Meb Rules v1.6
Meb Rules v1.6
At any point in the game, units will be in one of the following states:
• STEADY: The unit has no hits, or the number of hits is currently less than the WORN
rating for the unit.
• WORN: A unit is WORN as soon as it has suffered hits equal to or greater than the
WORN rating (but less than the SHAKEN rating).
• SHAKEN: A unit is SHAKEN as soon as it has suffered hits equal to or greater than the
v1.6 (Beta) SHAKEN rating. SHAKEN units cannot CHARGE.
Turn Sequence • BROKEN: A BROKEN unit is immediately removed from play. Units are BROKEN when
they ROUTE off table, as a result of a MORALE test, or if hits equal auto-broken value.
Determine initiative at the start of the game or by scenario. Some units are UNBREAKABLE (defined in the Special Rules section). Unbreakable units
Initiative player completes all phases, then the non-initiative player. are considered STEADY until they are BROKEN (they are never WORN or SHAKEN).
1. COMMAND PHASE
a) Remove a single disorder marker from friendly units.
b) Resolve all RALLY orders (ROUTING units must attempt RALLY).
Dice and Rerolls
c) Move ROUTING units (if not rallied). All dice rolled in the game are six-sided dice (D6). When rolling a D2 a result of 1-3 = 1
d) Resolve all CHARGE orders. and 4-6 = 2. When rolling a D3 a result of 1-2 = 1, 3-4 = 2, and 5-6 = 3.
e) Resolve a single order for all remaining (non-ordered) units. When taking an ORDER, MORALE or TERROR test, rerolls may apply. You cannot reroll a
Remove under fire markers from units after they are activated. die that has already been rerolled. Each entry in the table below provides 1 reroll.
2. IMPACT PHASE ROLLING TO-HIT
a) Resolve all IMPACT combats from charging. Regardless of modifiers, a D6 result of 1 is always a failure and a 6 is always a success.
2. SHOOTING PHASE
a) Resolve all shooting. REASON 1 REROLL IF CONDITION MET
b) Resolve MORALE tests triggered by shooting casualties. Command Unit contains a hero or command base.
3. MELEE PHASE
a) Resolve all MELEE combats. Supported 2+ friendly STEADY or WORN units are within 10”.
RETIRE - Auto Success Success: Move full ADVANCE rate directly backwards while maintaining original facing. Unit may shoot.
RETREAT - Auto Success Success: Move full RUN rate directly backwards and turn to face the direction of travel. No shooting.
Steady (4D6) Failed: If ROUTING, continue move, take D3 additional hits. If not ROUTING, unit is DISORDERED.
0-1: Failed
RALLY Worn (3D6) Success: If unit is ROUTING, stop routing, free reform. No other movement or shooting. If unit is not
2+: Success
Shaken (2D6) ROUTING, recover D2 hits. No movement. Unit may shoot.
Results from a failed ORDER or MORALE test. No movement or shooting. Unit will fight in melee if engaged. If disordered during enemy phase,
DISORDERED
add two disorder markers. If the unit is ROUTING, ignore a DISORDERED result.
Results from a MORALE test after losing a MELEE combat. Unit moves at ROUTE rate (firstly) away from enemy units and (secondly) towards their
ROUTE
sides table edge. If the table edge is encountered, stop movement. If already at the table edge, unit is automatically BROKEN.
Movement
CHARGE, ROUTE, PURSUIT
UNIT TYPE FORMATION ADVANCE RUN DIFFICULT OBSTACLES ROAD
(IF DIFFICULT TERRAIN)
Infantry Foot 8” 12” Run +D3” (Advance +D3”) No Run No Run x1.5
Cavalry Mounted 12” 18” Run +D6” (Advance +D6”) No Run No Run x1.5
Monster Foot 10” 15” Run +D3” (Advance +D3”) No Run Ignore -
Ignore, Ignore,
Behemoth Foot 8” 12” Run +D3” (Advance +D3”) -
Destructive Destructive
Fixed - - - - - -
War Machines
Mobile 4” 6” - No Move No Move -
ROUNDING
Always round partial movement values up to the next whole inch.
Formations
NO RUN A unit can adopt any formation so long as the bases in the unit are evenly
If in or entering DIFFICULT terrain, the unit can’t RUN. If executing a RUN order distributed across each rank in the formation. A formation may include only 1
and DIFFICULT terrain is encountered, the unit must immediately stop. incomplete rank. When forming an incomplete rank all bases are located to the
ROADS center of the unit (bases in incomplete ranks can still provide supporting dice).
To gain a road bonus, all bases from a unit must be on the road
and the entire movement must stay on the road. Destructive
NO MOVE When Juggernauts (behemoth) move through terrain, the resulting damage
No move if in DIFFICULT or if DIFFICULT terrain is encountered. may remove or change the terrain. If not listed below, the terrain element is
IGNORE not effected by a behemoth's movement. Do not apply these changes for
This unit ignores the terrain (as indicated by the column). As a result, the unit flying units unless they land directly on the terrain element.
can execute RUN orders through this type of terrain without penalty. • Forest: Remove trees based on the base size of the behemoth that moved
OPEN TERRAIN through the Forest (individual trees are removed). Alternately, simply
Basic movement rates assumes movement is through OPEN terrain. Open remove the entire forest base (if using bases to represent forests).
terrain is any terrain that does not impede movement in any significant way. • Man Sized Obstacle: Remove man sized obstacles from play that are
If not obvious, terrain is assumed to be OPEN terrain by default if not already contacted by the base of the behemoth.
defined as DIFFICULT terrain at the beginning of the game. • Buildings: Remove buildings contacted by a behemoth (replace with
DIFFICULT TERRAIN rubble).
DIFFICULT terrain must be defined before a game begins. Commonly, DIFFICULT
terrain includes fordable streams, rough/rocky ground, forests, and similar. Unit Sizes & Morale Values
Units cannot RUN in DIFFICULT terrain. If DIFFICULT terrain is encountered Morale is shown as WORN/SHAKEN/AUTO BROKEN values. A unit is WORN
during a RUN move, the unit immediately stops. Units CHARGING through when the number of hits are => the WORN value, and SHARKEN when hits are
DIFFICULT terrain are reduced to ADVANCE rate for the base movement. => the SHAKEN value. A unit is automatically BROKEN when hits are = to the
IMPASSABLE TERRAIN AUTO BROKEN value. Units consist of several bases as described below.
Any terrain that units cannot enter for any reason.
OBSTACLES UNIT TYPE SMALLER STANDARD LARGER
Obstacles are 1” or less in height. A unit must be positioned at an obstacle
(within ½ inch) in order to gain the benefits of cover from the obstacle. 6/12/18 8/16/24 10/20/30
Infantry
BUILDINGS 4 Bases 6 Bases 8 Bases
(65x50mm)
Buildings cannot be entered unless defined by a scenario. 24 Figures 36 Figures 48 Figures
INTERPENETRATION 5/10/15 7/14/21 9/18/27
Friendly units that are STEADY or WORN can freely interpenetrate each other Cavalry
4 Bases 6 Bases 8 Bases
provided there is sufficient movement to clear the units (prevent overlapping (75x50mm)
12 Figures 18 Figures 24 Figures
after movement). DISORDERED and ROUTING units cannot be interpenetrated
voluntarily. If a SHAKEN or ROUTING unit is interpenetrated for any reason, both Special
units involved must take an immediate MORALE test. Monster
- 1 Base -
OBLIQUE (65x50mm)
1 Monster
Move forward to the left or right along a 45° angle and keep the same facing.
Unit cannot Oblique on RUN, CHARGE, ROUTE, or PURSUIT moves. Special
Behemoth
WHEELING - 1 Base -
(As Needed)
A unit wheels around the leading base/rank. Measure the distance moved from 1 Behemoth
the edge moving the farthest (outside edge).
SHIFT 3/6/9
War Machines
Unit shifts directly left or right, maintaining facing, up to ½ its move rate. - 2 Bases -
(50x65mm)
PROXIMITY TO ENEMY 2 Artillery
Unless engaging in MELEE, a unit must stay at least 4” from enemy units. 4/8/12
MOUNTING AND DISMOUNTING Siege Engine
- 2 Bases -
Designated cavalry units executing an ADVANCE order can mount or dismount at (As Needed)
2 Artillery
either the start or end of their movement.
CHARGES & ROUTING THROUGH DIFFICULT TERRAIN Per parent unit base size (see HEROES section).
ROUTING units ignore DIFFICULT terrain. Units CHARGING through DIFFICULT Heroes
Independent: Foot: 25mm round | Mounted: 40mm round
terrain are reduced to ADVANCE rate for the base movement.
Shooting Phase Combat Dice
The player who is currently acting can shoot any units that are capable of
shooting in the Shooting phase (based on the order issued to each unit).
DIRECT SUPPORTING
UNIT
Follow this order when resolving a shooting combat: SHOOT IMPACT MELEE SHOOT IMPACT MELEE
1. Declare shooting and target unit. 6. Roll to hit.
2. Check LOS and arc of fire. 7. Resolve saves. Infantry 3/base D2 hits 4/base +1 die +1 hit +1 die
3. Measure range. 8. Mark hits to target unit.
4. Determine # of dice. 9. If hits scored, add 1 under fire Cavalry 3/base D3+1 hits 4/base +1 die +1 hit +1 die
5. Apply modifiers. marker to the targeted unit if hit.
Monster Special 2D3 hits 6/base - - -
LINE OF SIGHT (LOS)
For each base firing in a unit, draw a line from the center of the shooting base Behemoth Special 3D3 hits 8/base - - -
to the nearest visible point (within firing arc) of the target. A base can shoot if
the line is uninterrupted by intervening models or terrain. Units shooting from War Machines 4/base - 2/base - - -
higher elevations can draw LOS over intervening troops and terrain (except
buildings and forests) at lower elevations. Likewise, units at lower elevations Siege Engine 6/base - 4/base - - -
can do the same in when shooting at units at higher elevations.
ARC OF FIRE Wizards Special Special Special - - -
Each unit has a front, left flank, right flank, and rear. A 45° arc is drawn from
Heroes Special Special Special - - -
each corner of the unit to determine each arc. The target unit must be in front
arc of the shooting unit (45° arcs from front corners of the formation).
MEASURING RANGE Impact Phase
Distance is determined from the center of the shooting unit (or group of bases On the turn a unit successfully charges into contact with an enemy unit they will
if only a partial number of bases have LOS) to the nearest visible part of the fight a single round of IMPACT combat. This represents the effects of the initial
target unit within the arc of fire. This imaginary line is the LINE OF FIRE. impact of horse, men, weapons, and the general inertia of the charge.
ROUNDING RANGE 1. Calculate impact dice. 3. Resolve saves.
Always round down partial ranges (e.g. 10½ inches counts as 10). 2. Roll dice to determine # of hits.
SHOOTING TO-HIT
CALCULATE IMPACT DICE
The D6 result needed to score a successful hit is determined by range (consult
All hits inflicted in IMPACT are automatic. Each base in direct
the Shooting Ranges table).
contact rolls the dice listed for IMPACT on the Combat Dice table.
NUMBER OF DICE AND MODIFIERS
Modify the resulting total number of hits as follows:
The number of D6 used to shoot is based on the unit type (consult the Combat
Dice table). Modify dice for direct bases as follows: • -1 hit per base : charging unit is WORN.
DIRECT AND SUPPORTING (IMPACT)
• -1 Dice per base : shooting unit is WORN.
Bases in the front rank of a unit that are in base contact with an enemy unit that
• -2 Dice per base: shooting unit is SHAKEN.
covers some part of the base frontage are in direct contact. Bases in the 2nd or
• +1 Dice per base: target is a monster. 3rd rank (or more), bases in the front rank that are in corner-to-corner contact,
• +2 Dice per base: target is a behemoth. or bases in the front rank not in any contact, are supporting bases.
• -1 Dice per base: target is in cover or obscured. IMPACT DICE, HITS AND SAVES
A unit will always roll a minimum of 1 dice per base. Consult the Combat Dice table to determine the number of dice to roll. The
DIRECT AND SUPPORTING (SHOOTING) resulting total of all dice rolled is the number of automatic hits inflicted on the
Bases in the front rank of a unit with LOS to the target shoot directly (DIRECT). enemy unit. Supporting bases add automatic hits (no dice roll needed). These
Bases in the front rank of a unit that do not have LOS are supporting bases. hits are saved normally by the defending unit.
Bases in the 2nd rank are supporting bases (SUPPORTING) – this is regardless of
if the 1st rank base(s) have LOS or not. Any bases in the 3rd or more rank do not Under Fire Markers
shoot (do not count as SUPPORTING). A unit gains an under-fire marker each time it takes 1+ hits from shooting
COVER (regardless of saves). Under fire markers are removed after the unit is
A unit partially or fully within terrain that offers activated, even if it does not move. For each under fire marker on a unit
protection from shooting is in cover. Apply a when it is activated (given an order), reduce the movement rate by 1”.
-1 on to-hit results against units in cover.
OBSCURE
A unit that is only partially visible (< ½ target
Melee Weapons
unit in LOS/arc of fire) due to obstructing MELEE WEAPON SPECIAL RULES
terrain, intervening units or in terrain that
obstructs vision but offers no shooting Hand Weapons -
protection is obscured.
Two-Handed Weapons Armour Piercing (1)
Shooting Ranges Two Weapons +1 Dice per Base
Thrown Weapons 0-5” 6-10” Armour Piercing (1) Lances Impact Weapon
Blowpipes 0-8” 9-16” Marksmen
Marking Casualties
Shortbow 0-12” 13-24” Indirect Supports
Use a counter to mark the number of hits
Bow 0-15” 16-30” Indirect Supports currently inflicted on a unit. Note that bases
are never removed from units. All bases for a
Plunging Fire, unit are removed when the unit is BROKEN.
Longbow 0-18” 19-36”
Indirect Supports
Target: Target enemy unit anywhere on the table Target: Target friendly unit anywhere on the table.
that is also in MELEE combat. Guiding Sight 1 Effect: Unit gains +1 for to-hit results in SHOOTING.
Weaken 1 Effect: When calculating MELEE combat dice apply a Duration: Until end of the turn.
-1 die per base modifier.
Duration: Until end of the MELEE combat. Target: Target friendly infantry or cavalry unit not
currently engaged in MELEE.
Target: Target friendly infantry or cavalry unit not Bestial Spirit 1 Effect: Unit inflicts +1 hit per base in IMPACT combat
currently engaged in MELEE. when charging and gains the FEAR special rule.
Terrifying 1
Effect: Unit gains the TERROR special rule. Duration: Until end of turn.
Duration: Until end of turn.
Target: Target enemy unit anywhere on the table
Target: Target enemy unit that is not in MELEE and that is not engaged in MELEE combat.
Wrath of
within 18” of any friendly unit. 1 Effect: Unit suffers D6 automatic hits that are
the Valar
Strike 1 Effect: Target unit suffers D2 automatic hits for each ARMOUR PIERCING (1).
base in the unit. Duration: Immediate.
Duration: Immediate.
Target: Target friendly unit anywhere on the table.
Target: Target friendly unit anywhere on the table. Replenish 1 Effect: Unit immediately reduces current hits by D3+1.
Effect: If unit is infantry or behemoth it gains D3+1” Duration: Immediate.
Force of Will 1 of movement. If unit is cavalry or monster it gains
D6+2” of movement. Target: Target enemy unit anywhere on the table.
Duration: Until end of turn. Fractured Effect: Unit’s armour save is reduced by 1 (e.g. if the
1
Armour unit saves on a 4+ it now saves on 5+).
Target: Target friendly unit anywhere on the table Duration: Until end of turn.
that is not in MELEE combat.
Dark Fury 1 Effect: Unit gains the BERSERK special rule but Victory and Defeat
immediately suffers D6 automatic hits with no saves.
Games will end based either on the number of turns played, as defined by the
Duration: Until end of turn.
scenario, or because one army reaches its break point. When the game is
finished, calculate victory points to determine the battle’s outcome.
ARMY BREAK POINT
An armies break point is equal to ½ of the total number of units in the army,
rounded up. When an army has lost (BROKEN) units equal to the army break
point, the game is immediately over – the army quits the field of battle.
VICTORY POINTS
Calculate Victory Points (VPs) as follows:
• +5 VPs for each BROKEN unit.
• +3 VPs for each SHAKEN unit.
• +X VPs as defined by individual scenarios.
• +10 VPs if the enemy has reached their army break point.
If the difference in VPs is between 0-6 VPs, the game is a draw. If the difference
is 7-12 VPs, the game is a minor victory. If the difference is 13+ VPs, the game
is a major victory.
Scale and Basing
While guidance on base sized and figures per base is given, what is most
Command Bases
important is that you have a consistent approach to representing the current A command base is a single base in a unit that contains a captain, banner, and
number of bases per unit. Ranges and movement distances can easily be possibly a musician. Army lists unit entries indicate if a unit contains a
modified to suite other scales. command base. A command base provides 1 reroll for tests (ORDER, MORALE
and TERROR tests).
A Special Note
These rules are a work in progress and primarily for use with my own wargaming group. I share these as a work of fan fiction so that others in the community may
enjoy playing wargames in Middle Earth. If you choose to utilize these rules, then great! Be aware that there will be updates posted in the future as the system is
refined and additional playtesting is completed for all the various units and scenarios. Much of the roots of this system are based on my Empires and War
(Napoleonic’s) and This Hallowed Ground (ACW) rules that are focused on those shooting dominated periods. This ruleset transforms the rules into a primarily
melee driven system, with of course the flavor and heroic might of Middle Earth added. I welcome feedback from actual playtests of this system.
Rohan Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES
8 Bases
Riders of Rohan Éored Regular Cavalry Hand Weapons, Bows 4+ Expert Riders, Thundering Charge, Impetuous
(Command)
Outriders Veteran Cavalry 4 Bases Hand Weapons, Bows 5+ Expert Riders, Reliable, Scouts
Théoden, King of Rohan Royal Guard Éored, Mounted: D3+3 Hits Fearless, Forth Eorlingas,
5 4 Dice 10 Dice
(Gamling and Déorwine) Royal Guard Foot: D2+2 Hits Royal Standard of Rohan
Haldir of Lorien Haldir’s Galadhrim 3 6 Dice Foot: D2+2 Hits 6 Dice Fearless, Marksmen
The Three Hunters The Three Hunters 8 8 Dice Foot: D2+3 Hits 12 Dice The Three Hunters
6 Bases
Warriors of Minas Tirith Regular Infantry Hand Weapons, Spears 3+ Brace!
(Command)
6 Bases
Knights of Minas Tirith Regular Cavalry Hand Weapons, Lances 3+
(Command)
Hand Weapons,
Avenger Bolt Thrower War Machine 2 Bases 4+
Avenger Bolt Thrower
Hand Weapons,
Battlecry Trebuchet Siege Engine 1 Base 4+
Battlecry Trebuchet
6 Bases
Men-at-Arms of Dol Amroth Regular Infantry Hand Weapons, Pikes 4+ Brace!
(Command)
4 Bases
Foot Knights of Dol Amroth Regular Infantry Hand Weapons 3+ Brace!
(Command)
6 Bases
Knights of Dol Amroth Regular Cavalry Hand Weapons, Lances 3+ Thundering Charge, Fearless, Tough Fighters
(Command)
6 Bases
Axemen of Lossarnach Regular Infantry Two-Handed Weapons 4+ Brace!, Anti-Impact
(Command)
6 Bases
Clansmen of Lamedon Regular Infantry Two-Handed Weapons 4+ Brace!, Fanatics, Tough Fighters
(Command)
Blackroot Vale Archers Regular Infantry 4 Bases Hand Weapons, Bows 5+ Scouts, Marksmen
4 Bases Hand Weapons, Spears, Brace!, Reliable, Fearless, Elite, Stubborn, Fear,
The Grey Company Veteran Infantry 4+
(Command) Bows Fanatics, Tough Fighters, The Three Hunters
Aragorn, King Elessar Knights of Minas Tirith 10 - Mounted: D3+2 Hits 10 Dice Fearless, Stubborn, Stalwart, Elite
Boromir, Knights of Minas Tirith Foot: D2+2 Hits Fearless, Standard of the White Tower,
8 4 Dice 8 Dice
Captain of the White Tower Warriors of Minas Tirith Mounted: D3+2 Hits Stubborn
Prince Imrahil of Dol Amroth Knights of Dol Amroth 4 - Mounted: D3+2 Hits 6 Dice Fearless
Angbor, Lord of Lamedon Clansmen of Lamedon 2 - Foot: D2+2 Hits 5 Dice Fearless
Forlong, Lord of Lossarnach Axemen of Lossarnach 2 - Foot: D2+2 Hits 5 Dice Fearless
Duinhir of the Blackroot Vale Blackroot Vale Archers 2 4 Dice Foot: D2+2 Hits 5 Dice Fearless
The King of the Dead Warriors of the Dead 4 - Foot: D2+2 Hits 8 Dice Fearless
6 Bases
Uruk-hai Phalanx Regular Infantry Pikes 4+ Brace!
(Command)
6 Bases
Uruk-hai Warband Regular Infantry Hand Weapons 3+ Brace!
(Command)
Hand Weapons,
Uruk-hai Crossbows Regular Infantry 4 Bases 4+ Brace!
Crossbows
Feral Uruk-hai Veteran Infantry 2 Bases Two Hand Weapons 5+ Unbreakable(12), Impetuous, Reliable
Hand Weapons,
Uruk-hai Sappers Veteran Infantry 4 Bases 4+ Brace!, Explosives, Reliable
Explosives
Hand Weapons,
Uruk-hai Siege Assault Ballista Siege Engine 1 Base 4+
Siege Assault Ballista
Wild Warg Pack Irregular Cavalry 4 Bases Hand Weapons 6 Scouts, Unreliable, Impetuous
6 Bases
Isengard Orc Warband Regular Infantry Hand Weapons 4+ Brace!
(Command)
Hand Weapons,
Isengard Orc Bowmen Regular Infantry 4 Bases 5+ Brace!
Short Bows
4 Bases
Dunland Warriors Regular Infantry Hand Weapons 4+ Brace!, Vengeance (Rohan)
(Command)
Dunland Wildmen Warband Irregular Infantry 4 Bases Hand Weapons 6 Vengeance (Rohan), Unreliable
Lurtz Uruk-hai Scouts 3 4 Dice Foot: D2+2 Hits 6 Dice Scouts, Reliable, Fearless
Uglúk Uruk-hai Scouts 2 4 Dice Foot: D2+1 Hits 5 Dice Scouts, Reliable
Mauhúr Uruk-hai Scouts 2 4 Dice Foot: D2+1 Hits 5 Dice Scouts, Reliable
POISONED INFLUENCE
At the start of the game Grima can be assigned to one enemy unit (place the miniature with the targeted unit). While Grima is assigned to the unit, it immediately
gains the Unreliable and Reluctant special rules. If the unit has the Reliable special rule, it is replaced by the Unreliable special rule. If the unit has the Fanatics
special rule, they will continue to be fearless but only count results of 6 as two successes (instead of 5 and 6). Note that since Unbreakable units do not take
MORALE tests, Grima has a limited effect on these units.
Mordor Arm y List
UNITS TYPE SIZE WEAPONS SAVE SPECIAL RULES
8 Bases
Mordor Orc Warband Regular Infantry Hand Weapons 4+ Brace!
(Command)
Hand Weapons,
Mordor Orc Bowmen Regular Infantry 4 Bases 5+ Brace!
Short Bows
8 Bases
Morannon Orc Warband Regular Infantry Hand Weapons 3+ Brace!
(Command)
Mordor Uruk-hai Warband Regular Infantry 4 Bases Hand Weapons 4+ Brace!, Tough Fighters
Hand Weapons,
Siege Bow War Machine 2 Bases 5+ Pavise
Siege Bow
Hand Weapons,
War Catapult Siege Engine 1 Base 5+
War Catapult
Gothmog of Minas Morgul Morannon Orc Warband 4 - Foot: D2+1 Hits 6 Dice Fearless, Stalwart, Reliable, Stubborn