THE WOLVES ATTACK Two Rival Battle Companies Have Become Embroiled in a Wolves Can Now Be Heard Growing Ever Closer

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THE WOLVES ATTACK Two Rival Battle Companies Have Become Embroiled in a Wolves Can Now Be Heard Growing Ever Closer THE WOLVES ATTACK Two rival Battle Companies have become embroiled in a wolves can now be heard growing ever closer. Bitter rivals skirmish, both trying to gain the upper hand. Yet the sound of must now become makeshift allies, as only by working battle has drawn other dangers to the fray, and the baying of together can both companies hope to survive. WHITE DWARF EXCLUSIVE For this scenario you will need 24 Fell Wargs in addition to OBJECTIVES both players’ Battle Companies. Both Battle Companies are fighting for survival against the STARTING POSITIONS oncoming Wargs, yet both are still trying to outperform each Both players roll a D6, with the highest scoring player other. deploying one of their models within 6” of the centre of the The game lasts until either all the Fell Wargs have been Battlefield. The other player then deploys one of their slain or both Battle Companies have been wiped out. models also within 6” of the centre of the Battlefield. Victory Your Battle Company has models alive and has Players then alternate deploying models as described killed more Fell Wargs than the opposing above until all models from both Battle Companies have company. been deployed. The Fell Wargs are then split into four Defeat Your opponent’s Battle Company has models equal packs of six, and each pack is deployed within 6” of alive and has killed more Fell Wargs than your the centre of a different board edge. company. Draw Any other result. SPECIAL RULES The Wargs. This scenario requires 24 Fell Wargs. The Fell Wargs follow the usual profile for a Fell Warg. The Fell Battle Companies’ Wargs will always move first in each Move phase, even Deployment Zone before Heroic Moves, and will charge the nearest model by the shortest possible route. If this is not possible, they will move as quickly as possible towards the nearest model from either Battle Company. The Enemy of my Enemy. Both Battle Companies are forced to work together, at least for now, and so both companies will count as friendly models to each other. Warg Deployment Players will still roll for Priority as normal, with whichever N Zones player winning Priority moving their Battle Company first if able. NEW RULES THE LAST ALLIANCE In the closing years of the Second Age, the armies of Gil-galad and Elendil formed a compact that would become known as the Last Alliance of Men and Elves to combat the ever- growing threat of Sauron. Marching to war upon the black lands of Mordor, the armies of Men and Elves fought for many years against the hordes of Orcs that Sauron sent to oppose them. During these blighted years it was not unusual for Gil-galad and Elendil to send small bands of their finest warriors to venture into Mordor to undermine the armies of the Dark Lord. These companies would be tasked with taking out enemy scouts before they could give away their armies’ position, capturing small Orc outposts or even assassinating the various leaders of the Orcish armies. As these companies of Men and Elves fought together, the bonds between them grew to a point where they would fight better when fighting alongside their ever-present allies. STARTING BATTLE COMPANY REINFORCEMENTS ARMY SPECIFIC HERO UPGRADE 2x High Elf Warrior with Elven 1 – Nothing Unrivalled Alliance – The alliance blade 2 – Warrior of Númenor with forged between Men and Elves has 1x High Elf Warrior with Elf bow shield brought out the best in both races as they fight against the Dark Lord. 3x Warrior of Númenor with shield. 3 – Warrior of Númenor with spear & shield If the Hero is a Man they gain a bonus of +1 to their Duel rolls if 4 – Warrior of Númenor with bow there is a friendly Elf within 3”. If 5 – High Elf Warrior with Elven the Hero is an Elf they gain a blade bonus of +1 to their Duel rolls if 6 – High Elf Warrior with choice of there is a friendly Man within 3”. weaponry WHITE DWARF EXCLUSIVE DENIZENS OF MIRKWOOD™ As the Third Age progressed, the forest of Mirkwood changed drastically. No longer was it the lush and pleasant Greenwood the Great, instead it had developed into a twisted and dark forest, filled with hidden terrors and long-lost pathways that no longer lead to anything but the doom of those that follow them. Within the sickly trees of this tainted forest small packs of vicious Fell Wargs roam, seeking out those that have gotten lost within the trees that would make for a quick and easy meal. The spiders that dwell within the boughs of the forest will often follow the Wargs on their hunts from high up in the trees, hoping to ensnare any unfortunate victims in their webs as a tasty morsel for later. STARTING BATTLE COMPANY A Bat Swarm cannot gain ARMY SPECIFIC HERO UPGRADE 2x Mirkwood Spider Experience and therefore can Ravenous Charge (Wargs only) never become a Hero. 3x Fell Warg – Within its state of constant A Note on Broodlings: A Denizens hunger, the Warg hurls itself at its of Mirkwood Battle Company can prey with force enough to send it only ever have a maximum of sprawling to the floor. three Broodlings in it. If you The Hero gains the Extra Attack REINFORCEMENTS already have three Broodlings in and Knock to the Ground bonuses 1 – Nothing your company and you roll another as if it were a Cavalry model. one for a Reinforcements roll, 2 – Broodlings treat the roll as a Fell Warg Bloated Creature (Spiders only) 3-5 – Fell Warg instead. The profiles for – Countless years spent feasting on the blood of its catch have 6 – Roll on special chart Broodlings can be found within the Spider Queen’s profile. made the frame of this creature SPECIAL CHART swell beyond its natural size, 1-2 – Mirkwood Spider causing all but the most precise blows to fall short of their mark. 3-4 – Giant Spider Whenever this Hero suffers a 5-6 – Bat Swarm Wound, roll a D6. On a 5+ the Wound is ignored exactly as if a point of Fate had been spent..
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