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War & Conquest Reference Sheet Double Pace (2x Movement)

Turn Sequence Summary (Player Round A & B) Skirmishers & Chariots always double pace without Command Test
1 Start of Game 4 Combat No double pace in an enemy formation's frontal attack zone & 5".
2 Movement 5 Resolution Ignore fleeing or in combat enemies. Skirmishers < 5" take Command Test.
3 Shoot 6 End Phase Quick March (3x Movement)
Start of Game Unit must have fewer files than ranks at the start of the round.
Roll for Strategic Advantage (High die wins) May only quick march across clear terrain or along roads or paths.
Roll 1d6 & add Strategy Intervention Points (add 1d6 per point) Units may not quick march if any non-fleeing enemy are within 10".
Player with Strategic Advantage may move 1st or 2nd round Wheeling
Player maintains Strategic Advantage regardless of move choice Units wheel as much as desired provided they enough movement.
Movement May maneuver, double pace & quick march while wheeling.
The player whose round it is moves & charges. Backward Movement
1 Declare Charges & Charge Reactions Units move straight back 1/2 base move & maintain front facing.
2 Make all charge & regular moves in any order Turns
3 Make charge reactions when charging units actually move Units may turn up to 180 degrees
Command Test is required for: Units turn as often as desired provided they enough movement.
Single unit charging multiple units (within 2" of each other) Add or subtract ranks
Multiple units charging a single unit Unit may +/- a rank, or part thereof, for 3" of base move per rank.
Charges & Reactions Change formation
When charging: Charge move Battle Formations Pass command test. No other actions. Drilled re-roll failed tests.
Enemy in "frontal attack zone" Double pace Inf. 6 fig. wide min. Normal Double Pace
Enemy in front facing only Base move Cav. 4 fig. wide min. Maneuver Cmd. Enemy
Cost
Cmd. Enemy
Units being charged may: Test Prox. Test Prox.
Stand If charged in flank, rear, or multiple facings unit must take Move Infantry No NA 1:1 Yes † ≤ 10" *
Fast Command Test. If failed, unit is disordered. or Cavalry No NA 1:1 Yes † ≤ 5" *
Unit will flee directly away from the enemy charging them Wheel Skirmish & Chariot No NA 1:1 No NA
Flee
in the same manner as fleeing troops (p.91). Backward Yes NA 2:1 NA NA
If all charging enemy are ≥ 5" away the defender may Regular No NA 2" NA NA
Stand &
shoot. May only target one charging unit. May only mass Light (1@dbl.) No NA 2" Yes ≤ 10" *
Shoot Turning
fire if charger was in frontal attack zone. Drilled (1@dbl.) No NA 1" Yes ≤ 10" *
If all charging enemy are ≥ 5" away the defender may Undisciplined No NA 3" NA NA
Shoot &
shoot & flee. Unit's flee distance is 1d6 for infantry & 2d6 Regular No NA 3" NA NA
Flee +/- Ranks
for cavalry & chariots. Cannot use massed fire. Drilled & Light No NA 3" Yes ≤ 10" *
Defender may flee, or shoot & flee. Unit will Change Regular Yes ≤ 10" * All NA NA
Feign
automatically rally at end of move. Move as noted for Form. Drilled & Light Yes ≤ 10" * All NA NA
Flight
fleeing (p. 91). If attacker still contacts, fight as normal. * -1 per enemy unit in proximity † Command test if in enemy proximity
If charging enemy are ≥ 5" away, defender may counter Terrain
Counter
charge in frontal attack zone. Cavalry only counter other Clear Terrain - No movement, shooting, or combat restrictions.
Charge
cavalry. Do not move counter chargers. Uneven Turned earth, broken ground, crops, copses of trees,
Failed Charger moves 1d6 for infantry or 2d6 for cavalry toward Terrain groves, undergrowth, fords & crossings
Charges enemy, taking into account terrain. All formations move normally. No double pace or charge move rates.
Revealed Only units within the "frontal attack zone" may be charged Add d6" to basic move. Chariots may only advance.
Units all other revealed charges fail. Difficult Woods, shallow water, ditches, ruins & rubble, walls,
Charge normally. If charger was in revealed unit's front Terrain fences, hedges, & steep hills
Option 1: facing & seen at the start of the turn respond with any All formations move normally. No double pace or charge move rates.
charge reaction (except counter-charge). Use pursuit & flee dice to determine move rates. Cavalry in woods
Charger may choose to halt by rolling a command test. If may only use advance move, even to charge. Walls, fences, & hedges
Option 2: the test is passed treat the charge as a failed charge. If the higher than 1.5" are impassible. Regular formations & light cavalry
test is failed the charge must continue. formations are disordered in this terrain.
Movement Rates Dense Terrain - Forests, rivers & marshes
Regular Infantry 4" Regular Cavalry 7" Character on horse 18" All cavalry & infantry battle formations only move d6", even to
Light Infantry 5" Light Cavalry 8" Character on foot 10" charge. Skirmish infantry roll 2d6 & select higher score. All battle
Skirmish Infantry 6" Skirmish Cavalry 9" Character in chariot 18" formations are disordered while in this terrain.
Characters do not double pace or quick march. Impenetrable Terrain - Severe hills, cliffs, swamps, & deep water
Maneuvers Pursuit & Flee Movement (3d6)
Wheel (p. 32) Turning (p. 34) Formation Values Selected Formation Values Selected
Fall Back (p. 32) Add or Subtract Ranks (p. 35) Regular Inf. Two lowest die Light Inf. Highest & lowest die
Drift/Oblique (p. 34) Change Formation (p. 36.) All Cavalry Two highest die Skirmish Inf. Highests & lowest die
Shoot Combat
The player whose round it is shoots Player with Strategic Advantage selects order of combats in round
1 Nominate targets each of your units will be shooting 1 Roll to hit 4 Calculate combat results
2 Select unit to shoot 2 Make armor save rolls 5 Take combat morale tests
3 Resolve the effect before moving to your next unit 3 Resolve kill rolls 6 Move to next combat
For all shooting rolls, a roll of 1 on a d6 is an automatic miss. If charged in the flank take a command test. Disordered if failed.
Roll 1d6 per figure firing. For all combat rolls, a roll of 1 on a d6 is an automatic miss.
Add firer's SA to the die roll and adjust using modifiers. Roll to hit
If the total ≥ 7 target is successfully hit. Roll 1d6 per figure fighting.
Weapon Effective KA AP Long KA AP Add firer's CA to the die roll and adjust using modifiers.
Javelins 8" 3 NA NA NA NA If the total ≥ 7 target is successfully hit.
Darts 8" 2 NA NA NA NA Make armor save rolls
Stones 8" 1 NA NA NA NA Add die roll to armor save modifiers, if the total ≥ 7 armor saves
No negative when moving & shooting. May stand & shoot @ < 5". Modifiers are cumulative
Slings 9" 3/2 NA 18" 3/2 NA Resolve kill rolls
If stationary ROF(2). ROF(2) KA(2). Stand & shoot/fire & flee ROF(1). Roll d6 per figure hit & add the Killing Ability (KA) of the attacker
Shortbow 10" 3 NA 20" 3 NA If the total is ≥ warrior's Durability (D) the figure is hit & killed
Bow 12" 3 NA 24" 3 NA Kill roll may be modified by weapon abilities or other bonuses
Longbow 15" 3 1 30" 3 NA Calculate Combat Results
Staff Sling 12" 3 1 24" 3 NA Total number of kills caused during the combat.
No move & shoot Infantry Combat Bonuses
Handgun 12" 4 2 24" 3 1 Regular infantry +1 for each rank ≥ 6 figures to a max. bonus of +2
No move & shoot or shoot & flee. No mass fire Light infantry +1 for each rank ≥ 6 figures to a max. bonus of +1
Light Crossbow 12" 3 1 24" 3 NA Rank bonus may not apply when disordered or in difficult terrain
If stationary may mass fire but not as charge reaction. Some units may have special rules modifying rank bonus
Crossbow 15" 4 1 30" 3 1 Cavalry Combat Bonuses - Impact bonus only
No move & shoot or shoot & flee. No mass fire Push & Shove Bonus
Shooting Modifiers Side that won combat receives a +1 in the next round of combat
Shooting Ability is Reduced by 1: Other Combat Bonuses
Each skirmish formation in line of fire Shooting chargers Charge Impact Bonus of +1
Long range shooting (over 1/2 range) Moving & shooting Battle formation fighting in the flank facing of an enemy +1
Shooting at targets in terrain features Modifiers are cumulative Battle formation fighting in the rear facing of an enemy +2
Mass Shooting To receive combat bonus unit must be ≥ min. size @ end of combat
Firer may use mass shooting at units within their "frontal attack zone" Impact Bonus
and > 8" away. Firer must be stationary. Battle formations charge target in their frontal attack zone +1
Impossible Odds Skirmish formations charge skirmish formations in front facing +1
When a unit's shooting ability is reduced to < 1. Hits may still be Units may gain bonuses per army organization or special rules
scored on a d6 roll of 6. KA of weapon is reduced by 1. Bonus lost if charging unit disordered & when counter charging
Resolve Shooting Effects Side with highest combat score wins & difference between scores
1 Establish the total number of hits 2 Make armor save rolls is combat result. If scores are = it is a draw & combat continues
3 Resolve kill rolls 4 Take morale tests in next round. Losing unit must take a combat morale test.
5 If test is failed, flee in resolution phase Combat morale test taken same way as a morale test, but the morale
Armor Saves value (Mo) is reduced by combat result. Test passed if roll is ≤ unit's
Save rules are the same for both combat & shooting. modified morale value. Unit will stand & continue to fight.
Type Value Type Value Type Value If the combat morale test is failed apply the following rules:
Buckler 1 Light Armor 1 Mounted 1 Combat result difference of 1
Shield 1 Heavy Armor 2 Cloth Barding 1 Unit will rout & flee. If loser is a regular formation that outnumbers
Large Shield 2 Partial Plate 3 Half Barding 1 the winner, or ANY drilled battle formation (even if outnumbered) it
Spara 2 Cataphract 3 Metal Barding 1 will stand. Winner receives a +2 Push & Shove Bonus instead of a
Pavise 2 Plate Armor 4 Skirmisher 1 +1. If the loser outnumbers the winner by 2:1 or more no additional
Armor save modified by armor penetration value (AP) Push & Shove Bonus is awarded.
Resolve kill rolls Combat result difference of 2
Roll a d6 per figure hit and add the Killing Ability (KA) of weapon. Unit will rout & flee. If loser is a regular formation that outnumbers
If the total ≥ warrior's Durability (D) the figure is hit & killed. the winner by 2:1 or more, or ANY drilled battle formation that
Kill roll may be modified by weapon abilities or other bonuses. outnumbers the winner it will stand. Winner receives a +2 Push &
Morale Tests from Shooting (Casualties over 20%) Shove Bonus instead of a +1.
Unit # ≤5 10-6 15-11 20-16 25-21 30-26 35-31 40-36 Combat result difference of 3+
Casualties 1 2 3 4 5 6 7 8 Unit will rout & flee. A unit which routs when engaged on more than
one facing by battle formations is automatically destroyed.
Hero of the Day Friends routing from combat (p.87)
When a unit loses a combat & cannot pass a combat morale check All units within 10" of the leader of a friendly unit that is going to rout
because their modified morale value is too low. The unit should still from combat during the round of play must take a morale test.
take a combat morale test. If the rolled dice include two ones (snake- All units within 10" of the leader of a friendly unit that has fled from a
eyes) the unit will pass with an insane act of bravery. charge and been caught and destroyed during the round of play must
Resolution take a morale test.
Both players check morale for units suffering casualties from missle Units which fall below minimum size still trigger morale tests in the
fire or that have been in or near combat. Once morale tests are take same manner.
both players complete all pursuit & flee moves. Fleeing Friends within 5"
Resolution Summary All units within 5" of the leader of a fleeing friendly unit must take a
1 Take Morale Tests morale test. Should the unit outnumber the fleeing unit by 2:1 or more
Player with Strategic Advantage chooses 1st & then alternate. they can be ignored and no test is required.
2 Resolve Pursuit & Flee Moves 20% Casualties
Player with Strategic Advantage selects the order A unit that has taken 20% casualties from shooting or glancing attacks
A fleeing unit that rolls ≤ it's pursuer is destroyed during that round of play and is otherwise unengaged, must take a
A battle formation may become disordered if friends flee through it. It morale test if it has not already done so. If it has done so and failed
must pass a Command Test. the test it will now flee in this phase. A skirmish formation that has
Morale Tests taken 20% casualties as a result of strikes back from glancing attacks
Units required to take morale tests in the following circumstances: must also take a morale test (p. 137).
Units ≤ 10" of the leader of a unit that breaks in combat or which was End Phase
destroyed while fleeing a charge. 1 Rally Fleeing Troops
Units ≤ 5" of the leader of a fleeing friendly unit 2 Move troops that failed to rally
Unit has taken 20% casualties during the round of play. 3 Fleeing troops that contact friend or foe are dispersed
Units ≤ 10" of a general who is slain or routed. Morale value reduced 4 Commence next turn by making a Strategy Roll
by 1 5 End game once determined by game length
Units ≤ 5" of a fleeing general Rally Troops
Battle formations ignore fleeing skirmishers. Once both players have completed a round of play, they may attempt
to rally any of their fleeing units by making a Morale test.
Should a unit fail a morale test while engaged in combat the Most units roll 2d6.
following rules apply: The player with Strategic Advantage may choose the first test
If the unit has won the combat, it cannot pursue & stays where it is then players should alternate.
If the combat will continue, the enemy receives a +1 combat bonus in Should you chose not to rally a unit it must still continue to flee.
the following round of combat only. Proximity of the enemy when rallying
Units only need to take one Morale test during the Resolution Each enemy formation within 10" of the leader model will reduce
Phase to cover all the circumstances, not multiple tests. the unit's Morale value by 1. Enemy units in combat, individual
personalities, and fleeing enemy can be ignored when calculating the
Take all Morale tests first and any units which fail will flee number of units that should be counted.
Units that failed to rally in the previous turn, or have already fled Rallied units face the direction they were fleeing and are considered
during this turn, do not take a Morale test at this time. Their chance to disordered until the start of their next round of play.
rally comes during the Turn's End Phase. Units which fail to rally will immediately flee. Must flee directly
Once all morale tests are taken players resolve pursuit and flee moves toward a designated rally point on their starting table edge.
as required. If the leader figure of the fleeing unit contacts a friendly or enemy unit
Morale Rules (p.22-23) the fleeing unit disperses.
Roll 2d6 & add the scores together. If the total is ≤ the Morale Value Last Chance to Stand
of the unit then it passes. A unit which is fleeing off of the tabletop may make a last chance roll
Battle Formations over half strength may roll 3d6 & select the to stand when it reaches the edge of the table. It takes a morale test
two lowest dice to add together. reducing the morale value of the unit by 1. If the test is passed the
Troops who are fleeing use 2d6 when attempting to rally. unit misses it's next round of play but may return to the table in the
Troops in a skirmish formation use 2d6 for morale tests. following round.
Command Tests Army General
Taken the same way as morale tests & use the unit's morale value. If Zone of command of 10".
successful the unit may perform the maneuver or response. Will increase the morale value of all units by 1 to a maximum of
Battle Formations over half strength roll 3d6 & select the two 10. This cannot be combined with other character's abilities for a
lowest values to add together. There are two exceptions: further increase unless otherwise indicated.
Undisciplined Formations only roll 2d6. The increase will apply to fleeing troops.
Drilled Formations may always re-roll failed Command Tests. Pursuit & Flee Moves
Units @ half strength should be marked to indicate their status. The player with Strategic Advantage chooses the order in which
pursuit & flee moves are resolved.
No Pre-Measuring in War & Conquest

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