The NorthPhoenixIrregulars Wild West WAB V
Date: Saturday, June 9th,
2007
Location: Imperial Outpost Games, 4920 W. Thunderbird Rd.,
Ste.121, Glendale, AZ 85306
Start Time: 10:00 a.m. arrival/set-up; 10:30 a.m. First Game.
Entry Fee: $5; Room for 16 participants.
All armies from the following supplements are allowed: Chariot Wars, Fall
of the West, Shieldwall, El Cid, Alexander the Great, Hannibal and the Punic
Wars, Beyond the Golden Gate, Spartacus, Age of Arthur, Armies of Chivalry,
Art of War, and Vlad the Impaler. In addition, the Early Imperial Roman and
Barbarian armies from the main rule book are allowed. The only armies allowed
from the Armies of Antiquity supplement are those that do not have a new list
published in another supplement (for example, the Early Persians, Crusaders,
etc. but not the Vikings, Normans, or Saxons). If you have any questions on
army choice, contact Tom O. (ponatowski@aol.com). Some loaner armies may be
available, again contact Tom if you have questions. Please sign-up and submit
your lists (no army builder files please) to Tom no later than Saturday, June
2nd.
TOURNAMENT RULES
Scale: 25/28mm Armies MUST BE COMPLETELY PAINTED; Table size 8x4. Terrain will be randomly determined, but preset on the tables prior to the tournament start. Players will not move terrain, it will remain in place, but players will move between the tables. If a player ends up on a table that he already played on, he must use the other side. Otherwise, each player rolls 1d6 and the high roller then picks the side of the table he wants to use.
Army size: Armies must be 2000 points or less, including generals.
Generals: Your army must include an army General. If you did not purchase a general one model (a character) must be designated the army general for victory point purposes.
Games: There will be 3 rounds. The first game is Meeting Engagement (see the score sheet); the second game is Take and Hold (see the score sheet); the third game is Pitched Battle (see the score sheet). All match-ups will be within the division players are signed up for. There will be a winner in each division. Game Length: 2 1/2 hours or 7 turns or 25% break point - which ever comes first
Errata: The following errata will be used along with the WAB 1.5 clarifications that are in the new version of the rulebook, as well as online at the Warhammer Historicals Website:
1. Troops that are in skirmish formation can be used to *screen* friendly units that are within 2" of the skirmishers.
2. A single unit of skirmishers can screen any number of friendly units, just as long as all the screened units have a model within 2" of a model from the unit in skirmish formation.
3. A unit that is screened by a unit in skirmish formation counts as being in soft cover if it is shot at by a unit that draws a line of sight through the skirmish screen.
4. If a unit being screened declares a charge, then the skirmish screen may 'flee' out of the way.
5. The screening unit makes its move in the Declare Charges segment of the movement phase rather than the compulsory move segment, before the chargers are moved or charge reactions are made. They *are* therefore allowed to attempt to rally in the ensuing 'rally fleeing troops' segment of the movement phase.
6. Rule 5 aside they are treated in the same manner as any other fleeing unit.
1. All skirmisher infantry and all drilled infantry in the army are considered to be 'used to' elephants.
2. All tournament armies that have an elephant are considered to be ‘Used to’ elephants. (This means your own cavalry/chariots do not have to take a terror test while deploying/moving within 8" of an elephant. They may still not charge an elephant and must flee or fire & flee if charged by one).
3. The Skirmish vs. Elephant and Elephant Proximity optional rules from Alexander the Great will be used. Basically Elephants hit skirmishers on a ‘6’, but crew hit normally. Also, Elephants cause panic checks on other elephants when they stampede.
Rerolls: A number of rules allow a unit to reroll a dice roll. Unless stated otherwise a reroll may be used every time the dice roll is failed, rather than once per battle. However, a single dice roll may not be rerolled more than once, and the result of the second roll must be accepted.
P8, Characteristics: No characteristic can be higher than 10. If modifiers would increase a charactersitic to over 10 it counts as 10 instead.
P18, Charges: Charging units should be moved one at a time. If one unit’s move blocks another unit from making a charge, then that other unit counts as having made a failed charge. Note that a unit whose charge is blocked may not redirect their charge against another unit, or ‘swing round’ to hit the flank or rear of the unit it was going to charge.
P20, Marching: The only manoeuvre a marching unit can carry out is a wheel. It may not change formation, turn or reform.
P26, Light Armour Save: Light armour provides a 6+ infantry save and a 5+ cavalry save, not 5+ and 4+ saves respectively as shown on the chart.
P29, Which Models May Fight: Models may fight an opponent if they are touching diagonally (i.e. models can fight if the corners of their bases are in contact).
P48, Javelins & Darts: Javelin have a strength of 3; darts have a strength of 2, not ‘as thrower’ (see front of AoA).
P55, Shooting Through Skirmishers: Note that the ‘gaps’ between models that are in skirmish formation don’t block the line of sight of an enemy unit. If you want to block fire from enemy units then you need to form your skirmishers into a ‘cloud’ several lines deep, so that models in the rear rows block the gaps in the front rows.
P55, Skirmishers in Hand To Hand Combat: All the models from a charging unit that is in skirmish formation must contact the facing that a 'formed' unit would contact. Place any skirmishers that are left over behind the ones in the front rank.
P57, Chariots: Unless a rule states otherwise then chariots are effected by psychology in the same way as cavalry. For example, if an enemy unit causes fear in cavalry then it causes fear in chariots as well. Leaders, standard bearers and musicians replace crew models, and thus you can possibly have several in a single chariot if desired.
P58, Chariot Squadrons: Unengaged chariot models move into an ongoing combat in the same manner as skirmishers. Also note that excess wounds caused on engaged chariots ‘carry on’ to other chariots in the same squadron.
P125, Roman Army List: Increase the cost of elephants to 125 points plus 8 per crew.
P129, Barbarian Army List: Delete the Warrior On Foot line in the chariot entry. It is not needed and is not used (the warriors attacks are included in the chariot’s characteristics).
P46, Cavalry Counter-Charges: Light chariots may counter-charge, but elephants, heavy chariots and scythed chariots may not.
P46, Falling Back In Good Order: In circumstances where a unit would normally break automatically (if beaten in combat by charging Norman Knights for example), then a unit will automatically fall back in good order instead. Units that move off the table while falling back in good order are lost and may not return.
P46, Characters in Chariots and on Elephants: A character whose armour save is worse (after modification for shield bearers etc.) than that of his mount may use the mount’s saving throw instead. All his other characteristics remain the same, even if lower than those of the mount. Note that the character and his mount fight seperately, and that the ‘attacks’ characteristic of each model is unchanged.
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Thank you to the following companies for helping to sponsor this event!
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