Siege of Gondor (magazine wargame)
Published in Panzerfuast Magazine, issue #66, 1975
A suggested game from an article written by John Van Devender. This is not a complete game, but it gives the basic rules on how to set up the game. There is no map, but offers a suggestion. Also, the magazine includes an insert, if you are lucky enough to find it (the magazine didn't normally include a game), that has the counters sheet. When I get more information, I will post it here.
New information. It looks like there was no insert with the magazine. I contacted the guy who bought this magazine on ebay that claimed to have the counters included. He sent me a picture of the counters and they were not from this game (they were British units for some other game). The guy was duped. So be carefull when buying something on ebay. It turns out that all the information is included in the game including the combat factors for the units. There is a sketch of the map and it explains how it is supposed to be laid out on a hex sheet (the river Anduin is one hex wide and the main citadel is five hexes in a circle, to give you a reference). I am going to try and make my own game and try this one out. It looks quite easy to play. And with the modern conveniences of the digital age, the map should be easy to make. The counters should be easy too, especially with some Elmers glue, paper (printed with counters), and a cereal box, and some scissors. Below is a picture of the suggested map included with the article.
Suggested map as found in Panzerfaust #66
And here is a section of the article that describes the counters (Orders of Battle) if you want to make your own pieces. I will give a more detailed rules description when I get a chance. Or email me if you want an electronic copy of the article.
From Panzerfaust #66, 1975. Aritcle by John Van Devender
ORDERS OF BATTLE
The Western Amy consists of 5 separate forces. While Tolkien provides a fair tally of Western forces, Sauron's army does require some guesswork. I agree with Mr. Gygax that phrases like "orcs innumerable", and "hard-eyed grim men of the South" are a bit difficult to translate into brigades or divisions, but if the overall translation serves to recreate the original sequence of events, I feel it is sufficiently accurate to build a game around. Somewhat arbitrarily, therefore, I have assigned the following orders of battle to both sides. These have been tested and refined in many games of "Siege" and simulate events quite well, while still permitting Sauron a chance at winning. Purists may supply nationality symbols of Dol Amroth, Lebinnin, Anfalas etc. for various units if they wish. Gondor troops are generally strongest. Below, the number of units starting at a specific location is given first, followed by combat factors in parenthesis. Heroes are listed by name.
ARMY OF THE WEST
11 cavalry (24)
3 cavalry (30)
5 cavalry (20)
6 artillery (3)
1 cavalry (24)
10 artillery (4)
ARMY OF THE EAST
(East bank of River Anduin)
10 cavalry (1)
1 ram (60)
8 wraiths (8)
Dark Captain (40)
13 cavalry (8)
The rules for "Siege" are simplicity itself. Infantry move four hexes per turn. Cavalry, wraiths and heroes move 10. Movement triples on roads, Gandalf and the Dark Captain have unlimited range. Troop units never stack, although wraiths and other heroes may stack atop troops, but never with other heroes.
The Dark Captain and Gandalf may stack with other heroes. In addition, each Western troop unit has an attached leader. Only one-half of the Eastern troops have leaders. This leader has no combat factor but may absorb an enemy attack - and be destroyed - with no loss to the host unit.