Basically, instead of taking Mercenaries, the weaker player (Defender) can choose to use Snares, Tripwires, and Pitfalls as described in the "Scouring of the Shire" Source-book. After doing the math, each trap costs 1 point in the standard game. I rewrote it below and included Cavalry into the picture.
Snares and Pitfalls
A scout from your company approaches your lieutenant and speaks up. "Lieutenant, we have sightings of an enemy patrol headed our way, there is no way we can send for aid in time!" gasps the scout, panic stricken. Before unrest can disturb the morale of the company, one of your sergeants approaches, "Aye, however I've been in a situation like this a couple times sir, I know how to show these intruders off!" The battle company turns to the brave words of the sergeant and the sergeant quickly answers their doubts with a chuckle, "Yes, we'll set them a nasty surprise.."At times, a commander cannot rely on outside help to carry the day but instead the wit and survival instincts of his men. To represent this a player with a company rating lower than their opponent's by at least 15 may opt to "Set Traps" instead of recruiting mercenaries.
Setting TrapsThere are three kinds of traps available to a defending player: Snares, Pitfalls, and Tripwires - the Defender divides the number of traps in the scenario equally between different types. In addition, the Defender recieves a number of 'Blank' counters equal to the number of Trap counters he has. These he deploys at the same time as his Trap counters (as described below) - they represent areas of disturbed ground that, from a distance, may look like traps, but are actually harmless.
After the board has been set up, but before any forces have been deployed, the Defender places all of his Trap and Blank counters face down - in this way, the Attacker will never be certain which are the traps and which are the dummies until they are triggered. Counters can be deployed anywhere on the board according to the following rules: -No counter may be deployed within the Attacker's deployment zone.
-No counter may be deployed within 2" of another.
-In a scenario that uses objective markers, no counter may be placed within 2" of an objective marker.
Triggering TrapsTrap and Blank counters remain face down until one of the Attacker's models moves within 1" (The defenders are assumed to know where the traps are). Any Attacker model moving within 1" of a counter is halted immediately and the counter is revealed. If the counter is a blank, there is no trap at that location - the counter is removed from play and the Attacker model may keep on moving. If the counter is a trap, check what type it is to determine what happens to the Attacker model (see below). If the Attacker model survives, it may complete its move normally (unless otherwise states). Once triggered, Trap counters are removed from the game unless otherwise stated.
SnareSnares are very simple traps, normally consisting only of a loop of rope and a place to affix it to. More cunning are those snares set about the base of a tree - when the victim blunders into it, they suddenly find themselves suspended from a low lying branch.
When a snare counter is revealed, the Defender rolls a D6 - on the roll of 2+. the Evil model has been caught in the snare. If that Snare counter is placed in open ground, the model that triggered it is knocked to the ground and may not move further that turn. If a cavalry model triggers the trap, the Defender rolls a D6 - on a 4+, the Attacker's cavalry model must make a Thrown Rider Check. The horse is considered to have failed its courage test and ran automatically. (To represent it entangled in the snare).
If the Snare counter is touching a tree, the victim counts as being knocked to the ground (he's actually dangling a few feet in the air, but the effect is the same). In addition, the ensnared individual may not move in subsequent turns unless he can roll equal to or under his Strength on a D6 at the start of his move - leave the Snare counter in place to show this.
PitFor most, simple things work best - in this case, a half hour's hard work with a shovel covered with branches and leaves. Due to a press of time, the defenders won't be able to dif very deep pits, and certainly wouldn't have time to fill them with sharpened wooden stakes, but more than one individual has found himself struggling to escape a waist deep hole in the ground that he would have sworn was not there earlier.
When a Pit counter is revealed, the Defender rolls a D6 - on the roll of 2+, the Attacker's model has fallen into the pit and may not move further that turn. He can attempt to climb out of the pit on subsequent turns, exactly as if he was traversing an obstacle. While in the pit, a model counts as being trapped and has no control zone. If a cavalry model triggers the trap, the Defender rolls a D6 - on a 4+, the Attacker's cavalry model must make a Thrown Rider Check. Once revealed, pits remain in play - leave the counter face up, or replace it with a suitable model. Any model attempting to cross a revealed pit must pass a Leap test or fall in, suffer a Thrown Rider Check.
TripwireSimple, but oft-times effective, a length of rope stretched taught across a path can bring a foe to his knees. Though not overtly dangerous, a careless tumble onto an exposed rock can lead to incapacitation.
When a Tripwire counter is revealed, the Defender rolls a D6 - on a 2+, the Attacker's model has fallen foul of the tripwire and is knocked to the ground. It takes a Strength 1 hit and may not move further that turn. If a cavalry model triggers the trap, the Defender rolls a D6 - on a 4+, the Attacker's cavalry model must make a Thrown Rider Check. The mount will then take a single Strength 1 hit before making its courage test.
Traps and Company RatingAll traps, including blanks, are 1 point for the purposes of matching Effective Rating of the opponent. As stated previously, you must take an equal number of blanks to traps and all traps must be an even distribution of the three kinds of traps available. (e.g. a player who is 24 points weaker than his opponent may take 4 snares, 4 tripwires, 4 pitfalls, and 12 blanks)
-Henry Wild