The Game Turn
TURN SEQUENCE |
| 1. START OF
TURN |
3. SHOOTING |
| 2. MOVEMENT |
4. CLOSE
COMBAT |
START OF TURN
- Panic Tests due to friendly units fleeing within 4" of the unit unless it
outnumbers the fleeing unit. Flee during compulsory movement if failed
- Terror tests due to terror-causing models within 8". Flee during compulsory
movement if failed
- Stupidity test. Move during compulsory movement if failed.
- Warband over-confidence
- Other compulsory tests. Take them in any order.
- Note war-machines recovering from misfires or loss of crew.
- Optional declarations. Make them in any order.
MOVEMENT
Declare Charges
- Declare all charges.
- Declare all charge reactions. Charge Reactions are Stand and Shoot, Hold, Flee, Fire ad
Flee and Cavalry Counter-charge
- Chargers take a terror or fear test if defenders cause terror or fear. If the test is
failed and the chargers must flee, move during the Compulsory Movement phase.
- Defenders take a terror or fear test if chargers cause terror or fear and are within
charge range. Measure but do not move chargers to see if they can complete the charge.
Defenders that fail a terror test, or that fail a fear test and are outnumbered, must
flee. Move the defenders immediately.
- Defenders take a panic test if already engaged in combat and charged in the flank or
rear by a unit of 5+ models. Measure but do not move chargers to see if they can complete
the charge. Defenders that fail a panic test must flee. Move the defenders immediately. If
opposing units in base contact won the previous round of combat the units may pursue. Work
out the pursuit moves immediately.
- Resolve stand and shoot and fire and flee missile fire. Remove
casualties. If the charging unit panics, move during the Compulsory Movement phase.
- Move units that declared Flee as the charge reaction. If the unit that is fleeing is
engaged in combat, enemy units may pursue if they won the previous round of combat. Work
out the pursuit immediately.
- Chargers may redirect the charge to another unit if the enemy flees. Repeat all the
above steps for a redirected charge. Enemy units that become chargeable because the
fleeing unit moved out of the way cannot choose Stand and Shoot as the charge reaction.
Rally Fleeing Troops
- Only units with 5 or more models may attempt to rally. Units that panicked during this
turn may not attempt to rally.
- Associated characters do not count towards the unit's original size of 5 models.
- A player may rally troops in any order he wishes - once a fleeing general is rallied,
other fleeing troops might attempt to rally on his leadership if within 12 inches.
Compulsory Movement
All fleeing units are moved now. Units with compulsory movement rules are also moved
now. Move the units in any order you wish.
Move Chargers
- Measure and move charging units. Note that units moved during the Compulsory Movement
phase may interfere with a charge, causing it to fail.
- If a charging unit touches any model in a fleeing unit, the entire fleeing unit is
destroyed. Charging units are moved their full movement through fleeing units.
Remaining Movement
Move remaining units.
MANOEUVRES
- Wheel A unit may wheel as many times as you wish except in a charge, where the
unit may wheel once to line itself up with the enemy. The distance moved is the longest
distance by the model on the outer edge of the wheel.
- Turn All the models remain in place but turn either 90 degrees to their left or
right, or 180 degrees to face the rear. Costs a quarter of movement.
- Change Formation A unit may add or reduce the number of ranks by 1. This costs
half of its movement. The unit may add or reduce its ranks by 2 costing all of its
movement.
- Reform A unit can face in any direction and redress the ranks. Reforming troops
cannot move or shoot.
TERRAIN AND OBSTACLES
- Troops cross difficult ground at half rate. This includes woods and steep hills but not
ordinary hills, which may be moved over at normal rate
- Troops move across very difficult ground at quarter of their movement rate and over
obstacles at half their movement rate.
MARCHING
- Troops move at double their normal pace. A unit may not march if there are enemy within
8" at the start of the turn. A marching unit may not turn, change its formation or
reform but it may wheel. Marching troops may not shoot. War Engines and chariots may
not march.
FAST CAVALRY
- Fast Cavalry are allowed to do any numbers of turns and can even change their formation
once while moving or marching
FLEEING TROOPS
- Troops fleeing from combat move directly away from the enemy. Otherwise they always move
towards their own table edge during compulsory movement if at all possible.
|
SHOOTING
- Announce all units that are going to shoot and their targets.
- Guess ranges for war machines.
- Conduct shooting and implement results. Mark units that suffered 25% casualties by
turning a model around in the back rank.
- Conduct panic tests and flee movement
Shooting To Hit Chart
| Bow Skill |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
0 |
| D6 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-1 for the following:
- shooting at a charging enemy
- shooting at over half range
- while moving
- at a single model or skirmishers
- target in soft cover
- shooting at small target
- -2 if the target is in hard cover
- +1 if shooting at a large target
SHOOTING CHART
WEAPON |
R |
S |
NOTES |
| Short Bow |
16" |
3 |
|
| Crossbow |
30" |
4 |
No move and shoot |
| Long Bow |
30" |
3 |
|
| Javelin |
8" |
* |
Strength of model |
| Composite Bow |
24" |
3 |
|
| Repeating Crossbow |
24" |
3 |
May shoot twice at -1 to hit |
CLOSE COMBAT
Fight Combats
- Issue challenges.
- Determine attacking order: first strike, charging, initiative, double-handed weapons.
- Declare targets for all of a model's attacks before rolling attacks. Need 6s to
hit troops defending an obstacle
- Roll attacks and remove casualties. Note number of wounds inflicted.
- If the General is slain all friendly units must immediately take a Panic Test.
- Mark units completely destroyed in combat by leaving a single model on its side.
To Hit Chart (0 = 10)
|
Defenders Weapon Skill |
A
t
t
a
c
k
e
r
s
W
e
a
p
o
n
S
k
i
l
l |
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
0 |
1 |
4 |
4 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
2 |
3 |
4 |
4 |
4 |
5 |
5 |
5 |
5 |
5 |
5 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
5 |
4 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
6 |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
7 |
3 |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
8 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
9 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
0 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
4 |
|
To Wound Chart (0 = 10)
|
Defenders Toughness |
A
t
t
a
c
k
e
r
s
S
t
r
e
n
g
t
h |
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
0 |
1 |
4 |
5 |
6 |
6 |
- |
- |
- |
- |
- |
- |
2 |
3 |
4 |
5 |
6 |
6 |
- |
- |
- |
- |
- |
3 |
2 |
3 |
4 |
5 |
6 |
6 |
- |
- |
- |
- |
4 |
2 |
2 |
3 |
4 |
5 |
6 |
6 |
- |
- |
- |
5 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
6 |
- |
- |
6 |
2 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
6 |
- |
7 |
2 |
2 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
6 |
8 |
2 |
2 |
2 |
2 |
2 |
2 |
3 |
4 |
5 |
6 |
9 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
3 |
4 |
5 |
0 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
3 |
4 |
|
Saving Throw Chart
|
| No Armour |
none |
| Shield only or Light
Armour only or Mounted |
6+ |
| Light Armour + shield or
Heavy Armour or Mounted with Barding |
5+ |
| Heavy Armour + shield or
Light Armour + Shield + Mount or Heavy Armour + mount or Light Armour +
Mount + Barding or Shield + Mount + Barding |
4+ |
| Light Armour + Shield + Mount +
Barding or Heavy Armour + Mount + Barding |
3+ |
| Heavy Armour + Shield + Mount +
Barding |
2+ |
- +1 if a large shield
- Bucklers count as shields in HTH combat only
|
Strength Modifiers
|
| STR |
4 |
5 |
6 |
7 |
8 |
9 |
0 |
| MOD |
-1 |
-2 |
-3 |
-4 |
-5 |
-6 |
-7 |
Results
Compute combat resolution for each melee.
BONUS POINTS TABLE |
| +1 for each infantry rank
behind the first up to +3 (The maximum rank bonus for Light infantry is +2) As long as
ranks contains 4 models. If you have several units involved in the same combat count the
rank bonuses from your deepest unit. Rank bonuses are lost if the unit is charged in the
flank or rear |
| +1 for a standard or the
Battle Standard. If you have a standard and Battle Standard in one unit you count both |
| +1 for High Ground |
| +1 for Flank Attack. The
unit attacking the flank must be at least 5 models. The unit also loses its rank bonus
unless the flankers are skirmishing cavalry or infantry (see AoA) |
| +2 Rear Attack this is
cumulative with a flank attack, so if youre attacking from the flank and rear you
can add +3 |
| +1/+2 for each destroyed
chariot +1 for each light/scythed chariot and +2 for each heavy chariot |
|