[Warfork Fantasy Battles] The Battle for Arduthrond Glade

Date 2025-01-05
Author Matthias
Published 2026-07-29 20:25:20

Introduction

The Battle for Maugthrond Pass (as published in a leaflet in Warhammer Fantasy Battles 4th edition box set) is a well known battle from Grom the Paunch's invasion of the High Elf Realm of Ulthuan, a key battle of his march towards the great city of Tor Yvresse.
Less known (up to being lost in obscurity, reasons for that shall soon be undisclosed) is the sister battle for Arduthrond Glade nearby, that happened at the same time as the battle for Maugthrond Pass, with a different sub force of Grom's invading army, but with the same goal: to find an open route towards Tor Yvresse.
This scenario is basically a shameless copy of Nigel Stillman's 4th edition classic, ported back to 3rd edition force lists and with renamed characters and place.

Overview

The Battle for Maugthrond Pass is seen as a representation of one of the many small skirmishes fought during Grom's march towards the great city of Tor Yvresse. It took place in a stretch of forested wilderness, where the goblin invasion force attacked and burned many of the scattered settlements in their path.
A lot of these villages were heroically defended by their inhabitants and the local elven militias, but most could not withstand the overwhelming goblin horde and by no means at all were able to stop or even slow down Grom's march towards Tor Yvresse.
The historic encounter at the pass of Maugthrond was the first real chance of halting the goblin invasion force, and many stories are told about the battle there led by Eltharion, the well-known, heroic personality of elven history. Not so many stories, if at all, are told these days about the Battle for Arduthrond Glade, neither will any scroll be found in Ulthuan's archives with a written account of these events, although the battle that took place there had a very similar strategic importance. At the same day Eltharion fought at Maugthrond, Tharhindrel fought the greenskins at Arduthrond.

Setting the Scene

One of the many isolated elf villages encountered by the goblin horde was Arduthrond. This settlement was located at the intersection of the only two roads that allowed passage of the area, which consisted of densely wooded hills which could not be travelled (at least not by an invading army) except by using the two well maintained roads cutting though it. The village stood at the point where the two roads met roughly at the center of the wooded region, and was therefore a commercial and logistical hub. Many sea elf merchants only came up to Arduthrond, where they sold their goods, before returning coastwards. This saved them from having to travel farther inland, shortening their trips. From Arduthrond farther inland, high elf merchants took over the distribution.
Being in control of the village would allow the greenskins to use the full logistical potential of the roads freely, providing them with two additional possible attack routes towards Tor Yvresse. The elves would not know which road would be used, if any, forcing them to guard both exits from the woods with at least one batallion each, assigning two batallions that could be used elsewhere, forcing the elf high command to spread their forces thinly over a vast area. And of course there were supplies in Arduthrond the greenskins could well use, or burn just out of fun.
Like many elf villages in the region, Arduthrond Glade was protected by four watch towers, one located on each side of the village, each guarding one of the roads entering/leaving the village. Beside each tower was a warning beacon which could be lit if that tower's guards spotted danger approaching, calling the rest of the village guard to battle.
Each watch tower was garrisoned by five archers, locals of Arduthrond's village guard, choosen because of their proficiency and marksmanship. They could truely be called elite archers. In the centre of the village, camped in the village square, where two companies of spear armed elves. The first, Elril's Guard, was also part of Arduthond's village guard, consisting of kith, the humble elven folk serving the wealthy merchants of the village, that mustered together in times of need - such as a goblin invasion. The second company, Thronduin's Guard, consisted of warrior kindreds, formed from several family groups from villages beyond the wooded area, who knew they would be the next targets of Grom's force, if the defence in the wood was breached - so they assembled an ally contingent and sent it to help defend Arduthrond. Additionally, the village guard also proudly owned a decommissoned sea elf marine bolt thrower, which they aquired at a bargain from one of the sea elf merchants who had frequent dealings in Arduthrond. It had been deployed with its local crew in the western watchtower, the most likely direction from which goblins were expected.
The defenders of Arduthrond knew about the approaching goblins, but did not know whether the horde would come towards their village or pass their densly wooded region. Arduthrond was located in a remote area, off the beaten track, and many believed that the horde would follow a more direct route along the main highway to Tor Yvresse. The lookouts were vigilant, but hoped that they might only have to fend off goblin foragers operating on the flanks of the marching invading force, not a major force.
As for the goblins, their warlord Grom had decided not to follow the obvious direct route to Tor Yvresse. He wanted to surprise and outflank any elven forces on the main highway so he led the main force of his inading greenskins through the wilderness passes, searching for a suitable passage, sending wolf riders to make a feint along the main route, thus confusing the elven high command as to his intentions.
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While the goblin host was advancing on Tor Yvresse, Eltharion was sailing down the coast trying to reach the city before Grom's horde. As the fleet progressed he made regular flights inland, riding Stormwing, his war griffon. Of course he was not the only one, there were also other eagle and pegasus riders and even one other griffon rider - Tharhindrel on Breezeflap. But somehow in history as written down, everyone other than Eltharion has been omitted… History as written down also attributes Eltharion of following the Goblin horde along the main highway, loosing it and finding it again - only to realize it wasn't the main force, but the distracting contingent of wolf riders. Of course that was accomplished by multiple high elf fliers. But somehow history as written down only attributes Eltharion. It was indeed him who gave the order to fly over the wilderness regions on either side of the great highway to locate the new axis of the attack, although in the timespan the distraction force was discovered, Eltharion could never have managed alone to cover such a wide area.
That evening, Grom gave the order to send two smaller detachments to probe two locations that might have been suitable to allow passage for the main Goblin host. One probe, at Maugthrond Pass, would be let by himself, the other, at Arduthrond Glade, by one of his lieutenants, Scak the Beanstalk of Foggy Valleys.
Scak was a longtime fanboy of Grom, serving under him for a long time already, and imitated him as best as he could. He dreamed of being as great of a warlord one day as Grom was, but his lanky figure had always led to him not been taken seriously by many other goblins to ever allow him to reach such a position. Even for his position as lieutenant he had to fight more usurpers than the other lieutenants in Grom's entourage. Amongst other things, he often found himself accused of being a crossbreed between elf and goblin, because he was so tall and lanky. Only about three quarter of those cases he was able to convince everyone of the contrary, by smashing the insulter to the ground… There was even a debate, if he should be allowed to lead any goblin contingent in the invasion with his heritage and everything.
Scak was accompanied by his assistant and bearer of his personal standard, Zrok. And he was riding a chariot of course, drawn by exactly three wolves, no more, no less. Three was the number of wolves it needed to have, and the number of the counting the wolves drawing the chariot shall be three. Four wolves should not be counted on the chariot, neither should only two be counted, excepting that thou then proceed to the third. Five wolves is right out. Once three wolves, being the third number, be reached when counting the wolves drawing the chariot, it would be good to go. Because Grom also had three wolves drawing his chariot, you know, so it must be the right number of wolves. And Skac was carrying a big axe. Some say, this was just a cheap knock-off of Grom's axe. Others say, it was a magïckal axe, though not as powerful as Grom's. Still others say it indeed was Grom's axe, which Scak… ahem… borrowed… for the day. Which would mean that at Maugthrond, Grom wasn't actually carrying the mighty axe everyone expected him to bring to a battle, and that its effect there was more placebo-ish. And that Eltharion's success wasn't as great of an achievment as it is often presented as, as he just fought a goblin with a lump of metal, not Grom with his famous magïckal axe. And it would explain Grom flying into a rage that night and having some sincere words with Scak. Whatever really transpired, Scak was carrying an axe - so much is clear. Except for some outlier tales which portray him carrying a polearm. But these can safely be disregarded as being a confusion with his name. Probably.
Grom's detachment moved stealthily through the passes - long, winding, densely overgrown dry valleys between the forested hills. The detachment followed the ancient tracks along the bottom of the valleys leading towards Maughthrond. Scak was following the nortern road through the wooded area, advancing on Arduthrond Glade, using the darkness to advance as far towards the village without being spotted as possible.
In the early evening of that day, the villagers of Arduthrond saw a stampede of all sorts of woodland animals through their streets (ok, honestly there actually are only two in Arduthrond) from out of the dense woods at the western skirts of the village. At first it was unclear what caused this behavior, although foraging goblins ranked high in the list of suspicions. But would a handful of goblins cause such an exodus…? The archers in the towers were uneasy and watchful. Something was in the air…
At dawn, the goblin detachments had taken up position at the fringes of the woods facing Maugthrond and Arduthrond, their deployment concealed by the morning mist. The sentries at Arduthrond did not detect any of the goblins. They were wary, though, due to the animals fleeing the woods earlier. And this morning, there wasn't any birdsong…
The lookouts in the watch tower knew the drill in case they spotted enemies or they were attacked. One of them would have to run out and light the warning beacon. This would warn the rest of the defenders and bring them to the danger spot. Meanwhile the lookouts would defend the tower as best they could. As mentioned previously, there were four such towers, guarding the north, south, east and west roads to/from the Arduthrond. When the warning beacon was lit, the village guard would see it from the village square and prepare for battle while their families would be gathered together and led away from danger. As a precaution, the village guard had already positioned their prized sea elf marine bolt thrower in the western tower just in case a foraging column of goblins should come from this direction, to greet them with the right skewering ability.
In the woods, hidden by the mist, Scak had advanced his detachment together with Yellow Toe Nail, the orc shaman apprentice to Black Tooth, Grom's loyal shaman, who had accompanied the army during its conquests. As Grom had a personal orc shaman, Scak of course also needed to have one in his entourage. The units were hidden among the trees and crags to avoid being spotted from the air by the occasional flying creatures that had been seen passing overhead during the march inland. Scak rightly identified these as griffin and pegasus riders, who were scouting to find the goblin forces.
It was easy to see where the goblins had been because of the smoke of burning villages and farmsteads in their wake, but less easy to count their numbers or follow them through expanses of rugged terrain. Grom had sent out many flanking columns of wolf riders to spread destruction over a broad front, making it difficult for the elves to tell which was the exact position of the main column of the horde and therefore identify where the main thrust would take place.
This tactic also had allowed Scak to remain undetected so far. He had organised his detachment into three units of archers and two of spearmen. The smaller bands of archers would go ahead followed by the rest of the horde. The tactic he came up with was to try and whittle down the number of defenders before the spear armed units clashed with the elves in hand-to-hand combat. Scak knew his troops were unlikely to put up much fight against elves unless they had overwhelming numbers on their side. If all of the before sounds familiar, that is because it is exactly the tactic and order of battle Grom used at Maugthrond pass. Scak was such a fanboy, that he also copied his idol's tactics - irrespecive of whether or not these tactics fit his current situation as well as the situation Grom used them in.
The orc shaman Black Tooth was determined to find the great standing stone in the village of Maughtrond and steal its magïck. Every elf village that they had encountered so far had one of these standing stones. Black Tooth had ordered each of them pulled to the ground once he had tapped into their magïckal power to enhance his own power. The night before the battle, Black Tooth went off into the forest, being accompagnied by his apprenctice Yellow Toe Nail only, searching for a special kind of stone that would serve a plan he had hatched. At daybreak he was still deep in the forest carving an amulet from a lump of blue-black crystal and muttering a strange spell; all of his actions meticulously being copied by his apprentice.
Scak knew there was no point delaying the attack waiting for the orc shaman apprentice to emerge; one never knew how long his sessions with his master would take, at times they were not seen for days. It was important to gain the element of surprise, especially as he knew Grom's attacḱ would start at the same time, so he gave the order to attack. He hoped that Yellow Toe Nail would soon swoop out of the sky riding his ferocious war wyvern Fleabite Worm.
As the sun rose over the horizon, silhouetting the coast of Ulthuan, Eltharion took off again from the deck of his flagship upon the griffon Stormwing, together with the unnamed other elves on flying creatures, which, as mentioned before, never found themselves recorded in history. Among them Tharhindrel on his griffon Breezeflap. The fliers headed inland for the wilderness east of Tor Yvresse, spreading accross the area hoping to relocate the horde and find out how much closer to the city it had advanced. This would be difficult. The landscape below was swathed in mist. As the sun rose higher during the day, the mist began to clear. Eltharion was flying high over the wilderness when, far below, the unmistakable shape of a wyvern flapped out of the trees and swooped low over the forest towards the west. Eltharion immediately followed the wyvern, knowing that it must be ridden by a great orc war leader or shaman and would certainly lead him to the main goblin horde.
About the same time, Tharhindel, further to the north, also saw a wyvern emerge from the woods; this being Fleabite Worm carrying Yellow Toe Nail, who only a couple minutes before had parted with Black Tooth once they had finished crafting their twin amulets. While Black Tooth flew to Grom to support him at Maughtrond, Yellow Toe Nail flew to Scak to bolster the attack on Arduthond Glade, and to tap into the magïck of the standing stone there, as Black Tooth had instructed him to.
Tharhindel was a distant cousin to Eltharion, both were born only a couple weeks apart, and had spent a great part of their youth togethers. When they grew up both joined the military of Ulthuan at the same time, advancing through the ranks. All the time, they were good friends, getting along well and supporting each other. Then they met Eleiri - only daughter of a minor noble, and a beauty to behold, even for elven standards. Both instantly fell in love with her, as did many other young elves. After courting her for some time, Eltharion and Tharhindel both seemed to be making an impression on her, all other contenders seemed to have fallen behind. Then Eltharion was sent on a mission to repel a localized dark elf invasion. When he came back victoriously, Eleiri and Tharhindel were espoused. Eltharion was not amused. He accused Tharhindel of treason, of using his absence in his favour. In reality he simply had not noticed that he was falling behind, and Eleiri choosing Tharhindel was a forgone conclusion even before his departure. But Eltharion would have none of it. As his family was more influential than that of his distant cousin or that of Eleiri, he pulled strings to discriminate against them. Tharhindel would never get another promotion in his life, Eleiri was socially left behind, suddenly not being invited to any relevant events any more. This also included making sure, that Tharhindel's role in Arduthrond that day, or the battle for Arduthrond at all, was not recorded in elven history, and Tharhindel's achievments remained unknown in the elven hierarchy. Tharhindel's next promotion was long overdue anyway, but somehow had not materialized… and also would not after this day.
Meanwhile, the great war drums and raucous horns of Scak's horde sounded, and the goblins were advancing out of the mist towards Arduthrond Glade. The elf lookouts were taken completely by surprise by the mass of greenskins advancing on them - these were not the few foragers they had expected! Thanks to the mist, the goblins had stolen the initiative and made the first move. As goblin arrows began hitting the structure of the watch tower, the elves knew that they must light the warning beacon at all costs or the village would be overwhelmed, and doom would be spelled for the villages beyond the wood and perhaps even Tor Yvresse.

The Battle

What happens on that day at Arduthrond Glade will be decided by you and your opponent. One player takes command of the high elf village guard and Tharhindel, while the other takes command of Scak and his goblin detachment. The elf player must try and save Arduthrond and its defenders from destruction and hold up the goblins for as long as possible. If Scak and his detachment encounter fierce resistance, Scak will fall back and report this rout as too heavily defended. Arduthrond will not be burned to the ground, and Grom will have one option less of how to unfold his advance on Tor Yvresse. Ideally the goblin player must defeat the defending high elves and clear the way for the horde to advance via one or both roads leading through the densly wooded area into the open plains and onward to Tor Yvresse. And even more ideally, Scak will report success to Grom, otherwise the topic of the axe could go into a direction not favourable to Scak… if the alleged borrowing indeed ever happened, of course.

The Battlefield

The battlefield represents the eastern part of Arduthrond, where the east watchtower is guarding the east road's exit from the wood. The battle is fought on a playing area of 48" x 72".
A slightly winding road is placed running the length of the table, vertically centered. Trees are placed north and south of the road, about 6" into the table's eastern edge, to represent the edge of the forest.
20" from the eastern table edge, beside the road, the east watchtower is placed on a small hill. Next to it, also on the hill, on the tower's western side, the warning beacon is placed 4" away from the tower to the north-west.
On the other side of the road, opposite the watch tower, Arduthrond's standing stone is placed, also on a small hill, 30" from the eastern table edge.
Intersecting the east-west road is the north-south road, which meet 12" from the west board edge. The intersection marks the center of the town, the four watchtowers have been built about equidistant from the center of the village. As the center of the village is not at the center of the table, the other three watchtowers as a consequence are situated off the table edges on the other three sides.
The rest of the table can be set up as the players wish and according to their terrain collection. There should be buildings, representing the village. Between the village and the edge of the woods, there are a few crop fields, providing grain to the village. The center of the village around the intersection is represented by an open square, where usually the trading between sea elf and high elf merchants takes place. At this day, it is the area where the two defending spearmen companies are camped.
The warning beacon must be visible from the village square, which can always be explained by it being on a hill, but at least some houses, or the two elven companies themselves, should be placed in a way that there is no direct line of sight from the elven defending units to the exit of the easter road from the wood and therefore to the goblin deployment zone. The guard units have to rely on the lookouts to warn them until the goblins get close enough to attack.
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Scak's Goblin Horde

You are Scak, leader of a Goblin horde. You are with your vanguard at the head of the glade, ready to attack the Elven village which bars your way. Your forces are deployed and ready for a surprise attack at daybreak. You can place your forces how you wish within 12" of the eastern table edge; you may put them among the woods or on the road. The Shaman, Yellow Toe Nail, arrives after the battle has started, intent on finding the magick standing stone to steal its power. When he has done this his Black Amulet is activated and may be used. Your objective is to overwhelm the village before the defenders can concentrate to offer effective resistance.
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The Ball & Chain Fanatics can be distributed among the goblin units, as you wish, with a maximum of 3 fanatics per unit. Secretly note down which unit contains how many fanatics, and show this note to the gamemaster. The elven player knows the number of fanatics, but not how they have been allocated.

Tharhindrel's High Elf Watch

You are the Tharhindrel, leader of the defenders of the village of Arduthrond Glade. It is early morning and your lookouts in the watchtowers are guarding the village from attack on each of its four sides. This morning the unit in the Eastern watchtower, looking out over the pass towards the wooded hills to the east, suddenly sees a horde of Goblins emerging from the mist that shrouds the trees and hillsides. They must warn the village garrison before the Goblins attack. The defenders number five archers and a bolt-thrower, and they must survive long enough to light the warning beacon to raise the alarm. If warned in time, the rest of the elven force stationed in the village may act as reinforcements. You are flying high above the battlefield on your griffon, ready to swoop down and lend your support as the battle unfolds below. It is your duty is to defend your village and, if possible, halt the Goblin advance.
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Elril, the leader of the village guard, defers command to Tharhindrel of course - when he arrives. Before Tharhindrels arrival, it is Elril who is the highest ranking military elf of Arduthrond, leading the defence. Therefore, Elril is considered a Subordinate Commander.
Thronduin leads a unit composed of non-Arduthrond citizens, which came to help. They are not part of the Arduthrond village guard, and therefore are not under Elril's command. They are considered a Ally Contingent, with Thronduin being considered the Ally Contingent Commander.
When Tharhindrel arrives, everyone on the field accepts him as the Commander. As long as Tharhindrel is on the table, he is the Commander and Thronduin and his unit are part of his batallion.

Deployment

The goblins are deployed anywhere between the eastern edge and 12" in from that edge. They are positioned as the goblin player wishes, ready to attack the village.
The elf bolt thrower is placed on the watch tower. Five elf archers are also in the tower. The other three units of five archers are placed on the north, south and west edges, ready to come on. They are assumed to be in the other watch towers and appear on the table to take part in the battle when the warning beacon is lit or on the third elf turn if it is not. They cannot be attacked until they are on the table.
The two units of elf spearmen are placed in the centre of the village. They cannot come out of the village square until the warning beacon is lit, or on the third elf turn if it is not. The lookouts in the watch towers are assumed to be wide awake and scanning the skyline with their keen eyes for signs of trouble. The elves in the village square are already awake and cooking breakfast. They can move if warning is given, or in the elves' third turn if not.
The Elf player can choose to place Tharhindrel riding his griffon on any table edge except the eastern one. He enters by this edge on the fifth Elf turn. He appears in the turn begin phase, and can take a normal turn like any other elf model on the table.
Yellow Toe Nail, the orc shaman riding his wyvern is placed on the eastern table edge. He enters by this edge on the goblins' second turn. He appears in the turn begin phase, and can take a normal turn like any other goblin model on the table.

The Turn Sequence

Apart from the orc shaman all the Goblin forces are on the battlefield from the start. Some of the elves arrive on the battlefield after the goblins have begun their attack. The goblins have the first turn because they have the element of surprise. It is up to the goblin player to use this to his utmost advantage if he can. Initially the Elves are outnumbered and taken by surprise. However, elf reinforcements are arriving throughout the battle and may turn the tide against the goblins.
The gamesmaster needs to pay close attention to below table, and tell the elf player when he can activate which units. All the elf units except the initially deployed archer and bolt thrower unit will arrive on the table at some point after the battle has begun, because they will respond to the din of battle and rush to join in the defence of the village. There is a chance that some or even all of these units will arrive earlier if they are warned by the elves in the eastern watch tower lighting the warning beacon.
The orc shaman arrives after the battle starts. Tharhindrel is tailing the Yellow Toe Nail and will arrive in the middle of the battle, after the shaman has arrived.
Goblin Turn 1
Mist recedes. Skac's goblins are revealed and may be activated.
Elf Turn 1
Only the East Watchtower elves may be activated.
Goblin Turn 2
Yellow Toe Nail arrives at the eastern table edge during the turn begin phase. He may be activated this turn.
Elf Turn 2
Elril's and Thronduin's Guards enter battle and may be activated if they have been warned.
Goblin Turn 3
—
Elf Turn 3
Elril's and Thronduin's Guards enter battle and may be activated. The North, South and West Tower Guards enter battle and may be activated if they have been warned.
Goblin Turn 4
—
Elf Turn 4
The North, South and West Tower Guards may be activated.
Goblin Turn 5
—
Elf Turn 5
Tharhindrel arrives during the turn begin phase and may be activated.
Goblin Turn 6
—
Elf Turn 6
—
Goblin Turn 7
—
Elf Turn 7
—
Nightfall
The battle ends - determine victory points to decide who has won.
Troops always arrive in the turns indicated. The elf player cannot choose to delay them further to avoid losing on victory points. Remember, these elves are determined to defend their village at all costs. It is a matter of honour!

The Warning Beacon

The warning beacon is a bonfire located next to the eastern watch tower. The five elf archers of the east watch tower unit are deployed inside it. As soon as the goblins' first turn is over, the elves will know that they are under attack by having seen or heard the goblins.
In the elves' first turn the elf player can send one or more elves out of the tower to light the beacon. All you need to do is move an elf next to the beacon. He cannot attack in ranged or hand-to-hand combat while trying to light the flame. The beacon should be between 1" and 5" away from the tower so that it can be reached in one movement phase. The bonfire is a bit wet, so roll 1d6 to light the beacon. The roll is taken during the elf's player turn end phase, and the beacon will be lit on a score of 4+. If the warning beacon is lit, other Elf units will be warned and prepare to move.
It is up to the elf player to choose whether to take advantage of the beacon. It is up to the goblin player to try and stop the elves from giving advance warning, either by shooting down the elves who run out to the beacon, or by getting in between the beacon and the door of the tower. If the way out of the tower is blocked by goblins, the elves emerging from the tower cannot get to the beacon without fighting their way through the enemy.
The elves may think their chances of survival are better if they stay inside the tower and fight the attackers with their arrows, benefitting from hard cover. If so they will have to hold out for longer before the rest of the defenders of the village are aroused, and they will also be allowing the village to be taken by surprise. A great burden of responsibility bears down upon these elves, and also a great opportunity for heroic action!

The Standing Stone

Yellow Toe Nail the orc shaman apprentice, as ordered by his master Black Tooth the orc master shaman, wants to steal the magick power from the standing stone of the elf village. He plans to trap its magick in a Black Amulet which will protect him in battle and make him more powerful. To do this, Yellow Toe Nail must move into contact with the standing stone and stop beside it for the rest of the turn. As he waits by the standing stone he is assumed to be stealing its power.
Once the stone's power is stolen the Black Amulet starts to work - it is useless until it has been activated in this way. Yellow Toe Nail gains the protective power of the amulet in the magick phase of the turn that he moves next to the stone.

Victory and Defeat

  • If all the goblins are slain or routed from the battlefield the battle is an outright victory for the elves.
  • If all the elves are slain or routed from the battlefield this is an outright victory for the Goblins.
  • If night falls before either side has been decisively beaten, then the gamemaster calculates the victory points awarded to each side to determine who wins. If the totals are equal, it is a draw.

Elf Victory Points

Skac the Cloobfoot slain
10 victory points
Yellow Toe Nail is slain
10 vicotry points
Each goblin, orc or troll unit destroyed
1 victory point

Goblin Victory Points

Tharhindrel is slain
10 victory points
Each elf unit destroyed (except Thronduin's Guard)
1 victory point
Thronduin's Guard destroyed
2 victory points
The standing stone's power was stolen by Yellow Toe Nail
10 victory points

Tags assigned to post
Faction
Goblin
High Elf
Orc
Distinct Name
The Battle for Arduthrond Glade
Period
Fantasy
Rule System
Warfork Fantasy Battles
Scale
28mm
Setting
Warhammer