CampaignWD 322 · pp. 68–77
Balin’s expedition attempts to reclaim Khazad-dûm in six linked encounters, first driving into the mines and pursuing Durbûrz before facing ambush and the awakened Balrog. The campaign offers historical forces and points-based alternatives, with a recovery table preserving continuity when a named hero falls. Most victories count equally, but the final stand carries extra weight, allowing the growing danger of the story to influence the overall outcome.
Middle-earth Strategy Battle GameDwarves
RulesWD 322 · p. 72
The opening encounter splits the Dwarf scouts into two groups approaching Moria’s eastern entrance while Goblins defend the gate. Good must get at least a quarter of its force through the doorway, making the objective an escape route into the mountain rather than the destruction of every defender. Loose scree complicates jumping and climbing for the attackers, while the Goblins’ familiarity with the slopes gives them a local advantage.
Middle-earth Strategy Battle GameDwarves
RulesWD 322 · p. 73
Balin and a small advance party begin near the centre of a pillar-filled hall with the rest of the expedition arriving from an edge and Cave Trolls already close at hand. Deep darkness restricts distant shooting but makes any successful shot particularly dangerous. Both sides seek to reduce the enemy to a quarter of its strength, with the survival of Balin and Durbûrz determining whether a nominal success can be more than a draw.
Middle-earth Strategy Battle GameDwarves