Below are the ones I have settled on (for now) some have been gleaned from Trebians Wargaming For Grownups blog, well worth a read for ideas.
Generals/Command
A command base may join a unit at the beginning of a turn if
it is not engaged in hand-to hand combat.
A unit with a command base attached may once per turn do one
of the following options which must be declared prior to the combat
1. Re-roll its combat dice that miss (Poor commanders must
re-roll all the dice)
2. Re-roll failed combat saves (Poor commanders must re-roll
all the dice)
3. Re-roll a failed morale test (Not available to poor
commanders)
Joining a unit puts the command base at risk
If a unit loses a base from shooting, it must make a saving
roll of 2+
If a unit loses a base in hand-to-hand combat, it must make
a saving roll of 3+
If an overall command base is lost or with a unit that is
destroyed, all units in the army must take a morale test as if it had lost a base in hand-to-hand combat.
If a subordinate command base is lost or with a unit that is
destroyed, all units under its command must take a morale test as if it had lost a base in hand-to-hand combat.
If an unattached commander is contacted it will fight with
one D6 as heavy infantry or cavalry with a saving roll of 3+.
A commander attached to a unit that is destroyed is also removed either captured or killed.
Charging
The target unit must be within a 45degree arc of the
charging unit's front and in its line of sight at the start of the move to be
charged.
Contacting the flank or rear is only possible if the entire
charging unit is past an imaginary line drawn along the target units flank or
rear.
Contact can only be made by one attacking unit per facing:
front, rear or either flank.
Hand-to-hand
Combat
This can tend to drag on a little, below are some options.
If a unit is reduced to one base it must take a morale test
every turn if in hand-to-hand combat.
OR
If a unit loses more casualties than its opponent in hand-to-hand combat and has less bases at the start of the combat they will also become wavering and have a suitable marker placed next to them, should this happen in a consecutive turn of hand-to-hand combat they will be deemed destroyed. If it doesn't then the marker is removed.
Add one to
morale test score for losing a base in hand-to-hand combat until a base is lost.
Elephant Escorts
The escort consists of two bases. If an elephant unit with escorts charges, the escorts throw their javelins prior to the combat, they do not add to the close combat. They also give the elephant
more resilience so it will rampage after six hits rather than four. The unit
will also count as two units for determining losses and the army total.
Interpenetration.
Units may interpenetrate providing they can clear the unit
they are attempting to pass through, the passed through unit may not move
however.
Evading
Only available for unattached commanders, light cavalry and light infantry, the charging unit must be at least six inches away to do this, the
evading unit will end its move with its back to the enemy.
Integral
Archers
One base may fire bows at the end of movement each turn.
Darts/Pilum/Kontos
Troops so equipped may re-roll any dice that miss in the first
hand-to-hand combat of the game.
Hun Light Cavalry
These had light spears as well as bows, they may re-roll any
dice that miss in the first hand-to-hand combat of the game.
Byzantine Kataphraktoi and Hippo-Toxoti
These may fire their bows after moving.
No comments:
Post a Comment