Post by johnboo on Apr 23, 2007 7:23:32 GMT -5
I found a pretty solid checklist as to how Warhammer ancient battles is different from Warhammer fantasy - thanks to the originator Leondegrande:
WHFB->WAB-Checklist
Generally
- a minimum of 5 models per unit, command 5 points each (musician, standard, champion)
- cavalry models count as one model, no unit strenght (chariot = crew)
- movement reduction for heavy armor&shield (-1) and horse barding (-1)
- great shield +2 AS
- buckler +1 AS in HtH combat
- Fast March, 3 models wide = triple pace, musician needed
- Fire&Flee as charge rection (-1d6 flee distance)
- at leat 5 models per unit to rally
- through charge movement models in base to base contact of both sides shall be maximized
- shooting in hand to hand combat allowed (1-3 own, 4-6 enemy unit)
- Massed Archery, 50% archer of a mixed unit are allolwed to shoot
- 7+ to hit for range weapons S -1, 8+ S -2, etc.
- no bonus for outnumbering
- if tied and both have a musician = d6
- units of less then 5 models and single characters autobreak if loosing a round of combat
- no overkill in challenges, champions are not allowed to declare or accept challenges
- single characters only allowed to shoot at if nearest enemie unit
- only completely destroyed/fleeing units/characters are worth victory points, BSB 200 extra-points if captured
Weapons
Thrusting Spear = infantry can defend with two ranks, cavalry S +1 when charging or countercharging
Throwing Spear = first round of combat: ranked infantry can attack with two ranks, cavalry/skirmisher can reroll to hit
Heavy Throwing Spear = like Throwing Sper, additional S +1
Pikes = like Thrusting Spears, attacks always first
Kontos = for cavalry like Thrusting Spear, attacks always first (exception against Pikes)
Longbow = -1 AS
Sling = 18“, double shot without penalties if not moved and at a mximum range of 9“
Panictest
- …if own fleeing troops at least 4“ at the beginning of own movement phase and not if the unit have double or more models then the fleeing unit (exception for skirmisher)
- …within 12“ when units broken from combat or destroyed (exception for skirmisher)
- ...if charged in flank or rear while already engaged in hand to hand combat
- ...if general counts as loss = all units
Psychology
Terror = if within 8“ at the start of own round
Frenzy = attacks doubled instaed of +1, have to charge
Hatred = fixed Ld10 , rolls to hit in first round of combat can be rerolled, has to pursuit
Stubborn = first break test will be ignored, autobreak only on 1-3
Warband = 1. add rank bonus to Ld; 2. if rolled a 1 on a d6 they have to storm forward; 3. autobreak enemies if outnumber them after charging in first round of combat
Skirmisher
- have 90° field of view and block line of sight against each other
- aren’t allowed to use general/character leadership or AST
- don’t cause panic if broken from combat or destroyed, only other skirmisher have to test
- Light troops can change in skirmish formation and return if they have a musician
- additional 4“ move after deployment in some scenarios (like Pitched Battle)
- models not involved in hand to hand combat can shoot/be shot seperatly and have to enter the existing combat in following turns if possible
Important Special Rules
FBIGO – Fall Back in Good Order (drilled troops, skirmisher and cavalry, which pass their break test can do FBIGO voluntarily, Troops wihich outnumber the enemy 2:1 otherwise)
Feigned Flight = rally automatically after fleeing voluntarily
Parthian Shot = additional move at normal rate after shooting
Expert Horsemen = no penalty for move and shoot
Special Deployment = additional movement after deployment (max. march distance)
Ferocious Charge = autobreaks enemy unit if won the first round of combat (FBIGO possible)
Drilled = scythed chariots aren’t able to harm if Ld tested successfully
Riding Horses/Camels = d6 additional move after deployment for infantry
WHFB->WAB-Checklist
Generally
- a minimum of 5 models per unit, command 5 points each (musician, standard, champion)
- cavalry models count as one model, no unit strenght (chariot = crew)
- movement reduction for heavy armor&shield (-1) and horse barding (-1)
- great shield +2 AS
- buckler +1 AS in HtH combat
- Fast March, 3 models wide = triple pace, musician needed
- Fire&Flee as charge rection (-1d6 flee distance)
- at leat 5 models per unit to rally
- through charge movement models in base to base contact of both sides shall be maximized
- shooting in hand to hand combat allowed (1-3 own, 4-6 enemy unit)
- Massed Archery, 50% archer of a mixed unit are allolwed to shoot
- 7+ to hit for range weapons S -1, 8+ S -2, etc.
- no bonus for outnumbering
- if tied and both have a musician = d6
- units of less then 5 models and single characters autobreak if loosing a round of combat
- no overkill in challenges, champions are not allowed to declare or accept challenges
- single characters only allowed to shoot at if nearest enemie unit
- only completely destroyed/fleeing units/characters are worth victory points, BSB 200 extra-points if captured
Weapons
Thrusting Spear = infantry can defend with two ranks, cavalry S +1 when charging or countercharging
Throwing Spear = first round of combat: ranked infantry can attack with two ranks, cavalry/skirmisher can reroll to hit
Heavy Throwing Spear = like Throwing Sper, additional S +1
Pikes = like Thrusting Spears, attacks always first
Kontos = for cavalry like Thrusting Spear, attacks always first (exception against Pikes)
Longbow = -1 AS
Sling = 18“, double shot without penalties if not moved and at a mximum range of 9“
Panictest
- …if own fleeing troops at least 4“ at the beginning of own movement phase and not if the unit have double or more models then the fleeing unit (exception for skirmisher)
- …within 12“ when units broken from combat or destroyed (exception for skirmisher)
- ...if charged in flank or rear while already engaged in hand to hand combat
- ...if general counts as loss = all units
Psychology
Terror = if within 8“ at the start of own round
Frenzy = attacks doubled instaed of +1, have to charge
Hatred = fixed Ld10 , rolls to hit in first round of combat can be rerolled, has to pursuit
Stubborn = first break test will be ignored, autobreak only on 1-3
Warband = 1. add rank bonus to Ld; 2. if rolled a 1 on a d6 they have to storm forward; 3. autobreak enemies if outnumber them after charging in first round of combat
Skirmisher
- have 90° field of view and block line of sight against each other
- aren’t allowed to use general/character leadership or AST
- don’t cause panic if broken from combat or destroyed, only other skirmisher have to test
- Light troops can change in skirmish formation and return if they have a musician
- additional 4“ move after deployment in some scenarios (like Pitched Battle)
- models not involved in hand to hand combat can shoot/be shot seperatly and have to enter the existing combat in following turns if possible
Important Special Rules
FBIGO – Fall Back in Good Order (drilled troops, skirmisher and cavalry, which pass their break test can do FBIGO voluntarily, Troops wihich outnumber the enemy 2:1 otherwise)
Feigned Flight = rally automatically after fleeing voluntarily
Parthian Shot = additional move at normal rate after shooting
Expert Horsemen = no penalty for move and shoot
Special Deployment = additional movement after deployment (max. march distance)
Ferocious Charge = autobreaks enemy unit if won the first round of combat (FBIGO possible)
Drilled = scythed chariots aren’t able to harm if Ld tested successfully
Riding Horses/Camels = d6 additional move after deployment for infantry