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 The Battle for Middle Earth Campaign The Lord of the Rings SBG

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The Battle for Middle Earth CampaignThe Lord of the Rings SBG

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Foreword

The Lord of the Rings SBG is fantastic gaming

system, players are able to re-tell their

favourite moments from the Epic trilogy

whether it be upon the walls of Helms Deep oron the plains of the Pelennor. The sourcebooks

provide a number of scenarios that when

linked create mini-campaigns but these are

often short and predictable. The LOTR SBG is

missing a simple campaign system that gives

players the chance to control multiple armies

based on their miniature collection. To fill the

void I’ve written this Campaign System for the

enthusiast looking to create a detailed

backstory, perhaps wanting to steer away fromTolkien’s lore and instead focus on ‘what if’

scenarios. The Battle for Middle Earth is about

to begin!

Design Notes

The rules are inspired by the Mighty Empire

rules and also the Middle Earth in Flames

rules. A number of key changes have been

made. My aim was to create a simplecampaign to be fought over by two or more

opponents, directing multiple armies around

Middle Earth. The rules allow armies to move

around the map, claiming areas of strategic

value and fighting over various lands to secure

resources. Players can reinforce their preferred

strongholds and push for dominance on key

areas of the map pitting forces of varying sizes

against one another. There are special rules

and random events to keep players on theirtoes and battlefield modifiers such as the

Watchtower/Fort special rules. Most

importantly players can tailor the campaign

towards their miniature collections.

This document is completely unofficial and in no way endorsed by Games Workshop Limited. Lord of the Rings

Warhammer, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,

locations, illustrations and images from the Lord of the Rings world are either ®, TM and/or © Copyright Games

Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission.

No challenge to their status intended. All Rights Reserved to their respective owners.

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Contents page

Campaign Rules 4

Campaign Layout 4

Campaign Story 4

Campaign Objectives 4Strategic Points 5

Armies 5

Stationed Garrison 5

Campaign Turn 6

Initiative Roll 6

Turn Actions 6

Event Phase 6

Gather Resources 7

Move Armies 7Scouting Roll 7

Forced March 8

Capturing a Strategic Point 8

Splitting Armies 8

Distribute Resources 8

Reinforcing Armies 8

Creating New Armies 9

Building Outposts 9

Destroying Strategic Points / Outposts 9

Resolving Battles 10

Selecting Forces 10

Reinforcements 10

Battlefield Setup 10

Battlefield Objectives 11

Determining Losses 11

Battle Aftermath 12

Defeated Armies 12

Special Rules 12

Faction Bonuses 12

Wild Creatures 13

Turn Sheet 14

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Campaign Rules

Campaign Layout

The campaign system can be focused around a

small region of Harad, the lands of Gondor or

even the whole of Middle Earth itself! Players

may choose what they will be fighting over

based on their miniature collections, terrain

available and time constraints. A hex-based

map is suggested, the Mighty Empire tiles are

ideal for map building and I highly

recommend them. There is also a map featured

in White Dwarf 336 should players be unable

to produce their own. A campaign map is also

provided at the end of this rules set. If you

want to build your own hex based map you

can by following the link below.

http://www.hexographer.com/index.shtml 

Campaign Story

The campaign story is important and should be

considered prior to anything else. Thesuggested period is the War of the Ring at the

end of Third Age however the campaign can

be set around any time during Middle Earth’s

long history. Perhaps the involvement of the

Rohirrim in the Battle of the Pelennor Fields

would have been different if their own

conflicts had turned ill. The constant

harassment of the Corsair raiders in Southern

Gondor may have prevented reinforcements

reaching Minas Tirith had they been moreeffective. All these events are linked so players

can pick and choose what conflict they would

like to fight over rewriting the history of 

Middle Earth.

Campaign Objectives

The campaign objective should be decided

next and can be chosen by the participants

from the list below. Choose one that best

reflects the struggle both forces would likely

fight over. Alternatively create your own,

make sure all players understand the endgame

before beginning the campaign.

-  After 20 Campaign Turns the side who

controls the most Strategic Points is thewinner.

-  The campaign continues until one side

holds all of the Strategic Points at which

point they are victorious.

-  The campaign lasts until one player

manages to accumulate ____________

Resource Points at which point players

gather all their strength and fight one last

battle. The force with fewer points may

set up within a Strategic Point (Minas

Tirith, Isengard etc) and so a Siege Battle

will ensue. The winner is the side which

kills or routs all the opposing side.

-  After 20 Campaign Turns the player

whose faction controls the most

Resource Points (including Army and

Strategic Points) is victorious. Note for

this purpose Strategic Points count as 500

resource points each.

-  The campaign continues until one side

is destroyed! 

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Strategic Points

Strategic Points are places of great importance

on the campaign map. They may be an outpost

on the border of Harad or perhaps a great city

of Gondor. Such places generate wealththrough trade, bounties and other such means

(see Gathering Resources) and give players

the option to recruit new soldiers (see

Distributing Resources) much like Generals

would use such assets as pawns in their grand

game.

Strategic Points are permanent features. There

should be approximately one Strategic Point

for every six hexes, depending on the regionand surrounding area within which the

campaign is set. The key to success is in

increasing the resources at your disposal by

winning battles, conquering territory and

holding on to these Strategic Points. Each

player begins with 2 Strategic Points.

Armies

Each faction begins the game with two

Armies, each made up of 300 points.

Armies begin on or next to their Strategic

Point hexes.

Armies can be reinforced and created during

the campaign (see Distributing Resources) at

Strategic Points. A single army can split or

two or more can merge to create a larger force

during the ‘Move Armies’ phase.

An Army must be made up of at least 150

points, there is no maximum point limit.

If an army is reduced below 150 points it is

destroyed.

Players must make it known if any of their

armies are ‘all mounted’ – this is for

movement purposes (see Forced March).

Army Markers should be used to mark the

locations of armies on the campaign map.

Each Army Marker will have a points total that

players should keep a note of. Every time an

Army fights against another, players may

choose a force equal to the army’s points total.

Stationed Garrison

Each of the main Strategic Points in Middle

Earth will have a small occupying force

permanently based there to defend the local

population.

If a battle takes place at a Strategic Point

consult the following table to determine the

Stationed Garrison

This may be used in addition with an Armypresent on the hex. If there is no Army present

then the defending player will only have

access to the Stationed Garrison.

Stationed Garrisons may not be used as

reinforcements for battles adjacent to the

Strategic Point hex; they are permanently

stationed at their garrison.

Ignore casualties suffered by Stationed

Garrisons, they are assumed to be replaced.

Note named heroes are not available to choose

from Stationed Garrisons.

Garrison Type Examples Stationed Garrison

Fort/Outpost Cair Andros, Andrast, Helms Deep (see ‘Outposts’) 100 points

Mountain/Hills/Forest Iron Hills, Misty Mountains, Mirkwood, Lothlorien 150 points

Fortified Town/City Minas Tirith, Dol Amroth, Umbar, Edoras, Minas

Morgul, Barad Dur, Isengard, The Black Gate,

Linhir, Pelargir, Dol Guldur, Cirith Ungol

200 points

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Campaign Turn

Initiative Roll

At the start of every Campaign Turn each

player rolls a dice. Compare results to

determine the order in which players will take

their Turn Actions (much like a Priority Roll).

The player that rolls highest goes first. Any

ties are re-rolled.

Turn Actions

Once Initiative has been determined, players

get to take their Turn Actions in the following

order:

i)  Event Phase

ii)  Gather Resources

iii)  Move Armies

iv)  Distribute Resources

All players take their Turn Actions before

Resolving Battles. Once every player has

taken their actions and any table-top battles

have been fought, a new Campaign Turn

begins with another Initiative Roll.

Event Phase

All players must roll a dice on the Event Chart

below starting with the player who rolled

highest in the Initiative Roll. Consult the rulesand pick an army/hex were appropriate. These

events take effect immediately and last until

the end of the Campaign Turn.

D6 Event Effect1 Heavy Storm Heavy winds and driving rain hamper the land. Pick an enemy hex.

An army located there may not move this Campaign Turn. Any armies

moving into this hex will be able to move no further than turn.

2 Local Flooding Flash flooding has devastated the area destroying crops and buildings.

Choose an enemy Strategic Point. They may not Gather Resources at

this location this Campaign Turn.

3 Pathfinder Scouts are hired to assist friendly forces through All friendly armies

receive +1 to their Scouting and Forced March rolls this Campaign

Turn.

4 Subsistence Shortfall Enemy forces begin to suffer as supplies run short. D5 x 12 resource

points are deducted from an enemy army of your choice. Note: this

effect can only be targeted against an army located outside of a

Strategic Point.

5 Raids Friendly forces have carried out successful raids against the enemy.

D6 x 10 resource points are added to your treasury.

6 Financial Turmoil War takes its toll on the enemy, blighting the land leading to famine

and unrest amongst the population. As a consequence all enemy

resources generated this Campaign Turn are halved.

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Gather Resources

Certain spaces on the map are identified as

being Strategic Points. When your faction

controls one of these points it has the potential

to generate resources that you can later spendto create or reinforce armies.

Roll a dice for each Strategic Point you

control and add D3 x 25 resource points to

your treasury.

Note the effects of the Event Phase can affect

the total resources collected.

Move Armies

Moving an army involves two things – first a

Scouting roll, then a Forced March roll. If an

army fails either of these rolls, it stays where it

is and can move no further that Campaign

Turn.

There are a few other things that can restrict an

army’s movement: 

• If an army moves into a space occupied by a

friendly army, they may continue their move

as normal. Alternatively if the controlling

player wishes it can merge the two armies

(even after moving four spaces). Neither army

can then move any further that turn.

• If an army moves into a space occupied by an

enemy army, it can move no further. The other

army cannot move either, even when it is its

turn to move. The two become locked incombat and a battle is fought at the end of the

Campaign Turn to see which army will remain

in that space.

• When two armies are locked in combat, no

armies from any faction can pass through

however they may finish their movement on

an adjacent hex. They may be used as

reinforcements in the ensuing battle.

Scouting Roll

To represent the problems of moving armies

over difficult terrain, an army needs to pass a

Scouting roll before it can move into an

adjacent hex.

To do this, first check what type of terrain you

want your army to cross. Consult the type of 

terrain on the Scouting chart and roll a dice.

If the roll is passed the army has found safe

passage into the next space. If the roll is failed

the army can move no further this turn.

If a hex has a river running through it and

there is no visible crossing on the hex then a

roll of a 5+ is necessary in order to proceed.

After crossing on a roll of a 5+ an army may

move no further that turn.

If there is a crossing point clearly shown on

the map then treat it as Flatland for the

purposes of crossing.

Scouting Chart

Terrain Type D6 Roll

Flatland Automatic

Forest/Marsh 3+

Mountain 4+

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Forced March 

To represent the exhausting effects

manoeuvring an army can have, you will need

to make a Forced March roll for each space

moved.

The Forced March chart tells you the number

you need in order to successfully move into

the next hex. As indicated on the chart, you

must make a roll for each successive space

you wish to move to.

If a Forced March roll is failed the army

remains where it is and can advance no further

that Campaign Turn.

An army cannot move more than four spaces

in a single Campaign Turn.

If the army is made up of 100% mounted units

then add +1 to all Forced March rolls.

Capturing a Strategic Point 

In order to capture a Strategic Point, an Army

has to move into the hex and end the current

turn’s movement there. The player then places

one of his Territory Markers to show that he

retains control of the hex even if his army

moves away in a later turn.

If a player’s army moves onto a Strategic

Point that already contains an enemy Army a

battle is fought (see Resolving Battles) and

control goes to the victor.

Splitting Armies

At the start of the Move Armies phase, a larger

force may be split into two groups. Unlike

with merging armies, splitting armies does not

halt movement that turn.

A player may choose to split his armies into no

more than two separate forces providing they

follow the ‘Creating New Armies’requirements in regards to points totals.

Note each force must have at least one Hero.

Distribute Resources

Once a player has moved his armies, he may

distribute any resources he has in his Treasury.

The points may be used to reinforce or createnew armies or simply be kept safe for a

subsequent Campaign Turn. They may also be

used to build Outposts.

Note: A Strategic Point engaged by an enemy

Army cannot spend any resources on creating

or reinforcing an army during the Campaign

Turn.

 Reinforcing Armies

An army can be reinforced while it is at a

Strategic Point. It however must not be

engaged by an enemy force. Points from your

Treasury may be spent in multiples of 50 to

increase the Army points total.

Note a player must advise whether the army is

100% mounted otherwise it will be treated as

normal.

 

Forced March Chart

 Army Movement D6 Roll

First space Automatic

Second space 3+

Third space 4+

Fourth space 5+

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Creating New Armies

A new army can be created at any Strategic

Point under your control providing there is not

an army already present there. Resources are

spent from your Treasury as described in‘Reinforcing Armies’.

A new army must be made up of a minimum

of 150 points and must include at least one

Hero. As above players must disclose if the

army is 100% mounted.

 Building Outposts

A player may elect to build an Outpost using

resources from his Treasury. The tile must

have an army present there and must not be

engaged.

An Outpost may not be built on a Marsh hex

nor a Strategic Point.

Outposts are not strategic points but do have

Special Battlefield effects (see below). A Fort

also has a Stationed Garrison of 100 points.

Resources are deducted from your Treasury

equal to the cost of the outpost; a marker may

then be added to the Campaign map.

 Destroying Strategic Points / Outposts

If the army defending a Strategic Point or

Outpost is defeated, it falls into the hands of 

the opposing force. They may then benefitfrom the effects of the Outpost in future

Campaign Turns.

Alternatively they may choose to destroy the

settlement during the Distribute Resources

phase. Once destroyed a Strategic Point cannot

be rebuilt however an Outpost can.

Once a Strategic Point is destroyed, the tile

reverts to being a plain hex with no effects.

 Building an Outpost 

Watchtower: 100 points

Watchtowers are tall structures, designed for

small groups of warriors to keep watch over

the surrounding lands. On a clear day a sentry

will be able to see for miles around, always

giving the defending force the initiative.

The defenders have seen the approaching army

and prepared themselves. Once both sideshave deployed but before the first turn, the

defending player may fire D3 volleys. Each

volley has a total number of shots equal to the

number of bowmen in the defending army.

Follow the normal rules for Volley Fire, with

the exception that the bowmen do not need to

be in base contact with one another.

Fort: 400 points

Forces wanting to hold a region of importance

can construct small fortresses. Forces held up

in a fort will benefit from the high walls and

crenellations protecting defenders from enemy

missile fire and assaults. In addition they will

have prepared for the oncoming siege.

Once both sides have deployed but before the

first turn, the defending player may make one

bombardment (treat as a trebuchet/catapult

fire). Roll to hit, to scatter and to wound as

normal. From the second turn onwards, during

the Shoot Phase the defending player may fire

1 bombardment per turn. This rule continues

until the attacking force has breached the walls

(either one model on or behind the walls) in

which case it is assumed all men are called to

the arms!

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Resolving Battles

An Army can attack an opposing force in an

adjacent hex to theirs (even if they have

moved four spaces), in which case they

become the attacking player. A table-top battleis to be fought using forces selected from their

respective point totals and following the rules

below. Once all the battles have been fought, a

new Campaign Turn can begin again.

Selecting Forces

Both forces are chosen to their respective

points totals.

If a Hero has already fought a battle with one

of the Armies then he is assumed to remain

with that army unless otherwise stated (see

Splitting Armies). If there are multiple

Heroes the same applies.

The rest of the forces can then be chosen.

Note: they do not have to be the same

Warriors that were present in previous battles.

 Reinforcements

If an allied army is located next to the hex

where the battle is to take place, they may

arrive as reinforcements D6 + 3 turns into the

game.

Reinforcements move onto the board as one

unit from a direction that corresponds to themovements on the campaign map.

Once the battle is over, the reinforcements are

assumed to merge with the initial force into

one army (see Merging Armies)

 Battlefield Setup

The Battlefield Setup should be loosely based

upon the area represented on the Campaign

Map where the two sides meet.

The type and amount of terrain is up to players

to agree on. Take it in turn to place terrain

pieces around the map.

The following table lists some suggestions.

 Battlefield Objectives

The attacking player may roll on the

Battlefield Objectives chart. This is the

objective to be fought over in the ensuing

battle.

Terrain Details

Clear Can use more than 3 low-lying

hills, bushes, trees etc

Forest/ 

Swamps

Can use 3 or more tree/ swamp

terrain features

Mountain Can use an elevated terrain

feature

River Can use a portion of a river

with at least 2 crossing points

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 Determining Losses

Any models that are killed during a battle are

removed from play. However put aside any

routed models and roll a dice for each at the

end of the game.

On a 4+ they return to the army after the battle

is over. A player may spend 25 resource points

from their Treasury to modify this roll by +1

(much like a point of Might).

Add up all the points of the remaining force

for each Army (including the routed who

returned).

The victorious army does not suffer any

further losses however the defeated side must

take a further 10% deduction from the

remaining points total to represent those too

injured and weak to go on, those that have

fallen, claimed by their battle wounds andthose too slow to keep up.

Battlefield Objectives

Objective D6 Details

Secure the Land 1

The game lasts until one side is reduced to 50% casualties in which

case that side rolls a D6. On a 1-2 the game ends. The side with the

most models within 6” of the defending players board edge wins.

Note for siege games all the land on or behind the walls is included

instead of the 6”.

Secure the Objectives 2

Place 3 objectives around the map (For siege games they must be on

or behind the walls). To secure an objective, one side must have

more models within 3” of it. The Game lasts until one side isreduced to 50% casualties in which case that side rolls a D6. On a 1-

2 the game ends. The side with the most objectives secured wins.

Leaderless Attackers 3

The attacking force is held together by the strength of their leaders

and is hopeless without them. The game continues until all of the

Heroes on the attacking side are slain or routed. As normal both

sides take courage tests once casualties amount to 50% or more of 

their starting force.

Leaderless Defenders 4

The defending force has prospered under the leadership of its

experienced commanders. The game continues until all of the

Heroes on the defending side are slain or routed. As normal both

sides take courage tests once casualties amount to 50% or more of their starting force.

War of Attrition 5

The game lasts until one side is reduced to below 75% casualties in

which case that side rolls a D6. On a 1-2 the game ends. It is

assumed the remnants flee for their lives (treat as routed).

No Quarter 6

Both forces value the surrounding land dearly and will sacrifice

many lives in order to hold it. The game lasts until one side is

completely destroyed or routed.

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 Battle Aftermath

The army that wins remains in the contested

space. In addition they are assumed to

scavenge weapons, armour and other

battlefield trophies. Add D6 x 10 points to thevictors Treasury.

 Defeated Armies

If an Army loses a battle, it immediately

retreats 2 spaces towards its closest Strategic

Point, ending its movement if it reaches it.

They may not enter the hex if it is Under

Siege, instead ending their movement next to

the Strategic Point.

They may not do anything further that turn, as

the soldiers are too busy treating the injured.

Defending Armies fighting in a Mountain hex

cannot retreat and are destroyed if they lose a

battle. This also applies to armies which are

trapped on all sides on the campaign map

(although this is unlikely to ever happen).

Defeated Armies must deduct 1 from all their

Forced March rolls in the next Campaign

Turn.

They cannot attack opposing forces but can

participate in any battles if attacked.

Additionally they may be involved as

reinforcements as normal if they are adjacent

to an army or Strategic Point that is attacked.

Special Rules

Faction Bonuses

You may want to give each faction some kind

of bonus to represent the character and

background of the armies in play. As players

may choose to use multiple factions, the

special rules can be used in any arrangement.

Here are a few suggestions:

Dwarven Armies may add +1 to the Gathering

Resource roll for one of their Strategic Points.

The Armies of the Forgotten Kingdoms may

re-roll their Initiative Roll.

Elven Armies add +1 to all their Scouting

Rolls.

Gondor may re-roll on the Event Chart.

Isengard receives an additional 25 resource

points each turn.

Mordor receives D6 x 25 resource points to

their treasury for one of their Strategic Points

as opposed to the normal D3 x 25 resource

points.

The Rohirrim add +1 to all their Forced March

rolls (this is accumulative with the 100%

mounted rule).

Wild Creatures 

You may wish to add the Wild Creatures

special rule to your campaign, it works asfollows.

“  Middle Earth has become a dangerous place

in recent years. Reports of savage attacks are

 common place now, tales of whole warbands

 disappearing in the dead of night. Wild 

 animals driven by hunger or something more

 sinister have emboldened these creatures to

 become more cunning than ever, preying

 nearer now to the outlying settlements. There

 are even stories of beasts hunting during the

 course of battle, prowling the edges of the

 battlefield for their next meal.”  

If an army has declared they are attacking an

opposing force, a special event may occur, roll

on the chart below.

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-  If the game is played as a Siege, then any

Wild Creatures must set up outside the

walls.

-  During the battle the Wild Creatures are

controlled by the player with Priority.

-  Wild Creatures do not pick sides so will

charge a model if they are in range.

-  If there is no one in range they will

always move towards the nearest model atfull movement.

-  Should there be multiple targets in range,

then the player with Priority may decide

which models they will engage.

-  Wild Creatures are not skilled warriors

and so won’t back away if they lose afight. Treat them as trapped when rolling

to Wound.

-  All Wild Creatures have the Survival

Instinct special rule

-  The Wild Creatures are not considered to

be part of a force; they are part of the

wild! Therefore they never count as

Broken.

-  If the Wild Creatures are all destroyed

continue the battle as normal.

-  If the game objectives are achieved, the

game ends immediately. The Wild

Creatures are assumed to run off into the

wilderness.

 D6 Roll Special Event 

1-4 The creatures of this region have all but fled from the land. No effect

5

Whether it is hunger or something more sinister, the animals of this wood are

drawn to the sound of battle. Select up to 100 points of Spiders, Wargs and/orBat Swarms. They will arrive D12 turns into the battle from multiple

directions. Take it in turns to place newly arrived creatures along any of the

 board edges no closer than 3” to any other models. 

6

The din of battle has awoken a group of Hill Trolls (use 3 Cave Trolls). They

will arrive D6 turns into the battle from one board edge (chosen by the player

with Priority) no closer than 3” to any other models. 

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Turn Sheet

Initiative Roll: ____________________________ Event Phase: _________________________

Resources Gathered: _______________________ Treasury Total: _______________________

No. of Strategic Points: Armies:

Notes: ___________________________________________________________________________

__________________________________________________________________________________

__________________________________________________________________________________

__________________________________________________________________________________

_________________________________________________________________________________

Watchtowers: Forts:

Resolving Battles

Objectives Roll: Force: _________________________________________________

Reinforcements: ________ Losses: ______________________

Objectives Roll: Force: _________________________________________________

Reinforcements: ________ Losses: ______________________

Objectives Roll: Force: _________________________________________________

Reinforcements: ________ Losses: ______________________

Objectives Roll: Force: _________________________________________________

Reinforcements: ________ Losses: ______________________

Faction Bonuses: _________________________ Wild Creatures: _______________________

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The entire map can be used for a campaign. If you want to play a smaller campaign use a portion of 

the map. Alternatively, use the Mighty Empires tiles. This map can serve as a reference should you

get stuck. Also note the Strategic Points.

Flatlands Forest / 

Marshlands

Mountain River

Crossing

Strategic

Point