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I played the first version that Games Workshop released for around the first year or so, and haven't been back to the game since (I moved, no players). Now my oldest two boys are interested, and since I liked the game when it first came out, I wanted to start playing again. After going to the Games Workshop website, I was quite overwhelmed with the amount of materials there.
It wasn't easy to understand where to go or what to get. Can anyone give me a quick overview of what has happened to the game in general since it's release, and where a good place to start now would be?
Thanks in advance! I'm pretty sure the products are still in good supply and circulation, however I think GW are scaling down any new releases -mainly due to the fact that virtually everything LOTR has been released (except Tom Bombadil but that's probably a good thing). You can pick lots of figures up on e-bay quite cheaply as the 'fever' has peaked a while back. I would start with a box of Minas Tirith troops and a box of Orcs.
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You will need the rulebook, obviously, a large ammount of d6 and a surface to play on. The GW battle-mat is cheap (circ £20) and is 6feet by 4 feet and flocked. Pick up a few hills and trees to add to the scenery (again e-bay) and take it from there. The battle-book from GW are good but not essential as some of the scenarios are a bit weak but if you wanted to play the game chronologically then they are are must purchase. If your boys like it then start to expand with mounted troops and the addition of heroes. The Mines of Moria box set has all the fellowship and enough goblins (plus a troll) to have some decent skirmishes.
That's great. Your boys will love it! All that throwing of dice and killing the bad guys (or good guys) depending what side they play. I had my nephews over for a game and the youngest is 7 and he loved it. I talked him through a lot of the time but by the end he had grasped the rules enough for him to make his own command decisions on where and whom his troops would attack.
Forgot to mention; buy the warhammer castle if you get into the hobby. It easily makes up a siege of gondor without being too picky. It's plastic and much much cheaper than what GW originally put out.
Thanks for letting me know, I'm glad to hear your 7 year old was able to grasp the rules ok, I thought we may try to simplify a few things when we start off with him just to make it easier. I saw that Games Workshop has released a few 'playsets' for this game (buildings), but they were exclusive and hard to get now.
I do have a bunch of the MageKnight castles though, walls, corner pieces, entrance ways with gates, etc., I can get those out of the storage they are in and use those pretty easy enough, they look good too! For me, I found it easier to get started by purchasing a used set of the Mines of Moria (it was even prepainted) from Kijiji or eBay. Then I added the Journeybooks which gives you specific characters/units for each scenario.
This helps tremendously in letting you know what you need for the scenarios from the books/films. You also don't have to worry about 'points' (though there is an option to play each scenario with specific point allocations) which also makes it easier for the new player. Before you know it, you will have amassed a nice collection of figures and you will probably get a feel for what kind of Army you want to concentrate on from there. Or, if you don't want to continue, you don't have to. The playsets and/or Journeybooks are a great way of having a self contained set of scenarios that are replayable and non-faction specific. The 5 new sourcebooks just released are highly recommended too. The Mines of Moria is a great starter set - you get all of the heroes a good hand full of goblins, and a cave troll, plus a little scenery.
I played out the 4(?) scenarios with my 9-yr old several times. We then moved on to the individual movie scenario books. Unlike most GW (or any mini system for that matter) games, the books seem to be organized such that buying a single box of new troops will cover the first several scenarios, then another box the next several etc. You can really keep going with minimal purchases over time if you want to.
We had the most fun with the LotR Battle Companies rules - I don't think they were ever released in the US though. This is basically a set of rules for LotR armies.
You have a squad of around 8 men that fight skirmish battles and gain experience (individually). A death in combat is permanent and new troops must be recruited as replacements. This is the best bang for your buck as the figure count stays low. Do a google search on 'Lotr Battle Companies' - you will have no trouble locating the (free) rules in pdf form. There is a rulebook, equipment book, scenario book, and roster sheet pdf available that I know of.
I am not a huge fan of GW rule sets in general, but I really enjoyed this one, and the system is much less of a financial commitment than most. The fact that you get all of the heroes in the starter set is a huge bonus - you can keep going with just that group on the side of good for a long time.
Has anyone played through all(or at least a couple) of the Balin's tomb scenarios GW has released. I know of at least three and am guessing there are more. I have played a scenario that was released in a White Dwarf magazine. It is a quite large square.
In each side there is an entrance. Three for the evil player and one for the fellowship. The objective is to entrance on the opposite side with the fellowship, without loosing Frodo or up to four(?) members of the fellowship.
Then I've seen the scenario in the 4th ed rulebook and read a session report of the one in the Mines of Moria rules. They are quite similiar but has some differences to them. On top of that I guess there are other Balin's tomb scenarios in the 1st ed Fellowship boxset and Fellowship Journeybook. The first version i described, which is the only scenario I've played, the board is huge and you just don't get the Balin's tomb feeling from it. The other two seem a little boring in that the objective(troll)only comes out by luck. The evil player can happily hack the fellowship down with an everlasting stream of goblins before you get that tie when rolling for priority.
It might work fine. As I said, I havn't played it.
But it seems odd handling the objective that way. Just so that I'll know if to get the Fellowship journeybook or original boxset rules or whatever. There is a mini-campaign consisting of 4 scenarios in the Mines of Moria box set.
It uses the miniatures and props provided in the box. The final scenario is Balin's Tomb. It uses the Moria Goblins and the Cave Troll against the Fellowship.
There are three entrances for the Goblins (2 trapdoors and the Tomb door). This setup is always a bit one sided in favour of the evil forces and that is the idea. It is a desperate situation for the Fellowship and I feel the setup reflects that. It certainly doesn't mean you can't win if you plan carefully and the dice are on your side!
I've made a custom variation based on the scenarios found in the Mines of Moria rules and the 4th ed rules. The whole fellowship is placed around the coffin. 12 goblins(4 spear, 4 shield & 4 bow) and 1 goblin captain is placed in front of the door.
There are four entrances. The main door, the well and the two trapdoors.
At the beginning of each round the evil player rolls one d6 and puts as many goblins in front of either the door or adjacent to the well. If he/she gets a 1 he puts a captain on the board, re-rolls and places as many goblins on the board(even if he/she gets another 1). Then the evil player rolls a d6 for each open trapdoor and places two more goblins on it in case of 4+.
The trapdoor can be closed or opened by standing on it at the end of the turn. The cave troll enters the game automatically on the third round and after it is killed the fellowship is able to escape through the door, which now no goblins will use. I've made it so that the death of the troll drains the goblins courage and the ones outside the door who witness it all will escape. Leaving the entrance wide open for the heroes. All other entrances, the two trapdoors and the well, are still in use though. The shock of the dead troll will however force them to make a courage test for every remaining turn.
As it is not possible to escape over the edge in a tomb(walls) the goblins will run straight for the nearest exit(well, door or the two trap doors). Heros will win if the whole fellowship exits through the door. There will be a tie if the evil player manages to kill 1-2 heroes before they escape. The evil player wins if either Frodo dies or 3+ of the fellowship.
I've played the Moria boxset Balin's Tomb as well as the one from the Journeybook. I like both very much, though the one in the Journeybook is closer to the film. The Troll enters on turn 4 and is not random like it is in the boxset. Also, killing the Troll is not a winning condition. The Fellowship must last 10 turns without losing Frodo (or 5 other members of the Fellowship) The Journeybook version also adds height around the outside of the Tomb. This allows the Climbing rules to come into play.
There is definitely a sense of urgency in either version and the Fellowship is pretty strong. It is great using the full rules (Might, Will, Fate, Heroic Actions, Gandalf's full set of spells) as well as the fact that Frodo can put on the Ring and risk giving up his movement for the Evil player to control. It is important to note the the GW website has errata sheets for the Journeybooks. The Balin's Tomb scenario has the starting position of the Fellowship changed from 6' (from centre) to 3'.
This helps prevent the Fellowship from rushing the door and preventing any Orcs from entering. When I play, I let the Evil player go first anyways.
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