Hi all. In anticipation of the imminent public release of the final installment of The Hobbit movies we have developed a scenario to simulate the epic battle. This scenario is based on the book version, in which barely 1 700 men, dwarves and elves desperately try to trap 15 000 goblins, and wargs and their bat 'cloud cover'.
This does not attempt to recreate the battle from the movie (as at this point it hasn't been released yet!) so there are no 'trollapaults' or war-pig riding dwarven leaders, let alone elk-straddling Elvenkings. But its a reasonable sized version of the battle which should be fun and playable and both sides have a 'desperation' and uncertainty so the outcome is always on the edge of a knife.
We had a great time playtesting this and the forces of good were outnumbered on the ground almost 2:1 in terms of companies so it did feel like overwhelming odds.
Battle of the Five Armies (Book version - small scale)
Forces of Good:Men:
200 points of Laketown - Northmen (use Rohirrim oathsworn profile)
Possible leaders: Bard (use Faramir's profile), Captain of Lake Town (use Deorwine's profile)
Dwarves:
300 points Dwarves (Dwarven kinband, rangers, Khazad Guard, or Kings Champion)
Possible leaders: Dain (who else?)
Thorin's company (free): 2 companies of dwarven kinband with 2-handed weapons, with banner and captain (Thorin)
Elves:
900 points Woodelves (woodelves or Mirkwood sentinels, no legendary formations)
Possible leaders: Thranduil, Legolas.
Forces of Evil: Bolg (free) (see profile below)
1700 points and must include:
at least 4 companies of Bats (use 30 points/Co)
at least 4 companies Bolg's Bodyguard (Gundabad Blackshields)
The rest of the army is comprised of: goblins, prowlers, wargs, bats, cave trolls, and warg riders (warg riders count as a common Misty Faction). No spiders, drakes, dragons, balrogs, giants.
Other heroes: Druzhag the beastcaller.
(evil may take either Misty Mountains battlehost, but replace 'Durburz' with 'Bolg' in the 'Goblin Host of Moria' if taken)
Setup:The forces of good have set the trap, so must set up first. The evil forces set up second. Any evil forces unable to fit into the deployment zone (quite likely) must come on as reinforcements. The Evil forces are on the move and swirling into the trap between the arms of the mountain and therefore get the choice of priority on the first turn.
The scenario is played on a 6' x 4' area and the deployments are as shown below.
Victory Conditions.Good wins if they still hold the River Gate when the Eagles arrive (see below)
Evil wins if they take the River Gate before the Eagles arrive
Special Rules:The River Gate: This is defensible terrain, defence bonus +3, Capacity 2. Thorin’s Company are deployed here. Only two companies of infantry or cavalry, or 3 trolls can attack the gate at a time, similarly 2 companies can defend the wall. If the Defenders ever lose a fight and are not steadfast then the Gate is breached, Thorin’s Company are overwhelmed, and the Goblin sieze the treasure! Of course Thorin's Company can risk everything and come out in a desperate charge, as in the book. If they do, and tear down the walls the defensive bonus of the River Gate decreases to 0, but Thorin's Co. get an additional +d6 attacks per company on any successful charge they make.
The River Running: River should be 2-3" wide only and counts as difficult terrain for Everybody (even those with pathfinder). For those formations without Pathfinder (master) or Pathfinder (mountain) and partly in the river get a -2 Defence penalty in melee.
The Spurs: Are elevated terrain, and where the Good forces deploy and try to use the high ground to their advantage. The spurs are a long continous 'hill' that should be about 8-9" wide near the mountain and 5-6" wide at their tip. The spurs grant a +1 defence to any unit which is clearly closer to the board edge and/or the Lonely mountain (higher position than the enemy) in melee, which would usually favour the forces of Good.
The Lonely Mountain the 'western' 3-4 inches is mountainous and impassible apart from the River Gate itself.
A Dearth of Magic The only possible spellcasters in this scenario are Thranduil and Druzhag. The goblins may take no shamans, and Gandalf, although present at the battle, in the book he played no active part, merely advising the Elvenking.
They're scaling the Heights! A sneaky second wave of goblins were sent to scale the mountain and attack from behind and above. From turn 2 onwards, after both players have moved, roll a dice, to see if these reinforcements arrive. On turn 2 they arrive on a 6, on turn 3 a 5-6, on turn 4: 4-6, turn 5+: 3-6. When they arrive, place 4 companies of goblins on each spur, in a long line along the board edge and right next to the mountain. Make space for these, pushing other formations down the spur. These goblin reinforcements are only lightly equipped and do not have shields or bows.
The Eagles are Coming! The Eagles do things in their own time. The scenario ends with their arrival. From the end of movement phase on Turn 7 roll a dice. On on turn 7 they arrive on a 6, turn 8: 5-6, turn 9: 4-6, turn 10: 3-6, turn 11+: 2-6.
The Desolation of Smaug Natures Wrath spell does not work against the River Gate defensible terrain. (would be a game breaker).
BolgBolg. Goblin. F6, R3, C5, M4.
Epic Actions: Epic Strike, Epic Defence
Special Rules: Inspiring leader (goblins), Iron Fist (as Durburz)
For My Father! When in combat with a formation containing a Dwarven hero he may call a Heroic Duel against the Dwarven Hero for free.
Other Rules:This scenario was play balanced using the following house rules, based on the Wessex Codex:
Glaives: Count as 2-Handed weapons, but do not lower fight.
Courage/Terror Tests: Are made on an 11+ (not 10+)
Cavalry costs: all cavalry cost 5 points cheaper
Elven costs: We have repriced the elves and the relevant unit costs we use are:
Wood elf warband 30/company. Glaives/longbows +5/co
Mirkwood sentinels 40/company.
Upgrades costs: Banner: 20 points, Musician 10 points, taskmaster 15 Points, Goblin Drum 45 points.
If you don't wish to use these rules or prices then consider increasing the Elf points to 1000 and allow them to take Galadhrim instead of Wood elves.