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http://warhammer.org.uk/PhP/viewtopic.php?t=28357

Dans la même ligné que le document de JB

WFB->WAB-Checklist

Generally

- a minimum of 5 models per unit, command models 5 points each (musician, standard, champion)

- cavalry models count as one model, no unit strenght (chariot = crew)

- movement reduction for heavy armor & shield (-1) and horse barding (-1)

- great shield +2 AS

- buckler +1 AS in HtH combat

- no armor save bonus of +1 for hand weapon and shield combination

- Fast March, 3 models wide = triple pace, musician needed

- Fire&Flee as charge reaction (-1d6 flee distance)

- at least 5 models per unit to rally

- through charge movement models in base to base contact of both sides shall be maximized

- shooting in HtH combat allowed (1-3 own, 4-6 enemy unit)

- Massed Archery, 50% archer of a mixed unit are allolwed to shoot if not moved

- 7+ to hit for range weapons S -1, 8+ S -2, etc.

- no bonus for outnumbering

- if tied and both have a musician = d6

- units of less then 5 models and single characters autobreak if loosing a round of combat

- no overkill in challenges, champions are not allowed to declare or accept challenges

- single characters only allowed to shoot at if nearest enemie unit

- only completely destroyed/fleeing units/characters are worth victory points, BSB 200 extra-points if captured

- captured standards are taken out of play and can't be recaptured or get lost

- roll to persue must be higher then the flee roll to catch the fleeing unit, if both roll the same the fleeing unit escapes

- persuing units coming back on the table aren't allowed to move and the complete rear rank have to be placed in contact with the table edge

- rank bonus only for infantry in open terrain

Weapons

Thrusting Spear = infantry can defend with two ranks, cavalry S +1 when charging or countercharging

Throwing Spear = first round of combat: ranked infantry can attack with two ranks, cavalry/skirmisher can reroll to hit

Heavy Throwing Spear = like Throwing Spear, additional S +1

Pikes = like Thrusting Spears, attacks always first

Kontos = for cavalry like Thrusting Spear, attacks always first (exception against Pikes)

Longbow = -1 AS

Sling = 18“, double shot without penalties if not moved and at a maximum range of 9“

Twohanded Weapons = strike always last, even when charging

Panictest

- …if own fleeing troops at least 4“ nearby at the beginning of own movement phase and not if the unit have double or more models then the fleeing unit (exception for skirmisher)

- …within 12“ when units broken from combat or destroyed (exception for skirmisher and FBIGO)

- ...if charged in flank or rear while already engaged in HtH combat

- ...immedately if general count as loss = all units have to test

Psychology

Terror = if within 8“ at the start of own round

Frenzy = attacks doubled instead of +1, have to charge

Hatred = fixed Ld10 , re-roll to hit in first round of combat can, has to pursuit

Stubborn = first breaktest will be ignored, autobreak only on 1-3

Warband = 1. add rank bonus to Ld; 2. if rolled a 1 on a d6 they have to storm forward; 3. autobreak enemies if outnumber them after charging in first round of combat

Skirmisher

- have 90° field of view and block line of sight against each other

- aren’t allowed to use general/character leadership or battle standard

- don’t cause panic if broken from combat or destroyed, only other skirmisher have to test

- Light troops can change in skirmish formation and return if they have a musician

- additional 4“ move after deployment in some scenarios (like Pitched Battle)

- models not involved in hand to hand combat can shoot/be shot seperatly and have to enter the existing combat in following turns if possible, even in flank or rear if there is space left

- do not rank up when charged or charging

Important Special Rules

FBIGO – Fall Back in Good Order = drilled troops, skirmisher and cavalry, which pass their break test can do FBIGO voluntarily, Troops which outnumber the enemy 2:1 otherwise

Feigned Flight = rally automatically after fleeing voluntarily

Parthian Shot = additional move at normal rate after shooting

Expert Horsemen = no penalty for move and shoot

Special Deployment = additional movement after deployment (max. march distance)

Ferocious Charge = autobreaks enemy unit if won the first round of combat (FBIGO possible)

Drilled = scythed chariots aren’t able to harm drilled units if Ld tested successfully

Riding Horses/Camels = d6 additional move after deployment for infantry

I create that checklist to support WHFB player (like myself) with a short overview about the most important differences to WAB. It was made especially for dark ages and early medieval and should be as short as possible (max. one page of paper). If you found any wrong wording (not a native speaker :D ), faults or additional feed post or PM it . Hope it helps you WHFB player out there with the head full of fantasy to handle WAB :)

Cheers

Olaf

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