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RULES·WHITE DWARF 336

Middle-earth in Flames: Campaign Rules

December 2007·pp. 41–46

THE SHORT VERSION

Each faction begins with two small armies and can eventually maintain up to five. Capitals and Strategic Points generate the resources used to create or strengthen forces, while terrain checks and increasingly difficult marches limit movement. When opposing armies meet they remain locked until a tabletop battle supplies a clear winner; the defeated marker is removed. Initiative determines the order of actions, and the final objective is control of the greatest number of Strategic Points.

Back to the original

Find this article in White Dwarf 336, pp. 41–46.

The printed rules conflict over the army ceiling: page 41 says 600 points, while page 46 permits a new army up to 750.

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