Fantasy Wargaming
from Games Workshop

Lord of the Rings Game Review

by 'Buster' Barnes


Let's start with the "sequence of play".......

Priority (read: initiative in all but name)

Good Player always goes first on the first go of every game unless dictated by scenario.

Then following turn its roll a D6. (if draw see below). Highest wins. In fact in all situations Highest wins.

Turn after as above but if for instance a draw is rolled then the priority is over to the player who DID NOT go first in the previous turn.

Movement

Usually 6", Dwarves go 5" and obviously other certain creatures go quicker but Elves move 6".

Shooting

Line of sight - But the evil player may fire at figures in combat and through his OWN figure's to shoot a good player figure - the downside is the 50% chance of killing one of his own figures (50% on a D6).

Firing is done by assessing the shooting characters Fighting factor (known as F) and is located against a chart against the targets Defence Factor (known as D). Usually a 4,5 or a 6 is needed on a D6 to hit then a 5 or a 6 to wound (kill) on a D6.

Combat

All figs have a 1" zone around them and therefore negate movement through them unless friendly or in combat (i.e. touching base to base) - Well figs must move in a straight line to the opponent if an enemy zone is in the way to a fig you wish to attack you either do not attack him or you do, but you cannot go through the 1" zone. All movement is actually carried out during the players turn - I just emphasising some restrictions here.

Again combat is very much see who wins combat i.e. whoever has the highest die roll wins and gets to hit / wound the opponent. If its a draw then the player / figure with the highest Fighting factor wins. Then it is very much a case of Fighting Factor compared to Defence Factor and D6 rolled for every fig in contact (or supporting in the case of spear armed warriors) and then roll to see if you actually kill something. Some weapons get a -1 on the to hit roll.

If you lose, you retreat back 1", if you can't retreat, you suffer the same attack, it is possible to survive the second attack but nothing else detrimental happens--which to me is not good enough - if you were silly enough to get your back against something impassable and could not retreat then you should either be captured or be killed -- Please GW / Newline Cinema allow for capture of characters this will allow for a more enjoyable game!

Take GW usual Warhammer Rules set and get the factors as follows:

WS & BS = F (Fighting Factor)

Toughness & Armour Save = D (Defence factor)

Initiative = Who wins melee (i.e. who gets to attack and who doesn't) or even Priority for the turn.

Strength & Toughness = are inherent within the Fighting Factor and Defence Factor respectively and maybe inherent in some creatures having more than 1 wound and some weapons better than others.

Attacks = Dependent if a figure can retreat -- if it can't -- you get double the attack, otherwise just one attack per figure.

Leadership = Courage : If you lose say half your men each and very figure must take a Courage test to see if they flee or fight.

Saving Throw see Armour Save and also some troops with shields get a better defence against missile troops etc.

OK Magic is limited but good and not overly powerful, yet ties in the game very nicely. It takes place in between movement and shooting / combat.

Overall I was impressed with the booklet although it urgently needs a Quick Reference Sheet to be added. The Booklet covered all that was necessary, very informative, layout graphically superb but layout in an organised manner or in some form of logical fashion.

The potential for this system is good and I can see exactly how the mass battle system will fall into place following this system. Word of warning there are only going to be 65,000 products available in the first launch -- and then not much more after that for the second in other words don't buy it and you could well and truly miss out.


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© Copyright 2001 by Rolfe Hedges
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