TheV0791 wrote:This terrain is better than the Helms deep pictures in the main rule book.
When you play a game what is the point value for having the keep on your side?
I would kill to play a game on that terrain, also, great pictures for your Gondor Terrain thread as well.
Thank you very much for the kind comments. I can't remember what the Helm's Deep looks like in the main book, so I'll have to have a look again. I'll post the points value & winning conditions below that we used. Thanks, yeah the Minas Tirith terrain is my most recent project at the moment - glad you like it.
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DEFENDERS
[450pts] Rohan Defenders
[350pts] Elf Allies
[450pts] The Cavalry
ATTACKERS
[250pts] Raiders of Isengard – later recieving reinforcements: [350pts] Isengard Wrecking Crew
[200pts] Uruk Invaders – later recieving reinforcements: [300pts] Legion of the White Hand
[200pts] Isengard Siege – later recieving reinforcements: [250pts] Isengard Demolition
Deployment
The Rohan Defenders and Elf Allies have time to prepare, and can deploy anywhere inside Helms Deep.
The Uruk Invaders and Uruk Siege deploy outside Helps Deep within 12′ of the far left corner.
The Cavalry deploy on the furthest right end of the expansion board and fight a separate battle with The Raiders of Isengard until they make it to the main board.
They should hurry to break-through to the main board before the gates are breached, while the Raiders must slow them and kill the riders if possible. If the Cavalry make it to the main board, they may deploy anywhere within 6′ of the far edge.
Phase 2- Deployment of reinforcements
When news that the Cavalry has reached the main board of Helms Deep comes to Saruman, he himself will set out to bring an End to the Age of Man.
On a roll of 5+ Saruman arrives with The White Hand reinforcements, Demolition teams and an Isengard Wrecking Crew including Trolls. They deploy on the far edge from the corner away from the Cavalry’s arrival.
Winning
The game is played until one of the Major Victory conditions is reached. At that point, the points from Minor Victories is tallied. Note that there are two Major Victory conditions for Good and only 1 for Evil.
OPTIONAL: Minor Victories for points – Good
5) The Rohan hold out long enough for reinforcements (Rohan)
5) The Relief Cavalry reach the castle (Cavalry)
5) The First Wave is destroyed (Elves)
5) Saruman is Killed (All)
OPTIONAL: Minor Victories for points – Evil
5) 5 Mounted Knights are killed (Isengard Raiders)
5) The gate or wall is breached (Siege/Wrecking Crew)
5) The inner door is breached (Wrecking Crew)
5) All Rohan warriors are killed (Raiders)
5) All Elf warriors are killed (Siege/Wrecking Crew)
Major Victory – Good
20) All enemy Siege units (Berserkers, Engineers and Trolls) are destroyed before the inner door is breached
20) Saruman is Slain! Isengard will flee after 75% casulaties unless Saruman survives to lead them
Major Victory – Evil
20) All Rohan models, Elven Archers, Gimli and Theoden are slain
Special Rules
The Cavalry Arrive! On the turn that the cavalry arrive on the main board, Good gets priority automatically.
Secret Gate: The Cavalry may enter Helms Deep by a secret gate at any point along the wall chosen by the player.
Murder Holes: Thrown weapons are harder to dodge and have +1 to hit when thrown through a Murder Hole above the gate.