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Tolkien Land, September 23, 1018, Gondor army of 151 units opposed to Sauron army of 133 units for a battle of complexity 2.23 at Company(I) level on a 10 Km/Hex map for 312 turns of Half Week each. by RhinoBones submited on 12-05-2007 Rugged-Defense Playing Statistics
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War of the RingsVersion: v04f 1. Special Acknowledgement A special thank you is given to Jean-Marie Canonville for his conversion of this scenario from the original TOAW-COW to TOAW III. 2. Description This is a scenario based on the well known trilogy The Fellowship of the Rings. The scenario begins on 23 September 3018 of the Third Age, as Frodo leaves the Shire and begins the quest to destroy the One Ring. This version is designed to be played in the Cheyenne mode, although it can be played in the solitaire mode. In the solitaire mode the objective for Gondor is to see how quickly Frodo can get to Mt. Doom and destroy the Ring. The objective for Sauron is to see how quickly Frodo can be located and the Ring captured. At this time there is no intention to set a limit on the number of turns. Individual players are encouraged to establish their own maximum scenario length. 3. Suggested Advanced Game Settings
4. Suggested PBM House Rules The War of the Ring scenario has been designed around the house rules listed below. It is not absolutely necessary that the house rules be followed, however, testing has shown that the house rules enhance the enjoyment of the game. 4.1. Active Disengagement It is recommended that the scenario be started using the advanced options with "Active Disengagement" turned off. 4.2. General Rule for Troop Movement Except for units, which are allowed independent movement, units may only move and attack when an appropriate commander is leading (included in) the stack. An appropriate commander is either a commander of the same nationality (Rohan Riders lead by a Rohan Commander, Dunlendings lead by the Dunlending Chief, etc) or a Force Commander (Dwarfs and Elves lead by Gandalf the Grey, Orcs and Easternlings lead by Nazgul #7, etc). Unit stacks without a commander present may dig in and defend in the normal manner. These units may also regroup as explained below. 4.2.1. Commanders - Sauron Force Commanders: Sauron, The Lord of the Nazgul, Gothmog, The Mouth of Sauron, Nazgul #3 thru #9. These commanders are capable of leading all of the various nationalities composing the Dark Forces. The stack can be a mixture of nationalities. Formation Commanders: Saruman, Dunlending Chief. These commanders may only command the troops of their respective formations, tribes or nationality. Independent Units: Gollum, Corsairs of Umbar. These forces/characters move independently without the requirement of a commander. They may join any formation or stack without restriction. They cannot command other units. 4.2.2. Commanders - Gondor Force Commanders: Aragon, Gandalf the Grey, Gandalf the White. These commanders are capable of leading all of the various nationalities composing the Allied Forces. The stack can be a mixture of nationalities. Formation Commanders: Brand III, Denethor II, Faramir, Imrahil, Theoden, Theodred, Eowyn, Eomer, Dain II, Hobbit Chief, Thranduil, Celeborn. These commanders may only command the troops of their respective formations, tribes or nationality. Independent Units: Frodo, Ents, Rangers, Druedain, Dead Men and Wose. These forces/characters move independently without the requirement of a commander. They may join any formation or stack without restriction. They cannot command other units. 4.3. One Hex Regrouping Movement All units are allowed to move one hex in order to regroup in the turn following an enemy combat round. All units, which begin their turn in a hex adjacent to their commander, may move one hex in order to join the commander. 5. Major changes with TOAW III Version v04f
6. Victory conditions 6.1. Sauron & Allies
6.2. Gondor & Allies
6.3. Draw A game ending in any manner other that the stated victory condition is a draw. Victory is achieved through the conditions stated above; there are no points awarded in this scenario. 7. Objectives Programmed objectives are only pertinent to the PO in the solitaire game. This game version has not been optimized for solitaire play. In the Cheyenne game there are neither objectives nor objective point values. The players establish objectives based on the perceived strategic value. 8. Supplies and Replacements In general, the capture of a supply point reduces the enemy's force supply level. Capture of a major city/supply point reduces both the enemy's force supply level and the ability to raise replacements. If the enemy is able to regain a lost city/supply point there is a probability (.60 for Gondor & Allies, .50 for Sauron & Allies) of recovering approximately half of the supply and replacement rate percentages that were lost. Also, recovery is not instantaneous. There is a 1 to 3 turn delay for Gondor & Allies and 1 to 5 day turn delay for Sauron & Allies. Capture of an enemy supply point does not gain the victor additional supply or replacements, but does help to reduce the enemy's ability to wage war. The captured supply point, however, will serve as a distribution point for friendly supplies. See Events, Miscellaneous and other Oddities for additional events governing replacement rates. Both sides start with 100% Supply (Sup) and 10% Replacement Rate. As an example of supply and replacements lost, if Gondor is sacked by Sauron's forces 7% points of supply would be lost, i.e. 100% - 7% for a reduced rate of 93%. If Gondor recovers the supply point there is a .60 probability that 4% of the supply will be regained for a total of 97%. The loss of Gondor would decrease the force replacement rate by 1%, from 10% to 9%. Liberating Gondor yields a .60 probability that 0.5% of the replacement rate is recovered. Note that neither the replacement rate or supply values are totally recovered. The sack of a supply point always results in permanent loss of approximately half of the starting value. 9. Mobilization A small number of units are mobilized at the start of the scenario, all other units are phased into the game according to an entry turn/delay schedule. Turn delays vary from 3 days to a maximum of 6 days with ranges adjusted so that most units will be activated no later than turn 12. The units which are mobilized at the start are: Gondor & Allies - Minas Tirith, Rangers, Mirkwood Silvan Elves and the Fellowship Sauron & Allies - Sauron, Barad Dur, Khand and some of the Nazgul Phased mobilization allows the "Search for Frodo" phase to proceed without an overwhelming number of obstacles which could end the scenario prematurely. There is still a chance that the Nazgul will stumble upon Frodo, but their chances are intended to be slim. Phased mobilization prevents Mordor, Isengard, Rohan and Gondor from launching an assault on turn one and immediately entering into a military campaign. Semi random mobilization also ensures that each campaign will develop unpredictably and require the players to plan their maneuvers carefully prior to engaging in open hostilities. 10. Events, Miscellaneous and other Oddities A number of events have been formulated with the intent of adding variability and unpredictability to game play. The list below describes events planned for the full version of the scenario. The listed is in no particular order. There is a .60 probability that Ents will be mobilized if Hornburg is attacked. There is a .50 probability that the Balrog will be present in Moria. There is a .70 probability that if destroyed (or disbanded) Gandalf the Grey will return as a more powerful Gandalf the White. There is a substantial delay in his return. This uncertainty is intended to deter players from disbanding Gandalf the Grey immediately upon entry. There is a .70 probability that the Sindar Elves in Lindon will mobilize in the early stages of the game. They will, however, mobilize immediately if either Hobbiton or Lindon is attacked. Whether mobilized or not, they contribute supplies and replacements. There is a .60 probability that the Corsairs of Umbar will mobilize on the side of Sauron. They will, however, mobilize immediately if attacked by the forces of Gondor & Allies. Whether mobilized or not, they contribute supplies. Sauron & Allies is allocated adequate Flying Beasts to transport three Nazgul in any one turn. The Nazgul can find mounts at Carn Dun, Minas Morgul, Minas Cirith, Durthang, Dol Guldur and Barad Dur. The Corsairs of Umbar are allocated adequate ships to transport all full strength units. Sea transport is activated and the zone surrounding Umbar removed upon mobilization of Umbar. Starting on turn 25 there is a 1.00 probability that both force replacement rates will be reduced by 50% during the following 25 turns. This simulates partial exhaustion of the manpower pool. Starting on turn 50 there is a 1.00 probability that both force replacement rates will be reduced an additional 90% during the following 25 turns. This simulates complete exhaustion of the manpower pool. Both sides begin the scenario 0% Theater Recon capability which is increased to 5% during the first 4 turns. The loss of Minas Tirith or Isengard reduces Theater Recon to 2% for the side suffering the loss, reflecting the destruction of their Palantiri. Theater Recon is not recoverable. There are multiple initial deployments for the Fellowship. If Saruman is destroyed there is a better than .50 probability that the forces of Isengard and Dunland will withdraw from the campaign. If Dunharrow is occupied by the forces of Gondor & Allies, there is a .65 probability the Dead Men of Dunharrow will mobilize on the side of Gondor. There is a substantial delay in their mobilization. 11. Historical/Mythological Background The great conflict at the end of the Third Age, named for the One Ring and the importance this had in the final outcome. The war was fought between the Free (a loose alliance of Elves and Men led by the Wise) and Sauron the Dark Lord, with Saruman as a third power based in Orthanc. Sauron at all times held the military advantage in the War, due to his overwhelming forces; not only Orcs and Trolls, but Men of Harad and the East. His main immediate object was the overthrow of Gondor, his near neighbour and the strongest of his enemies. He had such forces at his command, though, that he was able to fight the war on many fronts, also attacking Dale, Erebor and the Wood-elves in the far north, and Lórien from his secondary stronghold at Dol Guldur. There can be no doubt that, had the Wise not achieved possession of the Ring, Sauron would ultimately have been victorious. Saruman had claimed alliance with both the Wise and the Dark Lord, but was ultimately fighting for his own ends. In alliance with the Dunlendings, and having Orcs at his own command, his objective was the defeat of Rohan. Until late in the War, he held the advantage, defeating Rohan twice at the Battles of the Fords of Isen. He had not considered the Ents of Fangorn in his plans, however, and when they were roused to anger at his actions, they brought about his downfall. The policy of the Wise was based around the Quest of Mount Doom; a company of nine under the leadership of Gandalf travelled from Rivendell with the One Ring, with the hope of reaching Orodruin in Mordor and there destroying it. Because the Ring held much of Sauron's native power, they realised that in unmaking it, they would also defeat its creator. Against all hope, the Quest was achieved by Frodo Baggins, and Sauron defeated. The War did not end with the defeat of Sauron, for Saruman fled northward after the capture of Orthanc, and established himself in the Shire, bending the Hobbits to his will by threat of violence and the persuasive power of his voice. The return of Frodo Baggins and his companions led to a rebellion by the Shire-hobbits, in which Saruman was killed by his servant Gríma Wormtongue. 12. Acknowledgements
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