Wow! That's really the kind of game I
wouldn't want to play!
Thanks for the curiosity and the digging of "making of" documents.
I also found my own rules. As said, they were too slow and had to keep each archer/spearman in mind individually. Too cumbersome for my taste.
OPTIONAL RANGE RULES by Falenthal
Distances during the Opening Volleys could be
divided in six moments or phases:
Long Distance, Medium Distance, Short Distance,
Close Distance, Melee Distance (temporary
names). They should not be confused with
Long Range, Medium Range, Short Range
that are particular to each weapon.
New rule: An archer or spearman can
shoot ‘every other’ Moment/Phase.
For example, a Great Bow can be shot at
Long Distance with a +4TN, then again
at Short Distance and also at Melee
Distance, these two without penalty.
Examples:
(Our Fellowship has a Hobbit with a Bow
and a Woodman with a Great Bow).
1) They encounter a group of Attercops
in the forest. The LM says they've seen each
other at Medium Distance (at least 30 yards)
and allows two opening volleys.
Knowing that the Attercops don't have
missile attacks, the Hobbits decides to fire
his two shots at Close and Melee Distance,
without penalties. The Woodman decides to
do the same with his Great Bow.
2) They encounter a group of Goblin
Archers in the open valleys of the Anduin,
who ready their Horn Bows (ranges as Bow).
The Woodman decides to try to reduce their
strength before the Goblins have a chance to
shoot, the LM rules that this is at Long Range
for his Great Bow and that there can be two
Opening Volleys (three for the Great Bow).
He fires at Long Distance with a +4TN before
anyone else has a chance to shoot.
The Goblin Archers (with just 2 ranks) will
wait until they don't have any penalty to
shoot (Close Distance).
The Woodman decides to use his second shot
at Short Range(just before Close Range)
without any penalty.
The Hobbit can risk shooting at Long Range
for his Bow (+4TN), and again at Short
Distance (+2TN), trying to weaken or kill
some Goblins before it's their turn to attack.
With these rules, the -3TN of a Bow of the
North Downs, or the possibility of adding
Attribute bonuses to the attack roll (such as
with Deadly Archery), or the "fly up to twice
its normal range" of Stinging Arrow, become
more important.