InterviewWD 320 · pp. 29–33
Jervis Johnson explains how visits to clubs and stores exposed a demand for clearer structure in battles between collected armies. Legions answers that demand with forty-nine themed lists, historically appropriate combinations and an allies system, supported by twelve symmetrical scenarios and terrain generators. He stresses that this deepens the existing game rather than displacing journey scenarios: a player can still alternate a carefully prepared story encounter with a balanced game using the army and terrain already available.
Middle-earth Strategy Battle Game
TacticsWD 320 · p. 34
Graham McNeill builds a Rohan force around the speed and impact that made the cinematic charge of the Rohirrim so memorable. Erkenbrand and mounted Royal Guard support the Riders, while a Captain leads a solid infantry body with higher-Fight Royal Guard placed where a tied combat matters. The army is intended to react quickly and combine its mounted and dismounted elements rather than assume every problem can be solved by a lone cavalry charge.
Middle-earth Strategy Battle GameRohan
TacticsWD 320 · p. 35
Mat Ward uses cheaper Uruk-hai Scouts to preserve numbers in an army whose elite troops can consume points rapidly. Shielded warriors lead the advance, a banner supports the attack and crossbows first remove dangerous opponents before joining the fighting if needed. Berserkers are sheltered until the moment of contact, while the Captain reinforces a stalled assault and avoids heroes whose superior abilities would waste him.
Middle-earth Strategy Battle GameIsengard