WAB Errata v3 Feb 2011.pdf

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ERRATA
February 2011 update in
blue
and
green
Page 14 Infantry and Cavalry Order
Close Order
is the default order type for all infantry units, and all cavalry and camel riders whose
mounts are equipped with barding.
Page 19 Movement
Item 2 Rally Fleeing Troops (p30) Should read: “If any of your troops are fleeing you must attempt to
rally them now”.
Page 21 Encumbrance
The chart on page 21 is correct. The summary on page 96 should say “Infantry with an armour save of
3+”
Page 22 Adding/Deducting Ranks
When adding ranks, each rank gets narrower and the figures released move to the back. When
deducting ranks, the rear rank disappears and the figures released move onto the ends of the forward
ranks. The middle of the unit’s front rank remains stationary, and remains the front rank. The unit does
not get closer to or further from the enemy during this process. The diagrams on page 22 are incorrect.
Page 30 Rallying Fleeing Units
The first sentence should read “ A player must attempt to rally fleeing units in the allotted part of the
movement phase by taking and passing a
Rally Test.”
Page 31 Charge Responses
Countercharge
Alter first sentence to read “If a cavalry or light chariot unit is charged to the front by an enemy cavalry
or chariot unit that it can see then it can respond by a countercharge.” Add at end of paragraph:
“Elephants, Cataphracts and heavy chariots cannot countercharge.”
Flee and Fire & Flee
If a unit’s flee move is insufficient to escape the chargers’ full movement allowance, move the fleeing
troops the distance thrown and then move the chargers into contact with them. The fleeing unit is
automatically destroyed in the melee phase, and panic tests are caused as usual.
Page 39 Countercharges
Alter first sentence to read “If a cavalry or light chariot unit is charged to the front by an enemy cavalry
or chariot unit that it can see then it can respond by a countercharge.”
Page 42 Who Can Shoot
Troops who march or fast march are unable to shoot that turn.
Page 60 Combat Results Bonus
+1 Rank Bonus
The bonus is based on the number of complete ranks at the start of the round of combat.
Page 62 How Far Does the Unit Flee?
Second paragraph should read “Before throwing dice to determine how far the unit flees, establish
whether the victorious enemy will pursue”.
Page 66 Giving Ground
Troops following up an enemy that Gives Ground do not change their formation and will contact any
other enemy that lie in the path of their advance. Such a contact will count as a charge, even though
their combat with their original opponents counts as ongoing.
A unit is not prevented from Giving Ground if the only enemy behind it is a character or characters, or
less than five skirmisher figures. In this case the “blocking” figures are moved back to remain at least
1” away.
Page 78 Skirmishers and Leadership Tests
Add new paragraph:
Skirmishers are also not affected by any special rules applying to a character that joins their unit, such
as
Hatred
or immunity to psychology.
Page 82 Characters
If a single character flees from hand to hand combat, or as a result of a panic test, it is allowed to
attempt to rally in the same way that a unit would.
A single character does not have to take a panic test due to proximity to breaking or fleeing
skirmishers.
If a character with the Warband ability joins a unit that is not Warband, the character does not take
Warband tests while he remains with the unit, in the same way that the unit psychology overrides that
of the character.
Page 98 Buckler
Models wearing heavy armour and carrying a buckler do not suffer any movement reduction.
Page 103 Stubborn
A unit depends on its own self-confidence for its Stubborn ability. Even if it has used its special Give
Ground ability under Stubborn rule 2, it still retains the benefit of Stubborn rule 1. It remains Stubborn
until it has fled from combat, at which point it no longer has sufficient self-belief to count as Stubborn
and irretrievably loses all the benefits of the rule.
Page 105 Combined Formation
Sometimes a Combined Formation will mix troops who are Stubborn with troops who are not, with the
Stubborn troops in a minority. When such a unit first needs to use a part of the Stubborn ability in a
game, throw a D6; on a result of 1-3 the restless and fearful mutterings from the back have sapped the
will of the better troops, and the unit does not count as Stubborn; on a result of 4-6 the sterling example
of the front ranks has stirred the souls of those behind, and the unit will count as Stubborn. This result
stands for the remainder of the game.
Page 107 Feigned Flight
Paragraph 5 now reads:
In situations where a unit with feigned flight is charged by an enemy it fears, the unit does not need to
take a fear test if it wishes to use feigned flight and its basic move distance is longer than that of the
enemy unit charging it. If this is not the case, or if the charging enemy terrifies it, then it can only make
a feigned flight if it passes its Fear or Terror test, and if it fails the test it can only flee.
Page 108 Ferocious Charge (First Charge)
Add at end:
Troops beaten by a ferocious charging unit in combat may use the Give Ground rule if they outnumber
the chargers by 2:1.
Page 109 Special Rules
Mixed Weapons
Troops armed with mixed weapons may re-roll any failed to hit rolls once in the first round of combat.
Mixed weapons are defined as being armed with a hand weapon, such as a sword, axe or short spear,
and javelins, so they may shoot with these in the Shooting phase.
Page 110 Phalanx Formation Rules
Rule 3: Enemy fighting against the front of a phalanx in hand-to-hand combat suffer a penalty to hit.
This is a –2 penalty if the enemy are cavalry or light chariots, and a –1 penalty if the enemy are foot
troops, heavy chariots or elephants.
Page 112 Shieldwall
A unit in Shieldwall, that follows up when its enemy Gives Ground in combat, retains the Shieldwall.
Page 113Warband
When a warband rolls a 1 for its test, it must charge the nearest visible enemy within charge reach. If
its charge cannot reach that enemy, or would fail for another reason, then the warband must charge the
next nearest visible enemy within charge reach, and so on. If there is no visible enemy within charge
reach, then it advances towards the nearest visible enemy.
A Warband loses its Leadership bonus for ranks in the same circumstances as it would lose its combat
resolution bonus for ranks.
Page 116 Impact Hits
The removal of a scythed chariot as a collision casualty does not cause a panic test for friendly troops-
it is only what they expected to happen!
Page 117 Chariots and Shooting
Troops armed with longbows can shoot once from a chariot each turn even if the chariot moves. The
longbow should not have been included with “other weapons that are disallowed from moving and
shooting”.
Page 120: Elephants
An elephant enjoys an armour saving throw of 4+ against shooting or combat wounds inflicted from
the front only. This can be improved to 3+ by the addition of barding, if available.
Page 121 Elephants and Shooting
Troops armed with longbows can shoot once from an elephant each turn even if the elephant moves.
The longbow should not have been included with “other weapons that are disallowed from moving and
shooting”.
Page 122 Stampede Test
If an elephant passes its Stampede test upon the death of its Mahout, it will continue fighting if in
combat, until it stampedes or its opponents break and flee. It will pursue fleeing opponents immediately
after the combat. Thereafter, or if not in combat when its mahout dies, it will remain stationary for the
rest of the game, unless stampeded by further shooting or engaged in another combat, in which case it
will act as above.
Page 122 Moving Stampeding elephants
If the scatter dice rolls a “HIT” then the elephant moves in the direction signified by the small arrow on
the face of the dice.
Page 145 Scenery Generator
Note that “Rough” terrain is Difficult Terrain, but does not block line of sight, so scrub, a ploughed
field, soft sand, and so on.
Page 175 Roman Army Selection
Barbarian allies count as Special Units.
Pages 176 & 177 Roman Characters
Should read “May have shield (+2 points), or, if on foot, a large shield (+3 points)”.
Page 181 Special Troops
Camelry and marines may have leaders, standards and musicians like legionaries and auxiliaries.
Page 184 Barbarian Characters
The Battle Standard Bearer has 2 wounds.
Page 187 Barbarian Noble Cavalry
These troops may exchange Mixed Weapons for thrusting or throwing spear at no cost. Ignore the “+4
points”.
Page 187 Barbarian Light Cavalry
These troops have a hand weapon and javelins, not the Mixed Weapon rule as stated.
Page 188 Supporting Infantry
Mountain tribesmen are affected by the rules for Warbands.
Skirmishers have a hand weapon and javelins, not the Mixed Weapon rule as stated.
Page 191 The Germans
German noble cavalry and warriors may be stubborn at an additional cost of +3 points per model.
Page 202 Charge Responses
2 Countercharge
Alter first sentence to read “If a cavalry or light chariot unit is charged to the front by an enemy cavalry
or chariot unit that it can see then it can respond by a countercharge.”
Page 202 Rallying (p30)
Point 1 should read “Fleeing troops must attempt to rally in the Rally part of the movement phase.”
The Wound chart on page 204 and the To Hit chart on page 205 are transposed.
ADDITIONAL SPECIAL RULES
DIFFERENT WEAPONS
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 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.
STEALTH
This is a special ability available to some close order infantry and open order cavalry. Troops with
Stealth
may move through difficult ground such as woods or rocky areas, and over obstacles, at a
normal pace even though formed. However, stealthy units do not retain combat rank bonuses if fighting
in difficult ground or across obstacles. Stealthy units must still be able to see their foe before charging,
may not march move while using the ability, and must pay normal movement costs and combat
penalties while charging in difficult ground or across obstacles.
WAR WAGONS
A war wagon is represented on the table by a single wagon, a team of 2-4 horses and six crewmen. The
crewmen are carrying a mix of melee and missile weapons. If included on the model, a drover can be
considered as one of the troops; no matter how many figures are depicted, only six as above are
counted. If your crew models are too big to fit inside the wagon, place them alongside and count them
as being inside it.
War wagons are deployed as single models counting as a 6 figure formed unit. Each war wagon may
have a standard for +10pts and a leader for +5pts. War wagons may never have musicians. Single
characters may join and leave single wagons. A maximum of two characters may join a single war
wagon.
WAGON MOVEMENT
War wagons may not march, fast march or charge. They do not wheel but may pivot on the spot once
prior to their movement. If they pivot before moving their movement distance is halved (i.e. their
movement is reduced to 3’’).
They cannot cross obstacles, nor can they enter difficult ground. If forced to move into difficult or very
difficult going, the wagon will instead stop at the edge without entering.
War wagons cannot flee or fire and flee as a charge reaction.
M
WS
BS
S
T
W
I
A
LD
Pt
War Wagon
6
-
-
-
6
4
-
-
-
120
Crew
4
3
3
3
3
1
4
1
8
-
Equipment:
The six crewmen have a mix of melee and missile weapons (counted as halberd and war
wagon shooting weapons, see below).
Special Rules:
Weapons used from a war wagon are treated the same as if figures on foot used them. The missile
weapons carried by three of the crewmen in a medieval war wagon include a mix of crossbows and
handguns and share the following statline:
Range Strength Save Modifier
3
-2 at short range
War Wagon shooting weapons
24’’
-1 at long range
Each crewman may fire only once during the shooting phase.
If the war wagon is present in an army from a pre-medieval period then the missile weapons are
ordinary composite bows instead.
Armour saves for all crew are increased by +2 in the same way as chariot crews or figures with a large
shield or pavise.
One war wagon in every three fielded may include a tarasnices (a palisade gun) for +20 pts. This works
in exactly the same way as a carroballista (see page 180) and is assumed to be fired by one of the
existing crew as an extra duty. That crewman may not shoot with his personal weapon during the same
turn. The tarasnices may only fire from the position it is modelled on the war wagon, with a 90° angle
of fire. The crew may only shoot from one of the long sides of the war wagon model, and may choose
which one they will shoot from in each shooting phase.
MISSILE FIRE EFFECTS
War Wagons are Large Targets, and troops shooting at them benefit from the +1 to hit bonus as
indicated on the chart page 46.
Hits from normal shooting are randomised between the wagon and its crew by the throw of a D6, with
a score of 5 or 6 indicating a crewman is hit. A 6 indicates the hit is on a character, should one be
present. A score of 1-4 indicated a hit on the war wagon and is simply ignored.
Hits from war machines, including artillery and multi-barrelled artillery automatically hit the war
wagon itself, and are resolved normally. Note that most war machines can remove multiple wounds
with a single hit, even against war wagons. War wagons don’t have any saving throws against hits
inflicted by war machines.
HAND TO HAND EFFECTS
War wagon crews can attack or be attacked from every face of the model. Attacks on the wagon are
resolved using the WS of the crew, but any hits are randomised as above between the crew and the
wagon before rolling to wound. The wagon can be damaged by these, representing the attackers
attempting to pull down hoardings, topple or disable the wagon or destroy surrounding pavises.
Cavalry treat war wagons as defended obstacles (even after a war wagon has lost a round of combat)
and warhorses may never attack war wagons or their crew.
In a combat involving a war wagon, rank bonuses are never counted during the combat resolution.
Close Order combat bonus is counted, but the war wagon does not get it. War Wagons are always
considered to be 6 models strong units, even if they have lost crews.
The wagon does not have a flank or rear, is never subject to panic, and does not automatically break
when reduced to less than 5 crew. However if it fails a Break Test, it is automatically destroyed and
removed from play, and its loss will trigger panic tests for friendly units within 12”. Its victorious
opponent does not pursue.
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