WABforumArmies-Book8

January 14, 2019 | Author: skallaborn | Category: Cannon, Cavalry, Infantry, Dice, Military Strategy
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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns CONTENT

PAGE

Special Rules

2

Optional Rules

4

Random Scenario and Event Cards

6

Scenarios

7

Campaigns

9

Scoring Chart

10

Army List Index

11

Aggression Chart

16

Tournament Result Sheet

17

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns FIRELOCKS

SPECIAL RULES ALLIES

- foot and mounted troops with firelocks do not suffer t he -1 penalty for move and shoot

Each army only can choose one ally with up to 25%, mixing of different ally contingents is not allowed. Subject allies have Ld-1 and cost one point less per model, the subject ally-general 130 points with Ld7 only.

GALLOPPER GUN (60pts) Counts as Light Cannon with M8.

BATTALION GUN (75pts)

GERMAN WEDGE

Counts as Light Cannon (see below) but must be attached to a rank&file unit of Shot. Must move like the unit, but is unable to fast march. Cannot move and shoot. Must stay at one flank of the unit. Have to shoot at the same target as the unit. If not fired last turn it is able to choose stand and shoot as charge reaction if the shot unit is charged. In such a case roll the artillery dice for how many S4 hits the enemy unit get.

GRENADOES

- may count rank bonus up to +2. - ignore Ferocious Charge when charged and have at least +1 rank bonus - better armoured models have to be placed in front and flank

CHARACTERS EQUIPMENT

- one use only - for each grenadoe place the 3” template within 8” (90° arc of sight) - roll artillery and scatter dice, S4 hits - in case of misfire place the template with the center above the thrower

Characters may have the equipment of the unit they join at the start of the battle (free). Any additional equipment available for that unit can also be taken but the points are doubled which have to be paid for the character.

HOWITZER (100pts) Count as Stone Thrower , see

CAMEL GUN

KALLAPANI

Some armies transported their troops with horse or camel drafted platforms across the battlefield before the battles began. Such armies are free to choose a number of units which can be upgraded with “Riding Horses” or “Riding Camels” for 1 point per model. Horse riding infantry units can move up to 8” after deployment and before the first turn, camel riding 6”. This cannot be combined with the extra movement allowed for skirmishers in some scenarios.

A light gun mounted on a camel. Randomize missle fire against the camel gun: 1-4 camel, 5-6 gun M

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rulesbook page.126

The camelrider have a hand weapon and may have light armour (+6). Range 36”, S6, no save, D6 wounds per hit Equipment:

LIGHT CANNON (50pts)

(See rulesbook page 130) Each machine has a three man crew.

Special Rules: Cannon, Camelry CANISTER SHOT

If not fired last turn a cannon is able to choose stand and shoot as charge reaction with a canister shot at the charger. In such a case roll the artillery dice for how many S4 hits the enemy unit get.

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Hand weapon. The crew may have light armour (+6). Range 36”, S6, no save, D6 wounds per hit Equipment:

CARBINES

- range 16”, S3, save modifier -1 - mounted troops (except Dragoons) may not move and shoot

Special Rules: Cannon LINE INFANTRY

DRAGOONS

- count as open order - no rank bonus - able to perform an order - able to reform into a Square - can choose to reform as charge reaction, Ld-test needed, -1 if attacked in flank, -2 in rear - in case they are charged in the flank and a Battalion Gun is attached, simply ignore the gun and it’s crew

- counts as Light Infantry/Cavalry mixture with a movement rate of 8 - fear formed units - cannot charge formed enemy units in the front EARLY PHALANX

- if armed with thrusting spear fight in 2 ranks even on the charge - may not turn or change formation - always suffer the -1 LD penalty as if enemies were in 8" when reforming - become normal Phalanx rule in armies after 500BC

LINE CAVALRY

Can re-roll failed panic tests caused by friendly non-elite units.

- count as open order - may add rank bonus up to +1 - able to perform an order

ENTRENCHMENT (100pts soft, 200pts hard)

LINE OR LIGHT

ELITE

Units with this rule can change the troop type per reform. They also can reform from Skirmishers to Line Infantry and vice versa. Can perform Orders all the time.

The player can field an obstacle (hard or soft cover) within his deployment zone before deployment, with a length of up to 16”. FIELD GUN (75pts)

MUSKETS

(See rulesbook page 130) Each machine has a four man crew. M

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- range 24”, S4, save modifier -2 - one rank may fire - if not moved two ranks may shoot (salvoe), but no shoot including next round, enemy units have to make a panic t est immediately if they have casualties ORDERS

Hand weapon. The crew may have light armour (+6). Range 48”, S7, no save, D6 wounds per hit

Each character model enables one line infantry or line cavalry unit with a successful Ld-test to have an extra movement or a reform before the normal movement phase. The extra movement does not include a march

Equipment:

Special Rules: Cannon Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns move. In case the Ld-test of the character is not successful the unit have to remain stationary for this turn, is not able to shoot and count as moved. Range of an order: Division General 18”, Brigade General 12”, Officer 6”

SUPERIOR BATTLE STANDARD

Some armies had a special army standard which can be fielded instead of the normal battle standard bearer for the same points if the size of the army is 3000 points or more. Such superior signs are based on a light chariot base (40x80mm), have a movement rate of 4” and cannot march or flee. Whenever they are at tacked successfully they are automatically destroyed and the army has to make a panic test similar to the one in case of the generals death. As long as they are on the battlefield the radius of such battle standards is 18” and fleeing troops within 6” are rallying automatically.

PIKE&SHOT

- units must remain within 2” to support or benefit from this support: - a unit of shot may use the stand &shoot reaction against enemy units charging a pike unit nearby, enemy must be within the 90° arc of sight during the charge, normal penalty for shooting at chargers apply - a unit of shot in front of a unit of pike will rally automatically after using fire&flee as charge reaction - a unit of pike can declare a countercharge to an enemy unit who is charging a unit of shot nearby as long as the enemy is within the 90° arc of sight during the charge, pike unit will be moved in front of the shot unit

TETHERED CAMELS

Some camels are mixed into or attached to that unit, this way the unit causes Fear  in enemy cavalry. The camels will be removed as soon as the unit charges or flee.

PISTOLS

UNITS

- range 12”, S3,save modifier -1 - models armed with pistols count as armed with an additional hand weapon in melee, using a hand weapon and one pistol - cavalry armed with pistols may fire twice per turn, 180° arc of sight - do not suffer penalties for move&shoot or long range

All units may have a leader, standard and musician for 5pts each. All limits for units (like 0-1) are written for armies of 2000 points or less. If you play with armies that have more points simply take those units as 0-1 for each 2000 points e.g.. Always round down if you have an odd number. Exception is the wagon tabor which is 0-1 regardless of army size.

REDOUBT

The unit is covered with 1” earthwork at front and both flanks, which counts as hard cover. It remains stationary orhave to turn and leave the redoubt by manoeuvre or if fleeing. Must be deployed first.

UNRULY

Onagers or asses were unreliable draft animals or mounts. Roll a d6 at the begin of each turn for an unruly unit. On a 1 the unit remains stationary that turn. Riders are too busy too shoot then too. On a 2-6 the unit move and act normally.

RIFLE

- range 24”, S3, S4 at short range (with minie also at long range) - two ranks may shoot (salvoe), but suffer a -1 to hit, enemy units have to make a panic test immediately if t hey have casualties

USED TO ELEPHANTS

As long as an army have access to elephants (not if only via allies) all models are Used to Elephants, which means infantry do not fear and elephants cause fear instead of terror for cavalry&chariotry.

SQUARE

Line Infantry units of at least 18 models may reform into a Square with 4 models per side looking in the same direction. This formation is useful in case of a charge from a cavalry unit. A Square don’t has a flank or rear, can stand and shoot as charge reaction a t unengaged sides and against cavalry it negates Ferocious Charge. A unit in square formation is not allowed to pursue. Additional models are placed in the center. As soon as the unit has less than 18 models the Square is canceled and the normal formation takes place immedately.

VETERANS

Additional to the rule they can re-roll failed panic tests caused by missle fire. WAGON TABOR

See WAB Errata for details: http://warhammer-historical.com/PDF/WAB2%20Errata.pdf  WARHOUNDS

(See rulesbook page 188) Warhounds are organised in special units consisting of a packmaster (+8) and up to six warhounds (+5 each). Any hits inflicted by missle weapons should be randomly devided between the packmaster and the hounds. M

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STAKES

Stakes must be placed when the unit is deployed on the table. After deployment is finished and stakes placed the stakes are lost as soon as the unit moves or flee. Mounted models hit models behind the stakes with -2, cannot use the Ferocious Charge ability and do not gain any weapon strength bonuses.

Equipment: Packmaster may have javelins (+1) and light armour (+2) Special Rules: Warband, Skirmishers WAR WAGON

See WAB Errata for details http://warhammer-historical.com/PDF/WAB2%20Errata.pdf  Some War Wagons may have two war machines with crew instead of 6 missle armed crew members (+80).

STAMPEDING ANIMALS (200pts)

Some armies sent herds of stampeding animals (e.g. camels, cattle) against their foes. Such a herd is a group of animals based on individual or group bases, which will be deployed and move within up to 6”x6”. For a stampeding herd the player declare a direction before the game starts, but after deployment. Beginning in round one the herd move 2d6” each turn exactly in that direction, like a stampeding elephant. Starting with round two the player roll additionally to the 2d6” for the distance another d6. On a 2-5 the stampede continues in exactly the same diretion. On a 1 the stampede ends and the animals remain stationary until the battle ends. On a 6 roll the scatter dice for the random direction the stampede goes on. All units touched by a stampeding herd have to flee directly away from it.

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns DEFENCES

OPTIONAL RULES

Additional to all scenario setups there may be fielded up to three wooden fences by the defender. To determine who the defender is, simply each player rolls a d6 before the battle and add the aggression from the Aggression Chart to it. The player with the lowest result is the defender, no defender in case of a draw. Each undefended fence lower the total army break points of the defender by one.. Each fence has a maximum length of 6”. First roll a D3 to see how many fences the defender may place before deployment, but after the sides were choosen. Then roll another D3 to see where they can be fielded, which always must be as one fence: 1 – within 6” of the defenders table edge, must touch the table edge with one end 2 – within 6” of the defenders table edge but don’t have to touch the table edge once 3 – within 12” of the defenders table edge

WEATHER 1. Wind

Roll the scatter dice to determine where the wind comes from. Roll a d6 before the game how many inches missles will add or deduct from their range when fireing with or against the direction the wind blows. This addition or reduction only takes place if at least one friendly missle firing model is within the exact c orridor, measure from the units front rank, and is able to shoot at the enemy unit. 2. Rain or Snow

Roll a d6 to determine what happens. 1 – no movement reduction at all 2 – only infantry, -1” to the normal movement rate, no fast march 3 – only cavalry, -1” to the normal movement rate, no fast march 4 – only chariots, -1” to the normal movement rate, no fast march 5 – all mounted models, -1” to the normal movement rate, no fast march 6 – all models, -1” to the normal movement rate, no fast march

CHARACTER EXPERIENCE

Characters can attain abilities and become experienced thus. This succeeds about the collecting of fame points. Experienced characters cost furthermore the points which the "normal" character would also cost. Experienced characters can be sent in the retirement, e.g. if they are not fit on the basis of injuries any more. There only can be one experienced character per player. For 4 fame points the character can roll on the skill tables, the general one and the one of his class. With creation of a character the player must decide on a character class: Strategist, Duellist, Veteran, Rogue, Warrior, Politician

3. Sun

Roll the scatter dice to determine where the sun shines from. Roll a d6 before the game how many inches a charge will be reduced from it’s range when attacking against the sunshine. This reduction only takes place if at least one friendly attacking model is within the exact corridor, measure from the units front rank, and is able to attack at the enemy unit.

Fame points:

DAYTIME

+1 for each by the character or a unit to which he is attached, in close combat carried off (and up to end of battle) maintained standard. + 1 for every character killed in a challenge + 2 for every general killed in the challenge + 1 for a won battle -1 for loosing the Battle Standard to the enemy -1 flee for from the field or in the last round on the field fleeing

Roll a d6 to determine when the battle starts. 1-3 – morning, 4-5 – noon, 6 – evening It always need 3 game turns to change from morning to noon and from noon to evening. As soon as the evening arise sight start to be limited. For each additional evening turn reduce missle range or charge range by 1”, 2” in case of mounted models.

General skills (for everybody): Role on the D66

(two D6) 11-16: + 1 WS 21-26: + 1 BS 31-36: 1 Movement 41-46: Curing of an eligible injury (roll again if none) 51-56: + 1 Initiative 61-62: + 1 attack 63-64: + 1 strenghth 65: + 1 toughness 66: + 1 Ld (up to 10)

TERRAIN GENERATOR

Split the table in parts of 24x24”. Each piece of terrain is not larger than 6x6”, obstacles not longer than 6”. For each part roll a d6. Hills: 1-2 – one hill, 3 – two hills, 4 - nothing, 5 – a house, 6 – a wood Woodland: 1-2 – one wood, 3 – two woods, 4-5 nothing, 6 – a hill Plain: 1-3 – nothing, 4 – a hill, 5 – a house, 6 – an obstacle Swamp: 1-3 – difficult terrain, 4 – a wood, 5 – a lake, 6 – an obstacle Desert: 1-4 – nothing, 5 – a hill, 6 – impassable terrain

Strategist

11-15: Area advantage - The player may select t he side 16-22: Flank attack - If the army of the strategist attacks, the scenario "Flank attack” can be selected. 23-26: Delaying tactics: The strategist may select who begins. 31-34: Advance: Before the game one infantry unit in 12" of the strategist may make a march move. 35-36: General's hill: The strategist counts concerning break tests like an army standard with 6" range (only one repeat, even if the BSB is also in range) 41-44: Inspiring: Once per battle the strategist gives +1 on t he close fight result to all friendly units in 10", announce at the beginning of the close combat phase 45-51: Internal rest: Missle armed units in 12" around the strategist are allowed to do stand&shoot and without penalty of-1. 52-55: Forced march: The strategist and his unit are allowed once per game before the movement phase 1d6+1 forwards. Can be used to attack. 56-63: Night fighter: The strategist is an expert in astonishing attacks and can choose the scenario “Surprise Attack”. 64-66: Ambush expert: In the defence the strategist can choose the scenario “Ambush”. Point relation is as described 2 to 3, has nevertheless, the actually attacker not this ratio, he must put up less.

FAITH POINTS

Some armies may want to exchange standards and battle standard for a pool of faith points, similar to oracle points. Therefore such an army buy a battle standard bearer as priest or shaman. He allows the army to use 1d6 per 1000pts of faith points. Additional to that each unit he accompanies may re-roll failed panic tests. See oracle points for handling. Only core units and no allies or mercenaries are allowed to use such faith points. DEFENDING THE CAMP

Additional to all scenario setups there may be a camp fielded by the defender. To determine who the defender is, simply each player rolls a d6 before the battle and add t he aggression from the Aggression Chart to it. The player with the lowest result is the defender, no defender in case of a draw. The defender can place a camp with a maximum of 6x6” somewhere within his deployment zone. The edges of that camp count simply as obstacle. The camp is worth additional five army break points. As soon as there are more enemy models within the camp than defenders the defending player loose five army break points. He can put as many models inside as possible.

Duellist

11-14: Master blow: In a challenge makes the Duellist double loss of lif e Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns points 15-22: Unstoppable attack: The Duellist can repeat once per game during the attack failed to-hit rolls. 23-26: Mental duel: Every character which would like to line up against the Duellist in a challenge must pass a Ld test with -2, otherwise the character refuse. The Duellist can decide whether the challenge, nevertheless, takes place. 31-34: Duellist: The character receives in challenges +1 to the hit roll. Cannot deny challenges. 35-42: Lightning reflexes: + 1 initiative, all attacks in challenges are handled in initiative order (no attack bonuses) 43-44: Code of honour: If a challenge finishes speaking of the Duellist, he can select himself who must a ccept the challenge or decline. Cannot deny challenges. 45-53: Lucky guy: The Duellist receives per battle d3 re-rolls (for hit, wound and saving throws) 54-61: Challenger: In every close combat round in the Duellist fights in achallange, the unit get +1 to the combat result. Cannot deny challenges. 62-64: Riposteur: All successful hit rolls in the close fight against the Duellist must be repeated. 65-66: Aspiring: The Duellist receives an additional fame point, for every character killed

charge takes place with normal movement. 22-25: Popular leader: As long as the character remains in the first row, the unit receives +1 to the close combat result. 26-32: Blessed: The warrior may repeat failed saving throws. 33-36: Resistantly: All attacks on the warrior receive - 1 strength 41-43: Local-expert: The warrior is allowed to do an area piece of terrain on the table before the side choice, 6x6” maximum. 44-52: Hunt: The warrior and his unit must pursue, with an extra +1d3. 53-56: Despot: The warrior gets an additional point of fame for the battle regardless of result. 61-63: Curse: Once per game the warrior can curse an enemy unit within 6” inches. This unity must repeat all successful to-hit rolls. Announcement before the beginning of the movement phase. 64-66: Power of the horde: Once per play the warrior and a connected warband with a minimum of 15 models will get the autobreak rule even when not charge themself. Politician

11-15: Organizer: A unit after choice of the politician has been supplied with better weapons - in the close fight the enemy roll -1 t o armour saves 16-22: Inciter: 1d6 units of the opponent become before the battle "unreliable" - they must roll dice like in the supplement described. The affected player selects the units. 23-26: For the native country: Once per game the politician can allow to rally all units in 12" round him. Announce before rally tests are rolled. 31-34: Slayer of the barbarians: The politician causes fear in barbarians. 35-36: Born leader: Politician and his unit gets +1 Ld on combat results 41-44: National tribune: The politician and his unit may repeat panic test. 45-51: Agitator: A unit at the beginning of a game turn around 8" of the politician hates the enemy until start of the next turn of the player. Announcement before the attack reactions are declared. 52-55: Ripper: The army receives twice as much gold from plundering of every kind (only for campaigns) 56-63: A leader, no fighter: The Politician may reject challenges and remains without restrictions in the first row. 64-66: Perfect organizer: a unit was supplied with excellent armaments the unit receives +1 on the saving throw, as long as they have light armour at least.

Veteran

11-14: Nerves from steel: The veteran and his unit may repeat a single panic test in the game. 15-22: Neither death nor devil: The veteran and his unit are immune to fear and terror 23-26: Inflexibly: The veteran and his unit may repeat a single break test once per game. 31-34: Headstrong dog: Once per game all to-hit rolls c an be re-rolled, but all hit rolls have to be repeated. 35-41: Iron fist: At the beginning of every close phase the veteran can redouce an attack - for every attack he gets +1 strength, up to 5. 42-45: Tenaciously like leather: Once per game the opponent must repeat successful wound rolls against the character 46-53: Brawl: The veteran may decide in the close combats he is involved, challenges may be pronounced or not. 54-56: Anatomist: Once per game the veteran and his unit in the close combat can repeat to wound rolls. All rolls have to be repeated. 61-63: Personal armament: The veteran receives +1 on the armour save 64-66: Personal weapon: The weapon of the veteran makes in addition to all normal modification -1 to the a rmour save of the opponent.

If a character is killed in a fight, the player must throw dice once on the injury-chart. If he is killed in a challenge he throws dice twice and the opponent choose the result. If he flees, throw twice too but the player selects himself the result.

Rogue

Injury Chart

11-14: Without honour: The rogue may reject challenges and remain in the first row and fights. 15-16: Poisoner: The rogue and the unit he accompanies at the beginning of the battle have poison attacks. Wound on 6 with the hit roll automatically. 21-24: Low methods: Once per game every successful wound of the rogue makes two life points instead of one. Announcement at the beginning of the close combat phase. 25-31: Parade: At the beginning of every close combat phase the rogue can select a model in the base contact. This model looses one attack for this close combat phase. 32-35: To down stiff ones: Enemy unit in base contact with the character gets -1 on the Ld (after modifications) 36-41: Brutal smell: The rogue is hit -1 in close combat. 42-45: Well on foot: The rogue and his unit throw for pursuing and fleeing an additional d6 and ignore the lowest dice. 46-53: Rioter: The rogue and a unit hate once per game for one turn the opponent. Announce when the charge was declared and before reactions. 54-56: Black soul: The rogue hates even all opponents. He and his unit must pursue. 61-63: Anatomical knowledge: Opponents must repeat all successful saving throws against the rogue. 64-66: Beast: The rogue causes fear with the opponent on account of his atrocities. (Except elephants)

11-13: Dead 14-16: Arrested: only from hostile sides. These character can be bought back or be executed by the enemies. Neutral barbarians execute the character always – camapign games only 21-22: Multiple injuries. Roll 1d3 more on the chart and repeats everybody Deadly, Caught or entire recovery once more. 23: Wasting away injury: The Char loses a life point permanently. At every future battle it is thrown d6, on "1" he loses an other point 24: old war injury: before every new battle throws d6 for the character. On a one he refuse to take part in the battle. His points cannot be substituted. If he is the general, then the army has no general. 25: Lost arm: Can lead no more shield or additional hand weapon. If second arm is lost, the Char has to go in the retirement. 26 leg injuries: - 1 Movement. 31-32: Head wound: Char is stupid. Must make a Ld-test before movement, if failed he and his unit have to move straight forward half the profile movement rate. 33-34: Sword arm wound: - 1 attack 35: Hand injury: - 1 WS 36: Torso wound: - 1 toughness 41-42: Internal injury: - 1 strength 43-44: Loss of the assurance - 1 Ld 45-46: From own riding animal tramples: The Char one day denies itself again a riding animal of the same kind. Roll once more if Char wasn’t mounted. 51-52: Death wish: The Char denies himself to carry a rmour or shield. 53-54: Lost eye. - 2 BS. if second eye away, then retirement 55-56: Unbelievable luck: The Char gets + 1 fame point. 61-66: Entire recovery: No injury – lucky guy.

Warrior

11-13: Time of the gods: The warrior receives per battle d3 re-rolls (saving throw, hit, wound) 14-21: Hothead: The warrior and his unit receive once per game 1d3 inches to the attack reach (announcement before attacks declare). A faild

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns RANDOM SCENARIO AND EVENT CARDS Scenarios

1 – Misinformation : Deployment zone halfed for one of the players 2 – Treachery: roll for each unit on the table a dice, on a one i twill be removed, except for the general and the unit he accompanies 3 – Aridity: Ld -1 for all 4 – Sandstorm: Missle fire -1 to hit 5 – Plague: Each infantry unit loose d6 models, before turn 1 6 – Intrigues: Ld-test must be passed to declare a charge Event Cards

01 – You win if you can kill the general, reveal immedately 02 – You win when you kill the Battle Standard Bearer, reveal immidately 03 – You win if you can destroy the most expensive unit of the enemy, reveal immedately 04 – Remove one of your character models, reveal immedately 05 – One unit champion will be up to sub-general at no cost, reveal immedately 06 – Remove one of your skirmish units before the battle starts, reveal immedately 07 – Your opponent has to remove one of hi s skirmisher units, can be used at will and in each turn 08 – Your general loose one wound if he rolls a 1 on D6, have to roll at the begin each own turn, reveal i mmedataly 09 – The general of your opponent loose one wound immedately, can be used at will 10 – One unit of your opponent have to charge this round, can be used at will 11 – All your arrows only have S2 this game, reveal immedately 12 – All your sprearmen only have S2 this game, reveal immedately 13 – All your arrows have S4 this game, reveal immedately 14 – All your sprearmen have S4 this game, reveal immedately 15 – All your heavy chariots do not cause impact hits this game, reveal immedately 16 – Your general is not allowed to be within 12" of the enemy general, have to move in case he is, reveal immedately 17 – All your chariots have T3, reveal immedately 18 – All your chariots only have a save of 4+, reveal immedately 19 – All your chariots have two wounds, reveal immedately 20 – Your general can reroll all failed to-hits rolls once, only during a challange, reveal immedately 21 – Range of generals Ld is 18", reveal immedately 22 – Range of generals Ld is 6", reveal immedately 23 – Your Battle Standard has a range of 18", reveal immedately 24 – Your Battle Standard has a range of 6", reveal immedately 25 – The range for panic tests in case of broken or destroyed unit is reduced to 6", reveal immedately 26 – The range for panic tests in case of broken or destroyed unit is enlarged to 18", reveal immedately 27 – One of your unit can move an extra D6", at will 28 – You can loose one army break point more to be under 50% than normal, reveal in case of you are under 50% (without the card) 29 – The opponent loose four army break points instead of two if the general is slain is lost, reveal in case of the opponents general is lost. 30 – You get an opponents unit (fully recoverd) you destroyed completely, at will, unit remains exactly where it was destroyed but can reform 31 – Your opponent isn’t allowed to use his generals Ld one turn, at will 32 – Your opponent isn’t allowed to use his battle standard for one turn, at will 33 – One of your rank&file infantry units cause fear, reveal immedately 34 – Your general has suffers from Stupidity, reveal immedately 35 – Your general has  Hatred , reveal immedately 36 – Your general get +1 Ld (up to 10), reveal immedately

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns 1. SCENARIO - ENCOUNTER

3. SCENARIO - VANGUARD

DEPLOYMENT & SPECIAL RULES

DEPLOYMENT & SPECIAL RULES

1) Each player rolls a dice, with the highest rolling player choosing one four corner of the table as his starting corner. His opponent will get the diagonally opposing corner.

1) Each player rolls a dice, with the highest rolling player choosing one of the long edge of the table as his table side. His opponent gets the opposing table edge.

2) The player that rolls higher on a D6 deploys at least 3 ABPs worth of units. Skirmishing units may be deployed up to 36’’ of the corner. Open Order units may be deployed up to 24’’ from the corner and Close Order units may be deployed within 18” of the corner.

2) Starting with the player that rolls the hi ghest result on a D6, each player deploys all his units with a Movement value (modified by

3) His opponent deploys at least 3 ABPs worth of units using the same guidelines described above.

3) Starting with the player that rolls the highest result on a D6, each player deploys all his units with a Movement value (modified by equipment) of 5 or 6. These units may be deployed up to 10’’ from your table edge, and at least 12’’ from each side table edge. If player has no unit to deploy during this step, up to three of his formerly deployed units may be moved up to 4’’ each.

equipment) of 4 or less. These units may be deployed up to 6’’ from your table edge, and at least 24’’ from each side table edge.

4) Players alternate deploying 3 ABPs (or more) unti l all units in both sides have been deployed. 5) The player that finished his deployment first starts the game.

4) Starting with the player that rolls the highest result on a D6, each player deploys all his units with a Movement value (modified by equipment) of 7 or 8. These units may be deployed up to 12’’ from your table edge, with no minimal distance from the side table edges. If player has no unit to deploy during this step, up to three of his formerly deployed units may be moved up to 4’’ each.

ENDGAME

Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.

5) The player who finished his deployment first starts the game.

2. SCENARIO - ELITE ENDGAME DEPLOYMENT & SPECIAL RULES

Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.

1) Each player rolls a dice, with the highest rolling player choosing one of the long edge of the table as his table side. His opponent gets the opposing table edge. 2) Each player chooses one of his FORMED unit (not a character or a War Machine). That unit is worth an extra 3 ABPs.  Example: you choose a mighty knight unit. It was worth 3ABPs as a unit that costs 300pts or more. For this game, that unit is now counted as a 6ABPs unit.

3) Each players secretly draws a sketch of the deployment of his units (Hidden Deployment). Deployment zone is as usual (up to 12’’ from your table edge, and not within 12’’ of any side edge). 4) Each player deploys his army. This is done simultaneously. 5) After the deployment of both armies, each player selects any ONE unit of the enemy army. THAT UNIT DOESN’T WORTH ANY ABP WHEN DESTROYED OR REDUCED TO HALF STRENGTH.

6) Each player rolls a D6. The highest rolling player starts the game. ENDGAME

Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns 4. SCENARIO - CHAOS

5. SCENARIO - CLASH

DEPLOYMENT & SPECIAL RULES

DEPLOYMENT & SPECIAL RULES

1) Each player rolls a dice, with the highest rolling being the First Player.

1) Each player rolls a dice, with the highest rolling player choosing one of the short edge of the table as his table side. His opponent gets the opposing table edge.

2) The First Player chooses a long table edge and places six dice in contact with this table edge each with a different number face up (so, from one to six). Each dice must be at least 8’’ away from any other dice.

2) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units. These units must be deployed between 18’’ and 24’’ from his table edge (t hat is, at least 18’’ away but not more than 24’’ away.

3) The other player places six di ce in contact with the opposite table edge each with a different number face up (so, from one to six). Each dice must be at least 8’’ away from any other dice.

3) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units (or the remainder of his army if he has less than 2ABPs left). These units must be deployed between 12’’ and 18’’ from his table edge (that is, at least 12’’ away but not more than 18’’ away.

The table with the dice should look something like that:

4) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units (or the remainder of his army if he has less than 2ABPs left). These units must be deployed between 8’’ and 12’’ from his table edge (that is, at least 8’’ away but not more than 12’’ away. 5) Starting with the player that rolls the highest result on a D6, each player deploys the remainder of his army These units must be deployed within 8’’ from his table edge. 6) Each player rolls a dice, with the highest scoring player starting the game.

4) The First Player chooses a unit and rolls a dice. That unit must be deployed with at least one figure of the unit within 8’’ of the dice that has the same face up number as the dice rolled.

ENDGAME

Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.

5) The other player chooses a unit and rolls a dice. That unit must be deployed at least one figure of the unit within 8’’of the dice that has the same number as the dice rolled. 6) Players alternate rolling dice for each of their unit and deploying them at least one figure of the unit within 8’’of the dice showing the number rolled ; until all their army is deployed. 7) The player who ended his deployment first starts the game. ENDGAME

Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns 1. CAMPAIGN - MAP BASED EXPERIENCED CHARACTERS

- each fraction only have one experienced character at the same time - if he dies, there will be a new one within one of the home provinves - have a look at the „Experienced Characters“ within the optional rules section.

GENERAL

The map is diveded in provinces. Each player get two home-provinces at the start of the campaign. The home-provinces cannot get lost, but plundered There are five income classes per province: E=50, D=100, C=150, B=200, A=250 If a province contains a city, there is an additional income of 100. Cities cannot be builded, but destroyed (which gives the destroying player immedataly 200) Each province can be upgraded, one class per turn, which cost 200 In case a province will be plundered it falls back to class E and the plundering player gets 200 per class level it was reduced. Only one attack move per player per turn. There is a maximum of 2000pts per battle. If a player has less than 2000pts he has to fight with the lesser points. Each province can host a maximum of 3000pts Each “point“ only can move one province per turn, experienced characters two.

TURN SEQUENCE

- Revolts, each revolting province turns into a neutral one again - Income: calculate the income, substract the support bneeded for 10% of the troops - turns have to be send from each player to the game master - Moving: Move the points/armies - Fights: Play the games/battles - Retreats: Move retreating armies - Results: Provinces may change the owner, calculate fame points - Expenses: Upgrades can be made as stated in the turn, points can be raised in both home-provinces

NEUTRALS

Neutral provinces contain 800 +d6x100 points of troops, 1400+d6x100 in case of provinces with a city. Armies from players can walk through neutral provinces instead of fighting the defenders, but there is a chance of 1:6 that they will be attacked. This chance raise to 2:6 in case the player retreats from a battle into a neutral province. In case of a player army moving through neutral provinces the defending amry don’t count against the province limit of 3000pts. VICTORY CONDITIONS

A player need 15 victory points to win, at the start of the turn. Per three provinces the player get 1VP Each province with a city count additional as 1 VP Missions may influence the VPs. REVOLTS

There is a chance of 10% for provinces with less than 500pts of troops to revolt. Home provinces never revolt and do not count for other regions as without troops. There may be a defined region for each player and outside of it the chance for a revolt always is 10% regardless of troops. The chance for a revolt accumulates, means if you have three provinces without troops, there is a 30% chance for each to revolt. COSTS

10% of the total number of troops must be paid for supporting them, each turn. 20% in case the troops are in a neutral province. If not enough income is available the troops have to be reduced accordingly. Income can be spend on troops (1 = 1pt) or upgrades, not all money must be spent hoarding of money is possible. UPGRADES

- per field class 200pts - building a mine in a province with natural ressources, 300pts, allows income from these ressources (50-250) MISSIONS

- each fraction may create an own stake of missions (15-30), with agreement of the other players - as soon as a mission is accomplished he may take a new one, randomly - in case he cannot accomplish the mission he has to wait two turns and take a new one - mission can be about additional income, units, victory point conditions, etc. RANDOM EVENTS

- can be positive or negative ad shal bring more historical flavour into the campaign - a stake with “cards” can be made - starting with round 6 the random events may occur

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns ample: You have won your game. You started with an army of 15 APBs and you have lost during the course of your game 4 ABPs. The end score is 14pts for you, and 6pts for your opponent.

 Example: You have won your game. You started with an army of 15 APBs and you have lost during the course of  your game 4 ABPs. The end score is 14pts for you, and 6pts for your opponent.

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns ARMY LIST INDEX

IV/62

100 Years War English (1322AD - 1455AD)

III/37

Abbasid Arab (747AD - 945AD)

V/53

Abyssinian (1500-1700AD)

II/62

Abyssinian and Horn of Africa (100AD - 1500AD)

II/84

African Vandal (442AD - 535AD)

I/11

Akkadian and Third Dynasty of Ur (2334BC - 2004BC)

II/58

Alan (50AD - 1500AD)

IV/69

Albanian (1345AD - 1430AD & 1443 AD - 1479AD)

II/15

Alexandrian Imperial (328BC - 320BC)

II/12

Alexandrian Macedonian (355BC - 320BC)

V/55

Alwa (1500-1504AD)

IV/72

Amazonian (1350AD - 1500AD)

V/30

Amazonian (1500-1662AD)

IV/49

Anatolian Turkoman (1260AD - 1500AD)

V/10

Anatolian Turkoman (1500-1515AD)

II/53

Ancient British (55BC - 75AD)

II/39

Ancient Spanish (240BC - 20BC)

III/34

Andalusian (710AD - 1172AD)

III/71

Anglo-Danish (1014AD - 1075AD)

IV/21

Anglo-Irish (1172AD - 1489AD)

IV/3

Anglo-Norman (1072AD - 1181AD)

V/50

Arab (1500-1700AD)

III/25

Arab Conquest (622AD - 660AD)

III/38

Arab Indian (751AD - 1206AD)

II/22

Arabo-Aramaean (312BC - 240AD)

II/14

Ariarathid Kappadokian (330BC - 322BC & 300BC - 17AD)

II/16

Asiatic Early Succesor (320BC - 285BC)

II/34

Attalid Pergamene (263BC - 129BC)

V/70

Austrian Imperial (1556-1609AD)

III/13

Avar (553AD - 826AD)

IV/20

Ayyubid Egyptian (1171AD - 1250AD)

IV/63

Aztec (1325AD - 1500AD)

V/23

Aztec (1500-1521AD)

III/50

Bagratid Armenian (885AD - 1045AD)

V/90

Bishops' War English (1639-1640AD)

V/91

Bishops' War Scots Royalist (1639AD)

II/6

Bithynian (435BC - 74BC)

IV/77

Black Sheep and White Sheep Turkoman (1378AD - 1500AD)

II/25

Bosporan (310BC - 375AD)

V/93

Braganza Portugese (1640-1700AD)

V/102

Brandenburg-Prussia (1646-1700AD)

III/18

Breton (580AD - 1072AD)

V/87

Buccaneer (1624-1700AD)

II/70

Burgundi or Limigantes (250AD - 534AD)

IV/84

Burgundian Ordonnance (1471AD - 1477AD)

III/9

Burmese (500AD - 1500AD)

III/57

Buyid or other Dailami Dynasties (927AD - 1090AD)

II/60

Caledonian (75AD - 211AD)

II/10

Camillan Roman (400BC - 275BC)

II/8

Campian, Apulian, Lucanian or Bruttian (420BC - 203BC)

V/82

Canadian French (1603-1700AD)

V/112

Caroline Swedish (1649-1700AD)

III/28

Carolingian Frankish (639AD - 888AD)

III/8

Central Asian City-States (500AD - 1000AD)

III/11

Central Asian Turkish (550AD - 1330AD)

IV/70

Chanca (1350AD - 1440AD)

II/21

Ch'iang and Ti (315BC - 417AD)

IV/71

Chimu (1350AD - 1464AD)

II/79

Chinese Northern and Southern Dynasties (317AD - 589AD)

V/78

Christian IV Danish (1588-1648AD)

III/12

Christian Nubian (550AD - 1500AD)

IV/2

Cilician Armenian (1071AD - 1375AD)

II/3

Classical Indian (500BC - 545AD)

II/44

Commagene (163BC - 17AD - 72AD)

III/72

Communual Italian (1029AD - 1320AD)

III/79

Cuman (Kipchak) (1054AD - 1394AD)

I/35

Cypriot and Phoenician (1000BC - 332BC)

II/52

Dacian (60BC - 106AD) and Carpi (106BC - 380AD)

I/30

Dark Age and Geometric Greek (1160BC - 650BC)

III/41

Dog Peoples and Pueblo Cultures (800AD - 1500AD)

V/81

Dutch Colonial (1602-1700AD)

V/75

Dutch Rebellion (1568-1648AD)

V/106

Dutch United Provinces (1649-1688AD)

III/53

Dynastic Bedouin (890AD - 1150AD)

III/60

Dynastic Kurdish (950AD - 1085AD)

II/72

E. Frankish,Alamannic,Suevi,Rugian,Turcilingi (250-584AD)

I/60

Early Achaemenid Persian (550BC - 420BC)

II/28

Early Armenian and Gordyene (300BC - 627AD)

I/6

Early Bedouin (3000BC - 312BC)

III/14

Early Bulgar (559AD -1018AD)

IV/76

Early Burgundian (1363AD - 1471AD)

III/4

Early Byzantine (493AD - 578AD)

I/61

Early Carthaginian (550BC - 275BC)

IV/7

Early Crusader (1096AD - 1128AD)

V/67

Early Danish (1524-1587AD)

I/2

Early Egyptian (3000BC - 1543BC)

II/47

Early German (115BC - 250AD)

V/86

Early Gustavian Swedish (1618-1629AD)

I/27

Early Hebrew (1250BC - 1000BC)

I/52

Early Hoplite Greek (680BC - 450BC)

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns III/67

Early Hungarian (997AD - 1245AD)

IV/82

French Ordonnance (1445AD - 1500AD)

II/56

Early Imperial Roman (25BC - 197AD)

V/79

French Thirty Years War (1599-1648AD)

I/7

Early Libyan (3000BC - 74BC)

V/63

Funj Empire (1504-1700AD)

III/2

Early Lombard (489AD - 584AD)

II/30

Galatian (280BC - 25BC)

I/54

Early Macedonian (650BC - 355BC)

II/11

Gallic (400BC - 50BC)

III/33

Early Muslim North Africa and Sicily (696AD - 1160AD)

III/70

Georgian (1008AD - 1500AD)

I/14

Early Northern Barbarians (2000BC - 315BC)

V/38

Georgian or Circassian (1500-1700AD)

II/67

Early Ostrogothic, Herul, Sciri or Taifali (200AD - 493AD)

II/71

Gepid (250AD - 566AD)

III/62

Early Polish (960AD - 1335AD)

V/84

German Catholic (1609-1648AD)

II/24

Early Rhoxolani Sarmatian (310BC - 100AD)

V/5

German Minor States (1500-1609AD)

III/78

Early Russian (1054AD - 1246AD)

V/85

German Protestant (1609-1648AD)

III/54

Early Samurai (900AD - 1300AD)

III/63

Ghaznavid (962AD - 1186)

III/26

Early Serbian (627 -1089AD) or Croatian (627 - 1180AD)

IV/8

Ghurid (1100AD - 1215AD)

III/1

Early Slav (476AD - 1218AD)

IV/47

Golden Horde and Successors (1251AD - 1500AD)

I/1

Early Sumerian (3000BC - 2250BC

II/36

Graeco-Bactrian (250-130BC), Graeco-Indian (170BC-55BC)

I/5

Early Susiana and Elam (3000BC - 800BC)

IV/38

Granadine (1232AD - 1492AD)

IV/41

Early Swiss (1240AD - 1400AD)

IV/60

Grand Catalan Company (1302AD - 1388AD)

I/9

Early Syrian (2500 BC - 2200 BC)

II/41

Han Chinese (202BC - 189AD)

V/8

Early Tudor English (1500-1558AD)

II/50

Hasmonean Jewish (103BC - 63BC)

II/66

Early Vandal (200AD - 442AD)

II/31

Hellenistic Greek (275BC - 146BC)

V/68

Early Vasa Swedish (1524-1617AD)

V/42

Hindu Indian (1500-1700AD)

I/49

Early Vietnamese (700BC - 938AD)

III/10

Hindu Indian (545AD - 1500AD)

II/65

Early Visigothic (200AD - 419AD)

I/24

Hittite Empire (1380BC - 1180BC)

V/49

East African Pagan (1500-1700AD)

I/16

Hittite Old and Middle Kingdom (1680BC - 1380BC)

III/52

East Frankish (888AD - 1106AD)

I/13

Hsia and Shang Chinese (2000BC - 1027BC)

IV/9

Eastern Forest American (1100AD - 1500AD)

II/61

Hsien-Pi,Wu-huan,Pre-dynastic Khitan,Hsi (90AD - 1000AD)

V/32

Eastern Forest American (1500-1700AD)

III/66

Hsi-Hsia (982AD - 1227AD)

V/71

Elizabethan English (1559-1603AD)

II/38

Hsiung-Nu or Juan-juan (250BC - 555AD)

III/6

Emishi (500AD - 1100AD)

V/12

Hungarian (1500-1526AD)

V/96

English Civil War Parliamentarian (1642-1648AD)

V/117

Hungarian Rebel (1670-1685AD)

V/94

English Civil War Royalist (1641-1647AD)

II/80

Hunnic (356AD - 570AD)

V/119

English Monmouth Rebel (1685AD)

IV/80

Hussite (1419AD - 1434AD & 1464AD - 1471AD)

V/98

English New Model Army (1645-1660AD)

I/17

Hyksos (1645BC - 1537BC)

V/83

English or Dutch Colonial (1607-1700AD)

IV/46

Ilkhanid (1251AD - 1355AD)

IV/33

Epirot Byzantine (1204AD - 1340AD)

I/47

Illyrian (700BC - 10AD)

IV/27

Estonian (1200AD - 1227AD)

IV/81

Inca (1438AD - 1500AD)

I/57

Etruscan League (600BC - 280BC)

V/29

Inca (1500-1572AD)

III/74

Fanatic Berber (1039AD - 1500AD)

IV/37

Indonesian or Malay (1222AD - 1500AD)

ÎII/65

Fatimid Egyptian (969AD - 1171AD)

V/56

Indonesian or Malay (1500-1700AD)

IV/23

Feudal English (1181AD - 1322AD)

V/95

Irish Confederate (1641-1652AD)

IV/4

Feudal French (1072AD - 1330AD)

V/120

Irish Jacobite (1688-1691AD)

III/35

Feudal Spanish (718AD - 1340AD)

IV/42

Islamic Persian (1245AD - 1393AD & 1499AD - 1500AD)

IV/74

Free Company or Armagnac (1357AD - 1444AD)

IV/61

Italian Condotta (1320AD - 1495AD)

V/69

Free Cossack (1550-1700AD)

V/1

Italian Condotta (1500-1553AD)

V/74

French Catholic (1562-1597AD)

I/36

Italian Hill Tribes (1000BC - 290BC)

French Huguenot (1562-1598AD)

III/21

Italian Lombard (584AD - 1076AD)

V/73

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns III/3

Italian Ostrogothic (493AD - 561AD)

V/89

Later Polish (1632-1700AD)

V/2

Italian Wars French (1500-1559AD)

II/23

Later Pre-Islamic Arab (312BC - 633AD)

V/36

Jagiellonian Polish and Lithuanian (1500-1575AD)

V/109

Later Saxon (1649-1700AD)

IV/67

Jalayirid (1336AD - 1432AD)

V/114

Later Spanish (1660-1700AD)

V/21

Japanese (1500-1614AD)

IV/79

Later Swiss (1400AD - 1500AD)

II/59

Jewish Revolt (66AD - 70AD & 132AD - 135AD)

V/99

Later Venetian Colonial (1645-1700AD)

V/19

Jurchen (1500-1635AD)

II/82

Later Visigothic (419AD - 720AD)

IV/14

Jurchen-Chin (1114AD - 1234AD)

I/55

Latin, Roman, Etruscan and Umbrian (650BC - 290BC)

I/21

Kassite and Later Babylonian (1595BC - 747BC)

I/38

Libyan Egyptian (946BC - 712BC)

III/16

Khazar (568AD - 1083AD)

IV/18

Lithuanian or Samogitian (1132AD - 1435AD)

III/55

Khitan-Liao (907AD - 1125AD)

V/116

Louis XIV French (1661-1700AD)

III/23

Khmer and Cham (605AD - 1400AD)

IV/57

Low Countries (1297AD - 1478AD)

III/43

Khurasanian (821AD - 1003AD)

V/72

Low Countries Spanish (1559-1659AD)

IV/24

Khwarizmian (1186AD - 1246AD)

IV/26

Lusignan Cypriot (1192AD - 1489AD)

I/43

Kimmerian, Skythian or Early Hu (750BC - 50BC)

I/50

Lydian (687BC - 546BC)

V/13

Knights of St John (1500-1575AD)

I/62

Lykian (546BC - 300BC)

II/76

Koguryo Korean (300AD - 668AD)

II/17

Lysimachid (320BC - 281BC)

IV/1

Komnenan Byzantine (1071AD - 1204AD)

II/43

Maccabean Jewish (168BC - 104BC)

III/75

Konstantinian Byzantine (1042AD - 1071AD)

II/18

Macedonian Early Successor (320BC - 260BC)

V/20

Korean (1500-1700AD)

V/44

Maghrebi (1500-1700AD)

III/56

Koryo Dynasty Korean (918AD - 1392AD)

III/30

Magyar (650AD - 997AD)

II/46

Kushan (135BC - 477AD)

I/8

Makkan, Dilman, Saba, Ma'in and Qataban (2800BC - 312BC)

I/46

Kushite Egyptian (745BC - 593BC)

IV/45

Mamluk Egyptian (1250AD - 1500AD)

I/56

Kyrenean Greek (630BC - 74BC)

V/11

Mamluk Egyptian (1500-1517AD)

II/78

Late Imperial Roman (307 - 425AD)

V/80

Manchu and Ch'ing Chinese (1601-1700AD)

II/51

Late Judean (63 BC- 6 AD)

I/37

Mannaian and Taurus/Zagros Highlanders (950BC - 610BC)

III/39

Late T'ang and Five Dynasties Chinese (755AD - 979AD)

V/101

Maratha (1646-1700AD)

II/7

Later Achaemenid Persian (420BC - 329BC)

II/49

Marian Roman (105BC - 25BC)

I/15

Later Amorite (1894BC - 1595BC)

III/17

Maurikian Byzantine (575AD - 650AD)

V/108

Later Bavarian (1649-1700AD)

V/7

Maximilian Imperial (1500-1518AD)

IV/25

Later Bulgar (1186AD - 1395AD)

V/28

Maya (1500-1697AD)

II/32

Later Carthaginian (275BC - 146BC)

III/22

Maya (600AD - 1500AD)

IV/17

Later Crusader (1128AD - 1303AD)

I/40

Medes, Zikirtu, Andia or Parsua (835BC - 550BC)

V/111

Later Danish (1649-1700AD)

IV/64

Medieval French (1330AD - 1445AD)

I/34

Later Hebrew (1000BC - 587BC)

IV/13

Medieval German (1106AD - 1500AD)

II/5

Later Hoplite Greek (450BC - 275/235BC)

IV/58

Medieval Irish (1300AD - 1487AD)

IV/43

Later Hungarian (1245AD - 1500AD)

IV/54

Medieval Scandinavian (1280AD – 1500AD)

V/107

Later Imperialist (1649-1700AD)

IV/68

Medieval Spanish or Portugese (1340AD - 1485AD)

II/35

Later Macedonian (260BC - 148BC)

III/59

Medieval Vietnamese (939AD - 1500AD)

V/110

Later Minor German States (1649-1700AD)

I/10

Melukhkhan and Pre-Vedic Indian (2700BC - 1100BC)

II/57

Later Moorish (25AD - 696AD)

I/58

Meroitic Kushite (600BC - 350AD)

IV/36

Later Muslim Indian (1206AD - 1500AD)

III/24

Middle Anglo-Saxon (617AD - 1014AD)

I/26

Later Mycenaean and Trojan War (1250BC - 1150BC)

I/25

Middle Assyrian and Early Neo-Assyrian (1365BC - 745BC)

IV/52

Later Nomadic Mongol (1266AD - 1500AD)

III/5

Middle Frankish (496AD - 639AD)

V/100

Later Ottoman Turk (1645-1700AD)

II/64

Middle Imperial Roman (193AD - 324AD)

Later Polish (1335AD - 1500AD)

IV/73

Ming Chinese (1356AD - 1500AD)

IV/66

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WAB Forum

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns V/17

Ming Chinese (1500-1683AD)

I/41

Phrygian (800BC - 676BC)

I/18

Minoan and Early Mycenaean (1600BC - 1250BC)

II/68

Pictish (211AD - 846AD)

I/19

Mitanni (1600BC - 1274BC)

V/76

Polish-Lithuanian Rzechpospolita (1576-1631AD)

II/48

Mithridatic (110BC - 47BC)

II/33

Polybian Roman (275BC - 105BC)

IV/53

Mixtec or Zapotec (1280AD - 1500AD)

IV/12

Polynesian or Melanesian (1100AD - 1500AD)

V/25

Mixtec or Zapotec (1500-1521AD)

V/60

Polynesian or Melanesian (1500-1700AD)

V/40

Moghul (1500-1700AD)

V/43

Portugese Colonial (1500-1700AD)

IV/35

Mongol Conquest (1206AD - 1266AD)

IV/44

Post-Mongol Russian (1246AD - 1500AD)

V/18

Mongolian (1500-1700AD)

IV/59

Post-Mongol Samurai (1300AD - 1500AD)

IV/51

Morean Byzantine (1262AD - 1460AD)

III/45

Pre-Feudal Scots (846AD - 1124AD)

IV/10

Mound Builder American (1100AD - 1500AD)

III/7

Pre-Samurai Japanese (500AD - 900AD)

II/2

Mountain Indian (500BC - 170BC)

IV/28

Prussian (1200AD - 1283AD)

V/41

Muslim Indian (1500-1687AD)

II/20

Ptolemaic (320BC - 30BC)

III/36

Nan-Chao (728AD - 1253AD)

V/26

Pueblo Cultures (1500-1692AD)

V/31

Natchez and Mound Builders (1500-1700AD)

II/27

Pyrrhic (300BC- 272BC)

IV/39

Navarrese (1234AD - 1430AD)

IV/15

Qara-Khitan (1124AD - 1211AD)

V/61

Neapolitan Spanish (1500-1518AD)

V/105

Regency and Fronde French (1649-1660AD)

I/45

Neo-Assyrian Empire (745BC - 681BC)

II/1

Republican Indian (500BC - 321BC)

I/51

Neo-Assyrian Later Sargonid (680BC - 609BC)

V/115

Restoration British (1661-1688AD)

I/44

Neo-Babylonian (746BC - 482BC)

IV/32

Romanian Frank (1204AD - 1311AD)

I/42

Neo-Elamite (800BC - 639BC)

III/27

Rshtuni Armenian (639AD - 717AD)

I/31

Neo-Hittite and Aramaean (1100BC - 710BC)

III/48

Rus (860AD - 1054AD)

I/22

New Kingdom Egyptian (1543 - 1069BC)

V/104

Russian Conscript (1648-1700AD)

IV/31

Nikaian Byzantine (1204AD - 1261AD)

V/35

Russian Traditional (1500-1647AD)

III/64

Nikephorian Byzantine (963AD - 1042AD)

V/62

Safavid Persian (1500-1639AD)

II/55

Nobades, Blemmyes or Beja (30BC - 1500AD)

I/53

Saitic Egyptian (664BC - 335BC)

III/46

Norse Irish (846AD - 1300AD)

II/13

Samnite (355BC - 272BC)

III/40

Norse Viking and Leidang (790AD - 1280AD)

II/69

Sassanid Persian (220AD - 651AD)

V/27

North West American (1500-1700AD)

V/103

Savoyard (1648-1700AD)

IV/11

North-Western American (1100AD - 1500AD)

V/34

Scandinavian Union (1500-1523AD)

I/3

Nubian (3000BC - 1480 BC)

IV/16

Scots Common Army (1124AD - 1500AD)

II/40

Numidian or Early Moorish (215BC - 25AD)

V/64

Scots Common Army (1513-1602AD)

II/73

V/123

Scots Constitutional (1689-1690AD)

V/33

O.Saxon,Frisian,Bavarian,Thuringian,E.Anglo-Saxon (250-804AD) Old Irish (1500-1601AD)

V/92

Scots Covenanter (1639-1651AD)

IV/56

Order of St John (1291AD - 1500AD)

III/77

Scots Isles and Highlands (1050AD - 1493AD)

IV/55

Ottoman (1281AD - 1500AD)

V/122

Scots Jacobite (1689-1690AD)

V/9

Ottoman Turk (1500-1700AD)

V/97

Scots Montrose Royalist ((1644-1647AD)

II/75

Paekche and Kaya Korean (300AD – 660AD)

V/118

Scots Western Covenanter Rebel (1679AD)

I/63

Paionian (512BC - 284BC)

II/54

Scots-Irish (55BC - 846AD)

IV/50

Palaiologan Byzantine (1261AD-1384 AD)

I/28

Sea Peoples (1231BC - 1165BC)

II/74

Palmyran (260AD - 273AD)

V/77

Sebastianic Portugese (1578AD)

III/76

Papal Italian (1049AD - 1320AD)

II/19

Seleucid (320BC - 83BC)

II/37

Parthian (250BC - 225AD)

III/73

Seljuq Turk (1037AD - 1276AD)

II/83

Patrician Roman (425AD - 493AD)

IV/22

Serbian Empire (1180AD - 1459AD)

III/47

Pecheneg (850AD - 1122AD)

V/113

Shaiqiya (1660-1700AD)

Philistine (1165BC - 600BC)

III/42

Sha-T'o Turkish (808AD - 951AD)

I/29

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WAB Forum

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns IV/40

Siamese (1238AD - 1500AD)

V/4

Venetian Italian (1500-1617AD)

V/58

Siamese, Burmese, Laotian,Cambodian/Khmer (1500-1700)

V/57

Vietnamese (1500-1700AD)

V/39

Siberian Tribes (1500-1700AD)

I/33

Villanovan Italian (1000BC - 650BC)

IV/5

Sicilian (1072AD - 1442AD)

III/32

Volga Bulgar (675AD - 1237AD)

II/45

Sicilian and Italian Slave Revolts (135BC - 71BC)

V/54

Wadj (1500-1700AD)

II/77

Silla Korean (300AD - 935AD)

IV/65

Wallachian or Moldavian (1330AD - 1500AD)

V/59

Sinhalese (1500-1700AD)

V/16

Wallachian or Moldavian, Transylavanian (1500-1648AD)

II/26

Siracae, Iazyges, Later Rox. Sarmatians (310BC - 375AD)

IV/83

War of the Roses English (1455AD - 1487AD)

V/52

Somali (1500-1700AD)

II/4

Warring States and Ch'in Chinese (480BC - 202BC)

V/66

Spanish Colonial (1524-1700AD)

III/19

Welsh (580AD - 1420AD)

V/65

Spanish Imperial (1519-1558AD)

V/48

West African Forest People (1500-1700AD)

II/81

Sub-Roman British (407AD - 945AD)

III/51

West Frankish or Norman (888AD - 1072AD)

III/20

Sui and Early T'ang Chinese (581AD - 755AD)

III/68

West Sudanese (1000AD - 1500AD)

I/12

Sumerian Successor States (2027BC - 1460BC)

V/46

West Sudanese (1500-1700AD)

III/61

Sung Chinese (960AD - 1279AD)

I/32

West. Chu and Spring&Autumn Chinese (1100BC - 480BC)

V/88

Swedish Thirty Years War (1630-1648AD)

V/15

White Sheep Turkoman (1500-1504AD)

V/3

Swiss Confederate (1500-1515AD)

V/121

Williamite Anglo-Dutch (1688-1700AD)

II/9

Syracusan (410BC - 210BC)

IV/78

Yi Dynasty Korean (1392AD - 1500AD)

IV/6

Syrian (1092AD - 1286AD)

IV/48

Yuan Chinese (1260AD - 1368AD)

I/20

Syro-Canaanite or Ugaritic (1700BC - 1100BC)

I/4

Zagros and Anatolian Highlanders (3000BC - 950BC)

II/42

Tamil Indian (175BC - 1500AD)

V/51

Zanj (1500-1700AD)

V/24

Tarascan or Tlaxcalan (1500-1521AD)

IV/19

Tarascan or Toltec-Chichimec (1168AD - 1500AD)

V/37

Tartar (1500-1700AD)

IV/30

Teutonic Orders (1201AD - 1500AD)

III/29

Thematic Byzantine (650AD - 963AD)

I/48

Thracian (700BC - 46AD)

II/63

Three Kingdoms and Western Ts'in Chinese (189 - 316AD)

V/22

Tibetan (1500-1700AD)

III/15

Tibetan (560AD - 1065AD)

II/29

Tien and K'un-Ming (295BC - 45AD)

IV/75

Timurid (1360AD - 1500AD)

III/58

Toltec (930AD - 1168AD)

IV/34

Trapezuntine Byzantine (1204AD - 1461AD)

III/44

Tribal Mongolian (840-1218 AD)

III/69

Tuareg (1000AD - 1500AD)

V/45

Tuareg (1500-1700AD)

I/59

Tullian Roman (578BC - 400BC)

III/49

Tulunid or Iqshidid Egyptian (868AD - 969AD)

IV/29

Tupi (1200AD - 1601AD)

V/47

Tupi or Tapuya (1500-1692AD)

III/31

Umayyad Arab (661AD - 750AD)

I/39

Urartian (880BC - 585BC)

V/6

Valors French (1500-1561AD)

I/23

Vedic Indian (1500BC - 512BC)

V/14

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WAB Forum

15

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns AGGRESSION CHART

I/1

2

I/41

1

II/18 1

II/58

1

III/14 1

III/54 1

IV/15 2

IV/55 4

V/11 2

V/51 1

V/91

0

I/2

1

I/42

2

II/19 2

II/59

0

III/15 3

III/55 2

IV/16 3

IV/56 1

V/12 2

V/52 3

V/92

3

I/3

1

I/43

4

II/20 1

II/60

1

III/16 1

III/56 1

IV/17 1

IV/57 0

V/13 1

V/53 0

V/93

0

I/4

3

I/44

1

II/21 3

II/61

2

III/17 1

III/57 3

IV/18 2

IV/58 1

V/14 2

V/54 0

V/94

1

I/5

3

I/45

4

II/22 0

II/62

3

III/18 1

III/58 2

IV/19 1

IV/59 0

V/15 2

V/55 0

V/95

1

I/6

3

I/46

3

II/23 3

II/63

1

III/19 1

III/59 2

IV/20 2

IV/60 4

V/16 1

V/56 1

V/96

1

I/7

4

I/47

3

II/24 3

II/64

2

III/20 3

III/60 1

IV/21 1

IV/61 1

V/17 2

V/57 1

V/97

0

I/8

1

I/48

1

II/25 0

II/65

3

III/21 1

III/61 3

IV/22 1

IV/62 3

V/18 3

V/58 1

V/98

3

I/9

2

I/49

1

II/26 3

II/66

3

III/22 0

III/62 2

IV/23 3

IV/63 3

V/19 2

V/59 0

V/99

1

I/10 0

I/50

1

II/27 4

II/67

3

III/23 2

III/63 3

IV/24 1

IV/64 1

V/20 0

V/60 1

V/100 4

I/11 3

I/51

4

II/28 1

II/68

3

III/24 2

III/64 4

IV/25 2

IV/65 1

V/21 1

V/61 1

V/101 1

I/12 2

I/52

2

II/29 0

II/69

3

III/25 4

ÎII/65 1

IV/26 2

IV/66 1

V/22 1

V/62 2

V/102 2

I/13 2

I/53

1

II/30 1

II/70

3

III/26 1

III/66 2

IV/27 3

IV/67 1

V/23 3

V/63 3

V/103 1

I/14 3

I/54

0

II/31 0

II/71

3

III/27 0

III/67 2

IV/28 1

IV/68 3

V/24 1

V/64 3

V/104 1

I/15 3

I/55

2

II/32 3

II/72

3

III/28 3

III/68 0

IV/29 2

IV/69 1

V/25 1

V/65 1

V/105 3

I/16 3

I/56

0

II/33 4

II/73

2

III/29 1

III/69 1

IV/30 4

IV/70 3

V/26 2

V/66 1

V/106 1

I/17 2

I/57

3

II/34 1

II/74

1

III/30 3

III/70 2

IV/31 1

IV/71 1

V/27 2

V/67 3

V/107 1

I/18 2

I/58

1

II/35 1

II/75

0

III/31 3

III/71 1

IV/32 1

IV/72 0

V/28 0

V/68 1

V/108 1

I/19 3

I/59

3

II/36 1

II/76

0

III/32 1

III/72 2

IV/33 1

IV/73 2

V/29 2

V/69 3

V/109 1

I/20 2

I/60

3

II/37 2

II/77

0

III/33 1

III/73 3

IV/34 1

IV/74 4

V/30 0

V/70 1

V/110 0

I/21 1

I/61

3

II/38 2

II/78

1

III/34 3

III/74 4

IV/35 4

IV/75 4

V/31 1

V/71 3

V/111 3

I/22 2

I/62

1

II/39 0

II/79

2

III/35 2

III/75 1

IV/36 2

IV/76 2

V/32 1

V/72 4

V/112 4

I/23 2

I/63

3

II/40 1

II/80

1

III/36 3

III/76 3

IV/37 1

IV/77 2

V/33 1

V/73 0

V/113 4

I/24 2

II/1

0

II/41 3

II/81

1

III/37 1

III/77 3

IV/38 0

IV/78 0

V/34 3

V/74 0

V/114 1

I/25 4

II/2

1

II/42 0

II/82

1

III/38 3

III/78 0

IV/39 1

IV/79 3

V/35 1

V/75 1

V/115 1

I/26 2

II/3

0

II/43 1

II/83

1

III/39 1

III/79 3

IV/40 3

IV/80 1

V/36 1

V/76 1

V/116 4

I/27 3

II/4

2

II/44 1

II/84

3

III/40 3

IV/1

1

IV/41 1

IV/81 2

V/37 2

V/77 4

V/117 0

I/28 4

II/5

2

II/45 0

III/1

1

III/41 3

IV/2

1

IV/42 0

IV/82 2

V/38 1

V/78 3

V/118 0

I/29 3

II/6

1

II/46 2

III/2

2

III/42 3

IV/3

2

IV/43 2

IV/83 1

V/39 1

V/79 3

V/119 1

I/30 2

II/7

1

II/47 2

III/3

0

III/43 1

IV/4

1

IV/44 1

IV/84 4

V/40 3

V/80 4

V/120 1

I/31 2

II/8

1

II/48 3

III/4

3

III/44 2

IV/5

3

IV/45 2

V/1

1

V/41 2

V/81 4

V/121 4

I/32 2

II/9

2

II/49 3

III/5

3

III/45 1

IV/6

1

IV/46 3

V/2

3

V/42 1

V/82 1

V/122 1

I/33 1

II/10

1

II/50 1

III/6

0

III/46 1

IV/7

1

IV/47 2

V/3

4

V/43 3

V/83 1

V/123 1

I/34 1

II/11

3

II/51 1

III/7

3

III/47 2

IV/8

3

IV/48 2

V/4

2

V/44 1

V/84 2

I/35 0

II/12

4

II/52 1

III/8

0

III/48 3

IV/9

1

IV/49 2

V/5

2

V/45 4

V/85 2

I/36 3

II/13

1

II/53 0

III/9

2

III/49 1

IV/10 1

IV/50 1

V/6

3

V/46 0

V/86 4

I/37 1

II/14

0

II/54 3

III/10

2

III/50 1

IV/11 2

IV/51 1

V/7

2

V/47 2

V/87 4

I/38 2

II/15

4

II/55 2

III/11

3

III/51 2

IV/12 1

IV/52 3

V/8

3

V/48 0

V/88 4

I/39 3

II/16

3

II/56 3

III/12

1

III/52 3

IV/13 1

IV/53 1

V/9

4

V/49 3

V/89 1

I/40 2

II/17

2

II/57 1

III/13

3

III/53 1

IV/14 3

IV/54 2

V/10

1

V/50 2

V/90 3

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns TOURNAMENT RESULT SHEET

Period Player

Round Army

#lost #Chars Chars

Army Break Points Total lost % lost

VP

BP

Attacker Defender Crushing Victory: Winner loose no ABP and Looser more than 50%ABP.

Winner get 4 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Victory: Winner loose less than 50% ABP and Looser more than 50%ABP.

Winner get 3 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..

Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed Draw : all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period Player

Round Army

#lost #Chars Chars

Army Break Points Total lost % lost

VP

BP

Attacker Defender Crushing Victory: Winner loose no ABP and Looser more than 50%ABP.

Winner get 4 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Victory: Winner loose less than 50% ABP and Looser more than 50%ABP.

Winner get 3 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..

Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed Draw : all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period Player

Round Army

#lost #Chars Chars

Army Break Points Total lost % lost

VP

BP

Attacker Defender Crushing Victory: Winner loose no ABP and Looser more than 50%ABP.

Winner get 4 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Victory: Winner loose less than 50% ABP and Looser more than 50%ABP.

Winner get 3 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..

Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed Draw : all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period Player

Round Army

#lost #Chars Chars

Army Break Points Total lost % lost

VP

Attacker Defender Crushing Victory: Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.

Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly Victory: Winner loose less than 50% ABP and Looser more than 50%ABP.

Winner get 3 Victory Points (VP), Looser get 0 VP. Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly

Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself.

Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed Draw : all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd

WAB Forum

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WAB FORUM ARMIES BOOK VIII: Rules, Scenarios & Campaigns COMMUNITY

SPECIAL THANKS

http://wabforum.co.uk (english) http://wab-portal.forumperso.com/  (french) http://www.wab-forum.de (german)

 Many thanks to the WAB Forum members for providing the template  and their great support.

MANUFACTURERS

BOOKS

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