Sid's War of the Ring
A HotT scenario for 2-5 players.
War of the Ring is a tabletop game of J.R.R. Tolkien’s Lord of the Rings, played on a 4’ x 4’ table, using the rules of Hordes of the Things with modifications. It has the scope of a campaign but is played tactically.
Players and their forces.
The game involves the armies of :
The Companions; Thranduil’s elves; the dwarves of the Lonely Mountain
Rohan
Gondor
Saruman (orcs and Dunlendings)
Mordor; Easterlings; Southrons
The elves and dwarves are known collectively as ‘the Free Peoples’. The Easterlings and Southrons are known collectively as ‘Sauron’s Allies’.
If there are five players, each takes one of these groupings. If there are four players, the army of Rohan is controlled by the Companions player. If there are three players, Rohan and Gondor are both controlled by the Companions player. If there are two players, one takes Mordor and Saruman and the other takes the rest.
Each of these armies acts independently irrespective of who controls them, except that troops of Mordor, Easterling and Southron armies can support each other in combat, and troops of Rohan and Gondor can support each other in combat.
HotT general modifications.
1. In each player’s turn, before rolling for PIPs there is a reinforcement phase. See the Reinforcement section below.
2. Strongholds. There are a number of strongholds in the game (see map) which differ from HotT rules in two aspects; firstly, loss of a stronghold does not necessarily end the game (see player-specific rules), and secondly they can be defended. Up to two friendly units can occupy a stronghold. A unit in a stronghold can choose whether or not to attack an enemy unit in contact with the stronghold. An enemy unit can choose to attack either the stronghold or any unit defending it. Units defending a stronghold (not attacking out of it) and defended strongholds both get +1 to their combat die roll. Friendly units treat a stronghold as clear terrain for movement purposes (including recoil). If a unit recoils into a stronghold that already holds two defenders, one of the three units involved must move out on the opposite side. If a stronghold (except Osgiliath and Isengard - see below) is captured it is destroyed along with all defenders.
3. March moves. Any group can use extra PIPs to make march moves. Each march move is the same as the ordinary move of the slowest element present, and cannot begin, pass or end within 6” of an enemy unit or in any terrain feature except roads or strongholds. Elements making a march move must be in a column. If any element is a magician or aerial, the march move costs double. Except for groups comprising only Companions, the maximum move for any group is one normal plus one march move. Companions may take unlimited march moves.
4. Special elements. Gandalf the Grey is a Cleric, but moves as a Hero. Gandalf the White is a Hero with Clerical anti-magic ability. The Witch-King is a Magician but moves as an aerial. Denethor is a Cleric with no movement at all, unless he possesses the Ring, when he becomes a Hero.
The Board.

Key:
G: Gates of Mordor (Mordor) MD: Mount Doom (Mordor)
M: Minas Morgul (Mordor) DG: Dol Guldor (Mordor)
I: Isengard (Saruman) T: Thranduil’s caves (elves)
O: Osgiliath (Gondor) MT: Minas Tirith (Gondor)
E: Edoras (Rohan) HD: Helm’s Deep (Rohan)
*C Entry point for Companions *D Entry point for dwarves
*E Entry point for Easterlings *S Entry point for Southrons
*F Fords of Isen *R Falls of Rauros
*K Khazad Dum (Moria) *CI Cirith Ungol
Forces and Deployment.
The forces available to each army fall into three categories:
Individuals (in italics): these cannot be replaced.
Restricted forces: No more than the given ‘max’ may be in play at any time, but can be replaced if lost.
Unrestricted forces: Any number may be in play.
Army general is denoted by a “!”.
Elements not included in the initial deployment can be brought into play through the reinforcement rules or the player-specific rules.
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Ae Mg | Witch King of Angmar | - | 1 | | - | 1 at M |
!Mg | Mouth of Sauron | 4 | 1 | | G | - |
Sn | Gollum | - | 1 | 1 | * | - |
Dr | Balrog | - | 1 | 2 | * | - |
Bh | Shelob | - | 1 | 2 | * | - |
Bh | Trolls | 4 | 1 | | M, G | - |
Fl | Nazgul | 2 | 2 | | M, G | 2 at M |
Bs | Wolves | 2 | 2 | | M, G, DG | - |
Hd | Goblins | 1 | - | | M, G, DG | 2 at G, 2 at M |
1. Gollum only appears as a result of an encounter in the mountains.
2. Balrog and Shelob only appear as an encounter in the mountains.
Easterling army:
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Kn | Chieftain | - | 1 | | - | 1 at *E |
Wb | Warriors | 2 | - | | *E | 1 at *E |
Southron army:
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Rd | King | - | 1 | | - | 1 at *S |
Rd | Cavalry | 2 | - | | *S | - |
Bh | Elephant | 4 | 1 | | *S | 1 at *S |
Bw | Archers | 2 | 2 | | *S | - |
Sp | Spearmen | 2 | - | | *S | - |
Army of Saruman:
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Mg | Saruman | 4 | 1 | | I | 1 at I |
Sn | Wormtongue | - | 1 | | - | 1 at E |
Sn | Dunlanders | 3 | 2 | | I | - |
Rd | Wolfriders | 2 | 2 | | I | - |
Wb | Orcs | 2 | - | | I | - |
Army of Gondor:
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Cl | Denethor | - | 1 | | - | 1 at MT |
He | Faramir | - | 1 | | - | 1 at O |
He | Imrahil | 4 | 1 | | MT | - |
Kn | Swan Knights | 2 | 1 | | MT | - |
Lk | Rangers | 1 | 2 | 1 | * | - |
Bw | Archers | 2 | 2 | | MT | 1 at O |
Bd | Citadel guard | 2 | 1 | | MT | 1 at MT |
Sp | Spearmen | 2 | - | | MT | 1 at MT, 1 at O |
1. Rangers can only appear in the woods S and NE of Minas Tirith
Army of Rohan:
Type | Name | Points | Max | ? | Entry | Initial Deployment |
!Hr | Theoden | - | 1 | | - | 1 at E |
Hr | Eomer | 4 | 1 | | E, HD | - |
Sp | Westfoldmen | 2 | 2 | | HD | 1 at HD |
Bw | Westfoldmen | 2 | 2 | | HD | 1 at *F |
Rd | Riders |