AN INDEPENDENT WARHAMMER REFERENCE ARCHIVE ONLINE // EST. M026

RULES·WHITE DWARF 311

The Glory of the Elves

November 2005·p. 90

THE SHORT VERSION

Elrond’s arriving host must rescue Elendil and a small Númenórean group surrounded by Orcs, Trolls and Warg Riders. The allies enter from opposite sides, and the exhausted leaders begin with only one Might and Fate each. Unruly Wargs may refuse to move, giving the otherwise powerful encircling force its own uncertainty. The game continues until one side is gone, but losing both allied leaders limits Good to a draw.

Back to the original

Find this article in White Dwarf 311, p. 90.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.