Overview of the Variant
Rules
Expanded Game
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Sauron
Variant rules for the SPI board game of the Battle of Dagorlad between Sauron and the Last Alliance of Elves and Men at the end of the Second Age, SR 3434
Sun May 16 21:56:43 UTC 2021 (created Fri Feb 26 13:52:13 PST 1999)

Overview of the Variant
In issue 17 of The Space Gamer magazine David Ritchie described the game as "adequate, but nothing more". This is an attempt to provide something more, as well as to answer some puzzling questions about this game.

Making combat more detailed and giving character ratings similar to War of the Ring and fantasy role-playing games seemed to be one way of increasing the "fantasy flavor" of the game. Now wounds are more realistic, and what's more, the ability to rally is separate from the ability to combat. Also, the more varied CRT should enliven character combat. No longer is Sauron hopeless in attacking Elendil or Gil-Galad at -2, or is the Ringwraith certain to harm Baldrim with impunity at +1.

A leader losing all his associated combat units occurs quite often with poor Baldrim (who doesn't appear in any of the novels). It leads to an "ahistorical" strategy of having him run as far from Mordor as possible. These rules simulate what such a force-less leader would likely do – jump right in and fight with his allies.

The extended Rally Table permits Elendil and Gil-Galad to each reach a rally rating of 12 using magic weapons, while Isildur can reach 10. Sauron, at 13 at night, gets an Automatic rally ability.

Finally there is definition of all those mysterious rough hexes. This rule may allow an army to head to the hills and hide or recoup, perhaps introducing novel strategies.

New rules reflect the loss of Westernesse leaders. Cirdan was Lord of the Grey Havens and probably possessed Narya, one of the Three Rings, at this time. Anarion was King of Gondor and defender of Osgiliath. The deaths of these leaders would tend to demoralize their forces.

Added rules give Sauron the ability to close the Mordor gates.

Since Sauron often has too few magic points to give it everything (cost: 48 MP), the Beast often ends up far from Mordor, flightless, and unable to attack, in short, easy prey for Gil-Galad or Elendil. New rules give the Beast a chance. He is, after all, worth 15 DP's.

New rules try to add realism to the situation of archers being charged by fanatical orcs. In such a situation, it seems likely that the archers would fire at the orcs unless friendly units divert the attackers.

I wrote these rules a very long time ago, so let me know what you think. Maybe you can suggest further improvements.

Rules
4.3 (addition)
Terrain TypeMP cost to enter or crossEffect on Combat
Rough+2+2 to defender's Armored Protection Rating

7.175 (change) Combat units with missile capability that are adjacent to enemy units in the Friendly Combat Phase must attack one of the adjacent enemy units with missile fire, unless friendly units will attack all enemy units adjacent to the unit in question in the Melee Combat Segment. These latter attacks can come via the melee capability of the same unit if it possesses both missile and melee strength, for example, an "Ee--" unit.

7.22 (change) Delete the entire paragraph and substitute: Each leader possesses the following ratings: Combat, Morale, Endurance, and Ring Rating.
RatingsSAURONRINGWRAITHGORGOLGIL-GALAD
Combat5423
Morale5326
Endurance6535
Ring Rating0004
RatingsELENDILISILDURANARIONCIRDANBALDRIM
Combat43233
Morale54333
Endurance54445
Ring Rating42234

7.221 (addition) To engage in Leader Combat, each leader totals his Combat and Morale ratings minus any wounds to his endurance. The defending leader subtracts his total from that of the attacker (phasing leader) to obtain a Combat Differential. The phasing player rolls one die and cross-references the roll with the Combat Differential on the Leader Combat Results Table.

7.222 (addition) The result of Leader Combat is applied immediately in the form of lost Endurance points. If the number of lost points ever equals the leader's Endurance, he is considered dead and removed from the board.

7.241 (addition) In the case of Mortal Combat (22.0), leaders may attack any number of times in a given phase.

7.25 (change) Delete the existing table and replace it with
Die Roll-4-3-2-1012345
1k/-k/-k/--/--/--/--/--/k-/k-/k
2k/-k/-1w/-1w/-1w/--/1w1w/k-/k-/k-/k
3k/-2w/-1w/--/1w-/2w1w/--/k-/k-/k-/k
43w/-3w/-k/1w1w/1w1w/1w2w/--/k-/k-/k-/k
52w/-2w/-2w/1w1w/2w1w/2w1w/2w1w/1w-/k-/k-/k
61w/--/1w2w/-2w/-2w/-1w/-1w/2w-/k-/k-/k

7.251 (addition) Anytime a leader achieves a k result, or a 1w or 2w result when the die roll is 5-6, the leader takes any items the opposing leader had. If one of these items is the ring, the leader who takes it puts it on.

8.1 (change) Delete all up to "Magic Leaders..."

8.11 (addition) Leaders may only stack with units of their own nationality (exception: 8.25). Leaders may not stack or pass over enemy combat units at any time. There is no effect, good or bad, if a leader is alone in a hex.

8.25 (addition) Should all the combat units of a leader's nationality die, the leader may stack with any allied combat unit. (Exception: Elves may not stack with dwarves.) However, such a leader may not form special formations or rally.

8.331 (change) Determine the Rally Rating by adding a leader's Combat and Morale Ratings. If the leader has wounds to his endurance and these wounds exceed the leader's Combat rating, subtract the difference from the Rally Rating.

8.3311 (addition) Example: Normally, Baldrim has a Rally Rating of 6 (3+3). However, he has 5 wounds to his Endurance. These wounds exceed his Combat Rating with the difference being 2. Thus, his Rally Rating becomes 4 (6-2).

8.37 (addition) Continuation of the Leader Rally Table:
Leader RatingDice Roll Needed to Rally
9 3-11
10 3-12
11 3-12
12 3-12
13 Automatic

14.3 (addition) There are six other Westernesse units in the countermix. You can use them to alter the strength of the Westernesse side and bring them on, in any amount the players agree to, on or after game-turn 3. Their rules for entrance are identical to those found in 14.2. The units are

1 Men (B-3-W)
5 Elves Archers (e-2-X)

16.6-16.64 (change) Delete and replace with below:

16.6 (change) THE RING OF POWER
The One Ring that Sauron forged and wore during the battle was the receptacle of much of his power. With it, he hoped to control the elves, dwarves, and men who held the three, seven, and nine rings. Although this plan met with mixed results, the One Ring was still very formidable in its own right.

Sauron begins the game wearing the ring and will never take it off voluntarily, so there is no need to indicate its location. If he does lose it, place the ring counter on the leader who has it, below the leader counter if carrying, but not wearing it, but atop the leader if wearing it. its

16.61 (change) If Sauron loses the ring, (see 22.0):

  1. add 20 points to his side's Demoralization Level
  2. subtract 4 from his Morale for all purposes
  3. subtract 10 from Sauron's Magic Capability Points
16.62 (change) If Sauron recovers the ring (see 22.0):
  1. subtract 20 points from his side's Demoralization Level
  2. add 4 to his Morale for all purposes
  3. add 10 to Sauron's Magic Capability Points
16.64 (change) The ability of each character to take off the ring is measured by his Ring Rating.

16.641 (addition) Sauron's Ring Rating is 0. He may not take off the ring, but there is no reason for him to do so. If the Ringwraith or Gorgol recover it, he returns it to Sauron as quickly as possible by moving both counters into the same hex. Or, if Sauron is dead (dissipated), the highest ranking Sauron leader wears it with an increase of 2 in Morale.

16.642 (addition) Westernesse leaders can attempt to remove the ring by rolling a die during the Joint Rally Phase. If the result is less than or equal to the leader's Ring Rating, the attempt is successful.

16.643 (addition) If after three attempts a Westernesse leader has failed to remove the rin

17.11 (addition) The Beast, when not in possession of Horn Attack or Death Breath has an Attack Rating of C for melee combat and a Combat Rating of 9 for leader/individual combat.

18.1 (addition) If Sauron is inside Mordor, before the Sauron Movement phase or after the Sauron Combat phase, he can close the Gates of Morannon, preventing movement and melee combat taking place through them. When closed, missile combat can occur only from the units inside Mordor. Sauron can also re-open the gates before his movement phase or after hs combat phase, but once opened or closed during a turn they must remain in the same position for the rest of the game-turn.

19.211 (addition) When Narsil is destroyed by missile or melee combat or by Death Breath, the shards remain for use by any Numenorean leader (Elendil, Isildur or Anarion).

19.212 (addition) There are no longer any benefits from carrying the shards of Narsil, except add 1 to the Combat Rating of a Numenorean leader bearing the shards during leader/individual combat only.

20.2 (change) Amend the last sentence beginning "If Elendil, Isildur ...": If any Westernesse leader dies, add his original number of Rally Points to the current Demoralization total.

20.21 (change) Supersedes the second sentence of 20.2 in the case of Narsil only: If Narsil turns to shards, add 10 points to the Westernesse Demoralization Level. If the shards disintegrate per 19.21, add 10 more points to this total.

22.0 (addition) MORTAL COMBAT
During any Combat Phase in which a phasing leader is within 4 hexes of an opposing leader, the phasing leader may challenge his opponent to Mortal Combat.

22.1 (addition) If the opposing leader accepts, he moves to his front lines or as near to the challenging leader as possible during his next movement phase. If the leader can occupy the same hex as the challenging leader, Mortal Combat ensues during the Leader Combat Segment of that turn. If the leader is unable to occupy the same hex as the challenging leader, then during his movement phase, the challenging leader moves into the same hex and Mortal Combat occurs. In any case, both leaders attempt to move into the other's hex until one is successful.

22.2 (addition) Handle combat just as specified in 7.2 except that both leaders attack simultaneously, applying wounds to endurance only at the end of each round of combat. Also, combat continues until one (or both) are dead. Leaders cannot stop combat until at least one has been removed from the board.

22.3 (addition) Leaders need not accept challenges, but the penalty for avoiding a challenge is to have his side's current Demoralization Level increased by his current number of Rally Points. Also, he may not rally in that turn.

22.4 (addition) A leader can only issue a challenge to a Leader whose summed Combat and Morale Ratings differ by 3 or less from the challenging leader. For example, as they begin the game, Isildur could conceivably challenge Gorgol, but Elendil could not.

Expanded Game
If neither player achieves a decisive victory, you can play an expansion game. This game postulates that neither Sauron nor the Western Alliance would ever be content with less than total victory.

Map
To simulate the rematch, rotate the map 90 degrees so that the arrow, pointing west, now points north. The mountains extend from the hex numbers 0801, 0901, and 1001 to hex numbers 0823, 0924, and 1023. They also cover the hexes from 1023 to 2923, 1022 to 2922, and 1021 to 2921. The Gate of Morannon now exists on the hex path between hexes 0722 and 1120. The six hexes in the mountains on each side of the path are fortifications. Units may never move directly from the path to the wall, but may use the stairways in hexes 0920-1019 and 1122-0923.

The Black Tower of Barad-dur is in hex 1608 and the 6 hexes surrounding it. Orodruin lies in hex 2218 and the 6 hexes surrounding it. A road connects the two, going from 1609 to 1611 to 2214 to 2217. The road continues... [to be added]

Units

  1. Restore all special items and Combat leaders, except for the dead.
  2. Items retain status from the previous part of the game.
  3. Leaders, if only wounded, regain full status and magic capability points.
  4. Replace any killed Sauron leaders by leaders exactly the same as Gorgol.
  5. Should Baldrim die, replace him with a dwarven leader with 1 less morale point.
  6. If any of the Numenoreans die, replace them with their sons.
  7. Each combat unit that survived the previous part of the game returns at full strength.
  8. For each unit destroyed in the first part of the game, roll a die. On a roll of 3-6, the unit returns to play at full strength. Otherwise, it is not part of the match.
Setup
The Sauron player sets up first. His units set up anywhere behind the gates. The Sauron player can place 3 catapults and as many men as stacking restrictions allow in the mountains surrounding the path just inside the gates.

The Westernesse player sets up all units outside the gates. If there is not enough space, set up units in a queue behind those on the map, still observing stacking limitations.

Rules Additions
16.632 (addition) A Westernesse leader destroys the ring in the Joint Rally Phase if he is in an Orodruin hex and not wearing the ring.

16.69 (addition) If a Westernesse leader fails to remove the ring in 3 attempts, add 2 to his Morale; he becomes evil. He becomes a servant to Sauron and is under control of the Sauron Player. Any combat units with whom he stacks also come under the Sauron player's control. If this leader ever enters Sauron's hex, Sauron takes back the ring automatically, and wears it.

18.11 (addition) The Sauron player no longer has the ability to open and close the Gates of Morannon. They remain open throughout the scenario.

Still needed

  • Siege rules
  • Victory conditions

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