Scenarios for Lord of the Rings SBG

Here are six scenarios I created to play smaller skirmishes with my LOTR troops. None of these are really original ideas...I worked off of ones I had read about elsewhere, and tweaked them to my liking. Most, but not all, are more or less even points-wise. Some, like Escape From the Temple, are heavy on points for the good guys due to three heroes being the main characters. Hope you enjoy them!

If you have any scenarios you'd like to share or suggestions for mine, feel free to email me at danisbar25@yahoo.com.



DEFENSE OF THE WOOD

Good
Aragorn
8 Rangers

Evil
Orc Captain
24 Orcs

Set up a forest about 18-24" deep, about 12" away from the table's edge. On the other side of the forest, place a river or gorge that can only be crossed at one point by a bridge. set this up 24-36" from the forest.
Aragorn and the Rangers deploy not more than 6” from the table’s edge at the back of the forest. Orcs start out on the bridge and move first.


Objective: Aragorn and the Rangers must prevent the Orcs from making it through the forest.

Evil wins if at least 12 Orcs safely reach the table edge behind the forest.

Good wins if at least 14 Orcs are killed.

Note: The Rangers abide by the Woodland Creature rule and can therefore move their full movement range and still shoot.
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ESCAPE FROM THE TEMPLE

Good
Aragorn
Legolas
Gimli
6 Rangers

Evil
Orc Captain
24 Orcs
Lurtz
10 Uruk hai

Set up temple ruin or other ruins about 18" from the table's edge. Set a river with a single bridge about 24" from the front of the temple, with some trees on the far side of the river.
Aragorn, Legolas, and Gimli start out inside the temple ruins. Evil deploys from the table's edge behind the ruins and on both flanks. Rangers deploy at the edge of the woods across the river at the beginning of Turn 4.

Evil moves first.

Objective: The three heroes must escape from the temple and make it across the bridge.

Good scores a major victory if all three heroes survive, a minor victory if at least two escape.
Evil scores a major victory if all three heroes are killed, a minor victory if at least two are killed.

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GATHERING THE TROOPS

Good
3 Rangers

Evil
2 Uruk hai

After an epic twilight battle, troops on both sides are scattered across the battlefield during the night. Those remaining begin searching (at opposite ends of the battlefield) for their comrades.

Place 10 markers at various locations around the table. Each time a warrior comes into contact with a marker, that player removes the marker and rolls a D6. The roll determines who and how many troops have been found, if any. On an odd number, enemy troops of that number are found. On even numbers, friendly troops of that number have been located.

Newly located troops are placed 1” from the marker where they were located. They are immediately active as part of their side’s normal phase.

The maximum number of troops for either side is 24.

Roll for priority.

Objective: Utter destruction of the enemy.

Victory is declared when all enemy troops are destroyed.


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HIGHWAY AMBUSH

Good
Frodo
Samwise Gamgee
10 Wood Elves
10 Wood Elves in support

Evil
Orc Captain
24 Orcs

The Wood Elves have been tasked with accompanying Frodo and Sam through dangerous territory. Orcs lay in wait along the way, hidden in the woods. Good begins at one end of the road. Orcs are deployed as the game progresses.

Good moves first.

Orcs are deployed at the beginning of Evil’s move phase each turn. Up to 6 orcs may be deployed each turn, at Evil’s discretion. Orcs are deployed no less than 2” from the edge of the road, but are otherwise unlimited as to where they will appear.

If the company is able to get within 24” of the far edge of the board, an additional 10 Wood Elves appear at the far edge of the board to lay down covering fire.


Objective: The Orcs seek to destroy both Frodo and Sam.

Evil scores a major victory if both Hobbits are killed, a minor victory if one Hobbit is killed.

Good wins if both Hobbits safely reach the far edge of the board.

Note: Wood Elves abide by the Woodland Creature rule and can therefore move their full movement range and still shoot while in the woods.


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NIGHT AMBUSH

Good
Legolas
10 Wood Elves

Evil
Orc Captain
24 Orcs

Set up a circle of woods and make the surrounding forest as thick as you care to. Place the Orc tower (or other safe haven) about 30" from the inner ring of the forest.

Legolas and the Wood Elves are deployed tightly grouped 6” from the outer edge of the wood. The Orcs are placed anywhere inside the inner ring of the woods (their camp).

Good moves first.

As long as the Wood Elves move at half speed, the Orcs do not react to the presence of the Wood Elves until either a sentry spots them or an Orc is killed. After each of Good’s movement phases, Evil rolls a D6. If a 5 or 6 is rolled, the Wood Elves have been spotted and the Orcs may react as normal.


Objective: The Orcs try to escape to the nearby tower.

Evil wins if at least 13 Orcs reach the tower door.

Good wins if at least 13 Orcs are destroyed before they reach the tower door.

Note: Wood Elves abide by the Woodland Creature rule and can therefore move their full movement range and still shoot while in the woods.

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TREASURE QUEST

Good
20 Rangers

Evil
Orc Captain
24 Orcs

Good and Evil are placed at opposite ends of the table, within 6” of their respective edges.

11 treasure piles are placed at various locations near the middle of the table.

Objective: Each side seeks to capture the most gold with the highest value until either all the treasure has been accounted for or one side is completely destroyed.

A treasure is considered captured when a figure moves into base contact with it and stays there through an entire Move Phase (Good and Evil both have one Move Phase each) without being engaged in a fight.

Once a treasure is captured, the captor rolls a D6 to determine the value of the treasure. 1= 100 gold, 2= 200 gold, and so on.

If all the treasure has been captured and neither side completely destroyed, treasure totals are calculated to determine the winner.


Note: The Rangers abide by the Woodland Creature rule and can therefore move their full movement range and still shoot. For this game, Orcs have a speed of 6.