“The road goes ever on and on, down from the door where it began. Now far ahead the road has gone, and I must follow, if I can.”
— Bilbo Baggins, The Fellowship of the Ring
Right, let me tell you about this playthrough—it recreates the epic Battle of Pelennor Fields using Warmaster Revolution and custom Middle-earth army lists. We’ll explore how mass battle mechanics can capture the chaos, heroism, and tactical complexity of Tolkien’s greatest battle.
Battle Setup
The Battle of Pelennor Fields
The battle takes place on March 15, TA 3019, at the Pelennor Fields outside Minas Tirith, with Gondor and Rohan facing Mordor and Harad. The stakes are nothing less than the fate of Middle-earth—no pressure.
Army Lists
Gondor (Defending)
Gondor is led by Prince Imrahil (Command 9) with heroes Faramir (Command 8) and Beregond (Command 7). The core units include 3x Warriors of Gondor, 2x Citadel Guard, 2x Bowmen, and 1x Rangers, supported by 1x Knights of Dol Amroth and 1x Trebuchet, totaling 2000 points.
Mordor (Attacking)
Mordor is led by Gothmog (Command 8) with heroes the Witch-king (Command 9) and an Orc Captain (Command 7). The core units include 4x Orc Warriors, 2x Orc Archers, 1x Easterling Warriors, and 1x Easterling Archers, supported by monsters including 1x Mountain Trolls and 1x Olog-hai, totaling 2000 points.
Turn 1: The Opening Moves
Gondor’s Turn
Command Phase: Imrahil issues orders to his forces, preparing for the Mordor assault.
Movement:
- The Gondorian line forms up in front of the city walls
- The Trebuchet takes position on the walls
- The Rangers move to a forward position to harass the enemy
- The Knights of Dol Amroth position themselves for a potential counter-charge
Shooting:
- The Trebuchet fires at the approaching Orc hordes, causing significant casualties
- The Bowmen and Rangers add their fire, thinning the enemy ranks
Mordor’s Turn
Command Phase: Gothmog struggles to coordinate his forces, with several units failing their command tests.
Movement:
- The Orc hordes advance across the field
- The Easterlings maintain formation
- The Mountain Trolls lumber forward
- The Olog-hai advance on the right flank
Shooting:
- The Orc Archers return fire, but their shots are largely ineffective
- The Easterling Archers have better luck, wounding several Gondorian warriors
Reflections
- Tolkienian Feel: The command failures create the chaos and confusion that Tolkien describes. The Gondorian defensive position feels authentic.
- Mechanics: The command system works well, creating realistic battlefield friction. The shooting phase provides good tactical options.
- Emergent Narrative: The Orc command failures create unexpected tactical situations.
- House Rules/Adaptations: None yet, but the command system seems well-balanced.
Turn 2: The Assault Begins
Gondor’s Turn
Command Phase: Imrahil maintains good command over his forces, issuing clear orders.
Movement:
- The Gondorian line holds firm
- The Rangers continue to harass the enemy
- The Knights prepare for a charge
Shooting:
- The Trebuchet continues to pound the Orc formations
- The Bowmen and Rangers add their fire, causing more casualties
Mordor’s Turn
Command Phase: Gothmog’s command improves, and most units follow orders.
Movement:
- The Orc hordes charge forward
- The Easterlings advance in formation
- The Mountain Trolls reach the Gondorian line
- The Olog-hai advance on the right flank
Combat:
- The Mountain Trolls engage the Gondorian Warriors, causing heavy casualties
- The Orc hordes crash into the Gondorian line
- The Easterlings engage the Citadel Guard
Reflections
- Tolkienian Feel: The Orc assault feels authentic to the source material. The Mountain Trolls’ impact on the Gondorian line creates the sense of overwhelming force.
- Mechanics: The combat system works well, with the Mountain Trolls’ superior stats telling against the Gondorian Warriors.
- Emergent Narrative: The Orc assault creates a desperate situation for the Gondorians.
- House Rules/Adaptations: None yet, but the combat system seems well-balanced.
Turn 3: The Rohirrim Arrive
Gondor’s Turn
Command Phase: Imrahil struggles to maintain command as the situation becomes desperate.
Movement:
- The Gondorian line begins to waver
- The Rangers fall back to avoid being overwhelmed
- The Knights prepare for a desperate charge
Shooting:
- The Trebuchet continues to fire, but its effectiveness is reduced
- The Bowmen and Rangers add their fire, but the enemy is too close
Mordor’s Turn
Command Phase: Gothmog’s command improves, and most units follow orders.
Movement:
- The Orc hordes continue to press forward
- The Easterlings maintain their assault
- The Mountain Trolls continue to wreak havoc
- The Olog-hai advance on the right flank
Combat:
- The Mountain Trolls continue to cause heavy casualties
- The Orc hordes begin to break through the Gondorian line
- The Easterlings engage the Citadel Guard
Rohan’s Turn (Reinforcements)
Command Phase: Théoden issues orders to his forces as they arrive on the battlefield.
Movement:
- The Rohirrim cavalry charges into the Orc flank
- The Rohan infantry advances to support the Gondorians
- The Rohan archers take position to support the cavalry
Combat:
- The Rohirrim cavalry crashes into the Orc flank, causing heavy casualties
- The Rohan infantry engages the Easterlings
- The Rohan archers add their fire to the battle
Reflections
- Tolkienian Feel: The arrival of the Rohirrim feels authentic to the source material. The cavalry charge creates the sense of hope and relief that Tolkien describes.
- Mechanics: The reinforcement system works well, providing a dramatic turning point in the battle.
- Emergent Narrative: The Rohirrim arrival creates a new tactical situation that wasn’t planned.
- House Rules/Adaptations: None yet, but the reinforcement system seems well-balanced.
Turn 4: The Tide Turns
Gondor’s Turn
Command Phase: Imrahil’s command improves as the situation becomes more favorable.
Movement:
- The Gondorian line begins to stabilize
- The Rangers move to support the Rohirrim
- The Knights prepare for a counter-charge
Shooting:
- The Trebuchet continues to fire, now targeting the Olog-hai
- The Bowmen and Rangers add their fire, supporting the Rohirrim
Mordor’s Turn
Command Phase: Gothmog’s command begins to falter as the situation becomes desperate.
Movement:
- The Orc hordes begin to waver
- The Easterlings maintain their assault
- The Mountain Trolls continue to fight
- The Olog-hai advance on the right flank
Combat:
- The Mountain Trolls continue to cause casualties, but their impact is reduced
- The Orc hordes begin to break under the combined assault
- The Easterlings engage the Rohan infantry
Rohan’s Turn
Command Phase: Théoden maintains good command over his forces.
Movement:
- The Rohirrim cavalry continues to press the attack
- The Rohan infantry advances to support the Gondorians
- The Rohan archers continue to support the cavalry
Combat:
- The Rohirrim cavalry continues to cause heavy casualties
- The Rohan infantry engages the Easterlings
- The Rohan archers add their fire to the battle
Reflections
- Tolkienian Feel: The turning of the tide feels authentic to the source material. The combined assault creates the sense of hope and determination that Tolkien describes.
- Mechanics: The command system works well, with Gothmog’s command failures reflecting the chaos of the battle.
- Emergent Narrative: The Orc command failures create unexpected tactical opportunities.
- House Rules/Adaptations: None yet, but the command system seems well-balanced.
Turn 5: The Final Assault
Gondor’s Turn
Command Phase: Imrahil’s command is excellent as the situation becomes favorable.
Movement:
- The Gondorian line advances
- The Rangers move to support the Rohirrim
- The Knights charge into the enemy flank
Shooting:
- The Trebuchet continues to fire, now targeting the Mountain Trolls
- The Bowmen and Rangers add their fire, supporting the advance
Mordor’s Turn
Command Phase: Gothmog’s command fails completely, and most units are unable to follow orders.
Movement:
- The Orc hordes begin to rout
- The Easterlings maintain their assault
- The Mountain Trolls continue to fight
- The Olog-hai advance on the right flank
Combat:
- The Mountain Trolls continue to cause casualties, but their impact is reduced
- The Orc hordes begin to break under the combined assault
- The Easterlings engage the Rohan infantry
Rohan’s Turn
Command Phase: Théoden maintains excellent command over his forces.
Movement:
- The Rohirrim cavalry continues to press the attack
- The Rohan infantry advances to support the Gondorians
- The Rohan archers continue to support the cavalry
Combat:
- The Rohirrim cavalry continues to cause heavy casualties
- The Rohan infantry engages the Easterlings
- The Rohan archers add their fire to the battle
Reflections
- Tolkienian Feel: The final assault feels authentic to the source material. The Orc rout creates the sense of victory and relief that Tolkien describes.
- Mechanics: The command system works well, with Gothmog’s command failures reflecting the chaos of the battle.
- Emergent Narrative: The Orc command failures create unexpected tactical opportunities.
- House Rules/Adaptations: None yet, but the command system seems well-balanced.
Turn 6: Victory
Gondor’s Turn
Command Phase: Imrahil’s command is excellent as the situation becomes favorable.
Movement:
- The Gondorian line advances
- The Rangers move to support the Rohirrim
- The Knights charge into the enemy flank
Shooting:
- The Trebuchet continues to fire, now targeting the Mountain Trolls
- The Bowmen and Rangers add their fire, supporting the advance
Mordor’s Turn
Command Phase: Gothmog’s command fails completely, and most units are unable to follow orders.
Movement:
- The Orc hordes begin to rout
- The Easterlings maintain their assault
- The Mountain Trolls continue to fight
- The Olog-hai advance on the right flank
Combat:
- The Mountain Trolls continue to cause casualties, but their impact is reduced
- The Orc hordes begin to break under the combined assault
- The Easterlings engage the Rohan infantry
Rohan’s Turn
Command Phase: Théoden maintains excellent command over his forces.
Movement:
- The Rohirrim cavalry continues to press the attack
- The Rohan infantry advances to support the Gondorians
- The Rohan archers continue to support the cavalry
Combat:
- The Rohirrim cavalry continues to cause heavy casualties
- The Rohan infantry engages the Easterlings
- The Rohan archers add their fire to the battle
Battle Results
- Victory: Gondor and Rohan
- Casualties: Heavy losses on both sides
- Experience: All surviving units gain experience
- Loot: Various equipment and supplies
Reflections
- Tolkienian Feel: The victory feels authentic to the source material. The combined assault creates the sense of hope and determination that Tolkien describes.
- Mechanics: The command system works well, with Gothmog’s command failures reflecting the chaos of the battle.
- Emergent Narrative: The Orc command failures create unexpected tactical opportunities.
- House Rules/Adaptations: None yet, but the command system seems well-balanced.
Overall Reflections
What Worked
- Command System: The command failures create realistic battlefield chaos and friction.
- Army Lists: The custom Middle-earth lists feel authentic to the source material.
- Scale: The mass battle mechanics capture the epic scope of the battle.
- Narrative: The battle develops naturally from the command system and army interactions.
What Didn’t Work
- Complexity: Many rules to track, which can break immersion.
- Narrative Control: Limited ability to direct the story where you want it to go.
- Balance: Some army combinations are more powerful than others.
- Time: Large battles can take several hours to complete.
Tolkienian Feel
Warmaster captures some aspects of Middle-earth well:
- Epic Scope: The mass battle mechanics capture the scale of Tolkien’s battles.
- Command Chaos: The command failures create the chaos and confusion that Tolkien describes.
- Army Dynamics: Different factions fight differently, reflecting their cultural characteristics.
- Narrative Moments: The command failures create dramatic moments that feel authentic.
However, it also misses some key elements:
- Individual Heroes: Named characters can get lost in the mass battle mechanics.
- Narrative Control: Limited ability to create the story you want.
- Thematic Consistency: Some mechanics don’t always serve Tolkien’s themes.
- Scale Issues: Hard to represent the personal moments within the epic scope.
Verdict
Warmaster is a solid mass battle system that captures some aspects of Middle-earth well, but it’s not perfect. The command system creates realistic battlefield chaos, but the complexity can be overwhelming. For players who want to explore Middle-earth through epic mass battles, it’s worth trying, but it requires some patience and adaptation.
This playthrough demonstrates how Warmaster Revolution can recreate the epic battles of Middle-earth while maintaining the tactical complexity and narrative drama that makes them memorable.