by Gary Gygax
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
1 Dwarf Hero (Dain and retinue) Bard's Army of Lake Men
5 Men with Bows 1 Hero with Bow (Bard and retinue) Elvenking's 100 Elves
1 Elf Hero (Elvenking) 1 Wizard (Gandalf) with but 1 Lighteningbolt and 1 Fireball At "The Gate"
Arriving Turn 8 (S.E. corner. 24" set on)
Arriving Turn 12 (N.W. Corner)
The Armies of Goblins and Wargs
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. ObjectiveIf 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 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © 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 |