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Armies of the Imperium
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Middle-Earth Strategy Battle Game Rules Manual
Middle-Earth Strategy Battle Game Rules Manual
$63.75$75.00Vendor: games workshop
Product Type : warhammer
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The Middle-earth™ Strategy Battle Game is the tabletop game for two or more players where you play through the events from The Lord of the Rings™ and The Hobbit™ with your collection of Citadel miniatures. Take control of your favourite heroes, villains, and armies, recreate scenes from the movies and books, and gather your forces together to do battle with your opponent in a test of wits and prowess.
This 224-page hardback rules manual is a comprehensive guide to the hobby of building, painting, and playing games with your models - whether you choose the forces of Good or Evil.
Introduction
This section features an overview of the wider hobby of collecting, painting, and playing with your miniatures, from the very basics of choosing your army and the items you need in order to run games, to setting up your battlefield and understanding the rules and profiles you’ll use in-game.
Rules
Here, you’ll be taken through the core of the Middle-earth Strategy Battle Game - the actual rules that you’ll use to play:
- Basic Principles: a primer on the fundamental concepts and terms used in the book, this section briefly explains a few things that the newcomer may find daunting.
- Turn Sequence: each turn is divided into five phases - Priority, which determines who acts first, Movement, which covers moving your models on the tabletop, interacting with terrain and using control zones, Shoot, which covers ranged attacks, Fight, which covers close combat, and Courage, in which your models are tested to see if they stand their ground or flee in terror.
- Monsters: while their basic rules are typically the same as those for other models in the game, Monster models are particularly powerful - this section covers their special rules. This includes War Beasts, huge creatures ridden into battle, crushing the foe as they march on.
- Weapons and Wargear: split into four subsections - close combat, missile, equipment and armour - this section explains the variety of weapons and wargear available to your models, and the impact your choices will have on your tactical decisions.
- Magical Powers: some models have the ability to cast magical powers, and this section explains targeting, casting and resisting those powers during the Move phase, with a list of every Magical Power available to cast.
- Special Rules: this section collects together all of the Special Rules which can appear on model profiles, compiled for easy reference.
- Advanced Rules: found in certain scenarios, these rules - covering water features, sentries, passengers and carrying objects - come in handy when recreating scenes from the history of Middle-earth.
- Siege Engines: rules for fielding these immense threats, covering their movement, firing, upgrades and crew (and their ability to launch severed heads as ammunition…).
- Sieges: throughout the history of Middle-earth, many sieges have taken place - here are the basic rules for creating your own sieges with your models.
Narrative Play
Narrative Play games allow you to recreate your favourite battles and scenes from both the books and the films, using your collection of Citadel and Forge World models. Each scenario - found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ - has a selection of special rules that balance them, providing an experience closely matching the scenes from the books and films.
Open Play
With no restrictions whatsoever, Open Play games have unlimited creative potential, and are perfect for beginners and veterans alike. Simply get your collections together and dream up your own scenarios - any combination of army fighting any other combination of army, on a playing field of your own devising with objectives unique to your game - the possibilities are literally endless.
Matched Play
In Matched Play games, you and your opponent gather your forces of heroes and warriors from your collection, up to an agreed points limit, before unleashing your armies for the fate of Middle-earth. This section includes advice on building an army to a points limit, determining the size of the games you want to play, Alliances, wargear limits, initial priority, objectives, and Heroic Tiers - the respect and loyalty that Heroes command.
This section includes six Matched Play Scenarios, each providing a different tactical challenge.
The Armies of Middle-earth™
This section is an inspiring showcase of beautifully painted miniatures from across the Middle-earth range, showing you just what is possible when painting your own.
Example Armies
Four example armies showing you how the army was built, the points values it represents and the rules it can leverage.
© 2022 New Line Productions, Inc. All rights reserved. The Lord of the Rings: The Fellowship of the Ring, The Lord of the Rings: The Two Towers, The Lord of the Rings: The Return of the King and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc.
© Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG, THE HOBBIT: THE BATTLE OF THE FIVE ARMIES and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc. (s22)Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Dark Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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