The Raid on Laketown

The Raid on Laketown
The Raid on Laketown represents a fictional battle that is loosely based on a slightly reimagined version of Bolg’s
raid on the pitiful waterlocked city in the second Hobbit film. In the film, Bolg is sent with a small task force to find
Thorin Oakenshield whose company has been smuggled into Laketown by a certain mysterious bargeman.
Unbeknownst to Thorin, Bolg has tracked the company all the way from Thranduil’s Halls under direct orders from
the dreaded Azog.
This battle is a replaying of this skirmish from the film. The scenario will be played on a decrepit version of
Laketown as Bolg’s forces raid the city under the cover of darkness seeking their quarry. As seen in the movie,
Thorin and his company have already left for the Lonely Mountain, leaving behind his nephews and the rest of the
city, which are forced to fend for themselves.
Layout
The Scenario is played on a 4x4 board. Each two by two must have at least 4 structures, ruined or not.
The Master’s house can count as one of those structures but must be placed where it is in the drawing.
The Forces
Bolg’s Hunters
Bolg, Castellan of Mount Gundabad
18 Hunter Orcs (4 with Bow, 4 with 2 Handed Weapon)
3 Hunter Orcs on Fell Wargs
Golb’s Raiders
Golb, Gundabad General*
18 Hunter Orcs (4 with Bow, 4 with 2 Handed Weapon)
3 Hunter Orcs on Fell Wargs
The Laketown Guard
The Master of Laketown
Alfrid the Counselor
2 Laketown Guard Captains
20 Laketown Guard (6 with Spear, 8 with Bow)
The Laketown Militia
Bard the Bowman
2 Laketown Militia Captains with Shield
20 Laketown Militia (6 with Shield, 6 with Spear, 8 with Bow)
The Dwarves
Tauriel, Mirkwood Exile
Legolas, Prince of Mirkwood
Kili, Fili, Oin and Bofur (from the Thorin’s Company list)
* Golb is a Gundabad Orc General with F5/4+, S5, D7, A2, W3, C5 and M2/W2/Ft1. He has the Burly and
Ancient Enemies Special Rules, as well as Bitter Rivalry with Bolg (cannot participate in any Heroic Action
called by Bolg)
Starting Positions
Bolg and Golb’s respective forces start off the field. They may enter from any board edge, though must
have at least one model entering from every single walkway. Both forces come in on the first turn during
the Evil movement phase. NOTE: Both the Good and Evil players will have their own sub-priority roll
separate from the main Priority roll, which is rolled after the main Priority roll for Good and Evil is made.
The Laketown Guard Force start deployed anywhere completely within 12” of the Master’s house.
Bard the Bowman starts in the middle of the bridge that crosses the gap in the board (the jail!). The
Laketown Militia deploys as follows: first place a minimum of 1 Laketown Militia in every structure on
the board. The Remainder of the forces may be placed anywhere on the board
The player controlling Legolas, Tauriel and the Dwarves secretly nominate a building (which cannot be
the Master’s house). They are not deployed at the start of the game as they are in hiding, but may
choose reveal themselves at the start of any priority after the 2nd turn. However, if a model from either
Bolg or Golb’s forces enters the building they are hiding in, they are instead revealed at the end of that
turn. When they are revealed, place them in the building in which they were hiding.
Victory Objectives
The game ends when Kili and Fili are either killed or move off any board edge. Further, each army has its
own set of objectives. Note that given the scenario, multiple armies can win the scenario at the same
time. The Good Player is competing against the other Good Player, and the Evil Player is always
competing against the other Evil player.
Bolg and Golb’s players’ Objective: Whoever kills Kili, Fili or both is the winner. If both kill one of them
or if neither kills any of them, the game is a tie. If this is the case, the player that kills Legolas, Prince of
Mirkwood is the winner.
Laketown Guard and Laketown Militia players’ Objective: Whoever’s force achieves the most kills
against any Azog’s Hunter’s units is the winner.
The Dwarven player wins if they can get Fili and Kili off the board. If only one makes it off, it is
considered a minor victory.
Special Scenario Rules:
A Perfect Opportunity. At any time, if no unengaged model in Bard’s forces can draw line of sight to Bard, then a
model in the Master’s forces that is in base contact with Bard may elect to knock him out. If this happens, then
Bard counts as being paralyzed. Models in base contact with the Master’s models are considered engaged for the
purpose of this rule.
A Network of Spies. At the beginning of any phase, the Master may spend a point of Might to use this ability. If he
does so, a model in Bard’s forces will count as part of the Master’s force instead until the end of the turn.
Bitter Betrayal. If at any time, if one of Bolg’s forces is in a fight with Kili, Fili, or Legolas; then Golb may activate
this ability before the fight starts but after Heroic actions are declared. If he does so, then all of Golb’s forces in
that fight become enemy models to Bolg’s models in that fight till the end of the turn.
After using this ability, roll a dice and add one for each time this ability was used. On a 6+, Bolg and Golb become
enemy forces for the remainder of the game. If Bolg is still alive and a 6 is rolled, then Golb’s forces are considered
Broken as well.
Reinforcements. Bolg, Golb, The Master, and Bard’s forces are without number. Therefore, at the beginning of
each player’s movement, they must roll a D6 for every slain model they have. On a 4+ they return to play as
reinforcements. Bolg and Golb’s forces enter play from the board edge using any walkway. Bard’s forces may come
into play from any building that does not have a model from Azog’s Hunter’s touching it or on a random bridge.
The Master’s Forces may only enter play from the Master’s House on the front stairs or on a random bridge.