I have been thinking and I had thought it might be fun to do a scenario based around the Arnor region at the time when Frodo was just growing up, before Frodo recieves the ring.
I thought it could be something like Aragorn, Arathorn, Halbarad, Elladan, Rangers of the North and some Dunedain must escort some persons child, maybe one of the Dunedains or something from somewhere dangerous to somewhere that Arvedui and Malbeth are hiding for protection and training.
Game length: Until the entire army of either side is destroyed
The special rules would be no bow limit for Aragorn and company, 50% bow limit for the evil and the normal 33% for Arvedui and company.
Objectives: Grey company must get 75% of named heroes and the child behind the walls, Arnor must kill the undead, Angmar must kill more than 25% of Grey comp named heroes and the child.
Board: 4ftx3.5ft
Walls spanning north-south on the west side of the board, 10 inches from the western board edge.
Clumps of forests scattered around the board.
Evil deploy in these forests, Arvedui and Malbeth deploy on the walls.
Aragorn and company deploy in the NE corner.
Armies: 1000p Grey comp,
1000p Arnor,
2000p Angmar, although you can suit the points to yourself.
Armies I played with
Grey Comp
Strider with horse 185p
Halbarad 65p
Elladan and Elrohir with heavy armour 150p
12 Dunedain (3 with spear) 291p
36 Rangers of Arnor (12 with spear) 300p
I know its the one from the book but I thought It suited
24* might, 49 S2 The child has Merry's stats and is included for free
Arnor
Arvedui 70p
Malbeth 75p
2 Captains of Arnor (1 bow, 1 shield) 110p
1 WoA with Banner 38p
70 WoA 560p
35 Hobbit archers 140p
8 might, 36 shots, 35 stone slingers!!!!
Angmar
Buhrdur 110p
Warg chief 75p
25 wild wargs 200p
32 orcs (8 bows, 8 shield, 8 spear, 8 2 handed) 192
2 shades 200p
4 barrow-wights 200p
10 spectres 150p
3 cave trolls 240p
Ally from the monsters: Gulavhar 200p
Ally from the Nazgul: Witch-king 3/20/3 with morgul blade and fell beast 210p
Ally from Barad-dur: the Mouth of Suaron 60p
Mordor War Catapult with Severed Heads 95p
Mordor Siege Bow with Flaming ammunition 65p
Playtesting notes: I found that with the Grey company it was crucial in the first few turns to use upthe might of the Dunedain so that Aragorn could reach the walls in safety. Angmar, with all the heavy hitters, used them and the undead to clog the space inbetween the trees while focusing the siege weapons at the defenders on the wall, while the positioning of the trees blocked Arnors archers from firing back, unless they wanted to come out in the open. Out of 5 games evil won 4
, with Buhrdur killing at least 10 guys each game and not dying once.