Flying Creatures in Middle-Earth: Rules for DBM
by Luke Ueda-Sarson
This page last modified April 22, 2000.
My Middle-Earth army lists are designed to work with the DBM rules as they stand, without modification. The only real requirement that the DBM historical rules are lacking as far as Middle-Earth goes is rules for dealing with aerial forces. In the lists, there are some aerial foces are listed as Irr LH (S) so that they can be used against 'normal' opponents without special rules.
If you want to use a more realistic set of rules to cover aerial forces (and such aerial forces should not be allowed in competition-style battles), then three types of aerial forces in Middle-Earth can be considered: flying dragons, fell-beasts and giant eagles. Note that Balrogs, despite possessing wings, do not fly into battle. And before people try and tell me Balrogs don't have wings (again!), I suggest they go and re-read the Bridge of Khazad-Dum scene... particularly this line: 'and suddenly it drew itself up to a great height, and its wings were spread from wall to wall'.
Flying dragons only participated in just one battle, which was fought on one side by participants from outside of Middle-Earth (the forces of Aman), and therefore I don't feel too great a need to include these. For those that want to, I suggest the following:
- Flying Dragons are a variant of El (X). They may only be used in an Angband army. Upto 4 elements of El(X) may be replaced with flying dragons.
- They can move 500p in any going, suffer no tactical factor penalties in rough or difficult going and ignore undefended fortifications.
- If not facing within 45 degrees of the wind direction in strong winds, they may move only as single elements, and at only 300p.
- They may interpenetrate any friendly or enemy non-aerials facing in any direction as a tactical or march move (but not as an outcome move).
- They cannot be contacted by any enemy other than aerials, unless already in close combat (including as an overlap) with enemy other than aerials. Enemy that cannot contact them, or any friends other than aerials, may interpenetrate them in any direction as a tactical or march move (but not as an outcome move).
- They are ignored by non-aerial impetuous troops for purposes of spontaneous advances, unless they are already in close combat (including as an overlap) with non-aerial troops.
- They do not stop non-aerial enemy elements from moving across their front.
- They may not take part in group moves.
- They are seen and see at twice the normal visibility limits.
- They are destroyed if beaten in close combat in a water feature.
- They are destroyed when beaten by Giant Eagles.
- They flee rather than recoil when beaten, but not doubled, in close combat with Blades, Spears, Warband, Pikes, Auxilia (X), Knights, Camelry (S) or Hordes.
- They cost 40 AP, and each counts as 2 element equivalents for purposes of army break-points and demoralization levels, etc.
Fell Beasts can serve as mounts for Nazgul (ringwraiths) in the Mordor list. Since there were only 9 Nazgul, their numbers are few, but Nazgul are powerful - I suggest they be treated identically to giant eagles below, each Nazgul general allowed in the list having the option of being such an aerial element at 26 AP each.
Giant Eagles can be used as allied forces with the Gondolin, Gondor and Sindar (Mirkwood) lists.
- Each element has a CF of 2 against all opponents, and no shooting ability.
- They are all Irregular and (O).
- They can move 600p in any going, and ignore undefended fortifications.
- If not facing within 45 degrees of the wind direction in strong winds, they may move only as single elements, and at only 300p.
- They count as LH for purposes of control such as PiP expenditure, and allowed formation changes, and troops they destroy by beating rather than by doubling..
- They may interpenetrate any friendly or enemy non-aerials facing in any direction as a tactical or march move (but not as an outcome move).
- They cannot be contacted by any enemy other than aerials, unless already in close combat (including as an overlap) with enemy other than aerials. Enemy that cannot contact them, or any friends other than aerials, may interpenetrate them in any direction as a tactical or march move (but not as an outcome move).
- They count as mounted troops, except that they suffer no tactical factor penalties in rough or difficult going.
- They may not contact enemy (except other aerials) who are in Woods, Olive or Palm Groves, Orchards, Vineyards or Built-up-areas.
- They are ignored by non-aerial impetuous troops for purposes of spontaneous advances, unless they are already in close combat (including as an overlap) with non-aerial troops.
- They do not stop non-aerial enemy elements from moving across their front.
- If beaten in combat but not doubled they flee from Bows, Artillery, Naval, War Wagons, Psiloi (O), and recoil from others.
- If doubled in combat they flee from Blades, Pikes, Spears, Ax (X), Knights, Camelry (S), Warband or Hordes, otherwise are destroyed.
- Ax (X) count as (S) against them.
- They cost 16 AP each, except that a general's element costs 21 AP.
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