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.
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