Here is a Middle Earth Selector, it is a Work in Progress. The Selector is designed to fight other Warmaster armies.
LÓRIEN ARMY SELECTOR v0.2
For the Third Age 3018-3019, the War of the Ring.
TROOP Type Atk Hit Armour Command Unit Points Min/ Special
Size Per Unit Max
Silvan Bows Infantry 2/30 3 6+ 3 60 2/4 *1
Silvan Warriors Infantry 3 3 5+ 3 65 2/- *1
Eldar Longbows Infantry 3/32 3 4+ 3 125 -/2 *2
Eldar Foot Knights Infantry 4 3 3+ 3 155 } -/2 *3
Eldar Knights Cavalry 4 3 3+ 3 205 } *4
Silvan Scouts Cavalry 3/30 3 6+ 3 95 -/2
Celeborn or General General +2 10 155 1*
Named Hero Hero +2 9:60 125 -/1 *5
Hero Hero +1 8:60 80 -/2
Galadriel Special Wizard 0 +1 75 -/1* *6ARMY RULESAll Elves add +1 to their dice roll when making shooting attacks and in the first round of each combat engagement including the first round of an advance. They will therefore score a hit against targets in the open on a 3 or more, against targets that are defended on a 4 or more, and against fortified targets on a 5 or more.
SPECIAL RULES1. Silvan Bows & Silvan Warriors, always count as being in defended cover when in woods, also they do not suffer -1 to Command when in woods.
2. Eldar Longbows, are armed with Longbows, they have a range of 32cm. Cannot be driven back by shooting and do not roll for drive backs.
3. Eldar Foot Knights, cannot be driven back by shooting and do not roll for drive backs.
4. Eldar Knights, cannot be driven back by shooting and do not roll for drive backs.
5. Named Hero. If the General is killed the game does not end automatically as would normally. One of the named Heroes is promoted and becomes the General, Command 9, with a battlefield command radius, immediately. If there is no named hero or the named hero is killed the game ends as normal.
6. Galadriel. There can only be one Galadriel, no matter what size the armies.
Galadriel can cast spells like a Wizard. Galadriel cannot be given any more magic items. She can re-roll a failed spell on any dice result except a 1. If a spell is failed because a 1 is rolled then no re-roll is permitted.
Galadriel wears one of the three Elven rings of Power, Nenya(Water), this confers +1 to all casting dice and also makes Galadriel and the unit she has joined immune to all harmful water based spells. Note, an unmodified dice roll of 1 always fails.
Galadriel cannot issue commands, but any one character she stands next to will benefit from her wisdom by adding +1 to that characters Command Value to a maximum of 10.
Galadriel’s Spells
FLAME OF ANOR (Sun) (MONSTER BEAR! from the Kislev list)
5+ to cast, Range Self
The wizard burns with the light of the sun and hurls himself into the enemy’s ranks.The wizard can cast this spell on herself if she has joined a unit that is engaged in combat. The spell lasts for the duration of the following Combat phase. The joined unit causes terror and the wizard gains a further +2 Attack bonus that she adds to the unit in the usual way.
RADIANCE OF ANOR (LIGHT OF BATTLE from the High Elf list)
5+ to cast, Radius 30cm, no LoS
A radiant light shines forth upon the Mage’s companions filling them with magical vigour.This spell affects every friendly unit within range. The spell lasts for the duration of the following Combat phase. Every unit and every character that has joined a unit gains a bonus +1 attack. These attacks can be allocated to any stand in the unit and can be allocated to a different stand in each combat round.
VOICE OF COMMAND (from the Empire list)
5+ to cast, Range 30cm, no LoS
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single unit, never a brigade. The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.
BRILLANCE OF ANOR (from my Void, it’s a new spell)
6+ to hit, Radius 30cm, no LoS
A brilliant aura of light like the Sun shines on the Dark Powers minions, forcing them to cower in terror.This spell affects every enemy unit within radius of the Wizard that does not cause Terror, causing them to be terrified, -1 to their combat attacks. The spell lasts for the duration of the following Combat phase.
Brief HistoryWIP. Coming, only in note form at the moment.
Lórien or Lothlórien
Eldar, started and most completed the journey to the far west, the Undying Lands, the Blessed Realm.
The Eldar comprise most of the Vanyar, Noldor and Teleri Elves.
Sindar heeded the call but never made it to the Undying Lands also called Grey Elves, also called Elves of the Twilight.
Avari (Unwilling) did not start the Journey, also called The Silvan Elves, Wood Elves.
Eldar Vanyar locations ?
Eldar Noldor locations (Lindon and Rivendell, Galadriel in Lórien)
Eldar Teleri locations ?
Sindar locations, the nobility of Northern Mirkwood, Legolas was a Sindar Prince.
Silvan locations Lórien, Northern Mirkwood
Unit Notes.Design Notes.I have taken a design liberty to extrapolate this list on the assumption that Galadriel being of First Age Noldor nobility would be rallying point for any Eldar Vanyar, Noldor and Teleri in Middle Earth to fight the power of Sauron, from her safe haven in the timeless woods of Lórien. So this selector includes Noldor crafted weapons and armour for the Eldar, like increased longbow range, vorpal like weapons and increased armour protection, couple this with the Elven fast reactions (+1 to hit) so the Eldar Elves have amazing stat lines.
Acknowledgements.BoFA for the Elven +1 rule.
I would like to thank the Happy Ent on the middle_earth_warmaster Yahoo Groups for his spell list, great minds think alike, since I have used 3 of his 4 spells.