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War machines may be deployed in buildings but don’t do stupid stuff like put a stone thrower in a building with a roof. |
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Units may not march into a building. |
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Only one unit may enter a building at a time and characters may join or leave this unit at any time. (Page126) |
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Units are not allowed to charge out of a building, even a frenzied one. They may only move out during the remaining moves phase with the back rank touching the building. |
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5 models only per floor/story may shoot. (discuss prior to the game which building have floors) |
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Template weapons do D6 hits instead and are resolved at the higher strength if the center hits the building. |
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Spells with templates hit D6 models. |
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The LOS of a unit in a building is 360 degrees. |
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Cannons and Bolt Throwers will only hit one model in a building. |
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Only one unit can assault a building. (Page127) |
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Only ten models from each side fight in CC. Monstrous Infantry/Cavalry/Beasts count as 3 and Monsters 5. |
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Only wounds counts towards CR and a musician may split a tie. (Page128) |
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Units in a building count as steadfast. |
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Assaulting units may not pursue a unit fleeing out of a building but may enter the building. (Page129) |
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A unit with any number of models may enter a building but in scenario 6 only a core infantry unit of 20 may start in the watchtower. (Page150) |
Charge Phase: Summary- 1.Declare one charge 2.Resolve the opponents reaction 3.Repeat step 1 and 2 for your next Charging Unit 4. Roll charge dice and move all CU’s in any order you like or take a leadership test for a redirect due to the enemy unit fleeing. (Page16)
Dangerous Terrain: Models touching the obstacle must take a DT test if…
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A unit marches, charges, flees, pursues, or overruns through an area of DT. |
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Models flee through enemy units or terrain or impassible terrain. |
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They are Cavalry, Monstrous Cavalry or Chariots (D6 wounds for chariots) that are touching any terrain other than open ground. (Page117) |
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They have the Fly special rule and are fleeing or pursuing must use their ground movement therefore suffer DT tests. (Page70) |
Failed charge: Pivot CU on its center directly towards FU. Move the highest of 2D6” and do not add movement stat. Wheel around any units or impassable terrain by the shortest distance. (Page19)
Flaming Attacks:
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Units hit by them do not receive regeneration saves. |
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Re-roll failed to wound against models in a building. |
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Both shooting attacks and CC attacks are affected made by a unit that has this rule. |
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Cause Fear in war beasts, cavalry and chariots. |
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Doubles wounds not saved by Flammable creatures. (Page69) |
Flee! :
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Fleeing units that are charged continue to flee unless they are caught and destroyed. |
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FU’s can not flee from a unit that is overrunning. |
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FU’s can flee multiple times in one phase if charged by multiple units that are not overrunning. (Page17-18) |
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FU’s flee in the compulsory phase before all other compulsory movers. (Page24) |
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FU’s move through and ignore all terrain and models and take a DT test when they do except friendly units. |
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FU’s that continue to flee move 2D6” in the direction they were fleeing and do not add movement. |
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FU’s halt just on the other side of intervening obstacles and units if they can not completely move through or are closer than 1” to any unit or obstacle. (Page24) |
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A unit that caught an FU gets a reform if they can pass a LD test. (Page23) |
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in CC FU’s flee directly from the unit with the most complete ranks. |
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If there are multiple FU’s from a single CC then the player fleeing chooses which one is first. (Page60) |
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If a BSB or standard bearer flees from combat they are removed from the game. |
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If a FU above 25% casualties passes a LD test then it Rallies and may reform or it will continue to flee. |
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If a FU is 25% or below it may only Rally on Double 1’s or continues to flee. (Page24) |
Last Stand: If a BSB or standard bearer flees from CC they are removed from the game. (Page94)
Look out Sir! : Can be attempted if there is a friendly unit of 5 or more models of the same troop type within 3” of the character if a 4 + is rolled or a 2+ if they are in a unit (Page97)
Multiple Chargers: Roll all chargers. If they all make their distances move one unit at a time into base with enemy. Models that can not fit fail a charge. You must always fit as much into combat. You may decide which unit has the most in contact but still must have as much in contact as possible (Page23)
Overrun: Is a choice resulting from a Wipeout. (Page58) If Frenzied the unit has no choice. (Page70)
Panic:
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Friendly units with in 6” that are destroyed or Break form combat cause Panic. |
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Friendly units fleeing through friendly units cause Panic. |
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25% Casualties = Panic (Flee from what caused the most casualties). |
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Panic tests are taken immediately unless otherwise stated. |
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A unit may only take one Panic test per phase. |
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Panicking units move directly away from the nearest enemy. (Page 63) |
Parry Saves:
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Received if unit is in CC and has a shield and hand weapon and is a 6+ ward save. |
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Are not received if the unit has Frenzy or magic weapons. |
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Can not be used if attacked from the rear, flank, Impact hits, and Stomp Attacks. (Page88) |
Pursue:
Choose a unit to pursue or if you pass an LD test you may hold and reform if you wish.
Pursuers must stop 1” from impassible terrain or friendly units and will charge enemies in which case they are allowed a charge reaction unless the pursuing unit has Overrun and they are fleeing. (Page57)
Rank Bonuses and Steadfast:
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A rank bonus is not the same as a rank when counting unit ranks i.e. items that negate RB’s. |
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The 1st rank counts as a rank for the purposes of steadfast i.e. five cavalry models will be steadfast vs. a chariot or 4 other cavalry models etc… |
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In order to be steadfast you must have more ranks at the end of a combat. (Page54) |
Random Movers:
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Pivots on the spot then moves straight forward in the compulsory movement phase afetr fleeing units move. |
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Do not march or declare charges. |
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Always move, charge, pursue, overrun and flee their profile designated random distance. |
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If it touches an enemy model it is a charge and the opponent gets no charge reaction. (Page74) |
Reforms Types:
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Wipeout A unit that wipes out its opponent and does not pursue reforms automatically or if it charged it may overrun. (Page53) |
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Win in combat A unit may reform if it won combat. |
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Defeat in combat A unit may reform if it lost but must test with the same number as their BT unless steadfast, stubborn or unbreakable in which case they take an unmodified test. |
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Flank or Rear engagement You may not reform. |
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IF both players get a combat reform Roll off the player that wins chooses who reforms first. |
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*Remember* when in combat you must always have as many models as possible in base and may not move models that were in combat out of combat. (Page55) |
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Rally If a FU is above 25% casualties and passes a LD test and Rallies it may reform. If it is 25% or below it may only Rally on Double 1’s and then reform. (Page24) |
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Swift Reform If a unit has a musician it can take a LD test and if it passes can reform and make a normal move. They may not march. They may still shoot. They still count for moving (-1 BS) and can not use move or shoot ranged weapons. (Page95) |
Restrain: Any unit in CC must pass a LD test unless they Wipeout the opponent. (Page56) Frenzied models may not restrain. (Page70)
Reinforcements: come in with its rear rank completely touching the table’s edge and may not charge or march. They still count for moving (-1 BS) and can not use move or shoot ranged weapons. (Page27)
Unusual charge situations: If a unit can not “close the door” to an enemy unit due to intervening terrain or units the charged unit will complete closing the door. If this is not possible it is a failed charge. The CU may not touch other units it has not declared a charge against. (Page22-23)
Vanguard: Deploy after scouts, move 12” before the game starts, can not come within 12” of an opponent during their Vanguard move, may not charge if they have the 1st turn and must alternate deployment if the other player has Van Guarders based off a winning dice roll in which the winner deploys first. (Page79)
Victory Points:
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Units dead, removed or fled off the table are worth their VP. |
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If a standard bearer dies from the Last Stand Rule or in CC it is worth an extra 25 VP and a BSB 100. |
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If the general is slain (including its mount) it is an extra 100 VP. |
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If a unit champion kills a character it is an extra 50 VP. (Page143) |
War machines VS. Monster and Mount:
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A bouncing cannon ball will hit both if the base is touched. |
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Template weapons or spells will hit both if the base is touched. |
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Center hit templates randomize (1-4,5-6) where the stronger attack will hit if the base is touched. (Page105) |
Don’t forget
· A DT test only affects the models that were in contact with the DT not the whole unit.
· Choosing a Lore is part of choosing a list. Do not choose Lores prior to battle. (Page134)
· Irresistible dispel does not trump irresistible force.
· A save of 1 is the best you can have for all 3 types of saves and 1 is always a failure.
· Units always pivot on center and move directly to charged units, fleers or directly away from the pursuing unit.
· Army Rule book special rules trump rules in the rule book unless otherwise stated.
· Army book lores only use restrictions listed in their descriptions.
* All page references refer to the small rule book that comes with the Island of Blood Set
LD = Leadership
DT = Dangerous Terrain
FU = Fleeing Unit
CU = Charging Unit
RB = Rank bonus
BT = Break Test
CC = Close Combat
LOS = Line of Sight
CR = Combat Resolution
VP = Victory Points