Version 1.5
Index
Setting Up
Turn Sequence
Movement
Movement Rates Table
Movement Modifiers Table
Additional Movement Modifiers
Units Passing Through Friendly Units
Shooting/ Combat
Race Type Combat/Shooting Table
Combat Modifiers
Joining a Started Melee
Flank Rear Attacks
Shooting Modifiers
Shooting Into Melee Situations
Fire/Special Attacks
Cover
Cover Modifiers
Morale
Morale tests
Rallying Routed Units
Following Up
Setting Up
The games should be played on an area of about 90cm by 120cm with a selection of terrain features to add interest.
Terrain features should be lined up at the side of the table and a D6 rolled by each of the players the person with the highest score then places one piece of terrain on the board where he/she wishes then the next highest put a piece out and so on until all the terrain to be used is laid out. The person who has the highest number of cavalry figures in his or her army (Chariots each count as one cavalry figure) then picks which side he/she wishes to deploy on (if both armies have the same number of cavalry figures then use archers.
Turn Sequence
Declare (Charges, Shooting Targets, or exiting Melee)
Movement
Shooting/Magic
Combat/Melee resolution
Remove Casualties
Morale
Movement
Movement Rates Table
Figure Type | In Column | In Line | Charge | Flying |
Infantry | 9cm | 7cm | ||
Cavalry | 15cm | 12cm | 17cm | |
Artillery | 7mm | |||
Ogre | 7cm | 9cm | ||
Giant | 8cm | 9cm | ||
Dragon | 7cm | 18cm | ||
Chariot | 15cm | 12cm | 17cm |
Movement Modifiers Table
All units should refer to the Movement Modifiers table below to check for any movement penalties caused by terrain. If any part of a unit passes over a terrain feature that effects there movement allowance them all of the figures in that unit are effected.
Movement Modifiers | ||||
Terrain Type | Cavalry
|
Infantry
|
Beasts/
Monsters |
Wheeled
Vehicles |
Hill | 50% | 50% | 50% | 50% |
Cliff | Impassable | 75% | 75% | Impassable |
Wood | 75% | 50%/ Elves no effect | 50% | Impassable |
Marsh | 75% | 50% | 50% | Impassable |
Hedge | Low no effect/ High
Impassable |
50% | No effect | Impassable |
Wall | Low no effect/ High
Impassable |
Low 50%/ High
Impassable |
Low no effect/ High 50% | Impassable |
Building | Can not be entered* | 50% to enter or leave | Can not be entered | Can not be entered |
Water/Rivers | Shallow no effect/ deep Impassable | Shallow 50%/ deep Impassable | Shallow no effect/ deep Impassable | Shallow
50%/ deep Impassable |
*Cavalry may dismount and enter a building to do so takes one full turn as does remounting when the wish to do so, treat as infantry while dismounted.
Additional Movement Modifiers
Units changing from line to column (and vice versa) take one full turn to do so.
Flying creatures use the “In Line” column for movement when on the ground.
Flying creatures ignore the Terrain penalties for movement when flying.
Artillery wishing to move must take one full turn to limber up and one full turn to un-limber and reposition themselves at the end of any movement.
Changes of axis take 50% of a units movement allowance per 90 degrees turned.
Units Passing Through Friendly Units
Units are allowed to pass through friendly units during their movement phase, but if they do this then both units must roll a D6. On a 1/2or 3 the unit is disorganised and must spend one full turn reorganising itself and can perform no other action that turn. On a 4/5or6 they remain organised and act as normal.
Shooting/Close Combat
Race Type Combat/Shooting Table
Figure Type | Attacks | Armor | Shooting Skill | Close Combat | Wounds |
Elves | 3 | 3/range 24cm | 3 | 1 | |
Dwarves | 4 | 2/range 24cm | 3 | 1 | |
Orcs | 3 | 2/range 24cm | 4 | 1 | |
Ogre | 4 | 4 | 5 | 3 | |
Giant | 5 | 4 | 5 | 4 | |
Dragon | 5 | 5 | See Fire Attacks | 5 | 5 |
Chariot | 2 | As race | As race | 3 |
Wounds do not modify a unit’s characteristic, just how long it takes to die.
Combat Modifiers
Units moving or charging into combat should use the following modifiers..
Archers take a -1 for all close combat.
Infantry units moving into attack get a +1 on their close combat rolls in the first round of melee.
Cavalry units charging into attack get a +2 on their close combat rolls in the first round of melee.
Units that either attack or are attacked while still in column may only count the figures in the first to rows of the unit as being in combat and so may only attack with that number of figures.
Heroes/Monsters moving into attack get a +2 on their close combat rolls in the first round of melee.
Units deemed to be in cover (see Cover) receive a +1 to their armour for the first round of melee.
Units armed with spear get +1 in close combat with cavalry.
Joining a Started Melee
Units may join into an existing melee, in this situation the new unit should be added into base to base contact with the other units already engaged (if space allows), all figures from that side are then treated as a single unit for attacks, but casualties to that side should be taken from the smaller of the units, and as normal once that unit has taken 50% or more losses and fails morale test it will break without taking the other unit with them, this unit will then take casualties and tests as normal.
Flank/Rear Attacks
If a unit is attacked by an enemy unit in the flank then in the first turn of close combat the attacked unit is deemed to be disorganised as it turns to face the attack and can only attack with 50% of if members, but takes saving round against it armour as normal, from the second turn it is deemed to have turned to face the enemy and fights as normal.
If a unit is attacked by an enemy in the rear (this includes “following up” against a routed unit) then in the first turn of close combat the attacked unit is deemed to be disorganised as it turns around to face the attack and cannot attack at all, but takes saving round against it armour as normal, from the second turn it is deemed to have turned to face the enemy and fights as normal.
Shooting Modifiers
Units armed with either bows or crossbows should use the following modifiers when shooting at enemy units..
Units cannot shoot and move in the same turn.
Units shooting up hill have their range reduced by 4cm.
Units shooting downhill have their range increased by 4cm.
When shooting at units that are classed as in cover (see Cover) the units/figures being shot at receive a +1 to their armour while they remain in cover.
Shooting Into Melee Situations
If a unit wishes to fire into a melee then the firing unit fires as normal but any scores of 6 on their shooting skill dice are counted as hits on their own troops involved in the melee and these troop must make saving rolls as if hit by enemy troops.
Fire/Special Attacks
Not written yet
Cover
Cover Modifiers
Certain types of terrain can affect the way a unit behaves on the battlefield the modifiers below detail what some of these changes are.
Units that are in hard cover positions (see Cover Types) gain a +1 on their armour for the first round of close combat/melee when attacked.
Units that are in hard cover positions (see Cover Types) gain a +1 on their armour when shot at with Bow/Crossbow (does not apply to artillery/fire weapons or magic).
Units deemed to be inside building that is on fire should be treated using rules as if in the open.
Morale
Morale Tests
A Morale test has to be taken by any unit when it has reached 50% or more total losses that turn, this is done by rolling the appropriate sizes die to the number of figures in that unit. (E.g. an eight man cavalry unit would roll a D8; a twelve man infantry unit would roll a D12 and so on). To pass the morale test a unit must score less than the number of figures left in their unit, if they do then there is no effect on the unit until the unit takes another casualty and then must test again. If they fail they will rout at their maximum speed (not including charges) in the opposite direction to the closest enemy unit (unless this takes them toward another enemy unit in which case they will rout in a direction away from both enemy units, The unit/s they were in combat with can follow up on them (See Following up”). The routed unit will continue in this direction for two full turns after which they may take a rallying test.
Rallying Routed Units
To do this they must roll less than the total number of figures left in that unit -1 with the appropriate die (e.g. a unit that originally contained 12 figures would use a D12 etc..). If this test is passed the unit may be used as before the morale test.
Units with 75% or more losses cannot rally.
Heroes/Monsters do not have to take morale tests.
If a Hero/General/Monster from the units own side is in base to base contact or moves into base to base contact with the rallying unit then he/it can add his remaining lives/wounds to the number that needs to be rolled to pass the rallying test.
Units that leave the edge of the table or playing area cannot return and are considered dead.5
Following up
A unit which causes an opposing unit to fail a morale test and thus rout is allowed to follow up that unit and attack it form the rear (see “Flank/Rear attacks), this is only if there movement allows them to move quickly enough to stay in base contact with the routing unit, otherwise they cannot continue to keep in close combat with said unit, they can however fire at them if they have that capability and the routing unit remains in range.