Tolkien, being neither a military historian
nor a wargamer, gives his readers terrific
accounts of battles without sufficient hard
data --so to speak-- to allow duplication in miniature.
There is one, however, that shouldn't be too
difficult to duplicate on the wargame table. That is
the "Battle of Five Armies" from The Hobbit.
Therein the author gives enough order of battle and
other information so as to allow reasonable
approximation of the "actual" conditions of the
engagement. This is how to set it up and conduct
the game using the CHAINMAIL Fantasy rules:
Orders of Battle:
Dain'e Army
25 Dwarves of the Iron Hills
1 Dwarf Hero (Dain and
retinue)
Bard's Army of Lake
Men
25 Men 5 Men with
Bows 1 Hero with Bow
(Bard and retinue)
Elvenking's 100
Elves
20 Elves with
Bows 1 Elf Hero
(Elvenking)
1 Wizard (Gandalf) with but 1 Lighteningbolt and
1 Fireball
At "The Gate"
1 Dwarf Hero (Thorin and company) with
Magic Sword
Arriving Turn 8 (S.E. corner. 24" set on)
1 Lycanthrope Bear (Beorn) fighting at
double melee capability and impervious to
regular Goblins and wargs
Arriving Turn 12 (N.W. Corner)
The Armies of Goblins and Wargs
250 Goblins 10 Ogres (the guards of
Bolg) 1 Goblin Anti-Hero 50 Wargs
(move as heavy cavalry. attack and
defend as normal hv. foot)
Arriving Above the Gate, Turn 5
If exact dispositions according to the book are
desired deploy the armies of men and dwarves on
the slopes of the southern spur. save about 5
figures to be strung across the mouth of the
valley.
The elves (including Gandalf) should he
positioned on the southern arm of the mountain,
although a few of the Elvish bowmen might be
deployed with the archers of Bard's force. The
crest of Raven Hill should be the headquarters of
the Elvenking and the wizard.
The Goblin Army should be set up at the start
with half the Wargs and an equal number of goblin
warriors across the mouth of Dale on a line eastern
spur River Running. Behind them at six inch
intervals place 25 Wargs and 75 goblins, then the
King and his guards, and finally 150 goblins.
Objective
If the Goblin Army can reach the Gate and enter
under the mountain with a force larger than the
surviving number of dwarves, they have won the
day. If they are prevented from so doing they have
lost. How great the victory, regardless of the victor,
depends upon casualties suffered on both sides. In
case you are unable to find figures to represent
Wargs, I suggest you try the Briton's zoo animal
wolves or check in the toy departments of stores. Try the latter
place for the giant prehistoric flightless birds found
there serve as these creatures in our fantastic armies.
Knowing dwarfs number 500, and that there were
tw0 waves of 1000 elves which attacked, the other f0rces
can be approximated with fair credibility.
The most difficult force to estimate is that of Bolg.
Certainly 5000 goblins would not be too many to
assume, as Tolkien says later that the bulk of all their
warriors fell during the course of the battle and the
pursuit of the fugitives thereafter. However, is that
number-- translated to 250 wargame figures--sufficient
to face the troops deployed against them? If all
goblins and the ogre guards of Bolg are classes as
"half-armor and shield" for purposes of missile fire,
and Bolg himself is "Full armor and shield", the effects
of archers upon their ranks will be negligible
considering their numbers, and correct as far as the
tale reveals. If the commander of the Warg/goblin
array moves with utmost dispatch, pressing the
defenders immediately. there is a chance for him to
attain his objective before the eagles arrive. I would
appreciate hearing from any reader who fights the
battle in order to learn how the opposing forces did in
their name.
Tom Bombadil
While on the subject of Tolkien's fantastic
creations, old Tom Bombadil comes to mind. Professor
Tolkien didn't really deal with this fascinating character
at length, much to the readers' loss, but from what he
did write, strong conclusions pertaining to his fantasy
wargaming abilities and potential can he arrived at.
Tom, as the "eldest" doesn't seem to be subject to
the laws that affect the proplr (large and small) and the
evil creations ,ale after him. Bombadil is much like an
elf, as he is different and superior. He travels with
leaps and bounds, is tireless, can hear or sense calls
of distress over great distances, and he commands
plant and animal life with his spellsongs. Bombadill's
capabilities would seem to include the negation of
spells--at least insofar as they affect him. His
destruction of the harrow wight was accomplished in an
offhand manner, indicating the ease with which he
accomplished the task. Finally, nothing save the
strongest evil could harm him, evil possible only if the
Dark Lord became master of all,
Thus, from what Tolkien tells of Bombadil
nothing could harm him in combat, he could destroy
at a touch wraiths, wights, and possible
lycanthropes. He could certainly command animals
and Ents. What would happen if Tom Bombadil
faced a dragon, the Balrog, or giants is anyone's
guess.
Regardless, he is both too powerful and too
neutral to include in the fantasy wargame, except
Perhaps in a Tolkienesque campaign where the
forces of goodness were in extremis; then,
along with Goldberry, they would almost certainly
appear to help where they could. His wife would
have the power to raise morale-as Tom would--and
possibly she would be classed as an enchantress of
sorts, equal to a maqician or a Warlock. Be that as
it may, Tom Bombadil is a very merry fellow, even
though he doesn't fit the wargame table.
Back to Table of Contents -- Panzerfaust # 60
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© Copyright 1973 by Donald S. Lowry.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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