Warhammer ancient battles rulebook pdf




















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The bonus is only applied once no matter how many flanking units are tnvolved,. Rules for tandards described later. The same applies as for a flank attack btl! This bonus and the bonus for a flank arrack are cumulative.

For example: A unit of archers is fighting a unit of spearmen. The spearmen inflict 3 wounds on the archers, and the archers inflict 4 wounds on the spearmen. The spearmen have four ranks in their formation.

Thearchers have therefore lost the combat, even though they have caused more casualties - the vast numbers of spearmen pressing from the back baue ouerusbeimed them. If the unir normally moves 6" or less roll 2D6. The result is the distance covered by tile fleeing troops minus any penalty for terrain or obstacles.

Move the fleeing unit directly away from its enemy so that it is 2D6" or 3D6n away from them and facing in the oppostte direction. Should the fleeing unit encounter friendly troops they will push through them. FLeeing models that would otherwise end up intermingled with friendly units are instead placed to the side or beyond them if this is tile only option. Fleeing models [hat have [heir retreat completely blocked by enemy models are destroyed.

In addition a fleeing unit will be destroyed if it is caught by pursuers as described under Pursuit. Worn down by prolonged fighting and heavy casualties the unit breaks and flees without taking a Leadership test. It must attempt to get away from the banlefield as quickly as possible. Ibis is a compulsory move so fleeing troops are moved first once charges are declared see the Movement section. A fleeing. This represents the spread of panic amongst the army as friendly 'units collapse and mill tail, leading ro crumbling battle lines and possibly causing other units to flee as well, It is worth bearing in mind at this stage that Panic tests must be taken once all Break tests are complete but before any fleeing troops are moved.

For example. Where able to do so, round obstacles that block it path, of troops. Fleeing troops will nor move troops unless they have no other choice.

If any models leave the table edge the entire unit is considered to have left the battlefield and is removed from play. The troopers have scattered beyond recovery or have found places to hide themselves until the fighting is over. If enemy troops charge a fleeing unit then the fleeing unit automatically flees from the charge assuming the charge is within reach. The charging enemy destroys tile fleeing troops if it catches them.

This represents the efforts of leaders and brave individuals to call a bah to the rout, bring the troops to their senses and restore order. This is called rallying and a unit that rallies successfully may reorder its ranks in preparation to fight once again.

Fleeing troop rum directly away from their enemy and run as fast as they can. They abandon their formation and run from their enemy in a complete rout, blindly scrambling over the ground in their efforts to avoid the enemy. Rally tests are taken in the movemenr phase after charges have been declared bur before movement see the sequence at the start of the Movement section. If rne score is equal to or less than the unit's Leadership Ld then the unit stops fleeing and has rallied.

The unit must spend rhe remainder of the turn stationary and may not shoot or fight, but the player may rearrange it formauon and rum it [0 face whichever direction he chooses. A fleeing unit that has suffered too many casualties will be unable to rally - its warriors are demoralised and only interested in escape.

To represent this, units of troops reduced to less than five models are unable to function as a fighting unit and may not rally. The unit continues to flee until j[ leaves the table or is destroyed.

Dice are rolled to establish how far the fleeing unit moves. The troops triumphantly surge forward, hacking at [heir retreating foes as their backs are turned, overtaking and cutting them down as they run. Note that a unlr may only pursue if all the troops it Is fighting break - if one unit breaks and another stands and fights then the victorious troops do not pursue. Like fleeing, pursuit is a hectic and uncontrolled affa. As pursuing would force the unit [Q abandon its secure position there is a great incentive to stay where they are.

La this situation, the player may decide to pursue or not as he wishes. A unit does not have to pursue. Troops that pursue a fleeing enemy over an obstacle must halve their pursuit move as they cross the obstacle. This applies even after the first round of combat, as it is assumed some, if not all, of the victors will have [Q cross the obstacle to pursue their enemy.

To find out how fur they pursue roll 2D6 or 3D6 in exactly the same way as for fleeing troops. The pursuers move the distance indicated by the dice roll straight towards and through fleeing troops if they move far enough. The tmit may not move other than ro position itself along the [able edge, though it may shoot and otherwise participate in the game as normal.

U the pursuing unit's dice roll is greater than that of the fleeing unit then the pursuers have overrun and completely destroyed the entire fleeing unit. If the pursuers do not move far enough to overtake the fleeing troops then no further casualties are caused. The pursuers are simply moved the distance indicated towards their broken enemy. Leave a reasonable gap to separate the two unitS if both roll the same distance.

Note that unitS do not continue to pursue in subsequent turns; pursuit is a Single bonus move which is made when a beaten enemy flees. The sigfrt rj kim fi«erf" tfie mell r1 die Guara witli terror jor his stife'! Scm tIIbfi ug Jor yrccerf"clIcc. J lIIaae II da. Surf"d"e»0 a tliouglit ;I"Ossed- mind" - 6y stayiu! J ftis wnere lie wa. A yortl Indians came tit him, alia lie cut tfiem dow« - their command"er.

The pursuers are carried forward against the enemy unit as they chase their fleeing enemy. This is considered to be a new charge, and the attacked unit must 'hold' as any attempt to flee or shoot amidst rile confusion of running bodies is impossible.

The resulting combat is worked out in the following tum. The pursuers are considered to be charging and so get all the usual benefits and bonuses as if they had charged that turn. Assuming the pursuers do not encounter any fresh enemy they move as far as the distance indicated by their dice roll.

In their following turn they may charge, march or move exactly like any other unit. No penalty is imposed because of their pursuit move. Normally a unit must pursue if it is able to, but the player may attempt to prevent this by making a test against the unit's Leadersblp Ld.

This represents the unit's leader calling his troops to hold. Roll 2DG, and if the core is equal ro or less than the unit's Leadership then the test is passed and the unit may remain stanonaryinstead of pursuing.

First om:, rfien a secona. Afte:r tliat Plane ventured. Jaill to attaCK him nand-ta-liatla - kel! ArrIml - Tfie Ca1tpaigns. Remember that units engaged in combat cannot move in their movement phase. The opportunity to redress their ranks following hand-to-hand fightil1g, therefore affords the winning side the chance to adjust their formation slightly by expanding their frontage or lapping round the enemy's sides.

Fig In this situation Ihe enemy spearmen win the combat and expand their formation by moving eight models to Increase [he width of the unil by two on each flank. Remember - units must maintain equal-sized ranks apart from the rearrnost rank.

A unit may expand its frontage in this way by up to rwo models On each flank. These extra models are described as Lapping round. You may move up [Q [WO models around each flank, assuming mere is room and thatthe flank is nor blocked by another unit. In this way it is possible to extend your line and surround an enemy unit completely,. FLEEING UNITS nits which are fleeing abandon their formation and so have no opportunity to redress their ranks at this time, The unit forms a rough block or mass of troops, and models are arranged in a higgledy pigglcdy manner to show their disorganised srarus,.

Lapping round models in this way might therefore reduce your rank bonus by Ilmrnng the number of full ranks fighting. However, units mat are lapping round do receive extra bonuses for flank and rear attacks so long as the entire unit consists of five Or more models. This means chat in most cases it is well worth lapping round If your units are able [Q do so.

TI4rn the models around through " to show tbis. This turn is free and has no effect on the unit's further movement. Units disengagingfrom band-to-hand combat are moved in the compulsory movement pari of the movement phase, before charging units are moued. Take a Leadership test for each disengaging unit in the same way described for avoiding pursuit. Roll 2D6, and if the score is equal to or less than the unit's Leadership value then the test is passed. They have been driven off by the enemy and forced to regroup behind the unit's main body.

Players might wish to physically tum the models round LO face their enemies in order [0 show this, although it is not strictly necessary [0 do so. If tbe test is passed the unit has suecessfully disengaged and may move up to double its normal movement rate away from tbe combat.

Ising ver! J arge I'orma sliif rfs, SHort rlinlSring syears alld smarr sword's. Jtfietleatneir SI1. At the same time lie Sstitrrtlu fimm orsders Jor juked bronz« ones. Units that are fighting an enemy that successfully disengages from combat are not allowed to pursue. The enemy has disengaged during a lull in the fighting. However, if the disengaging unit fails its test and breaks and flees, then its enemy may pursue just as if the unit had broken In band-lo-band fighting, In this case the dis8ngagemfmt has failed, and the enemy leaps foruiards to exploit their mistake.

Cavalry a7' J allowed to disengage from combat untbout taking a Leadersbip test, but only if all of the enemy troops they al-e ftghtitlg are either slower or have the same movement as themselves. If any enemy troops are faster than they are, then a Leadership test rnust be taken as described above. PANIC 1t is an unfortunate fact that in the heat of battle troops often don't respond as you, their commander, might want them [0.

Some troops are steadier than others as indicated by their Leadership value ld. Troops with a high Leadership are much less likely to panic than troops with a low Leadership. These factors are represented. Fleeing friends within 4" at the start of the turn. Make a test at the starr of your tum if there is a fleeing friendly unit within 4".

You do not have to take this test if your unit outnumbers the fleers by at least twO to one. The sight of a few rag-tag stragglers is insufficient to cause panic. Roll 2D6 and compare the result to the unit'S Leadership W value. If the result ts less than or equal to the unit's Leadership score the [est is passed and all is well. If the result is greater than rhe unit's Leadership score then the test is failed. If there are only 6fleeing models tben no test is required. If tbere are 2 fleeing units of 6 models each, then a test is needed as tbe total number of fleeing troops is Test during the hand-to-hand combat phase more friendly units breaks within 12".

You must completely. You will notice that a Panic test Is taken in the same way as a Break test in hand-to-hand combat and uses the same characteristic, namely Leadership. However, a Break test is not a Panic test, and vice-versa. This is important because some bonuses apply specifically to Break tests and ochers apply only to Panic tests.

Note that only one Panic test is required. Charged in the in combat. Jfa charier or elephant has several crew, use the highest value for [he test. Test if your unit is already fighting in hand-mohand combat and is charged in the flank or rear by an enemy unit of five or more models.

Make this test as soon as chargers have declared their charge and are determined to be within reach. If chargers are unable to reach the unit no rest is required. If the enemy unit is smaller than five models no test is required as there ape assumed to be too few to cause panic, and the extra attackers are easily absorbed into the general carnage. Characters often have better Leadership [han ordinary troopers.

See the Character section for rules concerning characters and units. Take this test once all charges are complete, but before hand-eo-hand combat starts.

No test is required for a unit that outnumbers its destroyed friends by at least two [0 one, in the same way as described in 1. Fleeing friends within 4" at the start of the rum. Charged combat. Fleeing friends are destroyed by chargers within 4". The General is slain. If your army's General is killed then every unit in your army must rake an immediate Panic test.

With your leader dead rumour of defeat spreads along the battle front like wildfire. This is often the moment when battles are won and lost! Only one Panic test is required in the enemy' shooting phase on account of casualties - the results of the flrsr rest stand for any further ca ualties inflicted.

A unit FOI'. This may result in the unit panicking before it contacts its target, in which case it has been forced ro flee from the hail of arrows unleashed by the defenders. If a unit panics at the start of the turn because of fleeing friends within 4" it may not attempt [0 rally that turn, but must flee during the compulsory movement parr of its movement phase.

The fleeing unit may be pursued if its enemy won the preceding round of combat, and consequently the fleeing unit can be destroyed in the same way as a unit which breaks following defeat in combat. If the enemy did nor win the previous round of combat or if the antagonists have not yet fought for sorne reason then the enemy cannot pursue. A test is onLy required for friends that are defeated in combat and broken as a result.

A unit which is skinnishing cannot cause another unit to partie unless that unit is also skirmishing - other units take no account of skirmishers dashing about the battlefield.

No Panic test is therefore required by non-skirmishing units on account of broken, Jleeing or destroyed skirmishers. See the Light Troops section for more details. This is most likely to happen if you are fighting a scenario you have invented, perhap where ambushers spring a trap, boulder are thrown from cliffs, or in some other unexpected circumstance that the players have contrived. If both players agree, a Panic.

A unit which fails a Panic test wilL flee in the same way as a unit broken ill hand-to-hand combat or a unit fleeing from a charging enemy. Fleeing troops abandon their formation and are moved in a rough mass or mob a -.

L below. AI the start of their turn a unit. The infantry have a Ld value of 7. The player rolls 2D6 and scores a 3 and a 5 adding up to 8. As [he infantry have a leadership of only 7 they fail their test. The infantry unit panics and must flee in the compulsory part of its movement phase.

Example 2. During the hand-to-hand combat phase a unit of barbarian warriors ts defeated and broken. All friendly units within 12" must take a Panic rest, which in this case includes a unit of barbnrlan cavalry and a unit of skirmishers nearby. Panic tests are taken before the broken unit flees.

The: cavalry roU a total of 9 which is more than [heir Leadership so they panic. The skirmishers roll a remarkable -1, even less than their Leadership of 5 so they bravely stand fast. Both the barbarian warriors and the barbarian cavalry will flee from their enemy. Note that a unit that panics and flees from hand-to-hand combat does not lead to further Panic leSIS - only units that arc defeated and break in combat cause Panic tests.

Example 3. A unit of 10 Romans ;5 charged in the flank by a unit of 5 barbarian cavalry while fighting a unit of barbarian warriors to its front. The Romans take a Panic rest as soon as the cavalry declare their charge and are found to be wfthlnrange. The Romans roll a rota] of 10 which is more than their Leadership so they panic and flee. TIley flee 2D6" away from their enemy.

The barbarian warriors already fighting the Romans won the previous rum's combat, and so pursue. The barbarian cavalry continue their charge in the same way as if their foe had fled voluntarily. These warriors are not just viral as individual warriors, they can also be seen as representative of their unit's training, morale, and willingness to obey its orders or 'get stuck in'.

Although the standard bearer has to carry a banner as well as fight, he is chosen from the meanest and most determined of warriors, and this more than makes up for any disadvantage mac carrying the standard may bring. The standard bearer model is placed towards the middle of the front rank next to the leader. See the Hand-toHand Combat section for details. Unit standard bearer models are not removed as casualties unless there are no orher ordinary trooper models to remove instead.

It is assumed that any surviving warrior picks up the standard should its bearer fall. The leader model is. He remains in this position throughout the battle. Unlike the characters described in the next section, a leader can never leave his unit or act independently from it.

Leaders are armed and armoured like the other troops in their unit. IIthe model itself substitutes a sword for a spear, or does away with a shield in favour of a dramatic gesture, then these differences are put down to artistic license and all fighting is worked out assuming the leader is armed in the same way as his men. If a unit has a leader it may roll an extra attack dice on his behalf.

For example, a Leader with an Attack A value of 1 would normally roll one dice to hit, bur because of the leader bonus this is increased to two dice. Leaders are never removed as casualties unless all the ordinary troopers are already slain - a unit's leader is always the last to go down fighting! The player must give the standard bearer model to his opponent for the remainder of me battle it is returned once the game is over thoughf.

This is important because a player can claim bonus victory points for each standard be captures. A unit may include a musician model to accompany it into battle, either a horn blower, a drummer or some other worthy soul. The musician is assu med to be armed and armoured like the other models in the unit and fights in exactly the same way. Although the model has to carry an instrument as weU as fight, he is not only uncommonly valiant but also enjoys the support of troops around him, which is taken as compensating for any encumbrance suffered.

The musician model is placed towards the middle of the front rank of the unit next to its leader, the normal arrangement is therefore: leader in the middle wtth standard and musician to either side. The side that rolls the highest indiviclual dice scare is the victor and wins the combat by 1 pornr, Jf one side has a musician and the other does not, then the side with the musician will automatically win a drawn combat by 1 point.

This is most Likely to happen where a unit is cbarged in the flank or rear, but it can also happen if the front of the enemy formation is too short to cover the leader model. When this happens the player is allowed [0 move the leader inro a position where he can fight in his next movement phase.

Simply swap the leader for a trooper model that is already fighting. This can mean that the leader loses the chance to fight in the first [urn of combat. Although this rule allow a leader to move to join the figbting he may nor do so if already fighting someone else.

He can't move ro fight an enemy attacking the rear of the unit if he is already fighting an enemy to the front. Ir proclaims the unit's identity and defies its enemies.

Standards also have a practical value: they are used to signal. The following rules represent the boost to a unit's fighting prowess due to its standard. A unit of troops may carry a standard in the form of a flag, banner. It is carried. These characters add an entirely different aspect to the game, often as valuable military commanders whose presence inspires other troops to feats of exceptional valour. However, a character might equally well be an Egyptian princess being escorted on her way to a dynastic marriage [0 the heir of a Syrian city Slate.

Or it could be a rich merchant leading a convoy of goods and hired mercenaries across the desert. A character is a Significant individual in the game for whom we can Invent suitable special rules. The details and extra rules for characters are not given here as there are simply too many and space does not permit it.

Instead each separate army list supplement includes a section giving the profiles for a range of types of character that can be used withthe army. If you refer to the rwo sample army lists as the back of this book you will find examples of characters for the Roman and Barbarian armies. Players should note that although characters can move more freely than unit, they are still bound by the normal rules for declaring and executing charges. A character may charge an enemy in the rear if he starts his move in front of it, and he may not charge an enemy he cannot see when charges are declared.

To join a urut a character has only to move so that he is touching it. Once he bas joined, the character model is placed in the from rank next [0 rhe unit's leader. The character will inevitably use up a proportion of his move to reach the unit. If the unit has not moved then it cannot now move further than the character, as itS remaining rnnvernent has been wasted waiting for him. Although characters are normally placed in the front rank of a unit, if the unit is already engaged in combat then the character may be placed anywhere in order to fight the enemy - even at the sides or rear of the formation.

Once the combat is over the character is returned ro his rightful place in the front rank. A character who is with a unit of troops might find himself unable to fight becau e there is no enemy facing him. The enemy line might fall short of his position or the enemy might be fighting to the side or rear of the formation, for example. In this case the character moves to join the fighting in his movement phase in the same way as a leader see the rules for Leaders , If a character is travelling with a unit then his movement is dictated by the unit as a whole.

He simply moves along like an ordinary member of the unit. If the character moves slower than the unit then the whole unit will have to slow down so that he can keep up! Apart from models which have joined with other units, a character model is free to move in the movement phase. He must rake lora account any penalties to movement for crossing terrain and obstacles as normal, but he does not have to turn or wheel in order to change direction, the model is Simply moved to face whichever direction is required as the player wishes.

A character who has joined a unit may leave again during any subsequent movement phase. He may nor join and leave the same unit in a single rum, but he may leave one unit and join another if you wish. A character may not leave a unit while it is subject to some compulsory movement rule. For example he cannot leave a unit which is fleeing, declared a charge, has rallied that rum because it cannot move or which is engaged in hand-eo-hand combat. If a unit declares a Charge any characters which have already joined the unit must charge too and take part in the resulting combat.

This means that once hand-tohand fighting has begun a character will nor be able to leave the unit he has joined until all the fighting is over and any compulsory rnovernenr such as fleeing and pursutr bas been resolved. If a unit I,S joined by several characters use the highest leadership amongst them. This is a very important rule, as it provides units of poor troops with the Leadership they need. Leadership is used for Panic tests, rally tests, and Break tests in combat, as well as many of the special Psychology tests described Later, While the character is with the unit be is considered to be parr of iTin all respects.

If the unit is forced [0 flee for any reason, because ofa failed Break or Panic test for example, then the character is forced to flee as welJ and at the same speed, and he may not leave the unit until it has rallied. On the roil of 1 the character fails to hear the warning and is hit by the missile. Work out damage as normal. On the roll of between 2 and 6 the character is alerted IO the danger and avoids the missile.

The character is not hit and the missile strikes another model instead - transfer the hit. This means that characterscan move around behind the battle lines without attracting an unrealistic and unreasonable amount of missile fire. A character model that is with a unit may only be picked out as a target if the unit is the closest target and the character tstn the rank facing tile shooters. Note chat it is only characters who may be targeted in this way leaders, standard bearers and musicians may not as they would be replaced by another warrior in any case.

This is because the normal chance of hitting assumes the target is massed up in ranks. This is nor the case when you are shooting ar a single man, especially if there are other potential targets to distract the shooter's atte n ti on. When a model is fighting it can strike its blows against any enemy model whose base it is touching. Characters may sometimes come into direct combat against enemy characters.

The exception to this is [be challenge, as described below. In addition, a character model who has joined a unit may be lucky enough to avoid death from a missile, thanks to a warning shouted by a comrade. Possibly one of his companions shoves him out of the way, or pushes him to ground.

A trooper spots the fateful missile beading towards his leader, and shouts "Look Out Sirl" or some such warning,. The challenge represents one-on-one combat between rival. A player may issue one challenge in each combat fought. As you will recall, a single combat can include several untrs on each side and so may involve several characters - however only one challenge can be made per combat.

Where several combats are fought during the turn one challenge can be made in each, The player whose rum it is has the first opportunity to declare challenges, The player can issue a challenge with one character model from amongst those already engaged in each combae,.

His enemy has the option of refusing or meeting the challenge. If he refuses then no challenge takes place, and the refnsing player must retire One of his own characters from the combat as described below The disappointed challenger fights normally in the combat phase. If the player whose rum it is does not issue a challenge in any combat then his opponent may issue one himself.

This may be accepted or declined in the same way. However, note that a challenge cannot be issued unless there is a character to flght. Ordinary troopers cannot take up a challenge. Once the challenge is underway no further challenges can be issued in that combat until one character is slain or forced to flee.

A challenge might therefore last over several turns of combat. If a character is riding a warhorse that has its own attack then the horse flghts during the challenge as well, If a character is riding a chariot then no other crew can fight, but warhorses pulling the chariot may.

Attacks from heavy chariot impacts are worked out against [he enemy unit before the rest of combat. As these attacks are impact damage they don'[ COW1t rowardsthe challenge, but they will count towards the overall combat result. ARMY GENERALS An army can be commanded by a unique character known as the General, The character is in charge of the whole army and, more tban any other model, represents you personally; The General is important because he can inspire others to fight on where otherwise they might turn and flee.

Any unit within 12" of the General model may use the General's leadership value instead of its own when making a Leadership based test, This means that a unit near the General can lise his superior leadership when resting for fear, panic and other psychology, or for Break tests in hand-to-band combat. A unit which is fleeing may use the General's Leadership if he is within 12" when arternpting ro rally.

If the General should flee then he loses any influence over his troops whilst he continues to Dee. Also, if the General has to take a Panic test because a nearby friendly unit flees from hand-co-hand combat for example , then he must do so before any other units which have to take a Panic test at the same time. This simply reflects the fact that for other units to benefit from the General's Leadership, he must set an example by standing firm himself.

The retiring character is removed from the engaged rank: and placed at the back of the formation. This character may not fight or do anything else that rum. The so-called hero has chosen to hide behind his fellows rather than face the challenger one-an-one.

The character is returned to a fighting rank once the hand-to-band combat phase is over, ready to fight in the next turn. If the models are in chariots it may be more convenient to remove them altogether and place them beside the fighting units. When combat is worked out these [WO will tight together, no other models may attack [hem even if their bases are touching, and no other models may shoot at them. This character is known as the battle standard bearer. Any unit within 12" of the battle standard may re-take a failed Break rest.

A unit is only allowed to retake its test once per turn. This ability does not apply if rhe battle standard bearer is fleeing. Note that a battle standard only allows units to re-take Break tests; it cannot be used for any other sort of Leadership test, such as Panic tests. Unlike with ordinary unit standard bearers the battle standard is nor passed on if irs bearer is slain.

A battle standard can be captured in the same way as a unit banner. See the rules for Standards. This being said it's well worth wbile scanning tbrougb tbe rules in this section so tbat you get an idea of what is included. Once the basics of combat have been mastered you may wish to introduce further detail by using the following rules representing different kinds of weapons. Most of the rules for combat have already been covered in the Hand-to-Hand Combat rules.

Special rules for each different type of weapon are described below. For example, a heavy double-handed axe or sword gives a buge Strength bonus but always strikes after the enemy. You will soon realise [hat differ-em weapons often imply different tactical options, and are suited to certain styles of play.

For example, knights armed with lances need to charge to use their weapons effectively so a player must be careful to manoeuvre them into position so that it is he, rather than his enemy, who charges into combat. HAND WEAPONS Hand weapon is the term used to describe all swords, axes, clubs, hammers and other similar weapons wielded in one band, The difference between these weapons is slight and so they are all considered ro be comparable in terms of use and effect.

Some warriors carry a weapon in both hands so they can rain down even more attacks on their enemy. If a warrior carries a band weapon in each hand be receives one extra attack from his left hand. This is an exception to the rule that a warrior may only use one weapon in hand-to-hand combat.

All the models in a unit should carry the weapons ascribed to them, except for Leaders, musicians and standard bearers where this is impractical. It is acceptable for a unit to include the odd model that is armed differently, but it is irnportant that the unit's overall appearance is not misleading.

This is particularly effective with barbarian units as you wouldn't expect much uniformity amongst the masses. In a mixed weapon unit such as this, ail models count as being armed with swords, axes, clubs or other hand weapons. No special rules are applied to these units on account of their weaponry. Such troops are obviously at a disadvantage when fighting troops armed with more efficient close combat weapons.

Daggers and improvised weapons are easily deflected by armour. For example, a warrior equipped with lighl armour ariel a shield would normally have an armour saving th1"OW of 5 or 6, but he bas an armour saving tbrour of 4.

Models that would not normally receive an armour save will save on a 6. However, troops armed with more than one kind of weapon are only allowed to use one ar a time. A urarrior who stands and fires as a cbarge response is allowed to change weapons, u.. A blow from a double-handed axe can break armour apart and cur a foe dean in half. The disadvantage is that the weapon is very heavy to swing, so a warrior may be slain by a more nimble foe before he has a chance to strike.

Double-banded weapons require both hands [Q USe. Lf rile bearer has a shield he may nor use it in hand-tohand combat.

It must be Left on the ground or slung on his back during me fighting. Double-handed weapons are heavy [0 swing and leave the user vulnerable to a more lightly armed foe. Double-handed weapons always strike last regardless of which side charges or relative Initiative levels.

If both sides are armed in this way chargers strike first followed by the side with the highest lnitlative. If rile wielder'S Strength is 3 then aU hits from a double-handed weapon will be at Strength 5. As the enemy's armour save is affected by the strength of the hit, this will be reduced also. The steel blade has a palm like a spear as well as a heavy cutting edge like an axe. It is held in both hands and used to chop as well as thrust, so it is a very adaptable and extremely effective weapon for infantry.

Troops equipped wield if and cannot If they carry shields backs or placed on with a halberd require both arms to use shields in hand-co-hand fighting. Infantry armed with thrusting spears may fight in two ranks of troops because warriors in a second rank thrust thelr weapons forward past those fighting in the from. This enables models directly behind front rank fighters to fight as welt. However, this advantage only applies as long as [he spearmen do not move.

If they charge their careful formation is affected and they may only fight in a single rank that rum. Spearmen fight in two ranks if the enemy charge them while they stand [heir ground. This means that a block of spearmen makes a very good defensive formation, but are less welt suited to arrack. Any hits at trength 4 or more confer the usual modifier on the enemy's armour saving roll. Rules be found in the separate army are allowed to use them. They still take panic tests if the army general dies, or if units not affected by the rule break and flee from combat.

The general or other characters may sometimes be allowed by the army list to join and lead these troops. Bow p. Mounted units armed with composite bows may shoot with them during a charge or counter-charge. Mounted troops also armed with thrusting spear, kontos or lance may not shoot their bows while charging or countercharging, but if their unit is a Combined Formation with archers in the rear ranks, these may shoot using Combined Formation rule 4 even though moving.

Combined Units Some armies form composite units with a superior troop type at the front and inferior types filling out the rear ranks. The individual army list will indicate the proportions of the two types allowable. So long as at least half the front rank figures are of the superior type, the superior leadership and saving throw applies to the whole unit. Every second missile casualty scored on the unit removes a superior figure; in combat enemy troops in base contact with the superior type must fight against them, but surplus casualties are carried over to the other figures.

Different Weapons This rule affects Combat. Some units may have figures armed with a variety of weapons. The normal rules apply to each weapon- so double handed axe men will hit after all other figures have 4 struck, figures armed with throwing weapons in the second rank may strike in the first round of combat, etc.

As a result of the different weapons some figures may have different armour saves than others. In close combat always use the saving throw of the majority of the front rank, when resolving missile fire use the Saving roll of the majority of the figures.

Usually the owner of the unit decides which figures to remove as casualties, but the other player may elect to make attacks against specific figures if he wishes. Eastern Shock Cavalry For much of our period, the art of mounted warfare was considerably more advanced outside Western Europe and cavalry were trained to perform a greater number of battlefield evolutions.

Troops designated as Eastern Shock Cavalry therefore benefit from the following rules: 1. They may do so even if they cause the enemy to Give Ground. Eastern Shock Cavalry that take barding of any sort revert to Shock Cavalry. Mixed Armour This rule affects combat and shooting In some formations, the front ranks were better equipped than the rear ones, so part of the unit may wear armour while the rest does not.

When shot at, such a unit uses the saving throw of the better armoured troops, so long as at least half of the front rank is so equipped, while casualties are removed from the rear ranks. In combat blows are struck against the figure in contact with the striker, and the appropriate save used. Warhammer Armies: Hordes of Chaos 6th Ed. Warhammer Armies Kislev.

Warhammer Armies



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