The Battle of Five Armies
The Armies
It is true that the Battle of Five Armies features five armies, but these fight as two quite separate alliances: the Good side and the Evil side. For our purposes, it is therefore reasonable to think of two armies. The following pages provide all the basic game details and special rules for the Good and Evil armies.
The Good army
Troop | Type | Attacks | Hits | Armour | Command | {unit–size} | {points–per–unit} | Number | {special–rules} |
---|---|---|---|---|---|---|---|---|---|
Elf Spears |
Infantry |
3 |
3 |
6+ |
– |
3 |
50 |
2 |
|
Elf Archers |
Infantry |
2/1 |
3 |
0 |
– |
3 |
45 |
2 |
|
Dwarfs |
Infantry |
3 |
4 |
4+ |
– |
3 |
110 |
2 |
– |
Men |
Infantry |
3 |
3 |
6+ |
– |
3 |
45 |
1 |
– |
Men Archers |
Infantry |
2/1 |
3 |
0 |
– |
3 |
30 |
1 |
– |
Eagles |
Monster |
2 |
3 |
6+ |
– |
3 |
70 |
1 |
|
Beorn |
Monster |
6 |
4 |
4+ |
– |
1 |
125 |
1 |
|
|
|||||||||
Gandalf |
Wizard |
+2 |
– |
– |
9 |
1 |
120 |
1 |
|
Elfking |
Hero |
+2 |
– |
– |
8 |
1 |
80 |
1 |
|
Dáin |
Hero |
+2 |
– |
– |
8 |
1 |
80 |
1 |
|
Bard |
Hero |
+1/1 |
– |
– |
8 |
1 |
80 |
1 |
|
Thorin |
Hero |
+3 |
– |
– |
8 |
1 |
80 |
1 |
|
|
|||||||||
Total |
1,120 |
Special rules
- 1. Elves
-
Elves have incredibly quick reactions making them exceptionally potent warriors. To represent this, Elves add +1 to their dice when rolling Attacks for shooting and in the first round of each combat engagement. Note that this bonus applies in the first round of each combat including combats resulting from an advance. It does not apply during subsequent rounds.
- 2. Eagles
-
Eagles can fly.
- 3. Beorn
-
Beorn causes terror in his enemies.
- 4. Gandalf
-
Gandalf is both Wizard and General – he can issue commands to any units on the Good side, and may cast any of the Wizard’s Spells. Note that his Attacks and Command value already include the extra +1 General’s bonus.
- 5. The Elfking
-
The Elfking is Lord of the Elves. Because of the animosity between the Elfking and Dwarves, the Elfking cannot issue orders to a unit of Dwarves, nor can he issue a brigade order to a group of units than includes a unit of Dwarves.
- 6. Dáin
-
Dáin is the Lord of the dwarves of the Iron Hills. Because of the animosity between the Elfking and the Dwarves, Dáin cannot issue orders to a unit of Elves, nor can he issue a brigade order to a group that includes Elves.
- 7. Bard
-
Bard is the slayer of Smaug and a famous archer – note that he has a single combat attack and a single shooting bonus attack indicated by his Attack values. He can add this shooting attack to any unit he is with, not just to bowmen.
- 8. Thorin
-
Thorin is not allowed to give any orders until the wall is broken as described in the special rules below. Once the wall is broken he can give orders to any units, even to Elves. However, Thorin can only give orders to a unit he is touching – unlike other a characters he has no command range. This makes him a limited commander but a tremendously useful fighter as he adds +3 Attacks to a unit he has joined.
The Evil army
Troop | Type | Attacks | Hits | Armour | Command | {unit–size} | {points–per–unit} | Number | {special–rules} |
---|---|---|---|---|---|---|---|---|---|
Goblins |
Infantry |
2/1 |
3 |
– |
– |
3 |
30 |
8 |
|
Wolf Riders |
Cavalry |
2/1 |
3 |
6+ |
– |
3 |
60 |
4 |
|
Wargs |
Cavalry |
3 |
3 |
– |
– |
3 |
60 |
4 |
– |
Bolg |
Hero |
+2 |
– |
– |
9 |
1 |
80 |
1 |
|
Chieftain |
Hero |
+1 |
– |
– |
8 |
1 |
80 |
2 |
– |
Shaman |
Wizard |
+0 |
– |
– |
7 |
1 |
45 |
1 |
|
|
|||||||||
Total |
885 |
Special rules
- 1. Goblins
-
Goblin infantry and cavalry units fight with a variety of weapons including some bows and thrown weapons such as spears and axes. To represent this, Goblins and Wolf Rider units are allowed to shoot as if they had bows but their range is reduced to 15cm.
- 2. Wolf Riders
-
Wolf Riders fight in a swirling mass that is highly mobile if rather ineffective when it comes to close quarter fighting. To represent this extraordinary manoeuvrability, a Wolf Rider stand is assumed to be able to see all the way round – not just to its front as are other stands. This enables Wolf Riders to shoot in any direction, or to charge or evade from the closest enemy within 20cm regardless of their relative position.
- 3. Bolg
-
Bolg is the army’s General. One unit of Goblins in the army can be nominated as Bolg’s bodyguards – this unit must be identified in some way so that it is easily recognised. If Bolg is fighting with his bodyguard then his Attack bonus is doubled from +2 to +4.
- 4. Shaman
-
The shaman may cast any of the Shaman’s Spells.
The Battlefield
The battle takes place in the Valley of Dale that lies between two spurs of the Lonely Mountain. The mountain is represented by the northern edge of the table and is impassable. This is referred to as the ‘mountainous edge’.
The entrance to the Dwarf Halls beneath the mountain lies at the point marked Thorin’s gate on the map – use the longer of the ruinous Citadel wall sections to represent this.
The two mountain spurs are represent by the Citadel plastic hill pieces. Each spur has a low hill slope and an impassable rocky cliff. The Good forces deploy on the lower slopes.
Thorin and his companions have blocked the River Running where it springs from the mountain creating a deep pool between Thorin’s Gate and the eastern spur. This is represented by one of the card strips and can be adjusted to size to suit the table width by placing the spur section over the card. The pool is impassable.
The course of the River Running is shown on the map. Use the card river sections to represent this. The river is impassable except at the ford as shown. Note that the ford is 6cm wide and can be crossed as open ground. This is the only way to cross the river (apart from the Eagles, which can fly across of course).
The ruins of the old town of Dale lie along the southern edge of the battlefield along the western river bank. Use the plastic Citadel ruin sections to demark the area as shown on the map – this counts as broken ground.
A note on map layout: If your table is not as wide as the dimensions given above, reduce the width of the pool to compensate. If your table is too short, reduced the South part of the map.
Deployment
All the Elven units must be set up on the Western Spur within the Elven deployment zone together with the Elfking and Gandalf. The Dwarf units, Men, Dáin and Bard must be set up on the Eastern Spur within the Dwarf/Men deployment zone. Thorin must be placed behind Thorin’s Gate. All the Good army is deployed at the start of the game apart from the Eagles and Beorn.
The Evil army enters the game during the first turn – no Evil models are placed on the battlefield at the start of the game.
Evil Cavalry deployment
The Evil side automatically has the first turn in this battle. In the first Evil turn, the Evil player must place all Wolf Rider and Warg units plus one Goblin Chieftain at the eastern edge of the tabletop along the line marked ‘Evil Cavalry’.
Once positioned, any Evil units can be given orders, move, shoot, and fight combat that turn as usual.
Evil Infantry deployment
Following the first turn, evil units are deployed according to the roll of a dice. This represents the somewhat uncoordinated advance of the huge Evil horde into the valley. From the second turn onwards, the player rolls a dice at the start of the Evil side’s turn. The player places the number of Goblin units indicated plus any one character that he wishes. These are all positioned at the edge of the tabletop along the line marked ‘Evil Infantry’.
Once positioned, any Evil units can move, shoot and fight combat that turn.
Evil units continue to be placed at the start of each Evil turn until all the units have been committed to battle. If there are any characters remaining to be deployed once the final unit is placed on the table then these must be deployed as well. Note that a dice roll greater than the number of remaining units means that all the units are placed – it is not necessary to roll an exact number.
The Evil ambush
Bolg, the Goblin commander, has cunningly sent a small group of Goblins to scale the mountainside and drop rocks from the heights onto the Good forces below. These ambushing forces are not represented by models – instead we use a dice roll to determine the effect of the ambush.
The ambush is automatically activated once the entire Goblin army has been deployed. This indicates the the ambushers have scaled the heights and can start to throw rocks onto Good units position on the spurs beneath them. The Evil player resolves the ambush as three shooting attacks during the Shooting phase. Each turn the Evil player selects one Good unit on each spur – any unit that is wholly or partially on a spur can be selected but only one unit per spur. Calculate casualties as you would for three normal shooting attacks. For purposes of working out drive backs, the ambushers are assumed to be at the point on the mountain table edge closest to the target unit.
Note that ambushers are positioned above the Good units – so their targets do not count as defended but as in the open (i.e. 4+ to hit).
Deploying the Eagles & Beorn
Neither the Eagles nor Beorn can attempt to join the battle until all the Evil army has been deployed. Once the entire Evil army has deployed, the Eagles and Beorn and potentially deployed at the start of any Good turn according to the roll of a dice.
At the start of his turn, the Good player rolls a dice. If the Good force has lost any entire units then add +1 to the dice roll for each unit lost. On a 6 (or more) either the Eagles or Beorn can be placed at any point along the western edge of the table marked ‘Eagles/Beorn’ on the map. It will therefore take two successful scores of a 6 to deploy both units and it is possible that one or both fail to arrive before the battle is over. Note that there is no need to deploy the Eagles before Beorn – the player can decide which to deploy first.
Once positioned, the Eagles/Beorn can be given orders, move, shoot and fight combat that turn as usual. Note that Beorn is a monster unit and therefore either requires orders or can move on initiative if visible enemy are within 20cm – this means it is important not to place Beorn too far from the Good characters. The Eagles can home back and can therefore move without orders if necessary – this is useful for moving them into the thick of things.
Special rules
Thorin and the Gate
Thorin’s Gate is a wall constructed by Thorin and his Dwarves in the days before the battle. It completely blocks off the tunnel entrance to the halls beneath the Lonely Mountain. This wall is completely impenetrable to all stands including characters and even flyers (it almost reaches the tunnel’s roof). So long as Thorin is behind the wall he cannot move or issue orders. The wall has been constructed in such a way that by activating well-placed levers the whole wall can be collapsed to allow Thorin to escape. The Good player can do this by issuing a single order from Thorin – effectively by rolling 8 or less on 2D6 in the Command phase. Once the wall is collapsed Thorin can move normally and can issue orders to Good units as noted under the rules for Thorin.
Eagles and Ambushers
Once the Eagles have been deployed, the Evil ambush ends automatically. It is assumed that other Eagles have peeled away from the main formation to dislodge the Goblins from the heights. Note that this means that the Evil side always gets one turn to drop rocks before the good side makes its first roll to see if the Eagles arrive.
Victory
The battle lasts until one side is forced to withdraw. This happens once either side has lost half of its units, or if either General is slain. Note that the withdraw level for the Good side is set on the original eight units – it does not include the Eagles or Beorn; this is quite deliberate and makes the game more desperate for the Good side.
Good Side: Withdraw when four units are destroyed or Gandalf is slain.
Evil Side: Withdraw when eight units are destroyed or Bolg is slain.
Once one side has withdrawn, add up the Victory Points scored by each side in the usual way. The side that scores the greatest value wins the battle. Remember, once one side withdraws it cannot score greater than its enemy, so the best it can do is draw.
Once you’ve played the game a few times, we recommend that players play twice before comparing scores – once in charge of the Good side and once in charge of the Evil side. This means that the players’ combined scores can be used to compare performance when commanding both armies.
A note on magic items
Magic items have been taken into account by adjusting the Attack values of the various characters compared to the standard Good and Evil army lists. Magic items are not used in the Battle of Five Armies scenario as described. However, once players have mastered the battle they might want to try choosing from the magic item list. In this case, reduce Gandalf’s and Thorin’s Attack values by 1 each and allow the Good side to have up to 50 points of magic items instead.
Tactical notes
This battle can look very desperate for the Good side – outnumbered to the front, ambushers behind, and badly needed reinforcements always a dice roll away. But don’t despair – the Good side are by far the better troops and are backed up by a lot of very able characters. Though things may look bleak for Gandalf and friends, in fact their position is strong – the Evil side will do well to prise their enemies from the slopes and are likely to suffer many casualties trying.
Gandalf
You have to decide if you’re going to hold out on both sides or the river of make a dash across the ford and consolidate your forces. With Gandalf accompanying the Elves, and the units of Dwarves and Men faced by fast-moving enemy cavalry, this is far more likely to succeed by moving the Elves to join their allies. This will usually prove the best option – but you don’t want the enemy to unite his forces against you – the key to victory is to keep the enemy divided.
You have lots of good heroes – use some to issue commands and some to back-up units in combat. Thorin is spectacular – but Dáin and the Elfking can make a significant contribution. Don’t risk Gandalf unless you’re sure of winning, as a dead Gandalf means game over! Other characters are less vital to you – don’t be afraid of throwing them in.
It’s impossible to be sure if the Eagles or Beorn will show up – and sometimes that cry of “…the Eagles are coming!” will ring a little hollow. Remember you can bring Beorn or the Eagles on in any order but it is usually more useful to have the Eagles. These are great for mopping up the odd stands of cavalry that tend to evade and hide.
Bolg
You have numbers on your side but your foes are well positioned and stubborn. What you do will depend to some extent on how the first few turns go. With luck you can move close enough to the ford to prevent the enemy uniting against your cavalry – so much the better!
The Wolf Riders can do considerable damage by shooting and this is much safer than combat – combined with the ambush, shooting can drive the enemy off the spurs and potentially confuse them.
You only need to destroy four units to win – so pick the softest targets and hammer them. That means avoid those stubborn Dwarves if possible!
Make full use of your Shaman to move units up early in the battle – once combat begins use his Foul Frenzy and Dark Swarm spells to improve your chances. Don’t forget Bolg’s Bodyguard, as that double Bolg bonus is the biggest bonus in the game and makes all the difference.
And for the new player…
Don’t worry about getting every rule right – it will take a few games to learn how things work. The scenario is relatively complex – there’s a lot to remember and the tactical constraints presented by the terrain and deployment are significant.
One of the most important things to remember for this game is that infantry cannot pursue cavalry. This limits the ability of the Good side to exploit successful combats against the Wolf Riders and Wargs. Don’t forget also that stationary infantry positioned uphill of their enemy count as defended and are thus 5+ to hit and no charge bonuses count against them – it’s a double whammy.