troll figure is a good basis for
figure converters who favour the half-troll theory. Haradrim use mûmakil during the War of the Ring but are not recorded using them in the
great wars with Gondor during the Third Age. There is no need to make mûmakil more powerful than DBM elephants - all the mûmakil at the
siege of Gondor are slain by archers and artillery. No nationality may have more mûmakil elements than Cv elements.

3:23 BEORNINGS AND WOODMEN - later Third Age.

Cold. Ag 0. Rv, H(S), H(G), Wd, RGo, M, BUA.


C-in-C - Irr Cv (O) @ 17AP or Irr Ax (O) @ 13AP or Irr Bw (O) @ 15AP 1
Sub-general - as above 1-2
Upgrade sub-general to Radagast the Brown - Reg LH (S) @ 27AP 0-1
Extra to give up to magic ability (O) to Radagast @ 0-10AP 0-1
Archers - Irr Ps (O) @ 2AP or Irr Bw (O) @ 4AP 10-40
Infantry - Irr Ps (S) @ 3AP or all Irr Ax (O) @ 3AP 20-40
Cavalry - Irr Cv (O) @ 7AP 0-3 Scouts - Irr LH (O) @ 5AP or all Irr LH (F) @ 4AP 0-2
Only if Woodmen:
Elves - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 0-6 Upgrade Elves to Irr Ax (S) @ 4AP 0-1/2
Only if Beornings:
Upgrade generals to Sons of Beorn - Irr Wb (S) @ 15AP Any
Bears - Irr Wb (F) @ 3AP or all Irr Beasts (S) @ 7AP 0-10
Sons of Beorn or other shape-changers - Irr Wb (S) @ 5AP or all Irr Sneaker (S) @ 3AP 0-3

This list includes groups of men living in or near Mirkwood, such as Grimbeorn the Old and other descendants of Beorn, some of whom retain
his shape-changing ability, Woodmen numbers increase toward the end of the Age. Radagast may command only bears and Sons of Beorn or
other shapechangers. Archers were prominent as we hear of the eagles wishing to avoid them when sheep-raiding.

3:24 SAURON - WAR OF THE RING - 1980 - 3019.

Dry. Ag 4. WW, Rv, H(S), H(G), Wd, RGo, M, BUA, Rd.


C-in-C as Witch-king or Nazgûl on winged beast - Reg Flyer (S) @ 35AP or
- all Reg Dragon (W,F) @ 42AP or as Black Rider - Reg LH (S) @ 27AP 1
Sub-general - as above 0-3
Extra to give up to magic ability (S) to Witch-king @ 0-13AP 0-1
Extra to give up to magic ability (O) to Black Rider @ 0-10AP Any
Sub-general as Orc - Irr Hd (S) @ 12AP or Irr Bd (F) @ 15AP, Uruk-hai - Reg Bd (F) @ 27AP or
- Reg Ax (S) @ 25AP 0-3
Haradrim or Corsair; Southron, Easterling, Far Harad, Rhûn or
- Variag of Khand allies - List 3:22 Harad up to two contingents
Labour mûmakil dragging siege tower - Irr WWg (S) @ 10AP 0-2
Mountain Trolls - Irr Behemoth (O) @ 12AP 0-1
Orcs - Irr Hd (S) @ 2AP 40-200
Orcs - Irr Ps (I) @ 1AP or Irr Bw (I) @ 3AP 8-40
Upgrade Hd Orcs to Irr Bd (F) @ 5AP 0-1/6 of each command
Upgrade Hd Orcs to Reg Bd (F) @ 7AP or all Reg Ax (S) @ 5AP as Uruk-hai guard for
- Orc or Uruk general 0-1
Upgrade Hd Orcs to militia - Irr Ax (I) @ 2AP 0-1/4
Stone-throwers or bolt-shooters with Orc crew - Reg Art (S) @ 10AP or Reg Art (O) @ 8AP 0-4
Orcs with Blasting fire - Reg Ps (X) @ 6AP 0-4
Ditches and trenches of fire - TF @ 2AP 0-12

Only if the Anórion Invasion Army:


C-in-C - as Orc, Easterling or Nazgûl on winged beast or as Black Rider 1
Use the list above, but including no Trolls, WWg, Art or militia Orcs with only the following allies;
Easterling allies List 3:22 Harad 1 or 2 contingents
Haradrim allies List 3:22 Harad (Including no EL)
Anti-cavalry stakes and ditches - TF @ 2AP 12-48

37
Only if Home Defence Forces - (Ag 1):

Use the main list 3:24 but add the following troops and conditions;

Upgrade C-in-C or sub-general as Black Lieutenant - Reg Cv (S) @ 30AP or

- Reg Kn (F) @ 31AP 0-1

Extra to give up to magic ability (O) to Black Lieutenant @ 0-10AP 0-1

Shelob - Irr Lurker (S) @ 3AP 0-1

Trolls of Gorgoroth - Irr Behemoth (O) @ 12AP 0-6

Upgrade Trolls to Olog-hai - Reg Behemoth (O) @ 14AP 0-1/2

Uruk-hai - Reg Bd (F) @ 7AP or all Reg Ax (S) @ 5AP 0-12

Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-6

Upgrade wolves with an Orc rider to Irr LH (O) @ 5AP Any

Militia Orcs - Reg Bd (I) @ 5AP or all Reg Sp (I) @ 4AP or all Reg Ax (I) @ 3AP 0-12

Upgrade Orc Ps (I) archers to Irr Ps (O) @ 2AP Any

Morgul Orc cavalry - Irr Cv (I) @ 5AP 0-4

Snaga, agents, spies, Gollum etc - Irr Sneaker (I) @ 1AP 0-1

Only if the Dol Guldur Army - (cold):


Use the main list 3:24 but add the following troops and conditions; No humans, WWg, - Far-Harad Troll-men or
Trolls.
Wolves - Irr LH (I) @ 3AP or all Irr Beasts (O) @ 5AP 0-16
Upgrade wolves with an Orc rider to Irr LH (O) @ 5AP Any
Militia Orcs - Reg Bd (I) @ 5AP or all Reg Sp (I) @ 4AP or all Reg Ax (I) @ 3AP 0-4
Swarming spiders or similar - Irr Hd (F) @ 1AP or all Irr Lurker (I) @ 1AP 0-40
Pack of Wargs - Irr Sneaker (S) @ 3AP 0-1

Only if the Moria Garrison - (cold):


Use the main list 3:24 but add the following troops and conditions; No humans, Far-Harad Trollmen,
- WWg no regulars other than - Uruk-hai, no artillery, no winged Nazgûl or Black Riders.
C-in-C as Balrog - Irr Demon (S) @ 37AP or Demon (O) @ 32AP 1
Extra to give up to magic ability (S) to Balrog @ 0-13AP 0-1
Upgrade Uruk-hai to Reg Bd (S) @ 9AP 0-1
Watcher of the Waters - Irr Water Lurker (S) @ 3AP 0-1

Only if Ithilien Uruks - 2475- 2901 (warm):


Use the main list 3:24 but add the following troops and conditions; Witch-king as Black Rider
- must be C-in-C, no winged Nazgûl, no humans, no regular Orcs, no mûmakil, - no WWg, no Troll-men and no Trolls.
Upgrade Orcs to Irr Bd (F) @ 5AP, 15AP if generals or all Irr Ax (S) @ 4AP, 14AP
- if generals Any
Evil spirits of Morgul - Irr Sneakers (I) @ 1AP or Irr Wb (F)/Irr Ps (I) @ 3AP 0-12

This list can represent Sauron’s army from 1980 - when the Witch-king gathers the Nazgûl in Mordor - up to the Battle of Cormallen Fields.
Labour mûmakil are included to represent those beasts at the siege of Minas Tirith which are used to pull siege engines. Sauron Defeated notes
Sauron’s allies fielding 50 mûmakil. There must be more irregular Orcs than the total of other foot. An Orc or Uruk-hai general may command
only Orcs, Trolls Wolves and Uruk-hai, Nazgûl may command any mix of troops. No army can have both Flyers and Dragons. WWg may not
outnumber Art. Allied contingents can provide non-compulsory troops from their respective lists and have the loyalty and PIP dice swapping
capacity of sub-generals. A Haradrim mûmakil-mounted general may not be used unless the army also has a Haradrim Cv-mounted general.
The Troops of up to any four human allied contingents can be grouped under the generalship of a Black Rider, Nazgûl or Black Lieutenant who
can also command other troops. The Anórian invasion army represents the force sent into the region, presumably to block Rohan intervention in
38
the siege of Minas Tirith, the Orcs and Easterlings build a ditch and use stakes to defend their position on the road to Rohan. The army is
destroyed by Treebeard and mopped up by the Rohan force commanded by Elfhelm to protect Minas Tirith after the Battle of the Pelennor
Fields. At least one Easterling contingent must be used with such an army. The Mordor Home Defence can represent the army at the Battle of
Cormallen or as a Barad-dûr force for campaigns. Corsairs may not be used with this army. The Ps (O) Orcs are based on those hunting Gollum
in Mordor, the equipment of bow and spear may have been standard for many Orcs. The Black Lieutenant of Barad-dûr is the mouth of Sauron.
Shelob would probably have avoided open battle but has been included for campaigns and players who can’t resist the option. The Orc cavalry
is included for the possibility that the riders pursuing the Hobbits in Mordor may have been part of a cavalry garrison at Minas Morgul or Kirith
Ungol. In The War of The Ring one Orc is quoted: "...curse you Dushgoi (Morgul) horseboys..." to a colleague. The Dol Guldur Army can be
led by the now ringwraith, Khamûl, in the three unsuccessfully assaults on Lórien and can also be used to represent the forces defeated by
Thranduil in the Battle under the Trees. The Bd (S) of the Moria Garrison represent Black Uruks in "black armour from head to foot". The
Ithilien Uruks army represents the “Black Uruks of great strength" who appear in Mordor about 2475 and overrun Ithilien before capturing
Osgiliath. Non- sneaker Evil spirits of Morgul are undead. Nazgûl on winged beasts can always "dismount" as LH (S) in the same way as
Airboats land troops. The riderless beast counts as baggage if attacked or the player wishes to move it (but not for losses) - however it need not
accompany the LH and is not removed if the LH becomes separated.

3:25 SHIRE - Later Third Age

Cold. Ag 0. Rv, H(S), H(G), Wd, RGo, M, BUA, Rd, E.

C-in-C - Irr Ax (O) @ 13AP or Irr Ps (O) @ 12AP or Irr LH (I) @ 13AP or

- Reg Ax (I) @ 23AP 1

Sub-general - as above 1-2

Gandalf the Grey as sub-general - Reg LH (S) @ 27AP 0-1

Extra to give up to magic ability (S) to Gandalf @ 0-13AP 0-1

Hobbitry-in-arms or Shire-muster - up to 1/4 Irr Ps (O) @ 2AP or Irr Ps (I) @ 1AP

- rest Irr Hd (O) @ 1AP or all Irr Ax (I) @ 2AP 36-280


Upgrade Ps to Irr Ps (S) @ 3AP 0-1/4

Shooters - Irr Ps (O) @ 2AP 0-16

Upgrade Hobbits to Irr Ax (O) @ 3AP as Bucklanders or Took 0-1/4

Upgrade Hobbits to Reg Ax (I) @ 3AP as Shirriffs or Bounders 0-3

Mount generals, Hobbits or shooters on ponies or mules @ +1AP 0-6

Tooklander Hobbit cavalry - Irr LH (I) @ 3AP 0-1

Bree Humans - up to 1/2 Irr Ax (O) @ 3AP rest Irr Hd (O) @ 1AP 0-8

Bree Dwarfs - Irr Bd (O) @ 5AP 0-2

Rangers - Reg Ps (S) @ 3AP or all Reg Ax (S) @ 5AP or all Reg Bd (F) @ 7AP 0-3

Upgrade Rangers to Reg LH (S) @ 7AP or Reg Cv (S) @ 11AP 0-1

Elves - Irr Ps (S) @ 3AP or Irr Bw (S) @ 5AP 0-3

Upgrade Elves to Irr Ax (S) @ 4AP Any

Upgrade Elves to Regular @ 3-7AP All/0

Tom Bombadil and/or Old Man Willow - Irr Lurker (S) @ 4AP 0-1

Wagons and barricades TF - @ 2AP 0-12

Hobbits were not warlike but could organise in times of danger such as Bullroarer Took versus Golfimbul’s Orcs at the Battle of Greenfields in
2747, defending against the White Wolves' raid in the Fell Winter of 2911 or against Sharkey’s thugs. They also claimed to have sent archers to
help fight against the Witch-king. Bree troops may not be used with Took or Bucklanders. Elves and Rangers represent Wandering Companies
39
of Elves such as Gildor's or patrolling forces detailed by Aragorn or Elrond - they could start the game in ambush to simulate Hobbits’ ignorance
of the outside world. Sauron Defeated lists Hobbits armed with: “...sticks, staves, knives, pitchforks, and mattocks and axes and scythes.” The
prologue to The Lord Of The Rings mentions “The Thain, master of the Shire-moot, Captain of the Shiremuster and the Hobbitry-in-arms”.
Elves, Rangers, Bree troops and Bombadil must be in different commands.

End notes.
No attempt has been made to provide a full list for the Good forces at the War of Wrath. If you wish to refight the battles mentioned in the Last
Road; use list 1:14 Later Noldor and up to 4 Valar, or Sons of the Gods counting as generals, fighting as Demons (S) that are not destroyed by
enemy generals scoring greater in close combat. Count Morgoth's forces as list 1:19 Unnumbered Tears, count Morgoth himself as a Son of the
Gods, C-in-C.

I have included information from the history of the Lord of the Rings Vol 1-12 I have not included information from the excerpts that greatly
conflict Tolkien's final concept of events or descriptions - the choice of what to leave out has necessarily been subjective. Not included in these
lists are Balrog cavalry, Ents and Elves at the Battle of Pelennor or goblin "guns" as mentioned in The Hobbit. No rules have been offered for
Sauron's artificial darkness - campaign umpires may wish to count it as negating daylight and dissipating when the first evil command becomes
demoralised.

Rings
Players wishing to include Rings as Artefacts in their games might consider the One Ring as an Artefact (P,A,R) at 22 plus twice base AP. The
Ring of Fire could be costed at 22AP and the wearer counts a having a permanent Rally spell about him to influence humans. The Ring of
Defence (also 22AP) allows the wearer’s army to choose to be the attacker or invader - but roll normal set up dice to determine weather and time
of day the ring user can then decide to defend or invade. No enemy can flank march against a user of the Ring of Defence. The wearer can cast
the Spell Fortify for one PIP rather than two. The Ring of Healing has no obvious tactical uses.

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