RulesWD 363 · pp. 34–37
Mat Ward returns to the conflict between Rohan and Isengard with new hero rules and a scenario built around their early encounters. Grimbold strengthens ordinary Rohirrim, the experienced Éomer becomes a powerful but grief-driven fighter and Thrydan combines personal violence with wider leadership. Mounted Saruman adds mobility to the White Wizard’s magic, while A Dark Day in Rohan tests whether he can avoid exposing his treachery.
Middle-earth Strategy Battle GameRohan
RulesWD 363 · p. 35
This more experienced Éomer has a stronger fighting profile, heavy protection and the option of an armoured horse. Ride for Ruin transforms him if Théoden or Éowyn falls, increasing his strength and certainty of purpose while sacrificing defence and freedom of movement. The rule captures his grief-fuelled charge on the Pelennor, offering formidable combat power with a narrative limitation once revenge takes over.
Middle-earth Strategy Battle GameRohan
RulesWD 363 · p. 36
Thrydan leads Dunland through physical intimidation and a useful reserve of Might. Mighty Blow makes each successful wound in close combat inflict two, while Lord of Dunland doubles his Stand Fast range to support nearby warriors. His printed entry includes a horse option and weapon choices, and the background frames his alliance with Saruman as an opportunity that may equally turn him into a disposable pawn.
Middle-earth Strategy Battle GameDunland