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Here a summery of the changes made to WAB from version 1 to version 2. Although there are no major changes to the construction of the game, there are a lot of minor changes that will have great impact on the game. Some of the most important changes are marked red.
· General changes o All infantry bases: 20mmx20mm cav 25mm, Char 40mm, elef&Hvy Char 60mm. o Light Inf&cav choose: Skirmish or formed up formation. Can’t be changed during game. · Movement o 1” rule: enemy may not approach within 1”. o Not turn of 90 degrees possible (except drilled troops). o Open order: no penalty for 180 degrees turn. (not when marching) o Open order: no penalty for 2 ranks change. (not when marching) o Reform needs musician + LD test, and within 8”of enemy: -1LD. o Open order: No penalty through difficult terrain/obstacles, but no marching. o Open order: Half speed through very difficult terrain, but no marching. o Marching § You need a musician to march. § Cavalry & chariots may march within 8” of enemy infantry. § Chariots may triple march when in 1 wide by 2 deep formation. § Fast march only when no enemy within 8” (even fleeing enemy). o Charge § When 3 models wide, you may not declare (counter)charge. § Overlong charge may results in LD test. § You must bring as many models on both sides into contact. § Flank charge only if partially behind enemy frontline. o Counter charge § Counter charge only if further than half charge distance. § Counter charger moves half (normal) distance towards charger and wheels. 1” if failed charge. § Counter charge may result that not all original targets come into contact. o Disengage § Only if fighting to the front. § Not after contact from a pursue from previous turn. o Fleeing § Fleeing and pursuing troops: no penalty for terrain. § Fleeing unit at half strength: -1LD for rally. § Fleeing unit within 8” of enemy: -1LD for rally. § Flank charge may only if partly behind frontage of the enemy. o Revealed target (after original target flees) § No extra wheel to come in contact. § No alignment or maximizing contact. § May only flee or hold. · Shooting o No dividing shots. · Combat o The to-hit chart is slightly different o Defended obstacles: § No cavalry can defend obstacles. § No charge bonus. § -1 to hit. § No close order or rank bonus. o Casualties and breaktest § Excess wounds are not counted towards combat result. § Breaktest general first. § Characters autobreak after loosing a combat. o Combat result § Momentum · If gained ground. · If won previous combat round. · If drawn combat but wins musician roll-of. · Not if cavalry/chariots in difficult terrain. § Flank bonus: only if more units than enemy in flanks. § Close order /rank bonus (count at begin of combat) · Difficult terrain: still rank bonus for open order troops. · You can not regain rank bonus during a combat, even if the cause is removed. § Overrun: if skirmishers flee and destroyed: +D6 extra move. Only after first combat. o Fleeing from combat § No gap within 8” available: move trough friendly troops § No gap within 8” available: destroyed if forced to move through enemy troops. § Flee diagonally from a unit in front and flank. § Flee to rear if units in both flanks. § Destroyed if fleeing from combat in front and rear. o Pursue § Choose to pursue before enemy has thrown dice to flee. § You can’t pursue if fighting to the flank or rear. § Pursuing into fresh enemy: They can only hold but panic test is possible. Align to the site where most models are. § Pursue into fleeing enemy unit: destroyed if fleeing started this turn, otherwise flee further. § Pursue off table · LD to return (2 tries) within 12” of point of leaving. · May move and shoot normal. o Redress § Flank models in combat are not removed as casualties. § Expand frontage with maximum of 2 columns on both sides. No lapping round. · Give ground (FBIGO) o Give ground is 1D6 (normal movement<=6”) or 2D6 (>6”). o Not from rear or flank with <5 models. o Not when in skirmish formation (unless other are also skirmish). o Must follow up with normal move distance (except when defending obstacle). o Is not a new charge. o Unit giving ground may not charge next move (except due to warband rule). o Cavalry may even give ground if passed breaktest (except skirmish cavalry).
· Panic tests o Ld-1 if at half strength. o Direction of flee is changed. Broken from combat; always flee directly away from combat. o Destruction of unit by missile fire does not cause panic test. o If unit won the battle, but has to do a panic test (for breaking units) it may reroll test. o May not pursuit a unit that panics if you have no momentum. o Charging in flank/rear causes panic test (even if not in combat).
· Skirmishers o Max 2”apart. Can’t be seen though or charged through. o Move normal movement over very difficult terrain. Cavalry suffer move penalties if over normal rate in (very) difficult terrain. o If LD<=7: fear formed troops. o Form up after a charge or being charged (models within 1”). Can be attacked in flank or rear. o Must see with majority the enemy they want to charge. Charge individually exactly like formed units. o Unengaged models in a combat can not shoot. o Not standard or musician. · Characters o Can not charge on their own, or leave a unit to do so. Don’t join a unit already in combat. Flee is lost combat (but may rally even though single model). o Triple march, but according to rules. o On foot can’t join cavalry, elephants or chariots. o On horse may dismount to join infantry. o Only half of front line may be characters in a unit (rounded down). o Move like rest of unit. o Subject to psychology rules of unit except hatred. o On elephant hits are randomized. o On chariot shooting hits are randomized (in close combat enemy can choose target). o Challenge § When in chariot/elephant only challenge a character on same mount. o ABS: only one reroll per case. · Weapons and armour o Sling rapidfire with S2 within half maximum range. o Stones are for killing Pyrrhus ;-) o Mixed weapons may reroll first to hit and count as javelin. o Staffsling: 24”, S4 at short range only. May not fire and lfee. o Longbow: -1 armour save at short range only. o Throwing spear, kontos, thrusting spear , lance: cavalry in difficult terrain: no bonuses. o Pike fights in two ranks only to the front (even when charging). o Pike, kontos, lance are not first on flank or rear. o >S5 impossible for humans. o Max Armour save for infantry and cavalry is 3+ and 2+ if barded cavalry. · Psychology rules (summery and changes) o Fear § Charge: LD fail: stay put. § Charched: Outnumbered and LD failed: Flee, otherwise 6’s to hit. § Autobreak if lost combat and outnumbered. o Terror § Within 8” at begin turn; Terror test. § When charged or charging: infantry tests once, cavalry always. Flee if test failed. o Hatred § LD 10. Reroll hits in first round of combat. § Must always pursue. o Frenzy § Must charge if able. § +1 attack. § Must pursue even when defending obstacle must follow give ground. § Can’t flee as charge reaction. § No panic tests. Can not be stubborn, no hatred. § Looses frenzy after being broken. o Stubborn § No panic from fleeing troops within 4”. § Give ground instead of breaking once during game. § Break from (warband/Fear) autobreak rule on 1,2,3 on a D6. · Formation rules (summery and changes) o Unreliable § Allies and mercenaries are unreliable. § No LD from general. No ABS reroll or combat bonus. § Only start joining the game after a D6 of 2,3,4,5,6. o Ambush § Secret deploy outside deployment zone of enemy. § Can move, shoot fight normal after deployment. § Are revealed when in sight or within 8” of enemy. § Not effected by psychology rules. Effected by formation rules when hidden. o Massed cavalry § Close order (but no close order bonus). § Half movement penalty when wheeling. § May counter charge. § 2 rank bonus max if charged that turn. o Cataphract § Close order (but no close order bonus). § Half movement penalty when wheeling. § No counter charge. § Kontos can fight with two ranks (not on turn that they charged). § 2 rank bonus max if they charged into combat that turn. o Chariot runners § May move through gaps between chariots. § May be charged through by chariots. o Combined formation § Close order prevails if some models are close order. § LD and psychology rules of majority of troops. § Massed archery: first archer rank shoots with all models, even behind first rank. § Stand & shoot with massed archery. § From missile fire alternate the wounds. § Use majority for the armour save when shot at. § Wounds in Close combat against models actually fighting (command group may be killed). o Drilled § May do 90 degrees turn for quarter of movement. Twice for free if in open order. § Begin movement: about face, 2 ranks change (once) for free. § May march and change ranks. § No LD for reform (if no enemy within 8”). § May choose not to pursue without LD test. § Disengage if enemy not faster without LD test. § Give ground voluntarily when passing their breaktest. § Open ranks for scythed chariots (on LD test) when not shooting at chariots. o Expert horsemen § No -1 to hit when moving. o Finest horse § +1” movement. o Feigned flight § Only when charged to the front. § Feared/terror enemy: LD test first. o Ferocious charge § Autobreak enemy on first charge if combat won (but 2:1 give ground applies). § On skirmishers the rule always apply and is not expended yet. § Enemy breaks auto for another reason; the rule is not expended yet. Against stubborn troops: Roll dice to decide. o Levies § Fear enemy not outnumbered 2:1, except skirmishers & fleeing troops. § Can only wheel with half movement. § No close order combat bonus. § No testing on general LD. § Nearby (not levy) units reroll panic test after levies break. o Phalanx § Must apply formation at start of game § Must have 2 ranks, 12 models, frontage deeper than depth. § May reform at -1 LD test. § Wheel cost half movement. § As long as has rank bonus (when fighting elephant rules stay in order). · 2 ranks fight even on charge. · -1 to hit to front with missile. · -2 to hit in close combat by cavalry/Light chariot. · Cavalry loose all charge bonus rules, all attackers loose strength bonus. · -1 to hit for infantry/Heavy chariot. § Trained · May turn 180 degrees. § Macedonian · May turn 180 degrees and change formation. § Drilled · May be no phalanx formation at start of game. · No penalty for wheel during march or charge. May turn 90 degrees. o Shield wall § Instead of move, until beaten, -1 to hit to front. o Veteran § Once reroll ALL to hit dice in game. o Warband § On a 1 on a D6: Compulsory move is normal move towards visible enemy or charge visible enemy if they can. Even if they gave ground previous turn. § Push through skirmishers if enemy was already visible. § If wins combat: enemy is broken if outnumbered. Must Pursue. § In close order: half movement while not moving straight forward and not charging or compulsory move. § LD counts ranks (close and open order). · Chariots o Cause fear in infantry units. o Units strength counts a crew on the chariots. o They are cavalry, so also their weapon bonuses apply and counter charge. o Heavy chariots must form up into a unit and light chariots may. o Movement: § No difficult terrain. When forced 1,2,3 on D6: destroyed, 6 when light chariots. § May march and triple march (if 1 wide and 2 deep). § Scythed add +D6” to move and are half speed if wheeling. o Combat § Wounds fall on squadron as a whole. § Align to fight as skirmishers, but count as formed. § Impact hits added to combat result, but phalanx fight first. § Hvy: D3 impact hits, Scythed: D6+2 (on a 1 scythed is not destroyed and counts a casualty). o Crew shoot twice. But movement penalties apply. o Light chariot -1 to hit if moved previous turn. o Armour save +2 for crew. o Fleeing light chariot 2D6” on first turn around difficult terrain. · Elephants o No Psychology. o Mahout can not fight, dies last. o Weapon bonus as cavalry. o No marching, pivot costs half movement. o No rank/close order bonus on both sides. (special phalanx rules stay) o No breaktest, stampede instead. 2D6”direct away from lost combat. Otherwise use scatter dice. o Stampede test if wounded from missile fire or mahout dead. o Crew shoot twice. But movement penalties apply. o African panics from Indian elephant. o Cav/Chariots may not charge elephant, must flee (and shoot) if charged by elephant. o Armour save 4+ to front (3+ if barding). · Artillery o Battery within 5” of each other. o After wounds: D6 score higher than total wounds suffered on machine plus crew. o Stone thrower § Shoots before other missile fire. § Centre point of model must be under template to roll to hit. · Victory points o Units at half strength result in half victory points. o Army breakpoint exceeded: 500 pts bonus. · Buildings o Additional rules for fighting from buildings. · Break points o 2pts: Formed units, elephants. o 3pts: if unit >300 points. o 1pts: skirmish. o 2pts: skirmish with >15 models. o 0pts: Characters, artillery, scythed chariots. o 25% lost: army breaks. § Units destroyed or ran of table: count pts. § Units at half strength: half pts (round down). § General killed or of table: 2 pts. § ABS killed or of table: 1 pts.
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