MIDDLE-EARTH ARMY LIST FOR DBM; THANE … · Web viewDistances are given for 15 mm / 6 mm and will...

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Transcript of MIDDLE-EARTH ARMY LIST FOR DBM; THANE … · Web viewDistances are given for 15 mm / 6 mm and will...

Page 1: MIDDLE-EARTH ARMY LIST FOR DBM; THANE … · Web viewDistances are given for 15 mm / 6 mm and will need to be converted for 25 mm. These lists are written for massed battles (c.500+
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De Bellis Middle Earth v5.01 - copyright Thane Maxwell 2001

Contents:

Introduction:.....................................................................................................................................4The Forces of the Dark Lord:.........................................................................................................5The Elves:.....................................................................................................................................8Men:...........................................................................................................................................10Dwarves:.....................................................................................................................................10Aggression Factors:.....................................................................................................................11Command Break Points:..............................................................................................................11Numbers of Commands:..............................................................................................................11Terrain Features:.........................................................................................................................11Dates:..........................................................................................................................................11

DB-ME Quick Reference Sheet:......................................................................................................12Optional Rules:...............................................................................................................................13

Heroic Generals:..........................................................................................................................13Wizards:......................................................................................................................................13Morgoth: Master of the Fates of Arda..........................................................................................13Acknowledgements:....................................................................................................................13

Forces of the Dark Lords:................................................................................................................14Morgoth: FA...............................................................................................................................14Second Age Mordor: SA 1000-3262, then 3320-3441..................................................................16Misty Mountain Orc, Orcs of the White Mountains or Orcs of Mirkwood: SA - TA.....................18Third Age Sauronic: (Including Dol Guldur from c. TA 1000, Mordor after TA 1980 and Minas Morgul after TA 2002)................................................................................................................19Angmar: TA c.1300 - 1975..........................................................................................................21Isengard: TA 2990+....................................................................................................................23

Men of the Shadow:........................................................................................................................25Hillmen: FA to TA (Including the Hillmen of the Trollshaws TA 1636-1975)..............................25Dunlending or Dunmen (FA to TA) or Early Easterling (FA).......................................................26Later Easterling: SA - TA............................................................................................................27Rhun: TA....................................................................................................................................27Harad: SA and TA.......................................................................................................................28Far Harad: SA and TA.................................................................................................................28Variags of Khand: TA.................................................................................................................29Corsairs of Umbar: SA 3262 - TA 933, TA 1448-1810, then c. 1856+.........................................29

The Dunedain:................................................................................................................................30Edain: FA....................................................................................................................................30Numenorean: SA 1200 – 3261.....................................................................................................31Realms in Exile: Arnor and Gondor SA 3320 – TA 2..................................................................32Early Arnor and Gondor: TA 2 - 829 (Gondor) or 2 - 861 (Arnor)................................................33Arthedain: TA 861-1975.............................................................................................................34Cardolan: TA 861-1636...............................................................................................................35Rhudaur: TA 861-1636................................................................................................................36Gondor of the Ship Kings: TA 830 - 1431...................................................................................37Kinstrife Gondorian: TA 1432 - 1635..........................................................................................38Later Royal Gondor: TA 1636 - 2050..........................................................................................39Gondor of the Stewards: TA 2050+.............................................................................................40

Men of the North:...........................................................................................................................41Woodmen and Vales of Anduin: TA............................................................................................41Dale, Esgaroth and Dorwinnian: TA............................................................................................42Rhovanion or Eotheod: TA 1-1977 (Rhovanion), TA 1856-2510 (Eotheod).................................43Rohan: TA 2510+........................................................................................................................43

The Elves:.......................................................................................................................................44FA Sindar: Doriath, Falas and Teleri..........................................................................................44

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Laiquendi: FA.............................................................................................................................44Host of Feanor and Gondolin: FA................................................................................................45Noldor Realms of Beleriand: FA Hithlum, Dorthonion, Sons of Feanor and Nargothrond............46FA Noldor Remnants: Balar, the Mouths of Sirion, Later Sons of Feanor and Later Ossiriand. . . .47War of Wrath Valar: FA..............................................................................................................47Second Age Host of Lindon (SA) or Eregion (SA 700-1697):......................................................48Second Age Mirkwood and Lorinand (SA – TA 1981) Nandor:...................................................49Third Age Host of Lindon: TA 1-1975........................................................................................50Lorien (TA 1981+) and Third Age Mirkwood Elven:...................................................................51

The Dwarves:..................................................................................................................................52Houses of the Dwarven Fathers: (Khazad-Dum FA - TA 1981, Belegost and Nogrod FA)............52Dwarven Exiles: (Iron Hills, Ered Luin, Erebor or Grey Mountains) TA......................................52

Magical Beasts:...............................................................................................................................53Ents: FA to TA............................................................................................................................53Eagles: FA to TA........................................................................................................................53The Dead: TA.............................................................................................................................53

Index:.............................................................................................................................................54

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Introduction:

The following represents the major armies described by JRR Tolkien in The Hobbit, The Lord of the Rings and The Silmarillion for use with DBM. They are entirely my own interpretations as to proportions of troops, often fighting styles, and sometimes even, equipment. Tolkien's military knowledge of pre-gunpowder warfare was from Anglo-Saxon sagas and a reading of the Classics. As such, he is not always as 'realistic' as is desirable, although far better than most fantasy writers are. The starting point for my interpretation of Tolkien is that the societies and warfare he is describing in the late Third Age are roughly equivalent to Dark Age Europe, with 11th or 12th century technology. Feudal relationships are at an early stage in the most advanced societies (Arnor and Gondor), whilst older (Noldor, Sindar or Numenorean) civilisations are akin to classical societies, others are primarily tribal in nature. The most sophisticated armour available was mail, and only some dwarves use closed helms.

Although Tolkien often describes individual’s equipment and that of bodies of troops, it has been necessary to extrapolate forwards and backwards from better-documented troop types in some cases (e.g. The Second Age Lindon list). I have tried to give a sense of development over time (e.g. the degeneration in the case of the Dunedain). In addition I have fleshed out most armies with supporting troop types to fill roles which similar historical armies had. I have plundered ICE's excellent Middle Earth modules for additional detail but almost all the basic troops are as close to that which Tolkien describes as possible. Finally, in adapting the various beasts and nasties of Middle Earth I have tried to stay close to DBM types so as not to distort game balance.

It is worth emphasising that these lists are in the end a question of taste and balance but should provide a game that is fun and distinctively heroic. Everyone will have a slightly different conception of how the various peoples should perform and the source base is too narrow to settle many questions definitively. I have tried to re-check as many of my assumptions and references as possible when redrafting the lists. I would strongly recommend house-rules for different scenarios not covered here, but to exercise caution in tampering with the lists, as small changes can have a large impact on overall game-balance. These lists and rules are still under play testing but I hope they provide a workable framework, any comments are welcome. Both Dave Brown and Luke Ueda-Sarson have produced lists of their own with considerably different interpretations, both are well researched and well worth looking at.

Distances are given for 15 mm / 6 mm and will need to be converted for 25 mm. These lists are written for massed battles (c.500+ AP recommended), rather than Warhammer type skirmishes. As such, there are no lists included for The Shire, Woses, Pukelmen or Wolves by themselves, as they could not form large enough bodies to count as armies under DBM.

NB: The disproportionate classification of Orcs vs. other troops is effectively balanced by the Numberless Hordes rules (q.v.). These emphasise the heroic nature of conflict in Middle Earth and create balanced, exciting games.

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The Forces of the Dark Lord:

The majority of Orcs were weaker than their Human or Elven opponents, but were present in far greater numbers at major battles. Where they won it was usually due to wearing down the enemy or outflanking them. Where they lost it was usually due to loosing critical command figures. Orcs also suffered from inter-tribal rivalries, which were only overcome by fear of powerful commanders or by the will of Sauron. My solution to this is to introduce Numberless Hordes and to limit the numbers of reliable generals operating at a distance from Nazgul. These rules apply to all Morgoth, Dol Guldur, Mordor, Angmar, Isengard or Outland Orc armies (hereafter collectively referred to as Dark Lord’s Armies).

Vulnerability to daylight is ignored for all Dark Lord’s troops for game purposes, it is assumed they would not fight without some form of artificial darkness (smoke, bats, etc.) and that such artificial darkness is not sufficient to invoke the penalties associated with night battles for Humans.

Numberless Horde Commands: Morgoth, Sauron and (to a lesser extend, Saruman) were able to drive their vast armies on by the force of their will, taking little account of losses. To reflect this, the numbers of troops and their low classifications, any Dark Lord’s command led by an ally general does not count towards army demoralisation. If it becomes broken, the Dark Lord player may either treat it as demoralised as per the DBM rules or optionally recycle the entire command. If recycled all its elements are removed from the table at the start of the first Dark Lord’s bound in which it counts as broken. A replacement command, exactly the same as the broken one, or as stipulated in the appropriate list or scenario notes, is brought on from a rear table edge sector at the beginning of the Dark Lord’s next bound. On a roll of a 1 or 2 they arrive on the left rear edge, 3 or 4 the centre rear edge, 5 or 6 the right rear edge. No command can be brought on if there are any of the opposing player’s elements within 6” of the entry point. Allocate random 24" sections on the base edge for larger boards. If necessary, dice randomly between the available sectors. If there are no free sectors the command is held off table until a sector becomes available. Numberless Horde commands do not require baggage.

NB: Commands that include any Black Numenoreans, Dragons or Mumakil that recycle are replaced by an equivalent command of the same nationality and of equivalent points value (up to the maximum permitted size), but that excludes these troop types. Any Warg commands that are recycled convert all Wg(O) to Wg(I) and make up the lost points with additional Wg(I) . This is because these types of elite troops were in very limited supply, whereas the recycling rules attempt to replicate the enormous reserve of manpower (or orc-power) available to the Dark Lords.

The option to recycle 'Numberless Horde' allied commands ceases if at any point the only Dark Lord elements left on table belong to either a C-in-C’s and/or a Sub-general’s command.

CinC and Sub-Generals: The army lists specify how many of these an army is permitted. Each such general can only command the specified troops. These are the only commands in the Dark Lord’s army that count toward army demoralisation and hence, for winning and losing. Elements that are in a CinC’s or Sub-General’s command are thus subject to the normal demoralisation rules and are not recyclable.

The maximum size for any Dark Lord’s CinC’s or Sub-General’s command is 27 element equivalents. The CinC’s command should normally be deployed in good going and fully within the central sector, to allow him to dominate his army.

Ally-Generals: These simulate the occasionally unreliable, unenthusiastic and squabbling nature of Orcs, especially that between different tribes. They can become unreliable, but will never change sides if their opponent’s forces contain Elves, Dwarves, Dunedain, Northmen or Numenoreans (other than Black Numenoreans).

These commands become unreliable if in the first turn, or when arriving on table having recycled or flank-marched, their PIP roll scores a 1; unless their general’s element is within 18” of a Sorcerous Captain element, in which case they can not become unreliable.

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Sorcerous Captains: A Balrog, Dragon, Nazgul or Ringwraith CinC may transfer PIPs from his own command to any other single command whose general is within 18" of the CinC at a rate of 2 sent for every 1 received, provided the Sorcerous Captain’s element is not in hand-to-hand combat. The recipient command cannot have its PIP total increased to beyond a total of 6 PIPs by this method.

Trolls: Irr Bh(I) Factor 6 vs. foot, 5 vs. shooting, 3 vs. mounted. Move 3”, counts as foot, subject to impetuosity, no quick-kills, treat scrub, boggy ground and marsh as good going, otherwise normal terrain effects apply, except terrain they count as difficult going reduces their movement to 2”. Trolls were huge creatures, swift in the attack, with rudimentary armour (if any) and big bashing weapons. They were a match and more for the best Dunedain and Elven troops, but occasionally brittle.

Olog-hai: Irr Bh(O) Factor 6 vs. foot, 5 vs. shooting, 3 vs. mounted. Move 3”, counts as foot, subject to impetuosity, no quick-kills, treat scrub, boggy ground and marsh as good going, otherwise normal terrain effects apply, except terrain they count as difficult going reduces their movement to 2”. Olog-hai were specially bred warrior trolls, using some armour and not as susceptible to daylight as other trolls. They are described in Lord of the Rings as possibly a mix of Trolls and Orcs but far exceeding their lesser brethren in strength and ferocity, so I class them as a tougher version of the occasionally unreliable trolls.

Fell Beasts: Irr Exp(O). Assorted semi-magical beasts, never defined in detail. A good excuse for any assortment of weird and wonderful figures you might have, possibly similar to smaller dinosaurs.

Giant Spiders: Irr Hd(S). Huge arachnids mainly found in forests, famously in Mirkwood in The Hobbit.

Orcs: Orcs were generally well armoured and armed with a variety of swords, scimitars, axes and spears and supported at close range by archery. They didn’t fight individually and were rarely prone to impetuous behaviour (unless fighting vastly inferior opponents). Orcs could move swiftly when motivated, operated effectively in rough terrain, and yet could resist strongly. Orcs were not a match for well disciplined opponents and were usually smaller than humans.

I emphasis the difference between Orcish Garrisons and other troops directly under the Dark Lords’ control (referred to as Legions) where larger and more ferocious types fought separately, and the wild tribes of the mountains (referred to as Outland Orcs). The harsh discipline used to control Orcs would, in my opinion, have limited their effectiveness. This is reflected by the propinquity of Mordor Orcs to desert when things went wrong, it also makes the basic Orcs cheap and plentiful.

Legion Orcs: Reg or Irr Ax(I) or Ax(O) with supporting Ps(O): contain only the smaller Orc and goblin types, normally armoured they would count as blade but for their size.

Outland Orcs: Irr Wb(X): Count as Wb(F) in all circumstances except Combat Factor vs. foot is 2. Less well armed or disciplined Orcs (often called goblins) of a mixture of sizes, usually from outlying mountainous areas such as the Misty Mountains. Effective raiders and mountain troops but unreliable in open battle.

Orc Archers: Bw(I)*: As per Bw but move +50p. Armoured or unarmoured archers concentrated for a specific purpose (such as sieges). Although bows were widely used by Orcs, battle accounts all mention archery as being subsidiary to close combat, so most archers are classed as supporting psiloi.

Great Orcs: Irr Bd(F) with supporting Ps(O): Well armed and armoured with large scimitars, axes and spears. These were the main Orcish shock troops prior to the breeding of Uruks. They attacked quickly and savagely and rate impetuous classification.

Uruks: Reg Bd(F) with supporting Ps(O). Armed with scimitar (Mordor) or short-stabbing sword (Isengard), shield and mail Uruks were better disciplined than other Orcs, quick in attack and used in positions of command or for special missions, they were as effective as most good human troops. Isengard Uruks are mentioned in the raid that captured Merry and Pippin as also armed with a

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long yew bow. There are no accounts of their use en masse in battle and accounts emphasis their role as shock troops. Some Uruk-hai can be re-graded as Bw(O)*.

Warg Riders: Irr Wg(O). Fight as if LH vs. Mounted, as if Wb vs. foot and train and as Cv vs shooting. Quick-kill Pk, Sp, Bd, Ps & Kn, quick-killed by Bw or Ps(O) in contact. Move 4”, subject to impetuosity. May count +1 rear support for a single extra rank of Wg of the same grade against enemy foot in going Wg count as good. Wg treat RG as good, otherwise they move as if cavalry. These have been difficult to classify, Warg riders were swift and able to defeat Knights when they cut them off (see p365 Unfinished Tales) but could also be used as shock troops (as at the Battle of Five Armies).

Wargs or Wolves: Irr Wg(I) Unridden Wargs and Wolves, as per Warg riders, but (I).

Werewolves: Irr Wg(S). As per Warg riders, but (S).

Dragons: Irr Dg(S), (O) or (I). Factor 4 vs. Foot & shooting, 3 vs. mounted, move 4”, quick-kill all except Dwarven Bd(S). Dg(S) may be based on double frontage as described in Here Be Dragons, but must pay double points for this additional frontage. Move as per impetuous expendables. Dragons can only be pinned to their front. Each 40mm frontage of a dragon (O) or (S) counts as 2 element equivalents for demoralisation purposes. Dragon (O) or (S) should have 80mm+ base depth, more as required, dragon (I) 40mm+. These are all ‘wyrms’, i.e. flightless dragons there is no account of winged Dragons accompanying armies except in the War of Wrath that ended the First Age and is outside the scope of these rules.

Other Behemoths: Many manufacturers produce imaginative & fun figures which players might wish to include but are too large for fell beasts. Substitute for trolls or Balrogs as appropriate.

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The Elves:

Elven warfare flows from one central relationship: That elves live until slain and their opponents defeat them by virtue of a higher birth rate. Elven children are very rare, those of humans or Orc spawn numerous in comparison. The elves are the embodiment of late 19th Century fears around racial theory. Once killed they are effectively exiled for eternity to the shadowed halls of Mandos, far from their beloved Middle Earth. Their approach to warfare involves plans covering centuries (e.g. the Siege of Angband or the war against the Witch-King of Angmar). Any outbreak of direct conflict represents a long-term defeat for the elves. They attempted to work through proxies where-ever possible (usually the Dunedain), but when forced to fight elves turn out armed to the teeth with finest weapons available, centuries of discipline, practice and training, and a fervent commitment to see the thing finished. Their inherent magical nature often allowed them to overcome physically larger opponents. The most common description by Tolkien is of the “cold ferocity” of elves in battle. They are, almost by definition, ‘superior’.

Tolkien gives a number of useful descriptions of Elven military equipment (probably the best description of the Noldor is in The Lost Tales when he describes the gate guard of Gondolin). They fought with spear, sword and bow. Mail is usually mentioned whenever he describes the appearance of elves in battle. Spearmen and many archers used shields. Non-avari (wood elf) armies all include significant numbers of cavalry, many or all armed with bows and yet charging fiercely. Nobles could fight either mounted or on foot, and they and their guards were significantly more dangerous than other Elven troops. The Laiquendi are mentioned as being exceptional for elves, lightly armed and inexperienced in warfare, as were the early Second Age Woodland Realm and Lothlorien armies. Other elves were tactically clever, experienced, well armed, and attacked aggressively. The only instance of impetuous is mentioned at the Nirnaeth Arnoediad (the Battle of Unnumbered Tears when Morgoth broke the power of the First Age Noldor kingdoms - a central military and social tragedy in Elven lore) and originated with individuals, rather than bodies of troops. Dunedain and Orcish wedge and shieldwall tactics probably have their origins in Elven military practice.

Elves outside the sphere of Noldorian culture were less well prepared for war and were frequently ill equipped. The Avari (Wood or Sylvan Elves) of Lorien and Mirkwood in the Second Age (and the Laiquendi of Beleriand in the First Age) both suffered badly in open battle against Orcs. However, once Noldor and Sindar influence spread under Galadriel and Thranduil, the Avari fared far better and seem to have adopted the military practices of the High Elves. Major mounted components are not mentioned in their armies however, although probably present in small numbers.

Elven troops were swift in the attack and fierce in defence. All the descriptions of the Noldor in the five battles against Morgoth mention them as attacking swiftly with the sword. They made effective use of ambushes and were little impeded by terrain, fighting major battles in woods, marshes and mountains. All of which suggests a major problem in terms of game balance. The only solution I can suggest for gamers wanting to avoid a one-sided conflict is to only use First or Second Age armies (where Noldor are present in large numbers) if their opponents are drawn from the same era. The following are the basic classifications for Third Age elves and my reasons why. Almost all troops are classed as regular because elves are stable, social immortals with (usually) long experience of warfare, the exception being some Avari levies who were poorly equipped and inexperienced.

* Troops: these all move an additional inch (50 paces) to normal movement distances. (S) Troops: These use the version 2 DBM rules. I.e. (S) troops add one to a loosing score and

add one to a winning score if shooting.

Nobles: Reg Kn(O)* if Sindar or Avari Nobles @13pt. or Reg Kn(S)* if predominantly Noldor @16pt. They often fought dismounted (e.g. Battle of Five Armies) so can dismount as Bd(O)* or Bd(S)* respectively. There were few Noldor left in Middle Earth after the fall of Gil-Galad and the defeat of Sauron in the War of the Last Alliance. Most of these troops would probably be Sindar in origin, with a higher proportion of Noldor in Lindon armies. Their equipment is uncertain but they could drive deep into the enemy and rode unequalled Elven horses. They were, arguably, the best troops in Middle Earth.

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Cavalry: Reg LH(S) Elven horsemen are describe as riding swiftly and shooting arrows at the coming of Glaurung (First Age) and the Fall of Angmar (Third Age) but armament is otherwise unknown. They were certainly armed with a sword, possibly mail and defeated warg-riders and Easterling cavalry so rate (S) status. Their reluctance to close with Glaurung is hardly indicative of anything but common sense.

Noldor, Sindar or Guard: Reg Bd(S)*: The best Noldor nobles from the First Age, with superb armour, supernatural powers and heroic motivation. Or Reg Bd(O)*: For lesser Noldor, and Sindar Nobles. The Noldor favoured swords as their primary weapon, Sindar axes. They were considerably better armed, stronger and more war-hardy than their Avari brethren. They displayed a similar pattern of battlefield behaviour but were far more dangerous. The First Age descriptions all emphasise swift attacks with swords. With supporting Ps approximately the right punch and manoeuvrability can be achieved. Such troops were fairly scarce in the Third Age.

Avari Spearmen: Reg Ax(S). They were armed with spear, shield and sword, and normally mail. They attacked swiftly from a mountain spur at the Battle of Five Armies and were the forest fighters par excellence.

Archers: Reg Bw(S)* Often equipped with mail and/or shield, and always using an elf-bow and knife or sword. Elven archers were prepared to close to contact (as at the Battle of Five Armies). They were certainly more effective than their historical counterparts.

Skirmishers: Reg Ps(S): Sindar and Avari Borderers or March Wardens, usually mailed and with mixed weapons Or Reg Ps(O): as more lightly armed scouts or levies.

Supporting Psiloi: Reg Ps(O) Add +1 rear support as normal, and also against all Orcs, Uruks, Wargs, Warg-riders, Wolves, Werewolves and Dr(O) or (I). Spearmen and archers working in close support is the typical picture from all Tolkien’s accounts of battles. Elven units raised as such are mentioned in the description of the Gate Guard of Gondolin and a similar pattern is seen with the Rangers of Ithilien (who are probably modelled on Elven Borderers). At the Battle of Five Armies the avari spearmen attacked with the support of archers. The practice also existed with the historical models Tolkien uses for his mythical world: the Romans and Frankish spearmen of post Roman Europe.

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Men:

The classification of the human troops portrayed by Tolkien is by no means certain. While he does usually (but not always) provide a description of equipment and appearance of troops, there is only sporadic evidence at best for their fighting style. Some types are only mentioned by name e.g. Variags. I have attempted to flesh out these armies based on what I take to be the historical prototypes and have attempted to justify these in the appropriate lists. I do not suggest my interpretations should be taken as definitive, but they do relate well to each other, provide balanced games and produce satisfactory outcomes.

The Dunedain (and Numenoreans) are a bit of a special case. Their military techniques and cultural heritage owes a great deal to the elves as well as to their superior physical stature (certainly in the Second Age and earlier half of the Third Age). Consequently I have classified the best Dunedain as Bd(S), although they lack full plate armour. The most useful source I found for the early Dunedain was the description of the Battle of Gladden Fields in Unfinished Tales. There, Tolkien describes Isildur’s equipment as being long sword, short sword, mail and shield. In the fighting the Dunedain are described as using swords and spears with a minority (1/5 in this instance) supporting with steel bows. I have interpreted this as Bd with supporting psiloi that are effective against Orcs.

Dunedain did not ride horses to war at the time of the Last Alliance, but employed mounted archers (often of lesser men). When the nobility did adopt the practice of fighting mounted is unclear. Certainly, in TA 1975 Tolkien mentions the “cavalry of Gondor” (see Appendix A, Lord of the Rings) and at the Battle of Pelennor Fields the lords of Gondor mounted to join Imrahil and the Knights of Dol Amroth. I have taken this to mean never more than the roquen and nobility.

Marines are assumed to be similar but more lightly armoured than Blades, hence Ax(S) with supporting Psiloi. Rangers, based on the description of Ithilien Rangers in Lord of the Rings, come out the same. Supporting Ps count against the same troop types as listed for Elves.

Dwarves:

The dwarves were generally mailed and fought using axe or mattock. The best dwarves from the Great Houses of the Dwarf Fathers are classified as Bd(S). They were equipped with closed-helms, which allowed them to withstand the dragons and made them the toughest of all mortal foot. Well-equipped and war hardened dwarves are generally classed as Bd(O). All dwarves were able to move quickly for long distances regardless of burdens, but it is unlikely that this effected their battlefield speed.

I class the general Dwarven levy as Ax(S), probably mailed and also using axes or similar, but fighting in looser formation more suitable for rough terrain. This allows them to cope well with Orcs and wargs and occupy hilly ground whilst the better types decide the battle in the more open centre.

(S) Troops: These use the version 2 DBM rules. I.e. (S) troops add one to a loosing score and add one to a winning score if shooting.

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Aggression Factors:

There is some debate as to what Aggression factors represent in the rules. It primarily determines whose terrain list to use and therefore, which country you are fighting in. Therefore many Elven or Dwarven armies have what, at first sight, may appear to be high Aggression levels as they rarely in fact fought at home, even though their battlefield stance was usually defensive.

Command Break Points:

For purposes of game balance, connected to the recycling nature of the Dark Lords’ commands, all commands are considered broken when they exceed one third losses, not when they equal them as in DBM.

Numbers of Commands:

The only limit on the number of commands an army can take it the number of generals on the list for that army. Dark Lord armies include large numbers of small allied commands to reflect the tribal squabbling of orcs.

Terrain Features:

Underlining indicates compulsory terrain features. A number of lists include double compulsory terrain features (e.g. Wd, Wd), this indicates two compulsory woods are place if defending.

Dates:

In the list the First Age is abbreviated to FA, the Second Age to SA and the Third Age to TA. No exact chronology for the First Age exists, so where necessary I have used the five great battles of the Wars for the Silmarils as reference points.

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DB-ME Quick Reference Sheet:

The following are the rule changes and new troop types for fighting campaign battles in Middle Earth. Assume latest DBM rules unless otherwise stated.

The Dunedain, Elves and Dwarves:

Reg Kn(S)* Fight as Kn(S), move +50p @16 pt. (Noldor Nobles) Reg Kn(O)* Fight as Kn(O), move +50p @14 pt. (Sindar Nobles) Reg Bd(S)* Fight as Bd(S), move +50p @10 pt. (Good Noldor) Reg Bd(O)* Fight as Bd(O), move +50p @ 8 pt. (Sindar, Guards or some Noldor) Elven & Dwarven (S) Troops: add 1 too loosing combat/shooting score and add 1 to a winning

shooting score Reg Bw(S)* As per Bw(S) move +50p @8 pt. Supporting Ps(O): Count vs. Dr(I) or (O), Orcs, Great Orcs, Uruks, and Wg and as per DBM Ents: Irr Bh(S) Factors etc. as per trolls, except count Wd as good going Huorns: Irr Bh(I) Factor etc. as per trolls, except count Wd as good going Werebears: Irr Bh(O) Factors etc. as per trolls

The Forces of the Dark Lord:

CinC or Sub Generals: The army lists specify how many of these an army is permitted. These are the only commands which count toward army demoralisation for the Dark Lord’s player and hence, for winning and losing.

Dragons: Irr Dr(I), (O) or (S) Factor 4 vs. foot & shooting, 3 vs. mounted, count as foot, move 4” and quick-kill all but Dwarven Bd(S)* @15/20/25 pt/element frontage.

Trolls: Irr Bh(I) @8 pt. Factor 6 vs. foot, 5 vs. shooting, 3 vs. mounted. Move 3”, count as foot, subject to impetuosity. Either recoiled or recoil on a more than, destroyed if doubled.

Olog-hai: Irr Bh(O) @10 pt. Factors etc. as per trolls Balrogs: Irr Bh(S) @12 pt. Factors etc. as per trolls Fell Beasts: Irr Exp(O) @ 7 pt. Orc Legions: As Reg or Irr Ax(I) or (O) with supporting Ps(O). Outland Orcs: Wb(X) @ 2 points. Factors etc. as Wb(F) except Combat Factor 2 vs. foot. Great Orcs: Irr Bd(F) with supporting Ps(O). Uruks: Reg Bd(F) with supporting Ps(O). Orc or Uruk Archers: Irr or Reg Bw(I)* or Reg Bw(O)* as bow, move +50p Warg Riders: Irr Wg(O) @6 pt. Factor 2 Move 4”, Fight as if LH vs. mounted, as if Wb vs. foot &

train and as Cv vs shooting, subject to impetuosity. Quick-kill Pk, Sp, Bd, Ps & Kn, quick-killed by Bw or Ps(O) in contact. Receive +1 Rear support vs. Foot from a 2nd rank of Wg (O).

Wargs or Wolves: Irr Wg(I) @4 pt. as per Wg(O), except rear support from Wg(I). Werewolves: Irr Wg(S) @8 pt., as per Wg(O), except rear support from Wg(S). Giant Spiders: Irr Hd(S)

I would recommend basing Bh on 40x40 mm bases for aesthetic reasons, 40x30 mm would be OK. Dragons can have a 1-element frontage and base depth typically of 80 mm, deeper as required. Dr(S) can be double frontage (+25 pt) as per Here Be Dragons.

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Optional Rules:

The following are some suggestions on how to deal with the heroic figures and wizards of Middle Earth. They are even less suitable for non-friendly games than the rest of these rules and should only be used with the agreement of all players.

Heroic Generals:

Any general of particularly heroic stature receives a +2 modifier to combat/shooting, instead of the normal +1. This would include any Balrog, Ringwraith, Noldor, named Sindar or the greater Dunedain, Numenorean, Edain or Dwarf-lords (e.g. Aragorn, Faramir, Boromir, Elendil, Isildur, Anarion, Turin, Hurin, Dain, Thorin, or Azaghal etc.). This would normally be agreed by the players or umpire before a scenario game, therefore no point costs are included.

Wizards:

Magic in Middle Earth during battles mainly effected the moral of the combatants, rather than involve wizardry artillery as other fantasy rule sets suggest. The impact of the Dark Lords’ magic on their own troops is built into the command structure and army break-point rules (which are very powerful when played). ‘Good’ magician such as Gandalf or Galadriel mainly countered the power of their opponents or inspired fear in their immediate vicinity. They could also decisively influence the course of campaigns. Gandalf was adept at mobilising forces and Galadriel concealed, sustained and speeded the march of Eorl to the Fields of Celebrant with a magic mist, through the manipulation of time.

If you wish to include the impact of evil sorcery on opposing armies I suggest the following:

Sauron, Glaurung, Gothmog, The Witch-King or other Ringwraith/Nazgul: All opposing commands whose general is within 24” (Sauron) or 12” (other) may not exchange PIP dice with other commands. In addition, the command will break on loosing 1/4 or more of its element, instead of the normal 1/3.

Istari, Elven Ring, Greater Noldor or major relic (e.g. Banner of the Kings): These are assumed to be part of the relevant general’s element or the general. The power of Sauron, the Witch-King or other Ringwraith/Nazgul is negated.

NB: Wizardry in the First Age is assumed to be sufficiently common so as to negate its effect on play. The innate magic of Elves or magical creatures is included in their troop type and gradings.

Alternatively, a judicious selection of spells from DBF: Here Be Dragons could be used. Again, no costs are included as magic should be limited to scenarios.

Morgoth: Master of the Fates of Arda

Morgoth had great powers to influence the unpredictable fates of individuals and even armies far beyond that of his lieutenant, Sauron. When using a First Age Morgoth army, re-role one PIP dice (2 if the army is larger than 600AP) from the second bound onwards. The die to re-roll is chosen after all dice have been rolled and a command's PIP die may only be re-rolled once per turn.

Acknowledgements:

Thanks are definitely due to all those who helped over the years with ideas, play-testing and alternative views (some of who would certainly not agree with my interpretations). These rules and lists have gone through continuous rewrites, often starting again from scratch. Thanks especially to

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Chris Barrass, Keir Maxwell, Dave Brown, Luke Ueda-Sarson, Kevin Johnson, Paul Harrington, Nick Sharpe, Richard Clark, Zippee, Mike Speed and all the others.

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Forces of the Dark Lords:

Morgoth: FA Cold, Ag4, H(S), H(G), RGo, D, Rd, BUA

CinC as Gothmog, Lord of Balrogs or Sauron Irr Bh(S) @32 1Sub as Balrog Irr Bh(S) @32 1-3CinC’s Command: (max 27 ee)Balrog Guard: Irr Bh(S) @12 0-2Trolls: Irr Bh(I) @8 0-6Great Orcs Irr Bd(F) @5 0-12Orc Legions: Reg Ax(I) @3 8-16Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0 to 1/2Sub’s Command: (max 27 ee)Balrog Guard: Irr Bh(S) @12 0-2Fell Beasts: Irr Exp(O) @7 0-4Great Orcs Irr Bd(F) @5 0-12Orc Legions: Reg Ax(I) @3 8-16Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0 to 1/2Upgrade Warg and Beast Command (below) to replace a CinC’s or Sub’s Command: (After Third Battle)

(max 27 ee)

Glaurung as Sub General Irr Dr(O) @30 or Sauron as CinC 1Fell Beasts: Irr Exp(O) @7 0-4Upgrade Warg Riders to Werewolves: Irr Wg(S) @8 0-8Great Orcs Irr Bd(F) @5 0-12Wargs: Irr Wg(I) @4 2-12Warg riders: Irr Wg(O) @6 8-16After Fourth Battle:Upgrade Glaurung to Sub General Irr Dr(S) @35 1Dragons: Irr Dr(O) @20 0-2After Fifth Battle:Upgrade Glaurung to CinC as Irr Dr(S) @45 0-1

Numberless Hordes:Orc Legions of the Iron Crown: 2-4 commandsAlly general: as Great Orc Irr Bd(F) @10 or Orc Reg Ax(O) @9 1Great Orcs Irr Bd(F) @5 0-4Orc Legions: Reg Ax(I) @3 8-24Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 0-2 commandsAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-12Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Upgrade Snaga to Bw(I)* @4 if Irr or @5 if Reg 0-8Siege engines: Irr Art(S) @10 0-4Wargs and Beasts: 1-2 commandsAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on 1

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Warg Irr Wg(O) @11Wargs: Irr Wg(I) @4 2-12Warg riders: Irr Wg(O) @6 8-16Numberless Hordes: (After the Fourth Battle)Early Easterling allies 0-1 command

This covers Morgoth’s realm of Thangorodrim in the First Age. Balrogs normally served as generals or elite guards and must (unless acting as generals) be in the CinC’s or Glaurung’s command. All other dragons must be in Glaurung’s command. Werewolves can only be used if Sauron is present, and must be included in his command. This does not cover the War of Wrath where Ancalagon the Black and the Winged Dragons were first unleashed. Sauron commanded at the Capture of Minas Tirith after the Nirnaeth Arnoediad and the harrying of the land afterwards. Glaurung commanded the horde that defeated and sacked Nargothrond. The other dragons were only used at the sack of Gondolin. The Orcs of Thangorodrim were unable to withstand the Noldor without the assistance of Balrogs and Dragons. It is uncertain when Morgoth bred Trolls, they are not mentioned until one of the later battles. However, I think they originate from the ages before the Sun and would have been available from the start of the War of the Jewels. The Five Great Battles of Beleriand were the Dagor Estolad against the Sindar and Laiquendi, the Dagor-nuin-Giliath against Feanor, The Dagor Argeleb against Fingolfin and the Noldor Kingdoms, The Dagor Bragollach against Fingon and the Noldor with Edain allies and finally the Nirnaeth Arnoediad Vs the Union of Maedhros. Exact dates for the First Age are uncertain. Snaga can provide rear support to any Bd or Ax.

Sauron or Glaurung can be used to replace a Warg and Beast command, if they do so, they can not also command troops from the usual C-in-C or Sub-General’s list. Werewolves can only be used in a command containing Sauron. Their commands cannot exceed the 27ee maximum.

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Second Age Mordor: SA 1000-3262, then 3320-3441 Cold, Ag3, H(S), H(G), RGo, D, Rd, BUA

CinC Sauron Irr Bh(S) @26 or the Witch-King Reg Kn(S) @35 or Black Numenorean Reg Kn(O)* @34

1

Sub as Nazgul or Ringwraith Reg Kn(S) @35 or Black Numenorean Reg Kn (O) @32

0-2

CinC’s Command: (max 27 ee)Black Numenorean: Reg Kn(O) @12 0-2 Reg Bd(O) @7 0-4Guard Archers supporting Bd Reg Ps(O)@2 0 to 1 per Bd(O)Werewolves: Irr Wg(S) @8 0-8Trolls: Irr Bh(I) @8 0-6Great Orcs: Irr Bd(F) @5 0-8Orc Legions: Reg Ax(I) @3 8-24Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @6 0 to 1/2Sub’s Command: (max 27 ee)Trolls: Irr Bh(I) @8 0-6Fell Beasts: Irr Exp(O) @7 0-4Great Orcs: Irr Bd(F) @5 0-8Orc Legions: Reg Ax(I) @3 8-24Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @6 0 to 1/2

Numberless Hordes:Orc Legions of the Eye: 2-5 commandsAlly general: as Great Orc Irr Bd(F) @10 or Reg Ax(O) @9 1Great Orcs: Irr Bd(F) @5 0-4Orc Legions: Reg Ax(I) @3 8-24Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 0-2 commandsAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-8Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Chained slaves: Irr Hd(I) @ ½ 0-8Upgrade Snaga as Bw(I)* @4 if Irr or @5 if Reg 0-8Siege engines: Irr Art(S) @10 0-4Wargs: 0-1 commandAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on Warg Irr Wg(O) @11

1

Wargs: Irr Wg(I) @4 8-16Warg riders: Irr Wg(O) @6 2-12Harad Allied command 0-1 commandVariag Allied command 0-1 commandLater Easterling Allied command 0-2 commandsDwarven Allied command (use Dwarven Exiles list) 0-12 elementsBlack Numenorean Allied command (use Corsairs of Umbar list, except up to full maximums of Numenoreans can be used)

0-1 command

This covers Sauron’s armies of the Second Age. These fought in the War of Elves and Sauron, invaded Gondor soon after it was established by Elendil and took Minas Ithil, and against the Last

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Alliance at the end of the Second Age. Sauron may have commanded in person, but there is no direct evidence. Black Numenoreans from Umbar (and maybe further South) had been enlisted during Sauron’s sojourn in Numenor. Herumor and Fuinur ruled in Harad. Some dwarves also fought for Sauron at the Dagorlad, possible due to the domination of the Rings. The Witch-King and Ringwraiths first appeared around SA 2250, so can only be used after then. Dwarves, Guard and Numenoreans can only be used after 3320. Snaga can provide rear support to any Bd or Ax.

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Misty Mountain Orc, Orcs of the White Mountains or Orcs of Mirkwood: SA - TA Cold, Ag3, Rv, H(S), H(G), RGo, W, Rd Misty Mountains or White MountainsCold, Ag3, WW, Rv, H(G), RGo, Wd, Wd, M, Rd Mirkwood

CinC as Great Orc Irr Bd(F) @15 1CinC’s command: (max 27 ee)Trolls: Irr Bh(I) @8 0-10Replace Trolls with Great Orcs Irr Bd(F) @5 AnyOrcs: all Irr Wb(X) @2 or all Irr Ax(O)@3 14-24Snaga: all Irr Ps(O) @2 4-12Upgrade Snaga as all Irr Bw(I)* @5 0-1/2

Numberless Hordes:Orc Legions of Gundabad or Moria: 0-2 commandsAlly general: as Great Orc Irr Bd(F) @10 or Irr Ax(O) @8 1Great Orcs Irr Bd(F) @5 0-4Orc Legions: Irr Ax(I) @2 8-24Upgrade Orcs to Irr Ax(O) @3 AnySnaga: Irr Ps(O) @2 4-8Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 3-6 commandsAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-12Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Upgrade Snaga as Irr Bw(I)* @4 0-8Wargs: 1-2 commandsAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on Warg Irr Wg(O) @11

1

Wargs: Irr Wg(I) @4 8-16Warg riders: Irr Wg(O) @6 2-12Giant Spider Nest: 0-1 commandAlly General: as Giant Spider Irr Hd(S) @7 1Giant Spiders: Irr Hd(S) @2 12-16Web as plashing for woods TF @ 2 6-12Later Easterling allies 0-1 command

This represents the large coalitions of Orcs, which raided and fought from the Misty Mountains, the White Mountains, Mirkwood or dwelt in the East beyond the Sea of Rhun throughout the Second and Third Ages. The largest Orc-holds were at Mount Gundabad, and after TA 1981, Moria, both in the Misty Mountains. Use this list for battles like Gladden Fields, the Battle of Five Armies or Nanduhirion, etc. Giant Spiders can only be used in Mirkwood, and then with no more than 4 elements of trolls. The Balrog never actually led Moria in open battle. Only a Mount Gundabad CinC can replace Trolls with Great Orc guard. Snaga can provide rear support to any Bd or Ax. Mirkwood cannot include any Legion commands.

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Third Age Sauronic: (Including Dol Guldur from c. TA 1000, Mordor after TA 1980 and Minas Morgul after TA 2002) Dry, Ag4, WW, Rv, H(S), H(G), E, RGo, M, D, Rd, BUA

CinC as Lord of the Nazgul Reg Kn(S*) @36 or Black Numenorean Reg Kn(O)* @34

1

Sub as Nazgul or Ringwraith Reg Kn(S) @35 or Black Numenorean Reg Kn (O) @32

0-1

CinC’s Command (max 27 ee)Black Numenoreans: Reg Kn(O) @12 0-2Trolls: Irr Bh(I) @8 0-8Upgrade Trolls to Olog-hai Irr Bh(O) @10 0-4Great Orcs: Irr Bd(F) @5 4-12Orc Legions: Reg Ax(I) @3 8-16Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0-1/2Sub’s Command (max 27 ee)Trolls: Irr Bh(I) @8 0-6Upgrade Trolls to Olog-hai Irr Bh(O) @10 All/0Fell Beasts: Irr Exp(O) @7 0-4Great Orcs: Irr Bd(F) @5 4-12Orc Legions: Reg Ax(I) @3 8-16Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0-1/2

Numberless Hordes:Orc Legions of the Eye, of Morgul or of Dol Guldur: 2-5 commandsAlly general: as Great Orc Irr Bd(F) @10 or Reg Ax(O) @9 1Great Orcs: Irr Bd(F) @5 0-4Orc Legions: Reg Ax(I) @3 10-20Upgrade Legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 0-2 commandsAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-8Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Upgrade Snaga to Bw(I)* @4 if Irr or @5 if Reg 0-8Siege engines: Irr Art(S) @10 0-4Grond: Irr WWg(S) @10 0-1Wargs: 0-1 commandsAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on Warg Irr Wg(O) @11

1

Wargs: Irr Wg(I) @4 8-16Warg riders: Irr Wg(O) @6 2-12Giant Spider Nest: 0-1 commandAlly General: as Giant Spider Irr Hd(S) @7 1Giant Spiders: Irr Hd(S) @2 12-16Web as plashing for woods: TF @2 6-12After TA 2470Upgrade Great Orcs in non-Outland commands to Uruks Reg Bd(F) @ 12 if ally-general, @7 if not

All

Harad Allied commands 0-2 commandsFar Harad Allied command 0-1 commands

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Variag Allied command 0-1 commandsLater Easterling Allied commands 0-3 commands

This list covers the forces of Sauron in the Third Age, initially in his disguise as the Necromancer of Dol Guldur, then through his proxy, the Witch-King. The Witch-King ruled initially, in Mordor after TA 1980, then from Minas Morgul after TA 2002. Finally, the list covers Sauron’s declaration of power and the period after the rebuilding of Barad-dur in TA 2951 leading up to, and including the War of the Ring. The period of the Watchful Peace (2063 to 2460) saw a lull in conflict as Sauron was driven into hiding in the East. Barad-dur guards are only allowed after TA 2951 and are Black Numenoreans in the service of the Dark Lord. No more than 1 Easterling command can be used with other human allies. Uruks first appeared around TA 2475, Olog-hai at some point later. No Uruks or Olog-hai can be used with Great Orcs (unless the Great Orcs belong to Outland commands) and vice versa. Guards must be in the CinC’s command. Dol Guldur (Mirkwood) armies are the only ones allowed Giant Spiders, but can not include more than 4 elements of trolls or any allies other than Easterlings. Snaga can provide rear support to any Bd or Ax.

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Angmar: TA c.1300 - 1975 Dry, Ag4, WW, Rv, H(S), H(G), E, RGo, M, D, Rd, BUA

CinC as the Witch-King Reg Kn(S) @35 or Black Numenorean Reg Kn(O) @32

1

Sub as Ringwraith Reg Kn(S) @35 or Black Numenorean Reg Kn(O) @32

0-1

CinC’s Command: (max 27 ee)Carn Dum Hoerk guard: Reg Kn(O) @12 0-2Black Numenorean Rangers: Reg Ax(S) @5 0-2 With supporting archers Reg Ps(O) @2 1/Ax(S)Trolls: Irr Bh(I) @8 0-10Great Orcs Irr Bd(F) @5 0-8Orc Legions: Reg Ax(I) @3 8-24Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0 to 1/2Sub’s Command: (max 27 ee)Trolls: Irr Bh(I) @8 0-6Great Orcs Irr Bd(F) @5 0-8Orc Legions: Reg Ax(I) @3 8-24Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Upgrade Snaga as Reg Bw(I)* @5 0 to 1/2

Numberless Hordes:Orc Legions of the Iron Fist: 2-5 commandsAlly general: as Great Orc Irr Bd(F) @10 or Reg Ax(O) @9 1Great Orcs Irr Bd(F) @5 0-4Orc Legions: Reg Ax(I) @3 8-24Upgrade Orcs to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 4-8Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 0-2 commandsAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-12Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Upgrade Snaga to Bw(I)* @4 if Irr or @5 if Reg 0-8Siege engines: Irr Art(S) @10 0-4Wargs: 0-1 commandAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on Warg Irr Wg(O) @11

1

Wargs: Irr Wg(I) @4 8-16Warg riders: Irr Wg(O) @6 2-12Mercenaries: 0-1 CommandAlly General: Irr Kn(F) @14 1Horse: Irr Kn(F) @9 2-4Spearmen: Irr Sp(I) @3 8-16Archers: Irr Ps(O) @2 0-4Rhudaurrim: (only after TA 1410) 0-2 CommandsAlly General: as Black Numenorean Reg Kn(S) @25 or Dunnish Lord Irr Wb(F) @8 or Hillman Targ-Arm Irr Ax(X) @8

1

Black Numenoreans: Reg Kn(O) @12 0-3Fuintir Ohtari: Reg Bd(O) @7 0-4Fuintir Archers: supporting Reg Ps(O) @2 0-1/BdHillmen: Irr Ax(X) @3 0-4

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Dunnish Tribesmen: Irr Wb(F) @3 10-20Dunnish scouts: Irr Ps(O) @2 2-6Dunnish levies: Irr Hd(O) @1 0-6Later Easterling allies 0-1 CommandHillmen allies (only after TA 1643) 0-1 Command

Angmar was founded to destroy the Dunedain successor states of the North, eventually succeeding but being in turn destroyed by a combination of Arthedain remnants, Lindon and Imladris elves and Gondorians. Angmarrim troops were Orcish, Easterling or mercenaries of mixed race (how these fought is open to speculation, I have modelled them on Northmen). Angmar subjugated Rhudaur and then the Hillmen of the Trollshaws. Guards must be in either the CinC or Sub’s command. If a Dunnish Lord or Hillman Targ-Arm commands the Rhudaurrim, he can not include any Kn in his command. Snaga can provide rear support to any Bd or Ax.

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Isengard: TA 2990+ Cold, Ag4, Rv, H(S), H(G), Wd, O, RGo, Rd, BUACinC as Black Numenorean Reg Kn(O)* @34 1Sub as Uruk Reg Bd(F) @27 0-1CinC’s command (max 27 ee)Man-Orcs: Irr Bd(O)* @6 0-6Uruks: Reg Bd(F) @7 6-12Uruk Archers: Reg Ps(O) @2 to support Uruk or Man-Orc Bd ½ to 1/BdOrc Legions: Reg Ax(I) @3 6-12Upgrade legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 may support Ax 2-6Upgrade Uruk Archers as Reg Bw(O)* @ 6 All/0Upgrade Snaga as Reg Bw(I)* @5 Up to 1/2Sub’s command (max 27 ee)Trolls: Irr Bh(I) @8 0-2Uruks: Reg Bd(F) @7 6-12Uruk Archers: Reg Ps(O) @2 to support Uruk Bd ½ to 1/BdOrc Legions: Reg Ax(I) @3 6-12Upgrade legions to Reg Ax(O) @4 AnySnaga: Reg Ps(O) @2 may support Ax 2-6Upgrade Uruk Archers as Reg Bw(O)* @ 6 All/0Upgrade Snaga as Reg Bw(I)* @5 Up to 1/2

Numberless Hordes:Orc Legions of the White Hand: 2-4 commandsAlly general: as Uruk Reg Bd(F) @17 1Uruks: Reg Bd(F) @7 3-6Uruk Archers: Reg Ps(O) @2 to support Uruk Bd 0 to 1/BdOrc Legions: Reg Ax(I) @3 8-16Upgrade legions to Reg Ax(O) @4 Up to 1/2Snaga: Reg Ps(O) @2 to support Ax 2-6Wargs or Warg Riders: Irr Wg(I) @4 or Irr Wg(O) @6 0-2Orcs of the Outlands: 0-1 commandAlly General: as Great Orc Irr Bd(F) @10 1Orcs: Irr Wb(X) @2 14-24Snaga: Irr Ps(O) @2 4-12Wargs: Irr Wg(I) @4 0-4Any Allied Orc Command: (maximums are for all Allied Commands)Upgrade Snaga to Bw(I)* @4 if Irr or @5 if Reg 0-4Siege engines: Irr Art(S) @10 0-2Wargs: 1-2 commandsAlly General: as Great Warg Wg(I) @9 or Great Orc mounted on Warg Irr Wg(O) @11

1

Wargs: Irr Wg(I) @4 8-16Warg riders: Irr Wg(O) @6 2-12Dunlendings: 0-2 commandsAlly General: as Irr Cv(O) @12 or Irr LH(O) @10 1Nobles: Irr Cv(O) @7 2-6Horsemen: all Irr LH(O) @5 or all Irr LH(F) @4 0-2Spearmen: All Irr Wb(F) or all Ax(X) @3 8-16Archers: Irr Ps(O) (can support Ax) @2 or Irr Bw(I) @3 2-6Upgrade Nobles of Dunnish West March to Irr Kn(F) @14 if general, @9 if not

0-1/2

The Uruk-hai who captured Merry and Pippin in the raid on Parth Galen are described as mailed carrying a shield, a short stabbing sword and great yew bows but it is unlikely they performed in battle primarily as archers. At the Battle of the Fords of Isen, Uruks were able to overcome the Rohan shieldwall. I incline towards the view of blades with extra missile protection against Kn. “Pike armed

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men” are mentioned at the battle of the Fords of Isen, I interpret this as similar to early Scots schiltrons, Ax(X). The West March of Rohan between the Isen and the Adorn had lapsed into Dunnish control, many men of the area were of mixed blood and the nobles may have still fought in the Rohirrim fashion. Saruman did not command in person. No more than one command of West March Dunmen can be used. Snaga in Allied Commands can provide rear support to any Bd or Ax.

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Men of the Shadow:

Hillmen: FA to TA (Including the Hillmen of the Trollshaws TA 1636-1975) Cold, Ag0, Rv, H(S), H(G), Wd, RGo, M, Rd, BUA

CinC as Irr Ax(X) @13 1Sub-General as CinC 0-1Hillmen Ally-General as Irr Ax(X) @8 1-3Hillmen Warriors: Irr Ax(X) @3 60-120Hillmen Scouts: Irr Ps(S) @3 0-10Hillmen archers: Irr Ps(O) @2 may support Ax(X) 0 to 1/3 per AxDunmen allies

Second Age only:Upgrade general on chariot to Irr Cv(O), @16 for CinC or Sub, @11 for Ally AnyChariots: Irr Cv(O)@6 0-6

Hillmen of the Trollshaws only:Ally as Black Numenorean: Reg Kn(S) @25 0-1Roquen: Reg Kn(O) @12 * 0-2Fuintir Guard: Reg Bd(O) @7 * 0-4Fuintir Archers Reg Ps(O) @2 may support Fuintir Guard 1/BdAngmar alliesMisty Mountain Orc allies

This list covers all the lesser men of the First to Third Ages (and specifically Rhudaur after 1636), primarily dwelling in hilly or mountainous areas such as The Trollshaws, Eriador, or the White Mountains. Sometimes these fought as allies of the Numenoreans or Dunedain, but mostly as allies of the Dark Lord. Items marked * must be commanded by the CinC or a Black Numenorean ally who can also command a Dunmen allied contingent. Equipment and fighting style is conjectural, but I have based them on Picts to differentiate them from other lesser men. Some of the Oathbreakers from Morthond vale would originally have been covered by this list.

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Dunlending or Dunmen (FA to TA) or Early Easterling (FA) Cold, Ag1, Rv, H(S), H(G), Wd, RGo, M, Rd, BUA

CinC as Irr Bd(F) @15 or Irr Wb(F) @13 or Irr Ax (O) @8 1Sub as CinC 0-1Ally-General as Irr Bd(F) or Irr Wb(F) @8 or Irr Ax(O) @8 1-3Cavalry: all Irr LH(O) @5 or all Irr LH(F) @4 20-40Upgrade cavalry or general to Irr Cv(O) @18 if CinC or Sub, @13 if Ally or @8 if not

0-6

Warriors: all Irr Wb(F) @3 or all Irr Ax(O) @3 60-150Scouts: Irr Ps(S) @3 0-10Archers: Irr Ps(O) @2 may support Ax 0-10Levy: Irr Hd(O) @1 0-20Hillmen alliesRohan alliesIsengard allies

This list covers all the lesser men of the First to Third Ages, primarily dwelling on the plains and lowlands of Eriador, Gondor or Dunland. It also covers the ‘Easterlings’ of the First Age who were brought in as allies by Maedhros but betrayed him at the Nirnaeth Arnoediad. Only Dunlending (or Dunnish) armies in Eriador may be Wb and then must be. The forest and fisher-folk of Minhiriath fought the Numenoreans in the Second Age. Only Dunlending armies can include Rohan or Isengard allies. Rohan allies can not include more than 4 elements of Regular troops but may have up to half the normal maximum of Irregular Rohirrim. This represents Wulf’s rebellion against Helm in TA 2758-9, Wulf replaces the CinC from this list.

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Later Easterling: SA - TA Cold, Ag3, WW, Rv, H(S), H(G), Wd, RGo, O, V, M, Rd, BUA

CinC on horse as Irr Cv(O) @17 or in chariot as Irr Cv(S) @18 1Sub-General as CinC 0-1Ally-General on horse as Irr Cv(O) @12 or in chariot as Irr Cv(S) @13 1-3Nobles: Irr Cv(O) @7 6-12Upgrade nobles in chariots to Irr Cv(S) @8 up to ½ Horsemen: Irr LH(F) @4 12-24Axemen: Irr Bd(I) @4 20-60Downgrade Axemen to Spearmen: Irr Ax(O) @3 Up to 1/2Archers: Irr Ps(O) @2 or Irr Bw(I) @3 10-20Wagon lager TF @2 0-12Misty Mountain Orc allies (Not Wainriders)

Wainriders only: TA 1851-1944Upgrade generals and nobles to Irr Kn(O) chariots @19 if CinC or Sub, @14 if Ally or @9 if not

All

Upgrade horsemen and axemen to Irr Cv(O) @7 1/3 to 1/2

Rhovanion vassal alliesVariags of Khand alliesHarad allies

Balcoth only: TA 2500-2510Downgrade horsemen to ill-armed Irr Hd(O) @1 3/4 to All

This list covers the Easterlings from beyond or north of the Sea of Rhun. Axemen, chariots and horsemen are all mentioned. The Wainriders were a particularly successful coalition who conquered much of the Brownlands from 1856 and subjugated the Northmen inhabitants. Their joint attack with the Haradrim (orchestrated by Sauron) nearly destroyed Gondor. They killed King Ondoher and his sons at the Dagorlad but the Haradrim, Variags and southern confederation were defeated in the South. The vanguard at the Dagorlad consisted of Chariots and a great force of cavalry, which scattered the disorganised Gondorian centre. While celebrating their victory they were attacked and destroyed by Earnil II leading the southern Gondorian army The Balcoth were an off-shoot of the Wainriders but poorly-armed, also based in the Brownlands (in the shadow of Dol Guldur). They, together with Orcs, were defeated at the Fields of Celebrant by Gondor and the Eotheod. Balcoth can only downgrade up to ¼ of their axemen. Orcs also assisted the Easterlings in their attacks on Dale and Erebor during the War of the Ring. An allied command taken from this list need not include any otherwise compulsory foot.

Rhun: TA Cold, Ag2, WW, Rv, H(S), H(G), Wd, RGo, O, V, M, Rd, BUA

CinC as Reg Cv(S) @30 1Sub-General as CinC 0-1Ally-General as Reg Cv(O) @18 0-2Cavalry: Reg Cv(O) @8 20-40Upgrade cavalry to guard Reg Cv(S) @10 0-4Scouts: Reg LH(F) @4 4-12Nomads: Irr LH(F) @4 10-30Spearmen: Reg Sp(I) @4 20-40Archers: Reg Ps(O) @2 may support Sp(I) up to 1/SpLater Easterling allies 0-2 commands

This list is included to provide more variety to the Easterling opponents of Gondor. The urban centres around Rhun may well have been more sophisticated and contained regular troops.

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Harad: SA and TA Dry, Ag3, WW, Rv, H(G), O, V, RGo, D, Rd, BUA

CinC as Irr Cv(O) @17 1Sub-General as CinC 0-1Ally-General as Irr Cv(O) @12 1-3Upgrade CinC to Irr Cv(S) @19 0-1Mumakil: Irr El(S) @20 0-5Guards: Irr Cv(S) @9 0-5Cavalry: Irr Cv(O) @7 20-40Scouts: Irr LH(O) @5 or Camel-mounted LH(I) @3 2-12Spearmen: Irr Ax(O) @3 20-80Archers: Irr Bw(I) @3 or Irr Ps(O) @2 0-10Umbar alliesVariag alliesFar Harad allies

The Kings of Harad were long standing enemies of Gondor throughout the Third Age. Despite all the descriptions in The Lord of the Rings, the Haradrim remain enigmatic and difficult to classify. Mumakil are assumed to be fewer per element than their historical counter-parts. Cavalry fought either with scimitar or spears. Although I have assumed guards might be better armed and/or armoured, there is no explicit evidence for this, however, it adds flavour without unbalancing the army. Spearmen appear to be lighter equipped than Gondorian infantry and are primarily used in support of Mumakil: Rohan Kn against Mumakil and Ax is a fun and bloody match-up! An Haradrim allied contingent can include up to 2 elements of Mumakil, but the general cannot be upgraded to Cv(S). If more than one command of allied Haradrim is used, purchase all allied Harad commands as normal, then re-organise all non-general Cv and LH into a single command, the remainder of the troops into the other(s). For DBM dust-storm purposes consider all Far Haradrim to be Bedouin.

Far Harad: SA and TA Dry, Ag4, WW, Rv, H(G), O, V, RGo, D, Rd, BUA

CinC as Irr Wb(F) @13 or Irr Cv(O) @17 1Sub-General as CinC 0-1Ally-General as Irr Wb(F) @8 or Irr Cv(O) @12 1-3Mumakil: Irr El(S) @20 0-2Cavalry: Irr Cv(O) @7 0-10Scouts: Irr LH(O) @5 or Camel-mounted LH(I) @3 0-8Warriors: Irr Wb(F) @3 60-180Upgrade Warriors to Half-trolls as Irr Bd(F) @5 up to 1/3

Archers: Irr Ps(O) @2 or Irr Bw(I) @3 0-10Upgrade Warriors mounted on camels to Irr Cm(O) All/0Harad allies

The ‘blackmen’ of Far Harad are probably modelled on Sudanese. Camels are mentioned, but not at the Battle of Pelennor Fields. Half-trolls or Troll-men are mentioned twice, the first time could be a caricature, the second is more ambiguous. Half-trolls can only be used in late TA armies. I have included the upgrade option and fleshed out the army for use on its own and to make it capable of resisting it’s neighbour: Harad. For DBM dust-storm purposes consider all Far Haradrim to be Bedouin. Generals dismount as Wb(F), allied commands may not include Cm.

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Variags of Khand: TA Dry, Ag4, Rv, H(S), H(G), O, RGo, D, Rd, BUA

CinC as Irr Cv(O) @17 1Sub-General as CinC 0-1Ally-General as Irr Cv(O) @12 1-3Cavalry: Irr Cv(O) @7 2-10Scouts: Irr LH(O) @5 0-5Spearmen: Irr Wb(O) @3 60-120Archers: Irr Ps(O) @2 2-10Slaves: Irr Hd(I) @ ½ 0-10Harad allies

The Variags of Khand are mentioned as being tough fighters at the Battle of Pelennor Fields but no more detail is given. I take this to mean that the infantry is tougher. Cv can dismount as Wb(S).

Corsairs of Umbar: SA 3262 - TA 933, TA 1448-1810, then c. 1856+ Dry, Ag3, WW, Rv, H(G), O, V, RGo, D, Rd, BUA

CinC as Black Numenorean Reg Kn(S) @35 or Captain of the Havens Reg Ax(S) @25 or Haradrim Irr Cv(S) @19

1

Sub-General as above 0-1Black Numenorean Roquen: Reg Kn(O) @12 0-2Scouts: Reg LH(O) @5 0-4Black Numenorean Guard: Reg Bd(O) @7 0-4Supporting Ohtari: Reg Ps(O) @2 0-1/BdBlack Numenorean Archers: Reg Bw(S) @7 (E) 4-8 (L) 0-4Marines: Reg Ax(S) @5 (E) 12-24Corsairs: Reg Ax(S) @5 (L) 16-32Archers supporting Corsairs or Marines: Reg Ps(O)@2 0-1 per AxUmbar Levy: Irr Sp(I) @4 0-24 Irr Bw(I) @3 or supporting Sp as Irr Ps(O) @2 0-12Dromons: Irr Shp(S) @ 4 [Ax, Ps] or Gal(S) @ 4 0-8Harad allies 1-3 commandsFar Harad allies

After 1856:Downgrade Corsairs to Reg Ax(O) @4 AllUpgrade Umbar Levy to Reg Sp(I) @ 4 if Sp, Reg Bw(I) @4 if Bw or supporting Reg Ps(O) @ 2 if Ps

All

City Scrapings and Wharf Rats: Irr Hd(O) 0-6

The early period represents the Numenorean dominion of Umbar after the Corruption of Numenor by Sauron until its conquest by the Ship-Kings of Gondor. The later period covers the sons of Castamir who fled there in TA 1448 and remained independent as the Corsairs of Umbar for the rest of the Third Age (except for a brief period when Gondor recaptured Umbar in 1810). Items marked (E) apply only before 933, items marked (L) apply after 1448 and before 1810. This was the only large Numenorean realm in Middle Earth to remain under the Shadow and was a staunch enemy of Gondor. It is unclear how far its power extended beyond the city but Umbar certainly had support from some of the Kings of Harad. It is likely that Corsairs in the later Third Age should lose their (S) status as the native locals progressively absorbed them.

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The Dunedain:

Edain: FA Cold, Ag2 WW, Rv, H(S), H(G), Wd or Wd (H), O, RGo, BUA

CinC as Irr Bd(F) @15 1Sub as CinC 1-2Warriors: all Irr Bd(F) @5 or all Irr Ax(S) @4 30-50Archers: Irr Bw(O) @4 10-30Levy, elderly and women: Irr Hd(O) @1 0-4Upgrade Warriors to nobles with Elven service experience to Reg Kn(S) @35 if general, @15 if not (not H)

0-3

Upgrade Bd with Elven service experience to Reg Bd(S) @27 if general, Reg Bd(O) @7 if not (not H)

0-16

Pukel scouts: Irr Ps(X) @6 (H) 2-8Hithlum or Dorthonion alliesDoriath allies (H)

This covers the three houses of elf-friends in the First Age, the House of Beor, the House of Hador and the House of Haleth. Items marked (H) apply only to the House of Haleth. The House of Beor were given Dorthonion and virtually wiped out after the Dagor Bragollach. The House of Hador, who lived in Dor-Lomin were the most numerous and fought with Hithlum, but were enslaved by Easterlings after the Nirnaeth Arnoediad. The House of Haleth eventually settled in the Forest of Brethil, preferred axes and survived mostly by keeping out of people’s way. The remnants of the three houses were granted Numenor after the War of Wrath by way of a consolation prize. Kn can dismount as Reg Bd(S). Evidence is scanty, but the first two Houses of the Edain probably quickly assimilated to the Noldor (who mentored them in most things), whom they served with as garrison troops or open battle. House of Haleth contingents in Elven armies can include up to the maximum of upgraded troops.

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Numenorean: SA 1200 – 3261 Cold, Ag4, WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA

CinC as Reg Bd(S) @20 1Sub as CinC 1-2Dunedain Roquen Reg Bd(S) @9 1-4Marines: Reg Ax(S) @5 8-16Archers supporting Marines or Bd as Reg Ps(O) @2 1/Bd or Ax(S)Cohort Archers: Reg Bw(S) @7 16-32Mannish levies:Scouts: Irr LH(F) @4 2-8Spearmen: Irr Ax(O) or Irr Ax(X) @3 0-20Archers: Irr Ps(O) @2 0-10Pukel scouts: Irr Ps(X) @6 0-4Horses to mount foot @1 Up to 8Ships: Sh(S) [Bd, Bw, Ax, Ps] 0-12In 1700 or after 1800:Upgrade marines to Ohtari Reg Bd(O) @7 0-8In 3261:Upgrade marines to Ohtari Reg Bd(O) @7 2/3 to AllDunnish allies

The Numenoreans first founded Havens in Middle Earth in SA 1200 and Tar Minastir sent a Great Navy to assist Gil-Galad in SA 1700. After SA 1800 the Numenoreans had permanent dominions in Middle Earth with subject levies. Information is sketchy but Tolkien mentions they were primarily archers and used lesser men mounted scouts. In SA 3261 Ar-Pharazon the Golden led the great invasion which landed at Umbar and humbled Sauron with barely a blow. Pukel blowgun men are mentioned as having magical powers in Unfinished Tales, but are not available after 1800. The period of the Great Armament & domination of Sauron from 3262 until the Fall of Numenor in 3319 saw no battles. Roquen are Dunedain Knights and Ohtari their professional retainers.

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Realms in Exile: Arnor and Gondor SA 3320 – TA 2 Cold (Arnor) or Warm (Gondor), Ag1, WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA

Elendil, Isildur or Anarion: CinC as Reg Bd(S) @29 1Sub as Isildur or Anarion as CinC 1-2Dunedain Roquen and Ohtari Reg Bd(S) @9 18-36Archers supporting Bd as Reg Ps(O) @2 1/BdCohort Archers: Reg Bw(S) @7 12-24Marines: Reg Ax(S) @5 0-8Supporting marines: Reg Ps(O) @2 1/Ax(S)Mannish levies:Scouts: Irr LH(F) @4 2-8Spearmen: Irr Ax(O) @3 0-20Hillmen: Irr Ax(X)@3 0-10Archers: Irr Ps(O) 0-10Ships: Sh(S) [Ax, Ps] *2-4Northmen alliesHillmen alliesDunnish alliesSecond Age Lindon allies

This covers Arnor and Gondor from the foundation of the Kingdoms in Exile by the Faithful, through the War of the Last Alliance until the Disaster of Gladden Fields. Mounted mannish scouts are mentioned in some of Tolkien’s later writings and other types would probably have been available. Dunedain foot fought with a combination of spear, long sword, short sword and steel bow, classification is not easy, but tactics were certainly based on Elven experience from the First Age. The Oathbreakers were those mannish allies who refused to fight in the Last Alliance. * only applies if any marines are used.

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Early Arnor and Gondor: TA 2 - 829 (Gondor) or 2 - 861 (Arnor) Cold (Arnor) or Warm (Gondor), Ag1, WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA

CinC as King or Captain of the Hosts Reg Kn(S) @35 or Reg Bd(S) @29 1Sub as CinC 1-2Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @7 12-24Upgrade Ohtari with Roquen to Bd(S) @9 0-1/2Archers supporting Bd as Reg Ps(O) @2 Up to 1/BdDunedain Archers: Reg Bw(S) @7 6-12Marines: Reg Ax(S) @5 (A) 0-4 (G) 0-12Supporting Marines: Reg Ps(O)@3 1/Ax(S)Lesser Ohtari Irr Sp(O) @5 10-20Levies: Irr Ax(O) or Ax(X) @3 0-20Other Archers: Irr Bw(O) @4 or Irr Ps(O)@2 0-10Ships: Sh(S) [Ax, Ps] (G) *2-6Transports: Sh(I) [Kn] (G) 0-2Before 800:Roquen: Reg Kn(S) @15 2-4After 800:Roquen: Reg Kn(S) @15 2-4Nobles: Reg Kn(O) @12 0-4

This covers the early period of the Third Age Arnor and Gondor. Items marked (A) apply only to Arnor, items marked (G) apply only to Gondor. The Easterlings attacked Gondor in 490, defeating them in 500. Romendacil was then slain in a further battle in 541. The Dunedain were more numerous in the South but remained less dilute in the North. Kn can dismount as Bd(S). * only applies if any marines are used.

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Arthedain: TA 861-1975 Cold, Ag1, WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA

CinC as Reg Kn(S) @35 1Sub as CinC 1-2Arain: Ally Reg Kn(S) @25 0-2Royal Roquen: Reg Kn(S) @15 * 2-4Arain Roquen: Reg Kn(O) @12 2-4Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @7 6-18Archers supporting Bd as Reg Ps(O) @2 0-1/BdDunedain Archers: Reg Bw(S) @7 0-4Lesser Ohtari Irr Sp(O) @4 10-30Other Archers: Irr Bw(O) @4 or Irr Ps(O) @2 4-12Hillmen: Irr Ax(X) @3 0-6Levies: Irr Ax(O) @3 0-20Cardolan alliesBefore 1350Rhudaur alliesAfter 1359Rangers: Reg Ax(S) @5 * 4-8Supporting Rangers: Reg Ps(O)@3 1/Ax(S)TA Lindon alliesAfter 1641:Northmen Mercenaries: Irr Kn(F) @9 0-4Hobbits: Irr Ps(O) @2 0-4

* applies only if the King, Prince or Cordager (the Military Commander of the Royal Council) commands, Royal troops are not allowed otherwise and no more than the minimum Dunedain Ohtari. Arthedain was the strongest of the successor states in the North. Arain were Numenorean Earls and semi-independent from the King (in ICE modules). The Royal army was reduced in size but probably was almost as effective as earlier types. Strife between the successor kingdoms to Arnor considerably weakened them and prepared the ground for Angmar. Arthedain armies were never large - especially compared to their southern brethren. Cardolan helped in various wars against the Witch-King and various combinations of Cardolan, Rhudaur and Arthedain were possible in the successor wars revolving around possession of Amon Sul. Argeleb I was slain fighting Rhudaur (with Angmarian assistance) in 1356 and Amon Sul destroyed in 1409. Lindon was a staunch ally (see notes to TA Lindon list for details) against Angmar (possibly with Dwarven assistance) and a mighty Gondorian navy lead the defeat of Angmar. See the Later Royal Gondor list to cover this battle. Kn can dismount as Bd(O) if (F), otherwise as Bd(S). No more than 11 elements of non-allied Kn can be used and no more than 8 elements of Bd after the Great Plague of 1641. After 1974 the army can include no more the 6 elements of Royal troops but an allied contingent can include up to all 4 elements of Hobbits.

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Cardolan: TA 861-1636 Cold, Ag1, WW, Rv, H(S), H(G), Wd, O, RGo, M, Rd, BUA

CinC as Reg Kn(S) @35 1Sub as CinC 1-2Roquen: Reg Kn(O) @12 0-2Scouts: Reg LH(F) @4 0-4Arthedain alliesLindon allies (after 1359)Before 1410:Nobles: Reg Kn(O) @12 1-3Dunedain Ohtari Reg Bd(O) @7 4-8Archers supporting Bd as Reg Ps(O) @2 0-1/BdLesser Ohtari: Irr Sp(O) @4 20-40Upgrade Lesser Ohtari to Mercenaries: Reg Sp(O) 0-10Other Archers: Irr Bw(O) @4 or Irr Ps(O) @2 4-12Rhudaur alliesAfter 1409:Dunedain Ohtari Reg Bd(O) @7 2-4Supporting Ohtari Reg Ps(O) @2 0-1/BdRangers: Reg Ax(S) @5 3-6Supporting Rangers: Reg Ps(O)@3 1/Ax(S)Levies: Irr Ax(O) or Irr Ax(X) @3 0-6 Irr Ps(O) @2 0-3Dunmen: Irr Ax(O) @3 10-40 Irr Hd(O) @1 2-10Mercenary companies: Reg Kn(F) @11 0-4 Reg Sp(O) @5 0-4Hobbits: Irr Ps(O) @2 0-4Dunmen allies 0-12

The three sons of Earendur split the realm of Arnor, one of the younger sons becoming the Prince of Cardolan. The line soon died out but Princes continued to rule. There were frequent wars between the three successor realms prior to the foundation of Angmar c. 1300. Lindon assisted Cardolan in 1360 but the Witch-King broke the power of the principality in 1409. After 1409 the Princes continued as a remnant centred on the Barrow Downs and the Old Forest. They depended on Arthedain and Lindon assistance to maintain their border and Dunnish migration for manpower. A Cardolan allied contingent can include up to the full maximum of Roquen or Dunedain Ohtari. Kn can dismount as Bd(O) if (F), otherwise as Bd(S).

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Rhudaur: TA 861-1636 Cold, Ag3, Rv, H(S), H(G), Wd, RGo, M, Rd, BUA

Before 1400:CinC as Reg Kn(S) @35 1Sub as CinC 1-2Roquen or Nobles: Reg Kn(O) @12 1-3Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @7 4-8Archers supporting Bd as Reg Ps(O) @2 0-1/BdForesters: Reg Ax(S) @5 3-6Supporting Foresters: Reg Ps(O)@3 1/Ax(S)Levies: Irr Ax(O) or Irr Ax(X) @3 40-80 Irr Ps(O) @2 (can support Ax(X) 0-10 Irr Hd(O) @1 0-10Hobbits: Irr Ps(O) @2 0-4Northmen mercenaries: Irr Sp(O) @4 0-20Arthedain alliesCardolan alliesHillmen alliesAfter 1400:CinC as Black Numenorean Reg Kn(S) @35 or Dunman Irr Wb(F) @13 or Hillman Irr Ax(X) @13

1

Ally as Reg Kn(S) @ 25 or Irr Wb(F) @8 or Irr Ax(X) @8 1-3Hillmen Warriors: Irr Ax(X) @ 0-40Hillmen Scouts: Irr Ps(S) @3 0-5Hillmen archers: supporting Irr Ps(O) @ up to ½ /Ax(X)Roquen: Reg Kn(O) @12 0-2Fuintir Guard: Reg Bd(O) @7 0-4Supporting Fuintir Reg Ps(O) @2 0-1/BdNorthmen mercenaries: Irr Sp(O) @4 0-20Dunmen: Irr Ax(O) @3 30-90 Irr Ps(O) @2 0-10 Irr Hd(O) @2 10-20Upgrade Dunmen Ax(O) with Dunman CinC to Irr Wb(F) @3 AllHillmen allies 0-2 commandsAngmar alliesMisty Mountain Orc allies

The three sons of Earendur split the realm of Arnor, one of the younger sons becoming the Prince of Rhudaur. Three way wars between the successor states revolved around control of Amon Sul. With the rise of the Witch-King’s realm of Angmar, Rhudaur soon became its ally. A Hillman was King of Rhudaur by the time of the 1409 war. Most Dunedain fled following the war of 1409 but a remnant of Black Numenoreans probably remained in the service of the Witch-King. The Hobbits fled their settlements in the Angle after 1409. Various Dunmen, Hillmen and possibly Black Numenoreans then ruled Rhudaur until lowland settlement seems to have disappeared after the Great Plague. Fuintir guards were the garrison of Cameth Brin (the capital), they and all Kn must in the CinC or a Black Numenorean’s command. After 1636 use the Hillman list to cover Rhudaur. Kn can dismount as Bd(S).

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Gondor of the Ship Kings: TA 830 - 1431 Warm, Ag4, WW, Rv, H(S), H(G), Wd, O, V, RGo, M, Rd, BUA

CinC as King or Captain of the Hosts Reg Kn(S) @35 1Sub as CinC 1-2Roquen: Reg Kn(S) @15 3-6Nobles: Reg Kn(O) @12 0-4Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @9 12-24Upgrade Ohtari with Roquen to Bd(S) @9 0-1/2Archers supporting Bd as Reg Ps(O) @2 0-1/BdDunedain Archers: Reg Bw(S) @7 4-8Lesser Ohtari Irr Sp(O) @5 10-20Other Archers: Irr Bw(O) @4 or Irr Ps(O)@2 0-5Levies: Irr Ax(O) or Ax(X) @3 0-10Marines: Reg Ax(S) @5 12-24Supporting Marines: Reg Ps(O)@3 1/Ax(S)Ships: Sh(S) [Ax, Ps] 0-10Transports: Sh(I) [Kn] 0-3Rhovanion allies (count as Sub after 1226)Woodmen alliesAfter 1050:Harad AlliesAfter 1226:Downgrade Roquen to Reg Kn(O) @12 AllDowngrade Dunedain Ohtari to Reg Bd (O) @7 AllUpgrade Dunedain Ohtari to Citadel Guard Reg Bd(S) @9 0-4Replace Roquen or Nobles with Regent’s guard Reg Kn(F) @11 1/2 to 3/4

This list covers Gondor during its most offensive period where it reached the height of its power under the Ship-Kings. In 933 Earnil I captured Umbar. In 1015 Ciryandil was slain at a Harad siege of Umbar but Hyarmendacil conquered Harondor in 1050 and receives the homage of the Kings of Harad and men of the Vales of the Anduin. The realm then extended south to Umbar, north to the eaves of Mirkwood and the Field of Celebrant, east to the Sea of Rhun and West to the Greyflood. Under his son Atanatar Alcaran (the Glorious), although the wealth of the Kings continued to grow, the military was run down through neglect and Dunedain started to mix more with the lesser men. This led to an increasing reliance on Rhovanion and Northmen. Romendacil II defeated the Easterlings in 1248 south of the Sea of Rhun, using many Northmen in the army. It is unclear when the Citadel Guard of Minas Arnor originated, but I would only start to differentiate it from this point on. Similar guards probably existed in Osgiliath and Minas Ithil. Kn can dismount as Bd(O) if (F), otherwise as Bd(S).

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Kinstrife Gondorian: TA 1432 - 1635 Warm, Ag1, WW, Rv, H(S), H(G), Wd, O, V, RGo, M, Rd, BUA

CinC as Reg Kn(S) @35 or Reg Bd(S) @29 1Sub as CinC or (E) Reg Kn(F) @31 1-2Citadel Guard: Reg Bd(S) @9 (P) 0-4Roquen or Nobles: Reg Kn(O) @12 (E) 0-2 (C) 4-8 (P) 2-8Upgrade Roquen to Dol Amroth Reg Kn(S) @15 (P) 0-2Regent’s Guard or similar: Reg Kn(F) @11 (E) 2-4Rhovanion horse: Irr Kn(F) @9 (E) 3-6Scouts: Reg LH(F) @4 0-2 Irr LH(F) @4 (E) 0-4Dunedain Ohtari Reg Bd(O) @7 (C or P) 8-16 (E) 4-8Archers supporting Bd as Reg Ps(O) @2 0-1/BdDunedain Archers: Reg Bw(S) @7 2-6Lesser Ohtari Irr Sp(O) @5 10-20Other Archers: Irr Bw(O) @4 or Irr Ps(O)@2 0-10Levies: Irr Ax(O) or Ax(X) @3 0-20Marines: Reg Ax(S) @5 (C) 16-32 (P) 0-6Supporting Marines: Reg Ps(O)@3 1/Ax(S)Ships: Sh(S) [Ax, Ps] (C) *4-8Ships: Sh(S) [Ax, Ps] (P) 0-2Rhovanion allies (E or P)Harad Allies (C)

Items marked (E) apply only to Eldacar’s armies during the Kinstrife, items marked (C) apply only to Castamir’s and items marked (P) only apply after the Kinstrife (TA 1448). Eldacar was the rightful King of Gondor but was considered by many Dunedain to be tainted by his Northman blood. His cousin Castamir (the Captain of Ships) usurped the throne in TA 1432 with the aid of the fleet, the Southern fiefs, Pelargir and Umbar. Castamir sacked Osgiliath and destroyed the Palantir. Eldacar was driven north to Rhovanion and his kinsmen. Eldacar then gained the support of the Rhovanion Princes, Minas Arnor, Ithilien, Calenardhon and Anorien following discontent with Castamir. Eldacar defeated the usurpers' forces at the Battle of the Fords of Erui and the Siege of Pelargir. The remnants of the rebels escaped under Castamir’s sons to Umbar, becoming the Corsairs who harassed Gondor’s southern flank for the remainder of the Age. The list then covers the following period up to the Great Plague. Aldamir was slain in 1540 fighting the Corsairs and Haradrim and Corsairs ravaged Pelargir and killed Minardil in 1634. There are two accounts for the foundation date of the Principality of Dol Amroth, I have allowed for the early date here where it first becomes relevant. Kn can dismount as Bd(O) if (F), otherwise as Bd(S). * only applies if any marines are used.

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Later Royal Gondor: TA 1636 - 2050 Warm, Ag2, WW, Rv, H(S), H(G), Wd, O, V, RGo, M, Rd, BUA

CinC as Reg Kn(S) @35 or Reg Bd(S) @28 1Sub as CinC 1-2Citadel Guard: Reg Bd(S) @9 0-4Roquen or Nobles: Reg Kn(O) @12 2-8Upgrade Roquen to Dol Amroth: Reg Kn(S) @15 0-2Rhovanion horsemen: Reg Kn(F) @11 0-4Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @7 6-12Archers supporting Bd as Reg Ps(O) @2 0-1/BdDunedain Archers: Reg Bw(S) @7 0-4Lesser Ohtari Irr Sp(O) @5 10-30Other Archers: Irr Bw(O) @4 or Irr Ps(O)@2 4-12Hillmen: Irr Ax(X) @3 0-20Levies: Irr Ax(O) @3 0-30Marines: Reg Ax(S) @5 0-4Supporting Marines: Reg Ps(O)@3 1/Ax(S)Ships: Irr Shp(S) [Ax, Ps] @4 0-4Rhovanion alliesEotheod alliesIn TA 1975 only:Third Age Lindon alliesArthedain allies (no than 6 elements of Royal troops allowed)

This covers the armies of Gondor from the Great Plague to the end of the line of Kings when Earnur II was slain by the Witch-King at Minas Morgul. There was a short resurgence in 1810 when Telumehtar Umbardacil recaptured Umbar but it was lost shortly after. The Great Plague devastated the Dunedain of Gondor, a blow from which they never recovered. Their Northman allies who held Rhovanion were likewise weakened and this opened the way for the Invasions of the Wainriders. Narmacil II was killed at the Battle of the Plains in 1856 and Gondor lost control of the Brownlands. The Wainriders were then defeated at the Dagorlad in 1899 with the assistance of an abortive rising of the Northmen in Rhovanion, and again finally in 1944 at the Battle of the Camp. They did however, wipe out the main branch of the Royal family and the title passed to a lesser branch that soon ended. Gondor sent an allied contingent to the north in 1975, which arrived too late to save Arthedain but assisted in the destruction of the Witch-King’s realm of Angmar. This army should include the maximum number of Rhovanion horsemen. Rhovanion allies can not be used with Lindon or Arthedain allies. The Witch-King was then re-deployed to the recently captured Minas Ithil, which became the dreaded Minas Morgul. Dunedain troops were in increasingly short supply in this period. Kn can dismount as Bd(O) if (F), otherwise as Bd(S). No more than 11 elements of non-allied Kn can be used. * only applies if any marines are used.

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Gondor of the Stewards: TA 2050+ Warm, Ag0, WW, Rv, H(S), H(G), Wd, O, V, RGo, M, Rd, BUA

CinC as Reg Kn(S) @35 or Reg Bd(S) @29 or Reg Ax(S) @25 1Sub as CinC 1-2Upgrade CinC to Aragorn with Grey Company, Reg Kn(S)* @36 1Citadel Guard: Reg Bd(S) @9 0-4Roquen or Nobles: Reg Kn(O) @12 0-4Upgrade Roquen to Dol Amroth: Reg Kn(S) @15 0-2Scouts: Reg LH(F) @4 0-4Dunedain Ohtari Reg Bd(O) @7 4-8Archers supporting Reg Bd as Reg Ps(O) @2 0-1/Reg BdIthilien Rangers: Reg Ax(S) @5 0-6Supporting Rangers: Reg Ps(O)@3 1/Ax(S)Lesser Ohtari Irr Sp(O) @4 20-40Lossnarch Axemen: Irr Bd(O) @5 0-4Morthond Archers: Irr Bw(S) @7 0-4Other Archers: Irr Bw(O) @4 or Irr Ps(O)@2 6-18Hillmen: Irr Ax(X) @3 0-20Levies: Irr Ax(O) @3 0-30Ships: Irr Shp(S) [Ax, Ps] @4 0-2Eotheod alliesRohan allies (count as Sub)Eagle alliesThe Oathbreakers allies

This list covers the Gondorian armies from the time of the first Ruling Steward Mardil who took over after Earnur II accepted the challenge of the Witch-King of Minas Morgul and the last royal dynasty ended. Osgiliath was finally ruined and captured by Uruks in 2475, who were then driven back from Ithilien. In 2510 Cirion was saved by Eorl the Young and the Eotheod at the Battle of the Fields of Celebrant against the Balcoth and Orcs of the Misty Mountains. Cirion then granted Calenardhon to the Rohirrim as Gondor lacked the manpower to defend this territory. In 2758 Gondor was raided by the Corsairs, then aided Rohan against Dunlendings and rebels. In 2885 the Harad attacked but were defeated at the Battle of Fords of Poros with Rohan support. Ithilien was abandoned in 2901 and Tharbad in 2912. This period sees Gondor on the defensive, loosing territory and the Dunedain shrinking greatly in numbers. Most of these troops are carefully described in The Lord of the Rings. Aragorn, Imrahil and Faramir making an imposing array of major heroes, all the more necessary with the relative decline of Dunedain power. Aragorn can only be used after 3019. Kn can dismount as Bd(S). Armies of the Southern fiefs should contain greater numbers of levies and other mannish types.

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Men of the North:

Woodmen and Vales of Anduin: TA Cold, Ag2, WW, Rv, H(S), H(G), Wd, V, M, Rd, BUA

CinC as Irr Bh(O) @22 or Bd(F) or Ax(S) @15 1Sub as Irr Bd(F) or Irr Ax(S) @15 0-1Ally as Irr Bd(F) or Irr Ax(S) @10 or Irr Kn(F) @14 1-2Werebears: Irr Bh(O) @10 0-2Woodmen: Irr Bd(F)@ 5 *24-96Reclassify Woodmen as Irr Ax(S) @4 All/0Vales Cavalry: Irr Kn(F) @9 0-4Mounted scouts: Irr LH(F) @4 0-4Valesmen: Irr Sp(O) @4 *24-96Reclassify Valesmen as Irr Bd (I) @4 All/0Archers: Irr Ps(O) @2 may support Sp, Bd, or Ax 10-40Upgrade archers as Irr Bw(O) @4 AnyBoats: Irr Bt(O) @2 [Sp, Bd, Ax, Ps] 0-2Rhovanion or Eotheod allies

This covers the Northmen armies of the Vales of Anduin during the Third Age including the Beornings. They are most notable for Beorn’s contribution to the Battle of Five Armies but frequently fought the Orcs and Wargs of the Misty Mountains and sometimes assisted Gondor. Eagles were mentioned as being wary of the Woodmen’s bows. Minima marked * apply only if more than 16 elements of that nationality are taken

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Dale, Esgaroth and Dorwinnian: TA Cold, Ag2, WW, Rv, H(S), H(G), Wd, O, V, M, Rd, BUA (Esgaroth WW)

CinC as Irr Kn(F) @19 or Irr Sp(O) @14 or Irr Bd(O) @15 or Irr Bw(S) @15 1Sub as Irr Sp(O) @14 or Irr Bd(O) @15 0-2Ally as Irr Sp(O) @ 9 or Irr Bd(O) @ 10 or if C-in-C is Dorwinnian as Irr Kn(F) @ 14

0-3

Horse: Irr Kn(F) @9 (Dorwinnian only) 2-12 Irr Kn(F) @9 (Others) 0-4Easterlings: Irr LH(F) @4 (Dorwinnian only) 0-6Spearmen: All Irr Sp(I) @3 or all Irr Bd(I) @4 40-100Archers: Irr Ps(O) @2 (may support Sp or Bd) 4-32Upgrade well-armoured spearmen to all Irr Sp(O)@4 if Sp or all Irr Bd(O) @5 if Bd (Dale or Esgaroth only)

Any

Reclassify Archers to Irr Bw(I) @3 (Dorwinnian only) All/0Upgrade Archers to Irr Bw(O) @4 (Dale or Esgaroth only) 0-6Upgrade archers to support CinC as Irr Bw(S) 0-1Scouts: Irr Ps(S) @3 2-6Boats: Irr Bt(O) @2 [Sp, Bd, Ps] 0-12Upgrade Boats to Irr Bts(S) @3 [Sp, Bd, Ps] (Esgaroth only) 0-1/2Reclassify Bts as Irr Shp(I) @2 [Bg] AnyBeorn: Irr Bh(O) @10 (Esgaroth only) 0-1Erebor allies (see Dwarven Exile allies list) (Dale only)Dorwinnian Allies (Dale or Esgaroth only)Esgaroth Allies (Dale or Dorwinnian only)Dale Allies (Esgaroth or Dorwinnian only)Later Easterling Allies

This covers the Northmen of north-east Rhovanion, settled at Dale, Esgaroth or along the River Running (Dorwinnian). The Dorwinnian’s were great growers of wine, the others urban trade settlements. It covers the Esgaroth contingent at the Battle of Five Armies and the War of the Ring where Dale and the Kingdom under the Mountain co-operated closely. Foot fought with spear and longsword. Weapons and armour traded from the Dwarves of the Lonely Mountain gave these armies a decisive edge over their Easterling opponents. The spearmen concealed behind rocks at the Battle of Five Armies I take as Ps(S). The Bw(S) Heroic C-in-C represents Bard the Bowman and can only be used by Esgaroth at the Battle of Five Armies or Dale after then. An Esgaroth allied contingent at the Battle of Five Armies can include Beorn, see Third Age Mirkwood Elven for the combined army. Allied contingents drawn from this list can contain Bts and/or Shp

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Rhovanion or Eotheod: TA 1-1977 (Rhovanion), TA 1856-2510 (Eotheod) Cold, Ag2, WW, Rv, H(G), Wd, O, V, M, Rd, BUA

CinC as Irr Kn(F) @19 1Sub as CinC 0-1Ally as Irr Kn(F) @14 1-2Horse: Irr Kn(F) @9 18-48Horse Archers: Irr LH(F) @4 or Irr LH(S) @7 4-12Spearmen: Irr Sp(I) @3 0-24Levy Archers: Irr Ps(O) @2 or Irr Bw(O) @4 (Ps can support Sp) 0-12Upgrade well-armoured spearmen to Irr Sp(O) @4 0-1/2Gondor of the Ship Kings alliesKinstrife Gondor alliesLater Royal Gondor alliesDorwinnian alliesWoodmen allies (Eotheod only)

This list covers the Northmen armies of Rhovanion (later know as the Brown Lands) south of Mirkwood and east of the River Running. These were the precursors of the Rohirrim and long standing allies of Gondor (who may well have assisted them in turn). They lived in tribal settlements centred on fortified burgs and were great breeders of horses. Vidugavia was the greatest king in the 15th century and Marhwini assisted Gondor at the Battle of Dagorlad in 1899. They were weakened by the Great Plague of 1636, then subjugated by the Wainriders in 1856. Remnants revolted and some regained their freedom in 1944 but not their numbers. The Eotheod become distinct by 1856 based between Carrock and the Celebrant. Population pressure and the shadow of Dol Guldur forced them north into the Vales of the Anduin under Frumgar. Eorl the Young then led them to the crucial Battle of the Field of Celebrant to assist Cirion, who gave them Calenardhon by way of thanks.

Rohan: TA 2510+ Cold, Ag3, WW, Rv, H(S), H(G), Wd, O, M, Rd, BUA

CinC as Reg Kn(O)* @34 1Sub as CinC 1-3Ally Reg Kn(O)* @24 0-1Household and veteran Eoreds: Reg Kn(F) @11 18-36Horse Archers: Reg LH(S) @7 6-18Levy Eoreds: Irr Kn(F) @9 0-18Levy Spearmen: Irr Sp(O) @4 0-16Levy Archers: Irr Ps(O) @2 or Irr Bw(O) @5 0-12Downgrade any Kn to Reg Bd(O) @7 if Reg, Irr Sp(O) @4 if Irr All/0White Mountaineers: Irr Ax(O) @3 0-4Gondor of the Stewards alliesEnt allies

The Rohirrim were primarily charging cavalry armed with lance, sword, shield and mail. There is no mention of double arming and good archers were in short supply at the Battle of Helm’s Deep. I have classed horse archers as LH(S) due to mail, sword and their close support role in battle. They constituted perhaps a 1/3 of Eomer’s riders pursuing the Orc raider that captured Pippin and Merry. An ally general represents the dual command of two Marshals when the King was not present. For Wulf’s rebellion against Helm in TA 2758 see the Dunmen list. Kn can always dismount as Reg Bd(O) if Reg, Irr Sp(O) if Irr, as they did at the battle of Pelennor Fields and elsewhere. The option for starting dismounted relates to Grimbold and Erkenbrand’s troops who lost their horses at the Battle of the Fords of Isen but turned up to fight on foot. The Household Eoreds were permanently standing and probably deserve classification as regular. Other Riders were able to manoeuvre effectively and feign retreat (see the account of the Battle of the Fords of Isen in Unfinished Tales) so mostly deserve Reg status.

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The Elves:

FA Sindar: Doriath, Falas and Teleri Cold, Ag3 (F) or Ag1 (D) or Ag0 (T), WW (F,T), Rv, H(G), Wd, O, RGo, Rd, BUA

CinC as Reg Kn(S)* @36 or Reg Bd(O)* @28 1Sub as CinC 1-2Nobles: up to 1/4 Reg Kn(O)* @13 rest Reg Bd(O)* @8 8-12Cavalry: Reg LH(S) @7 0-4Sindar: Reg Bd(O)* @8 12-24Archers: Reg Bw(S)* @8 12-24Avari: Reg Ax(S) @5 (D or F) 4-12Archers: Reg Ps(O) @2 may support Bd or Ax 0-1/Bd or AxBorderers: Reg Ps(S) @3 6-18Re-grade all non-noble Bd to Reg Bw(S)* @8 (T) AllShips: Irr Shp(S) @4 [Bd or Bw] @4 (F) 0-10 (T) 6-18Hithlum or Nargothrond allies (F)Laiquendi allies count as Sub (D)House Khazad allies (D)House of Haleth Edain allies (D)

This list covers the Teleri of Aman and their Sindar kin in Beleriand during the First Age. Items marked (D) apply to Doriath, (F) to the Falas and (T) to the Teleri. The Teleri were attacked by the Noldor during the Kinslaying at Aqualonde and were mainly bow armed. Sindar in Beleriand favoured the axe, perhaps due to the fact the Dwarves supplied much of their arms, but also used sword and spear. Thingol of Doriath lead a combined force of Laiquendi, Dwarves and Sindar that triumphed in the First Battle of Beleriand on the Estolad. Beleg Strongbow of Doriath later destroyed an Orc Host in the Forest of Brethil with the aid of the men of Haleth. Cirdan ruled in the Falas and co-operated closely with the Noldor of Hithlum. The Havens of the Falas were sacked after the Nirnaeth Arnoediad, Doriath soon after by the Dwarves and again, finally by the Son of Feanor, both seeking the Silmaril. Kn can dismount as Bd(O)* and LH can dismount as supporting Ps(O) 1 for 1.

Laiquendi: FA Warm, Ag1, WW, Rv, H(S), H(G), Wd, Wd, RGo, BUA

CinC as Reg Kn(F) @31 or Bd(O)* @28 1Sub as Reg Bd(O)* @28 or Reg Ax(S) @25 or Reg Bw(S)* @28 0-1Ally as Reg Ax(S) @15 or Reg Bw(S)* @18 1-2Cavalry: Reg LH(S) @7 1-2Well-equipped Spears: Reg Ax(S) @5 6-12Archers: Reg Ps(O) @2 may support Reg Ax or Bd 0-1/Reg Bd or AxWell-equipped Archers: Reg Bw(S)* @8 6-12Levy spears: Irr Ax(O) @3 16-48Levy archers: Irr Bw(O)* @5 16-48Levy archers: Irr Ps(O) @2 may support Irr Ax 6-18Doriath alliesHouse Khazad allies

The Laiquendi of Ossiriand were an Avari (or Wood Elf) people who used no iron. They assisted in the First Battle but suffered heavily due to lack of equipment. Their lord, Denethor was slain and they took little part in subsequent wars, other than to assist Beren to reclaim the Silmaril from the Dwarves who had sacked Doriath. This is covered by the Noldor Remnants list. Kn can dismount as Bd(O)* and LH can dismount as supporting Ps(O) 1 for 1.

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Host of Feanor and Gondolin: FA Cold, Ag4 (F), Ag2 (G) WW, Rv, H(S), H(G), Wd, O, RGo, BUA

CinC as Reg Bd(S)* @30 1Sub as CinC 1-3Cavalry: Reg LH(S) @7 (G) 0-4Noldor: Reg Bd(O)* @8 16-32Upgrade Noldor to Reg Bd(S)* @10 (Feanor) AllUpgrade Noldor to Phalanx of the King Reg Bd(S)* @10 (G) 0-12Archers: Reg Bw(S)* @8 16-32Archers: Reg Ps(O) @2 may support Bd 0-1/BdUpgrade Noldor to Reg Kn(S)* @36 if general, @16 if not (G) 0-3Borderers: Reg Ps(S) @3 (G) 2-8Eagle allies (G)

This list covers both Feanor’s arrival and the host of Gondolin. Feanor fought the Second Battle of the War of Beleriand, the Dagor-nuin-Giliath (the Battle Under the Stars), defeating with ease the hosts of Morgoth that had been ravaging Beleriand. The newly arrived Noldor shone with the Light of Aman and were virtually irresistible. Gondolin only fought twice, once at the Nirnaeth Arnoediad and again when it was sacked shortly afterwards. Feanor brought some horses from Aman but had not yet had a chance to breed these. Gondolin, because of its mountainous location, had few horses although its scouts and at the least Seventh Company of the Gate Guard (commanded by Ecthelion of the Fountain) were mounted. The units of Gondolin are contradictorily named in Unfinished Tales and The Fall of Gondolin, their arms and insignia described. The Phalanx of the King is mentioned in The Silmarillion as being entirely armoured in mail. The full maximum of the Phalanx of the King may be included in a Gondolin contingent in another army. Kn can dismount as Bd(S)* and LH can dismount as supporting Ps(O) 1 for 1.

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Noldor Realms of Beleriand: FA Hithlum, Dorthonion, Sons of Feanor and Nargothrond Cold, Ag2 WW, Rv, H(S), H(G), Wd, O, RGo, BUA

CinC as Reg Kn(S)* @36 1Sub as CinC 1-3Nobles: Reg Kn(S)* @16 (SoF) 6-12 (Others) 4-8Cavalry: Reg LH(S) @7 6-18Noldor or Sindar foot: Reg Bd(O)* @8 6-18Upgrade Noldor foot to Bd(S)* @10 (H) AnyDowngrade Noldor to Borderers Reg Ax(S) @5 (N) AnyArchers: Reg Bw(S)* @8 6-18Avari: Reg Ax(S) @5 0-6Archers: Reg Ps(O) @2 may support Bd or Ax 0-1/Bd or AxShips: Irr Sh(S) @4 [Bd or Bw] (H) 0-2Noldor allies (H)Gondolin allies (count as Sub) (H)Sindar or Falas allies (H)Edain allies (count as Sub) (H, D or SoF)Early Easterling allies (SoF)House Khazad allies (SoF)

This list covers all the Noldor Kingdoms of Beleriand in the First Age following the Second Battle until the sack of Nargothrond, except Gondolin. Items marked (H) apply only to Hithlum armies, items marked (D) to Dorthonion, items marked (N) to Nargothrond and items marked (SoF) to the Sons of Feanor. Hithlum was the senior Kingdom where Fingolfin, then Fingon, ruled as High King of the Noldor. Hithlum had a particularly martial reputation and bore the brunt of the War with Morgoth. The Noldor made extensive use of cavalry once established in Middle Earth. On foot Noldor were primarily sword armed. E.g. “The light of the drawing of the swords of the Noldor was like a fire in a field of reeds.” Silmarillion p270. At the Third Battle, the Dagor Argeleb (the Glorious Battle), Hithlum, Dorthonion and the Sons of Feanor shattered Morgoth’s host, but things went less well at the Fourth Battle. The Dagor Bragollach (Battle of Sudden Flame) destroyed Dorthonion, provoked Fingolfin’s fatal duel with Morgoth and weakened the Sons of Feanor. Sindar and Edain allies supported Hithlum but Sauron captured Minas Tirith at the sources of the Sirion shortly afterwards. Falas allies then aided Fingon in Hithlum following a subsequent invasion. The Union of Maedhros sought to restore the power of the elves but resulted in the greatest defeat of the elves, the Fifth Battle, the Nirnaeth Arnoediad (Unnumbered Tears). In it, Hithlum leagued with the Sons of Feanor, a small contingent from Nargothrond, the Naugrim of Belegost and Nogrod, the Easterlings, the Edain of the Houses of Hador and Haleth, Gondolin and the Sindar of the Falas. The six day battle that resulted was finally tipped by the betrayal of most of the Easterlings and ended the military power of the Northern Noldor Kingdoms. Nargothrond survived briefly by avoiding open battle but, lead by Turin, rashly challenged an army under Glaurung and was destroyed. Kn can dismount as Bd (S)* and LH can dismount as supporting Ps(O) 1 for 1.

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FA Noldor Remnants: Balar, the Mouths of Sirion, Later Sons of Feanor and Later Ossiriand Warm, Ag1, WW, Rv, H(G), Wd, Wd, M, RGo, BUA

CinC as Reg Kn(S)* @36 1Sub as Reg Bd(S)* @30 or Reg Ax(S) @25 or Reg Bw(S)* @28 1-2Nobles: Reg Kn(S)* @16 or Reg Bd(S)* @10 2-4Cavalry: Reg LH(S) @7 0-4Noldor or Sindar: Reg Bd(O)* @8 4-8Veteran Avari or Laiquendi: Reg Ax(S) @5 4-8Archers: Reg Ps(O) @2 may support Reg Bd or Ax 0-1/Reg Ax or BdWell-equipped Archers: Reg Bw(S)* @8 4-8Levy spears: Irr Ax(O) @3 12-32Levy archers: Irr Bw(O)* @5 12-32Levy archers: Irr Ps(O) @2 may support Irr Ax 6-18Ent allies (Ossiriand only)

This list covers the Elven armies of the First Age after the sack of Gondolin, the last Eldar Kingdom in Beleriand. Gil-Galad held Balar with the remnants of Hithlum, Cirdan and Sindar refugees from the Falas. He assisted the refugees from Doriath and Gondolin at the Mouths of the Sirion when they were attacked for the Silmaril by the remnants of the Sons of Feanor. Beren led the Laiquendi and various Noldor remnants that, with help from the Shepherds of the Trees, defeated the Naugrim of Nogrod fleeing with the Silmaril from sacking Doriath. It is unclear whether the Ents should be classed as an ally or fought a separate battle. This period was one of in fighting and despair resulting from the Curse of the Oath of Feanor and desperation amongst refugees from Morgoth. Kn can dismount as Bd(S)* and LH can dismount as supporting Ps(O) 1 for 1.

War of Wrath Valar: FA Ag -They’re attacking!

This relates to when the Valar finally showed up to sort out Morgoth. A big battle ensued in which Beleriand was ruined amidst a climatic showdown. The army is a little gross to do anything but run a scenario with. You’ll need to invent rules to cover the Valar and Maia; supporting troops include Vanyar, Noldor, Edain, Eagles and Earendil. Classification should be as for the best Noldor, proportions are pure conjecture. My feelings are that this is so far removed from historical counter-parts as to require a completely different approach to gaming revolving around the Valar and their entourages against Balrogs and Dragons. This was the only large-scale conflict involving winged Drakes, including Ancalagon the Black, greatest of the winged Wyrms.

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Second Age Host of Lindon (SA) or Eregion (SA 700-1697): Cold, Lindon Ag3, Eregion Ag0, WW, Rv, H(S), H(G), Wd, O, RGo, Rd, BUA

Gil-Galad, Elrond or Celebrimbor – CinC as Reg Kn(S)* @36 1Sub as CinC 1-3Nobles: Reg Kn(S)* @16 4-8Cavalry: Reg LH(S) @7 6-12Noldor, Sindar or Guards: Reg Bd(O)* @8 8-12Laiquendi or Nandor: Reg Ax(S) @5 (L) 2-18 (E) 0-6Archers supporting Ax or Bd as Reg Ps(O) @2 0-1/Bd or AxArmoured Archers: Reg Bw(S)* @8 6-18Levies: Reg Ps(O) @2 0-18Borderers: Reg Ps(S) @3 0-6Second Age Lorinand or Mirkwood Nandor alliesHouse Khazad allies 0-15Dwarven Exiles allies 0-15Eagle alliesNumenorean allies (SA1200-3000)Realms in Exile allies (after SA3320)

(L) applies only to Lindon armies, (E) to the Gwaith-i-Mirdain of Eregion. Gil-Galad’s Kingdom of Lindon fought in the War of Elves and Sauron and the Last Alliance. Lindon was founded by the Noldor who refused to return to Aman after the War of Wrath defeated Morgoth. Lindon also included large numbers of Sindar. Galadriel and Celeborn founded Eregion but Galadriel was expelled to Lorinand in 750 by the Gwaith-i-Mirdain (a society of Noldor smiths) who installed Celebrimbor. I assume most of the Avari would have left with Galadriel. In the War of the Elves and Sauron, Sauron sacked Eregion despite the intervention of Elrond from Lindon, dwarves from Khazad-Dum and Nandor from Lorinand. He was held at the Lhun by Gil-Galad and some Numenoreans and finally defeated with aid of a Numenorean fleet at the Battles of Sarn Ford and the Gwathlo (near Tharbad). Other allies all assisted in the Last Alliance at the end of the Second Age and cannot be used with Numenorean allies, but can be used with each other. The Host of Gil-Galad and Elendil is described as being greater than any assembled by the Elves, except the War of Wrath. Sauron was defeated at the Battle of Dagorlad and Barad-dur taken by siege. Kn can dismount as Bd(S)* and LH can dismount as supporting Ps(O) 1 for 1. Lorinand, Realms in Exile and Numenorean exiles generals count as Subs.

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Second Age Mirkwood and Lorinand (SA – TA 1981) Nandor: Cold, Ag1, WW, Rv, H(S), H(G), Wd, Wd, RGo, BUA

CinC as Reg Kn(O)* @33 or Bd(O)* @28 1Sub as Reg Bd(O)* @28 or Reg Ax(S) @25 or Reg Bw(S)* @28 0-1Ally as Reg Ax(S) @15 or Reg Bw(S)* @18 1-2Cavalry: Reg LH(S) @7 1-2Well-equipped Nandor: Reg Ax(S) @5 8-16Archers : Reg Ps(O) @2 may support Reg Bd or Ax 0-1/Bd or AxWell-equipped Archers: Reg Bw(S)* @8 8-16Levy Nandor: Irr Ax(O) @3 16-32Levy archers: Irr Bw(O)* @5 16-32Levies archers: Irr Ps(O) @2 may support Irr Ax 6-18Eagle alliesWoodmen alliesHouse Khazad allies (Lorinand only)Ent allies (L)

These refer to the Nandor (or Sylvan) armies of Mirkwood and Lorinand. Nandor were of the same kindred as the Sindar but had left the Great Journey to Aman before the Misty Mountains. The armies were relatively poorly equipped and inexperienced in massed warfare. Oropher of Mirkwood aided Gil-Galad in the Last Alliance but his independent action led to his death at the Battle of Dagorlad. He is mentioned as having a picked body of doughty warriors. Lorinand was ruled in the Second Age by Malgalad (or Amdir), who, with the dwarves of Khazad-Dum, aided Eregion in 1697 but also died later in the Last Alliance. Third Age Lorinand was ruled by Amroth until the coming of the Balrog in TA 1981 and the arrival of Galadriel and Celeborn. Kn can dismount as Bd(O)* and LH can dismount as supporting Ps(O) 1 for 1.

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Third Age Host of Lindon: TA 1-1975 Cold, Ag4, WW, Rv, H(S), H(G), Wd, O, RGo, Rd, BUA

Cirdan – CinC as Reg Kn(S)* @36 1Sub as CinC 1-3Imladris Noldor: Reg Kn(S)* @16 0-2Nobles: Reg Kn(O)* @13 2-4Imladris Cavalry: Reg LH(S) @7 0-4Cavalry: Reg LH(S) @7 4-8Noldor, Sindar or Guards: Reg Bd(O)* @8 2-6Imladris Foot: Reg Bd(O)* @8 0-4Laiquendi or other Avari: Reg Ax(S) @5 6-18Armoured Archers: Reg Bw(S)* @8 6-18Levies: Reg Ps(O) @2 0-18Borderers: Reg Ps(S) @3 0-6Archers : Reg Ps(O) @2 may support Reg Bd or Ax 0-1/Bd or AxDwarven Exiles allies 0-15Arthedain allies (after TA1359)Cardolan allies (after TA1359)Lorinand allies (TA1409–1646)

This represents the survivors of Gil-Galad’s Kingdom of Lindon after the Last Alliance until the destruction of Angmar, after which Lindon did not go to war again and many of its inhabitants crossed the seas. As such it is the last Elven army in Middle Earth to include significant numbers of Noldor and Sindar. The elves assisted Arthedain to retake Amon Sul with Cardolan help c1360. After the Northern War of TA 1409 in which Cardolan was over-run, Cirdan and Elrond drove back the Witch-King and maintained the Arthedain/Cardolan border against Angmar with the assistance of aid from Lorien (treat Lorinand allies as a Sub). Cirdan or Glorfindel commanded and a significant cavalry component helped out-flank the forces of the Witch-King in the decisive Battle of Fornost after the fall of Arthedain. Glorfindel lead the pursuit from Imladris and a large force from Gondor and the remnants of Arthedain also fought. Dwarven allies are not mentioned but the possibility exists that the remains of the Houses of Belegost or Nogrod fought with Lindon. The First Age War of Dwarves and Elves had poisoned relations in the area but Dwarven contingents are mentioned for the War of the Last Alliance at the end of the Second Age). Arthedain remnants fought with Cirdan in TA 1975, treat them as a Sub command with no more than 6 Royal elements allowed. Once Gondorian troops arrived, they were the larger army and treat Lindon as an ally that cannot become unreliable. The high aggression reflects the fact that all their battles took place outside Lindon. Imladris troops can be part of any other Elven command and vice versa. Kn(S)* or (O)* dismount as Bd(S)* or (O)* respectively, and LH can dismount as supporting Ps(O) 1 for 1.

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Lorien (TA 1981+) and Third Age Mirkwood Elven: Cold, Ag1, WW, Rv, H(S), H(G), Wd, Wd, RGo, BUA

CinC as Celeborn (L) Reg Kn(S)* @36 or Thranduil (M) Reg Kn(O)* @33 or Bd(O)* @28

1

Sub as Reg Kn(O)* @33 or Reg Bd(O)* @28 or Reg Ax(S) @25 or Reg Bw(S)* @28

1-3

Nobles: Reg Kn(O)* @13 or Reg Bd(O)* @8 (L) 0-2Cavalry: Reg LH(S) @7 2-4Sindar or Guards: Reg Bd(O)* @8 (L) 2-6 (M) 2-4Galadhrim or Nandor Spearmen: Reg Ax(S) @5 18-36Archers : Reg Ps(O) @2 may support Bd, or Ax 0 -1/Bd or AxArmoured Archers: Reg Bw(S)* @8 12-36Levies: Reg (L) or Irr (M) Ps(O) @2 0-18Borderers: Reg Ps(S) @3 0-6Ent allies (L)Woodmen alliesEsgaroth allies (M)Iron Hill allies (see Dwarven Exiles list) (M)Eagle allies

The elves of Lorien changed after the arrival of Celeborn and Galadriel, who had in their following many Sindar and Noldor. The Nandor had largely absorbed Sindar settlers and culture prior to this. Lorien probably supported the attack of the White Council on Dol Guldur in TA 2941. Mirkwood armies improved under Thranduil following the experiences of the War of the Last Alliance and probably adopted Noldorian military techniques to a limited degree. At the Battle of Five Armies the spearmen fought primarily with sword. At least Thranduil was mounted as were the scouts, probably. Fully mailed guards are mentioned when the Fellowship visited Lorien. Items marked (L) only apply to Lorien armies, items marked (M) only apply to Mirkwood (or Greenwood the Great) armies. Use this list for the Battle of Five armies. Kn can dismount as Bd(S)* or (O)* and LH can dismount as supporting Ps(O) 1 for 1.

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The Dwarves:

Houses of the Dwarven Fathers: (Khazad-Dum FA - TA 1981, Belegost and Nogrod FA) Cold, Ag3, Rv, H(S), H(G), RGo, Rd, BUA

CinC as Reg Bd(S) @29 1Sub as CinC 1-2Kinsmen, Gate Guard or Deep Watch: Reg Bd(S) @9 8-18Clansmen: Reg Bd(O) @7 18-36Levy: Irr Ax(S) @5 6-18Archers: Reg Ps(O) @2 or Reg Bw(O) @5 2-12Extra to mount any Dwarves on ponies @1 0-4Gwaith-i-Mirdain allies (Second Age Eregion)

This represents the great Houses of the original Dwarven Fathers. Bd(S) are equipped with closed-helms that allow them to withstand dragons and help make the dwarves the toughest of all mortal foot. A contingent of dwarves fought in the War of the Last Alliance and was probably from Khazad-Dum. Allied contingents drawn from this list cannot include any otherwise compulsory levy. Ps Archers can support any Dwarven Bd.

Dwarven Exiles: (Iron Hills, Ered Luin, Erebor or Grey Mountains) TA Iron Hills: Cold, Ag3, Rv, H(S), H(G), RGo, Rd, BUAOthers: Cold, Ag3, Rv, H(S), H(G), Rv, Wd, RGo, Rd, BUA

CinC as Reg Bd(S) @29 1Sub as CinC 0-1Ally as Reg Bd(S) @19 1-3Upgrade ally to Sub @29 (Erebor only) 0-1Clansmen: Reg Bd(O) @7 14-27Levy: Irr Ax(S) @4 18-36Upgrade select Levy as Reg Ax(S) @5 0-1/2Archers: Reg Ps(O) @2 or Reg Bw(O) @5 2-12Scrapings: Irr Ax(O) @3 0-10Extra to mount any Dwarves on ponies @1 0-4Dale or Dorwinnian Allies (Erebor only)

This list represents the larger coalitions of Dwarves that came together for major wars but did not control any of the great cities of the seven original clans of dwarves. This includes the dwarves of the Ered Luin, the Iron Hills or the Grey Mountains or the coalition of the War of Dwarves and Orcs (TA 2793-9) where Thorin Oakenshield earned his name at the Battle of Nanduhirion. Although lacking the superb armouries of the great Dwarf Holds, these armies were still a force to be reckoned with. Allied contingents drawn from this list cannot include any otherwise compulsory levy. Ps Archers can support any Dwarven Bd. Mounted dwarves are never mentioned in battle but are strangely popular with gamers & figure manufacturers.

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Magical Beasts:

Ents: FA to TA Cold, Ag3, Wd, Wd, Rv, H(G), RGo, Rd, BUA

CinC as Irr Bh(S) @26 1Sub as CinC 1-2Ents: Irr Bh(S) @16 2-6Huorns: Irr Bh(I) @8 20-40

Ents rarely fought in Middle Earth. There are two occasions mention during the War of the Ring but other than that, they seem to have only fought once during the First Age at the behest of Beren and Luthien. I can find no evidence that they regularly occurred in Elven armies. They are classified as Irr due to their somewhat lumbering approach to life. Huorns are more tree-like than Ents proper and should be used in great forest-like clumps.

Eagles: FA to TA Eagles always attack

CinC as Irr Flyer(S) @23 1Sub as CinC 1-2Eagles: Irr Flyer(O) @10 15-30Upgrade Great Eagles to Irr Flyer(S) @13 (First Age) Any (SA or TA) Up to 1/5

Eagles are included primarily as allies for other armies and are never mentioned as fighting major engagements on there own. Use the rules from Here Be Dragons for flyers. An eagle allied contingent must always flank march, but can not become unreliable.

The Dead: TA

Oathbreakers were the men who refused to fulfil their oath of allegiance to Elendil during the Last Alliance of Elves and Men and were cursed by him to never rest until they should fulfil their oaths. The Dead were more like ghosts than main stream Fantasy undead types like skeletons or zombies. Representation is very difficult as they only fought once and relied on the terror of their presence to drive all before them. My feeling is that it is not really possible to represent this under DBM rules.

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Index:

AAngmar: TA c.1300 - 1975 21Arthedain: TA 861-1975 34

CCardolan: TA 861-1636 35Corsairs of Umbar: SA 3262 - TA 933, TA 1448-1810,

then c. 1856+ 29

DDale, Esgaroth and Dorwinnian: TA 42Dunlending or Dunmen (FA to TA) or Early Easterling

(FA)" 26Dwarven Exiles: (Iron Hills, Ered Luin, Erebor or Grey

Mountains) TA 52

EEagles: FA to TA 53Early Arnor and Gondor: TA 2 - 829 (Gondor) or 2 -

861 (Arnor) 33Edain: FA 30Ents: FA to TA 53

FFA Noldor Remnants: Balar, the Mouths of Sirion,

Later Sons of Feanor and Later Ossiriand 47FA Sindar: Doriath, Falas and Teleri 44Far Harad: SA and TA 28

GGondor of the Ship Kings: TA 830 - 1431 37Gondor of the Stewards: TA 2050+ 40

HHarad: SA and TA 28Hillmen: FA to TA (Including the Hillmen of the

Trollshaws TA 1636-1975) 25Host of Feanor and Gondolin: FA 45Houses of the Dwarven Fathers: (Khazad-Dum FA - TA

1981, Belegost and Nogrod FA) 52

IIsengard: TA 2990+ 23

KKinstrife Gondorian: TA 1432 - 1635 38

LLaiquendi: FA 44Later Easterling: SA - TA 27Later Royal Gondor: TA 1636 - 2050 39Lorien (TA 1981+) and Third Age Mirkwood Elven: 51

MMorgoth: FA 14Mountain Orc, The White Mountains or Orcs of

Mirkwood: SA - TA 18

NNoldor Realms of Beleriand: FA Hithlum, Dorthonion,

Sons of Feanor and Nargothrond 46Numenorean: SA 1200 – 3261 31

RRealms in Exile: Arnor and Gondor SA 3320 – TA 2 32Rhovanion or Eotheod: TA 1-1977 (Rhovanion), TA

1856-2510 (Eotheod) 43Rhudaur: TA 861-1636 36Rhun: TA 27Rohan: TA 2510+ 43

SSecond Age Host of Lindon (SA) or Eregion (SA 700-

1697): 48Second Age Mirkwood and Lorinand (SA – TA 1981)

Nandor: 49Second Age Mordor: SA 1000-3262, then 3320-3441 16

TThe Dead: TA 53Third Age Host of Lindon: TA 1-1975 50Third Age Sauronic: (Including Dol Guldur from c. TA

1000, Mordor after TA 1980 and Minas Morgul after TA 2002) 19

VVariags of Khand: TA 29

WWar of Wrath Valar: FA 47Woodmen: TA 41

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