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BOOK VIII: Rules, Scenarios & Campaigns


CONTENT

PAGE

Special Rules

Optional Rules

Random Scenario and Event Cards

Scenarios

Campaigns

Scoring Chart

10

Army List Index

11

Aggression Chart

16

Tournament Result Sheet

17

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FIRELOCKS
- foot and mounted troops with firelocks do not suffer the -1 penalty for
move and shoot

SPECIAL RULES
ALLIES
Each army only can choose one ally with up to 25%, mixing of different
ally contingents is not allowed. Subject allies have Ld-1 and cost one
point less per model, the subject ally-general 130 points with Ld7 only.

GALLOPPER GUN (60pts)


Counts as Light Cannon with M8.
GERMAN WEDGE
- may count rank bonus up to +2.
- ignore Ferocious Charge when charged and have at least +1 rank bonus
- better armoured models have to be placed in front and flank
GRENADOES
- one use only
- for each grenadoe place the 3 template within 8 (90 arc of sight)
- roll artillery and scatter dice, S4 hits
- in case of misfire place the template with the center above the thrower

BATTALION GUN (75pts)


Counts as Light Cannon (see below) but must be attached to a rank&file
unit of Shot. Must move like the unit, but is unable to fast march. Cannot
move and shoot. Must stay at one flank of the unit. Have to shoot at the
same target as the unit. If not fired last turn it is able to choose stand and
shoot as charge reaction if the shot unit is charged. In such a case roll the
artillery dice for how many S4 hits the enemy unit get.
CHARACTERS EQUIPMENT
Characters may have the equipment of the unit they join at the start of the
battle (free). Any additional equipment available for that unit can also be
taken but the points are doubled which have to be paid for the character.

HOWITZER (100pts)
Count as Stone Thrower, see rulesbook page.126
KALLAPANI
Some armies transported their troops with horse or camel drafted
platforms across the battlefield before the battles began. Such armies are
free to choose a number of units which can be upgraded with Riding
Horses or Riding Camels for 1 point per model. Horse riding infantry
units can move up to 8 after deployment and before the first turn, camel
riding 6. This cannot be combined with the extra movement allowed for
skirmishers in some scenarios.

CAMEL GUN
A light gun mounted on a camel.
Randomize missle fire against the camel gun: 1-4 camel, 5-6 gun

Camel
Cannon

WS

BS

Ld

Pts

6
-

3
-

3
-

3
-

3
6

1
3

3
-

1
-

6
-

50

Equipment: The camelrider have a hand weapon and may have light
armour (+6).
Range 36, S6, no save, D6 wounds per hit
Special Rules: Cannon, Camelry

LIGHT CANNON (50pts)


(See rulesbook page 130)
Each machine has a three man crew.

CANISTER SHOT
If not fired last turn a cannon is able to choose stand and shoot as charge
reaction with a canister shot at the charger. In such a case roll the artillery
dice for how many S4 hits the enemy unit get.

Crew
Cannon

WS

BS

Ld

Pts

4
-

3
-

3
-

3
-

3
6

3
3

3
-

1
-

7
-

50

Equipment: Hand weapon.


The crew may have light armour (+6).
Range 36, S6, no save, D6 wounds per hit
Special Rules: Cannon

CARBINES
- range 16, S3, save modifier -1
- mounted troops (except Dragoons) may not move and shoot

LINE INFANTRY
- count as open order
- no rank bonus
- able to perform an order
- able to reform into a Square
- can choose to reform as charge reaction, Ld-test needed, -1 if attacked
in flank, -2 in rear
- in case they are charged in the flank and a Battalion Gun is attached,
simply ignore the gun and its crew

DRAGOONS
- counts as Light Infantry/Cavalry mixture with a movement rate of 8
- fear formed units
- cannot charge formed enemy units in the front
EARLY PHALANX
- if armed with thrusting spear fight in 2 ranks even on the charge
- may not turn or change formation
- always suffer the -1 LD penalty as if enemies were in 8" when
reforming
- become normal Phalanx rule in armies after 500BC

LINE CAVALRY
- count as open order
- may add rank bonus up to +1
- able to perform an order

ELITE
Can re-roll failed panic tests caused by friendly non-elite units.

LINE OR LIGHT
Units with this rule can change the troop type per reform. They also can
reform from Skirmishers to Line Infantry and vice versa. Can perform
Orders all the time.

ENTRENCHMENT (100pts soft, 200pts hard)


The player can field an obstacle (hard or soft cover) within his
deployment zone before deployment, with a length of up to 16.
FIELD GUN (75pts)
(See rulesbook page 130)
Each machine has a four man crew.

Crew
Cannon

WS

BS

Ld

Pts

4
-

3
-

3
-

3
-

3
7

3
3

3
-

1
-

7
-

75

MUSKETS
- range 24, S4, save modifier -2
- one rank may fire
- if not moved two ranks may shoot (salvoe), but no shoot including next
round, enemy units have to make a panic test immediately if they have
casualties
ORDERS
Each character model enables one line infantry or line cavalry unit with a
successful Ld-test to have an extra movement or a reform before the
normal movement phase. The extra movement does not include a march

Equipment: Hand weapon.


The crew may have light armour (+6).
Range 48, S7, no save, D6 wounds per hit
Special Rules: Cannon

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move. In case the Ld-test of the character is not successful the unit have
to remain stationary for this turn, is not able to shoot and count as moved.
Range of an order: Division General 18, Brigade General 12, Officer 6

SUPERIOR BATTLE STANDARD


Some armies had a special army standard which can be fielded instead of
the normal battle standard bearer for the same points if the size of the
army is 3000 points or more. Such superior signs are based on a light
chariot base (40x80mm), have a movement rate of 4 and cannot march
or flee. Whenever they are attacked successfully they are automatically
destroyed and the army has to make a panic test similar to the one in case
of the generals death. As long as they are on the battlefield the radius of
such battle standards is 18 and fleeing troops within 6 are rallying
automatically.

PIKE&SHOT
- units must remain within 2 to support or benefit from this support:
- a unit of shot may use the stand &shoot reaction against enemy units
charging a pike unit nearby, enemy must be within the 90 arc of sight
during the charge, normal penalty for shooting at chargers apply
- a unit of shot in front of a unit of pike will rally automatically after
using fire&flee as charge reaction
- a unit of pike can declare a countercharge to an enemy unit who is
charging a unit of shot nearby as long as the enemy is within the 90 arc
of sight during the charge, pike unit will be moved in front of the shot
unit

TETHERED CAMELS
Some camels are mixed into or attached to that unit, this way the unit
causes Fear in enemy cavalry. The camels will be removed as soon as the
unit charges or flee.

PISTOLS
- range 12, S3,save modifier -1
- models armed with pistols count as armed with an additional hand
weapon in melee, using a hand weapon and one pistol
- cavalry armed with pistols may fire twice per turn, 180 arc of sight
- do not suffer penalties for move&shoot or long range

UNITS
All units may have a leader, standard and musician for 5pts each.
All limits for units (like 0-1) are written for armies of 2000 points or less.
If you play with armies that have more points simply take those units as
0-1 for each 2000 points e.g.. Always round down if you have an odd
number. Exception is the wagon tabor which is 0-1 regardless of army
size.

REDOUBT
The unit is covered with 1 earthwork at front and both flanks, which
counts as hard cover. It remains stationary orhave to turn and leave the
redoubt by manoeuvre or if fleeing. Must be deployed first.

UNRULY
Onagers or asses were unreliable draft animals or mounts. Roll a d6 at the
begin of each turn for an unruly unit. On a 1 the unit remains stationary
that turn. Riders are too busy too shoot then too. On a 2-6 the unit move
and act normally.

RIFLE
- range 24, S3, S4 at short range (with minie also at long range)
- two ranks may shoot (salvoe), but suffer a -1 to hit, enemy units have to
make a panic test immediately if they have casualties

USED TO ELEPHANTS
As long as an army have access to elephants (not if only via allies) all
models are Used to Elephants, which means infantry do not fear and
elephants cause fear instead of terror for cavalry&chariotry.

SQUARE
Line Infantry units of at least 18 models may reform into a Square with 4
models per side looking in the same direction. This formation is useful in
case of a charge from a cavalry unit. A Square dont has a flank or rear,
can stand and shoot as charge reaction at unengaged sides and against
cavalry it negates Ferocious Charge. A unit in square formation is not
allowed to pursue. Additional models are placed in the center. As soon as
the unit has less than 18 models the Square is canceled and the normal
formation takes place immedately.

VETERANS
Additional to the rule they can re-roll failed panic tests caused by missle
fire.
WAGON TABOR
See WAB Errata for details:
http://warhammer-historical.com/PDF/WAB2%20Errata.pdf
WARHOUNDS
(See rulesbook page 188)
Warhounds are organised in special units consisting of a packmaster (+8)
and up to six warhounds (+5 each). Any hits inflicted by missle weapons
should be randomly devided between the packmaster and the hounds.

Packmaster
Warhound
STAKES
Stakes must be placed when the unit is deployed on the table. After
deployment is finished and stakes placed the stakes are lost as soon as the
unit moves or flee. Mounted models hit models behind the stakes with -2,
cannot use the Ferocious Charge ability and do not gain any weapon
strength bonuses.

M
5
6

WS
4
4

BS
4
0

S
3
3

T
3
3

W
3
1

I
4
3

A
1
1

Equipment: Packmaster may have javelins (+1) and light armour (+2)
Special Rules: Warband, Skirmishers
WAR WAGON
See WAB Errata for details
http://warhammer-historical.com/PDF/WAB2%20Errata.pdf
Some War Wagons may have two war machines with crew instead of 6
missle armed crew members (+80).

STAMPEDING ANIMALS (200pts)


Some armies sent herds of stampeding animals (e.g. camels, cattle)
against their foes. Such a herd is a group of animals based on individual
or group bases, which will be deployed and move within up to 6x6. For
a stampeding herd the player declare a direction before the game starts,
but after deployment. Beginning in round one the herd move 2d6 each
turn exactly in that direction, like a stampeding elephant. Starting with
round two the player roll additionally to the 2d6 for the distance another
d6. On a 2-5 the stampede continues in exactly the same diretion. On a 1
the stampede ends and the animals remain stationary until the battle ends.
On a 6 roll the scatter dice for the random direction the stampede goes on.
All units touched by a stampeding herd have to flee directly away from it.

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DEFENCES
Additional to all scenario setups there may be fielded up to three wooden
fences by the defender. To determine who the defender is, simply each
player rolls a d6 before the battle and add the aggression from the
Aggression Chart to it. The player with the lowest result is the defender,
no defender in case of a draw. Each undefended fence lower the total
army break points of the defender by one.. Each fence has a maximum
length of 6.
First roll a D3 to see how many fences the defender may place before
deployment, but after the sides were choosen.
Then roll another D3 to see where they can be fielded, which always
must be as one fence:
1 within 6 of the defenders table edge, must touch the table edge with
one end
2 within 6 of the defenders table edge but dont have to touch the table
edge once
3 within 12 of the defenders table edge

OPTIONAL RULES
WEATHER
1. Wind
Roll the scatter dice to determine where the wind comes from.
Roll a d6 before the game how many inches missles will add or deduct
from their range when fireing with or against the direction the wind
blows. This addition or reduction only takes place if at least one friendly
missle firing model is within the exact corridor, measure from the units
front rank, and is able to shoot at the enemy unit.
2. Rain or Snow
Roll a d6 to determine what happens.
1 no movement reduction at all
2 only infantry, -1 to the normal movement rate, no fast march
3 only cavalry, -1 to the normal movement rate, no fast march
4 only chariots, -1 to the normal movement rate, no fast march
5 all mounted models, -1 to the normal movement rate, no fast march
6 all models, -1 to the normal movement rate, no fast march

CHARACTER EXPERIENCE
Characters can attain abilities and become experienced thus. This
succeeds about the collecting of fame points. Experienced characters cost
furthermore the points which the "normal" character would also cost.
Experienced characters can be sent in the retirement, e.g. if they are not
fit on the basis of injuries any more. There only can be one experienced
character per player. For 4 fame points the character can roll on the skill
tables, the general one and the one of his class. With creation of a
character the player must decide on a character class:
Strategist, Duellist, Veteran, Rogue, Warrior, Politician

3. Sun
Roll the scatter dice to determine where the sun shines from.
Roll a d6 before the game how many inches a charge will be reduced
from its range when attacking against the sunshine.
This reduction only takes place if at least one friendly attacking model is
within the exact corridor, measure from the units front rank, and is able to
attack at the enemy unit.

Fame points:
+1 for each by the character or a unit to which he is attached, in close
combat carried off (and up to end of battle) maintained standard.
+ 1 for every character killed in a challenge
+ 2 for every general killed in the challenge
+ 1 for a won battle
-1 for loosing the Battle Standard to the enemy
-1 flee for from the field or in the last round on the field fleeing

DAYTIME
Roll a d6 to determine when the battle starts.
1-3 morning, 4-5 noon, 6 evening
It always need 3 game turns to change from morning to noon and from
noon to evening. As soon as the evening arise sight start to be limited.
For each additional evening turn reduce missle range or charge range by
1, 2 in case of mounted models.

General skills (for everybody): Role on the D66 (two D6)


11-16: + 1 WS
21-26: + 1 BS
31-36: 1 Movement
41-46: Curing of an eligible injury (roll again if none)
51-56: + 1 Initiative
61-62: + 1 attack
63-64: + 1 strenghth
65: + 1 toughness
66: + 1 Ld (up to 10)

TERRAIN GENERATOR
Split the table in parts of 24x24. Each piece of terrain is not larger than
6x6, obstacles not longer than 6. For each part roll a d6.
Hills: 1-2 one hill, 3 two hills, 4 - nothing, 5 a house, 6 a wood
Woodland: 1-2 one wood, 3 two woods, 4-5 nothing, 6 a hill
Plain: 1-3 nothing, 4 a hill, 5 a house, 6 an obstacle
Swamp: 1-3 difficult terrain, 4 a wood, 5 a lake, 6 an obstacle
Desert: 1-4 nothing, 5 a hill, 6 impassable terrain

Strategist
11-15: Area advantage - The player may select the side
16-22: Flank attack - If the army of the strategist attacks, the scenario
"Flank attack can be selected.
23-26: Delaying tactics: The strategist may select who begins.
31-34: Advance: Before the game one infantry unit in 12" of the strategist
may make a march move.
35-36: General's hill: The strategist counts concerning break tests like an
army standard with 6" range (only one repeat, even if the BSB is also in
range)
41-44: Inspiring: Once per battle the strategist gives +1 on the close fight
result to all friendly units in 10", announce at the beginning of the close
combat phase
45-51: Internal rest: Missle armed units in 12" around the strategist are
allowed to do stand&shoot and without penalty of-1.
52-55: Forced march: The strategist and his unit are allowed once per
game before the movement phase 1d6+1 forwards. Can be used to attack.
56-63: Night fighter: The strategist is an expert in astonishing attacks and
can choose the scenario Surprise Attack.
64-66: Ambush expert: In the defence the strategist can choose the
scenario Ambush. Point relation is as described 2 to 3, has
nevertheless, the actually attacker not this ratio, he must put up less.

FAITH POINTS
Some armies may want to exchange standards and battle standard for a
pool of faith points, similar to oracle points. Therefore such an army buy
a battle standard bearer as priest or shaman. He allows the army to use
1d6 per 1000pts of faith points. Additional to that each unit he
accompanies may re-roll failed panic tests. See oracle points for handling.
Only core units and no allies or mercenaries are allowed to use such faith
points.

DEFENDING THE CAMP


Additional to all scenario setups there may be a camp fielded by the
defender. To determine who the defender is, simply each player rolls a d6
before the battle and add the aggression from the Aggression Chart to it.
The player with the lowest result is the defender, no defender in case of a
draw. The defender can place a camp with a maximum of 6x6
somewhere within his deployment zone. The edges of that camp count
simply as obstacle. The camp is worth additional five army break points.
As soon as there are more enemy models within the camp than defenders
the defending player loose five army break points. He can put as many
models inside as possible.

Duellist
11-14: Master blow: In a challenge makes the Duellist double loss of life
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points
15-22: Unstoppable attack: The Duellist can repeat once per game during
the attack failed to-hit rolls.
23-26: Mental duel: Every character which would like to line up against
the Duellist in a challenge must pass a Ld test with -2, otherwise the
character refuse. The Duellist can decide whether the challenge,
nevertheless, takes place.
31-34: Duellist: The character receives in challenges +1 to the hit roll.
Cannot deny challenges.
35-42: Lightning reflexes: + 1 initiative, all attacks in challenges are
handled in initiative order (no attack bonuses)
43-44: Code of honour: If a challenge finishes speaking of the Duellist,
he can select himself who must accept the challenge or decline. Cannot
deny challenges.
45-53: Lucky guy: The Duellist receives per battle d3 re-rolls (for hit,
wound and saving throws)
54-61: Challenger: In every close combat round in the Duellist fights in
achallange, the unit get +1 to the combat result. Cannot deny challenges.
62-64: Riposteur: All successful hit rolls in the close fight against the
Duellist must be repeated.
65-66: Aspiring: The Duellist receives an additional fame point, for
every character killed

charge takes place with normal movement.


22-25: Popular leader: As long as the character remains in the first row,
the unit receives +1 to the close combat result.
26-32: Blessed: The warrior may repeat failed saving throws.
33-36: Resistantly: All attacks on the warrior receive - 1 strength
41-43: Local-expert: The warrior is allowed to do an area piece of terrain
on the table before the side choice, 6x6 maximum.
44-52: Hunt: The warrior and his unit must pursue, with an extra +1d3.
53-56: Despot: The warrior gets an additional point of fame for the battle
regardless of result.
61-63: Curse: Once per game the warrior can curse an enemy unit within
6 inches. This unity must repeat all successful to-hit rolls.
Announcement before the beginning of the movement phase.
64-66: Power of the horde: Once per play the warrior and a connected
warband with a minimum of 15 models will get the autobreak rule even
when not charge themself.
Politician
11-15: Organizer: A unit after choice of the politician has been supplied
with better weapons - in the close fight the enemy roll -1 to armour saves
16-22: Inciter: 1d6 units of the opponent become before the battle
"unreliable" - they must roll dice like in the supplement described. The
affected player selects the units.
23-26: For the native country: Once per game the politician can allow to
rally all units in 12" round him. Announce before rally tests are rolled.
31-34: Slayer of the barbarians: The politician causes fear in barbarians.
35-36: Born leader: Politician and his unit gets +1 Ld on combat results
41-44: National tribune: The politician and his unit may repeat panic test.
45-51: Agitator: A unit at the beginning of a game turn around 8" of the
politician hates the enemy until start of the next turn of the player.
Announcement before the attack reactions are declared.
52-55: Ripper: The army receives twice as much gold from plundering of
every kind (only for campaigns)
56-63: A leader, no fighter: The Politician may reject challenges and
remains without restrictions in the first row.
64-66: Perfect organizer: a unit was supplied with excellent armaments the unit receives +1 on the saving throw, as long as they have light
armour at least.

Veteran
11-14: Nerves from steel: The veteran and his unit may repeat a single
panic test in the game.
15-22: Neither death nor devil: The veteran and his unit are immune to
fear and terror
23-26: Inflexibly: The veteran and his unit may repeat a single break test
once per game.
31-34: Headstrong dog: Once per game all to-hit rolls can be re-rolled,
but all hit rolls have to be repeated.
35-41: Iron fist: At the beginning of every close phase the veteran can
redouce an attack - for every attack he gets +1 strength, up to 5.
42-45: Tenaciously like leather: Once per game the opponent must repeat
successful wound rolls against the character
46-53: Brawl: The veteran may decide in the close combats he is
involved, challenges may be pronounced or not.
54-56: Anatomist: Once per game the veteran and his unit in the close
combat can repeat to wound rolls. All rolls have to be repeated.
61-63: Personal armament: The veteran receives +1 on the armour save
64-66: Personal weapon: The weapon of the veteran makes in addition to
all normal modification -1 to the armour save of the opponent.

If a character is killed in a fight, the player must throw dice once on the
injury-chart. If he is killed in a challenge he throws dice twice and the
opponent choose the result. If he flees, throw twice too but the player
selects himself the result.

Rogue
11-14: Without honour: The rogue may reject challenges and remain in
the first row and fights.
15-16: Poisoner: The rogue and the unit he accompanies at the beginning
of the battle have poison attacks. Wound on 6 with the hit roll
automatically.
21-24: Low methods: Once per game every successful wound of the
rogue makes two life points instead of one. Announcement at the
beginning of the close combat phase.
25-31: Parade: At the beginning of every close combat phase the rogue
can select a model in the base contact. This model looses one attack for
this close combat phase.
32-35: To down stiff ones: Enemy unit in base contact with the character
gets -1 on the Ld (after modifications)
36-41: Brutal smell: The rogue is hit -1 in close combat.
42-45: Well on foot: The rogue and his unit throw for pursuing and
fleeing an additional d6 and ignore the lowest dice.
46-53: Rioter: The rogue and a unit hate once per game for one turn the
opponent. Announce when the charge was declared and before reactions.
54-56: Black soul: The rogue hates even all opponents. He and his unit
must pursue.
61-63: Anatomical knowledge: Opponents must repeat all successful
saving throws against the rogue.
64-66: Beast: The rogue causes fear with the opponent on account of his
atrocities. (Except elephants)

Injury Chart
11-13: Dead
14-16: Arrested: only from hostile sides. These character can be bought
back or be executed by the enemies. Neutral barbarians execute the
character always camapign games only
21-22: Multiple injuries. Roll 1d3 more on the chart and repeats
everybody Deadly, Caught or entire recovery once more.
23: Wasting away injury: The Char loses a life point permanently. At
every future battle it is thrown d6, on "1" he loses an other point
24: old war injury: before every new battle throws d6 for the character.
On a one he refuse to take part in the battle. His points cannot be
substituted. If he is the general, then the army has no general.
25: Lost arm: Can lead no more shield or additional hand weapon. If
second arm is lost, the Char has to go in the retirement.
26 leg injuries: - 1 Movement.
31-32: Head wound: Char is stupid. Must make a Ld-test before
movement, if failed he and his unit have to move straight forward half the
profile movement rate.
33-34: Sword arm wound: - 1 attack
35: Hand injury: - 1 WS
36: Torso wound: - 1 toughness
41-42: Internal injury: - 1 strength
43-44: Loss of the assurance - 1 Ld
45-46: From own riding animal tramples: The Char one day denies itself
again a riding animal of the same kind. Roll once more if Char wasnt
mounted.
51-52: Death wish: The Char denies himself to carry armour or shield.
53-54: Lost eye. - 2 BS. if second eye away, then retirement
55-56: Unbelievable luck: The Char gets + 1 fame point.
61-66: Entire recovery: No injury lucky guy.

Warrior
11-13: Time of the gods: The warrior receives per battle d3 re-rolls
(saving throw, hit, wound)
14-21: Hothead: The warrior and his unit receive once per game 1d3
inches to the attack reach (announcement before attacks declare). A faild

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RANDOM SCENARIO AND EVENT CARDS
Scenarios
1 Misinformation : Deployment zone halfed for one of the players
2 Treachery: roll for each unit on the table a dice, on a one i twill be
removed, except for the general and the unit he accompanies
3 Aridity: Ld -1 for all
4 Sandstorm: Missle fire -1 to hit
5 Plague: Each infantry unit loose d6 models, before turn 1
6 Intrigues: Ld-test must be passed to declare a charge

Event Cards
01 You win if you can kill the general, reveal immedately
02 You win when you kill the Battle Standard Bearer, reveal
immidately
03 You win if you can destroy the most expensive unit of the enemy,
reveal immedately
04 Remove one of your character models, reveal immedately
05 One unit champion will be up to sub-general at no cost, reveal
immedately
06 Remove one of your skirmish units before the battle starts, reveal
immedately
07 Your opponent has to remove one of his skirmisher units, can be
used at will and in each turn
08 Your general loose one wound if he rolls a 1 on D6, have to roll at
the begin each own turn, reveal immedataly
09 The general of your opponent loose one wound immedately, can be
used at will
10 One unit of your opponent have to charge this round, can be used at
will
11 All your arrows only have S2 this game, reveal immedately
12 All your sprearmen only have S2 this game, reveal immedately
13 All your arrows have S4 this game, reveal immedately
14 All your sprearmen have S4 this game, reveal immedately
15 All your heavy chariots do not cause impact hits this game, reveal
immedately
16 Your general is not allowed to be within 12" of the enemy general,
have to move in case he is, reveal immedately
17 All your chariots have T3, reveal immedately
18 All your chariots only have a save of 4+, reveal immedately
19 All your chariots have two wounds, reveal immedately
20 Your general can reroll all failed to-hits rolls once, only during a
challange, reveal immedately
21 Range of generals Ld is 18", reveal immedately
22 Range of generals Ld is 6", reveal immedately
23 Your Battle Standard has a range of 18", reveal immedately
24 Your Battle Standard has a range of 6", reveal immedately
25 The range for panic tests in case of broken or destroyed unit is
reduced to 6", reveal immedately
26 The range for panic tests in case of broken or destroyed unit is
enlarged to 18", reveal immedately
27 One of your unit can move an extra D6", at will
28 You can loose one army break point more to be under 50% than
normal, reveal in case of you are under 50% (without the card)
29 The opponent loose four army break points instead of two if the
general is slain is lost, reveal in case of the opponents general is lost.
30 You get an opponents unit (fully recoverd) you destroyed
completely, at will, unit remains exactly where it was destroyed but can
reform
31 Your opponent isnt allowed to use his generals Ld one turn, at will
32 Your opponent isnt allowed to use his battle standard for one turn,
at will
33 One of your rank&file infantry units cause fear, reveal immedately
34 Your general has suffers from Stupidity, reveal immedately
35 Your general has Hatred, reveal immedately
36 Your general get +1 Ld (up to 10), reveal immedately

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BOOK VIII: Rules, Scenarios & Campaigns
1. SCENARIO - ENCOUNTER

3. SCENARIO - VANGUARD

DEPLOYMENT & SPECIAL RULES

DEPLOYMENT & SPECIAL RULES

1) Each player rolls a dice, with the highest rolling player choosing one
four corner of the table as his starting corner. His opponent will get the
diagonally opposing corner.

1) Each player rolls a dice, with the highest rolling player choosing one
of the long edge of the table as his table side. His opponent gets the
opposing table edge.

2) The player that rolls higher on a D6 deploys at least 3 ABPs worth of


units. Skirmishing units may be deployed up to 36 of the corner. Open
Order units may be deployed up to 24 from the corner and Close Order
units may be deployed within 18 of the corner.

2) Starting with the player that rolls the highest result on a D6, each
player deploys all his units with a Movement value (modified by
equipment) of 4 or less. These units may be deployed up to 6 from your
table edge, and at least 24 from each side table edge.

3) His opponent deploys at least 3 ABPs worth of units using the same
guidelines described
above.

3) Starting with the player that rolls the highest result on a D6, each
player deploys all his units with a Movement value (modified by
equipment) of 5 or 6. These units may be deployed up to 10 from your
table edge, and at least 12 from each side table edge. If player has no
unit to deploy during this step, up to three of his formerly deployed units
may be moved up to 4 each.

4) Players alternate deploying 3 ABPs (or more) until all units in both
sides have been deployed.
5) The player that finished his deployment first starts the game.

4) Starting with the player that rolls the highest result on a D6, each
player deploys all his units with a Movement value (modified by
equipment) of 7 or 8. These units may be deployed up to 12 from your
table edge, with no minimal distance from the side table edges. If player
has no unit to deploy during this step, up to three of his formerly
deployed units may be moved up to 4 each.

ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs,
see Warhammer Ancient Battles, page 150.

5) The player who finished his deployment first starts the game.
2. SCENARIO - ELITE
ENDGAME
DEPLOYMENT & SPECIAL RULES

Game ends when one side has lost half or more of his ABPs. For ABPs,
see Warhammer Ancient Battles, page 150.

1) Each player rolls a dice, with the highest rolling player choosing one
of the long edge of the table as his table side. His opponent gets the
opposing table edge.
2) Each player chooses one of his FORMED unit (not a character or a
War Machine). That unit is worth an extra 3 ABPs.
Example: you choose a mighty knight unit. It was worth 3ABPs as a unit
that costs 300pts or more. For this game, that unit is now counted as a
6ABPs unit.
3) Each players secretly draws a sketch of the deployment of his units
(Hidden Deployment).
Deployment zone is as usual (up to 12 from your table edge, and not
within 12 of any side
edge).
4) Each player deploys his army. This is done simultaneously.
5) After the deployment of both armies, each player selects any ONE unit
of the enemy army.
THAT UNIT DOESNT WORTH ANY ABP WHEN DESTROYED
OR REDUCED TO HALF STRENGTH.
6) Each player rolls a D6. The highest rolling player starts the game.

ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs,
see Warhammer Ancient Battles, page 150.

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BOOK VIII: Rules, Scenarios & Campaigns
4. SCENARIO - CHAOS

5. SCENARIO - CLASH

DEPLOYMENT & SPECIAL RULES

DEPLOYMENT & SPECIAL RULES

1) Each player rolls a dice, with the highest rolling being the First Player.

1) Each player rolls a dice, with the highest rolling player choosing one
of the short edge of the table as his table side. His opponent gets the
opposing table edge.

2) The First Player chooses a long table edge and places six dice in
contact with this table edge each with a different number face up (so,
from one to six). Each dice must be at least 8 away from any other dice.

2) Starting with the player that rolls the highest result on a D6, each
player deploys between 2 and 4 ABPs worth of units. These units must be
deployed between 18 and 24 from his table edge (that is, at least 18
away but not more than 24 away.

3) The other player places six dice in contact with the opposite table edge
each with a different number face up (so, from one to six). Each dice
must be at least 8 away from any other dice.

3) Starting with the player that rolls the highest result on a D6, each
player deploys between 2 and 4 ABPs worth of units (or the remainder of
his army if he has less than 2ABPs left). These units must be deployed
between 12 and 18 from his table edge (that is, at least 12 away but
not more than 18 away.

The table with the dice should look something like that:

4) Starting with the player that rolls the highest result on a D6, each
player deploys between 2 and 4 ABPs worth of units (or the remainder of
his army if he has less than 2ABPs left). These units must be deployed
between 8 and 12 from his table edge (that is, at least 8 away but not
more than 12 away.
5) Starting with the player that rolls the highest result on a D6, each
player deploys the remainder of his army These units must be deployed
within 8 from his table edge.
6) Each player rolls a dice, with the highest scoring player starting the
game.

4) The First Player chooses a unit and rolls a dice. That unit must be
deployed with at least one figure of the unit within 8 of the dice that has
the same face up number as the dice rolled.

ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs,
see Warhammer Ancient Battles, page 150.

5) The other player chooses a unit and rolls a dice. That unit must be
deployed at least one figure of the unit within 8of the dice that has the
same number as the dice rolled.
6) Players alternate rolling dice for each of their unit and deploying them
at least one figure of the unit within 8of the dice showing the number
rolled ; until all their army is deployed.
7) The player who ended his deployment first starts the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs,
see Warhammer Ancient Battles, page 150.

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BOOK VIII: Rules, Scenarios & Campaigns
1. CAMPAIGN - MAP BASED
EXPERIENCED CHARACTERS
- each fraction only have one experienced character at the same time
- if he dies, there will be a new one within one of the home provinves
- have a look at the Experienced Characters within the optional rules
section.

GENERAL
The map is diveded in provinces.
Each player get two home-provinces at the start of the campaign.
The home-provinces cannot get lost, but plundered
There are five income classes per province: E=50, D=100, C=150,
B=200, A=250
If a province contains a city, there is an additional income of 100.
Cities cannot be builded, but destroyed (which gives the destroying
player immedataly 200)
Each province can be upgraded, one class per turn, which cost 200
In case a province will be plundered it falls back to class E and the
plundering player gets 200 per class level it was reduced.
Only one attack move per player per turn.
There is a maximum of 2000pts per battle.
If a player has less than 2000pts he has to fight with the lesser points.
Each province can host a maximum of 3000pts
Each point only can move one province per turn, experienced
characters two.

TURN SEQUENCE
- Revolts, each revolting province turns into a neutral one again
- Income: calculate the income, substract the support bneeded for 10% of
the troops
- turns have to be send from each player to the game master
- Moving: Move the points/armies
- Fights: Play the games/battles
- Retreats: Move retreating armies
- Results: Provinces may change the owner, calculate fame points
- Expenses: Upgrades can be made as stated in the turn, points can be
raised in both home-provinces

NEUTRALS
Neutral provinces contain 800 +d6x100 points of troops, 1400+d6x100 in
case of provinces with a city. Armies from players can walk through
neutral provinces instead of fighting the defenders, but there is a chance
of 1:6 that they will be attacked. This chance raise to 2:6 in case the
player retreats from a battle into a neutral province. In case of a player
army moving through neutral provinces the defending amry dont count
against the province limit of 3000pts.
VICTORY CONDITIONS
A player need 15 victory points to win, at the start of the turn.
Per three provinces the player get 1VP
Each province with a city count additional as 1 VP
Missions may influence the VPs.
REVOLTS
There is a chance of 10% for provinces with less than 500pts of troops to
revolt. Home provinces never revolt and do not count for other regions
as without troops. There may be a defined region for each player and
outside of it the chance for a revolt always is 10% regardless of troops.
The chance for a revolt accumulates, means if you have three provinces
without troops, there is a 30% chance for each to revolt.
COSTS
10% of the total number of troops must be paid for supporting them,
each turn. 20% in case the troops are in a neutral province. If not enough
income is available the troops have to be reduced accordingly.
Income can be spend on troops (1 = 1pt) or upgrades, not all money must
be spent hoarding of money is possible.
UPGRADES
- per field class 200pts
- building a mine in a province with natural ressources, 300pts, allows
income from these ressources (50-250)
MISSIONS
- each fraction may create an own stake of missions (15-30), with
agreement of the other players
- as soon as a mission is accomplished he may take a new one, randomly
- in case he cannot accomplish the mission he has to wait two turns and
take a new one
- mission can be about additional income, units, victory point conditions,
etc.
RANDOM EVENTS
- can be positive or negative ad shal bring more historical flavour into the
campaign
- a stake with cards can be made
- starting with round 6 the random events may occur

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BOOK VIII: Rules, Scenarios & Campaigns

ample: You have won your game. You started with an army of 15 APBs
and you have lost during the course of your game 4 ABPs. The end score
is 14pts for you, and 6pts for your opponent.

Example: You have won your game. You started with an


army of 15 APBs and you have lost during the course of
your game 4 ABPs. The end score is 14pts for you, and
6pts for your opponent.

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BOOK VIII: Rules, Scenarios & Campaigns
ARMY LIST INDEX
IV/62

100 Years War English (1322AD - 1455AD)

III/37

Abbasid Arab (747AD - 945AD)

V/53

Abyssinian (1500-1700AD)

II/62

Abyssinian and Horn of Africa (100AD - 1500AD)

II/84

African Vandal (442AD - 535AD)

I/11

Akkadian and Third Dynasty of Ur (2334BC - 2004BC)

II/58

Alan (50AD - 1500AD)

IV/69

Albanian (1345AD - 1430AD & 1443 AD - 1479AD)

II/15

Alexandrian Imperial (328BC - 320BC)

II/12

Alexandrian Macedonian (355BC - 320BC)

V/55

Alwa (1500-1504AD)

IV/72

Amazonian (1350AD - 1500AD)

V/30

Amazonian (1500-1662AD)

IV/49

Anatolian Turkoman (1260AD - 1500AD)

V/10

Anatolian Turkoman (1500-1515AD)

II/53

Ancient British (55BC - 75AD)

II/39

Ancient Spanish (240BC - 20BC)

III/34

Andalusian (710AD - 1172AD)

III/71

Anglo-Danish (1014AD - 1075AD)

IV/21

Anglo-Irish (1172AD - 1489AD)

IV/3

Anglo-Norman (1072AD - 1181AD)

V/50

Arab (1500-1700AD)

III/25

Arab Conquest (622AD - 660AD)

III/38

Arab Indian (751AD - 1206AD)

II/22

Arabo-Aramaean (312BC - 240AD)

II/14

Ariarathid Kappadokian (330BC - 322BC & 300BC - 17AD)

II/16

Asiatic Early Succesor (320BC - 285BC)

II/34

Attalid Pergamene (263BC - 129BC)

V/70

Austrian Imperial (1556-1609AD)

III/13

Avar (553AD - 826AD)

IV/20

Ayyubid Egyptian (1171AD - 1250AD)

IV/63

Aztec (1325AD - 1500AD)

V/23

Aztec (1500-1521AD)

III/50

Bagratid Armenian (885AD - 1045AD)

V/90

Bishops' War English (1639-1640AD)

V/91

Bishops' War Scots Royalist (1639AD)

II/6

Bithynian (435BC - 74BC)

IV/77

Black Sheep and White Sheep Turkoman (1378AD - 1500AD)

II/25

Bosporan (310BC - 375AD)

V/93

Braganza Portugese (1640-1700AD)

V/102

Brandenburg-Prussia (1646-1700AD)

III/18

Breton (580AD - 1072AD)

V/87

Buccaneer (1624-1700AD)

II/70

Burgundi or Limigantes (250AD - 534AD)

IV/84

Burgundian Ordonnance (1471AD - 1477AD)

III/9

Burmese (500AD - 1500AD)

III/57

Buyid or other Dailami Dynasties (927AD - 1090AD)

II/60

Caledonian (75AD - 211AD)

II/10

Camillan Roman (400BC - 275BC)

II/8

Campian, Apulian, Lucanian or Bruttian (420BC - 203BC)

V/82

Canadian French (1603-1700AD)

V/112

Caroline Swedish (1649-1700AD)

III/28

Carolingian Frankish (639AD - 888AD)

III/8

Central Asian City-States (500AD - 1000AD)

III/11

Central Asian Turkish (550AD - 1330AD)

IV/70

Chanca (1350AD - 1440AD)

II/21

Ch'iang and Ti (315BC - 417AD)

IV/71

Chimu (1350AD - 1464AD)

II/79

Chinese Northern and Southern Dynasties (317AD - 589AD)

V/78

Christian IV Danish (1588-1648AD)

III/12

Christian Nubian (550AD - 1500AD)

IV/2

Cilician Armenian (1071AD - 1375AD)

II/3

Classical Indian (500BC - 545AD)

II/44

Commagene (163BC - 17AD - 72AD)

III/72

Communual Italian (1029AD - 1320AD)

III/79

Cuman (Kipchak) (1054AD - 1394AD)

I/35

Cypriot and Phoenician (1000BC - 332BC)

II/52

Dacian (60BC - 106AD) and Carpi (106BC - 380AD)

I/30

Dark Age and Geometric Greek (1160BC - 650BC)

III/41

Dog Peoples and Pueblo Cultures (800AD - 1500AD)

V/81

Dutch Colonial (1602-1700AD)

V/75

Dutch Rebellion (1568-1648AD)

V/106

Dutch United Provinces (1649-1688AD)

III/53

Dynastic Bedouin (890AD - 1150AD)

III/60

Dynastic Kurdish (950AD - 1085AD)

II/72

E. Frankish,Alamannic,Suevi,Rugian,Turcilingi (250-584AD)

I/60

Early Achaemenid Persian (550BC - 420BC)

II/28

Early Armenian and Gordyene (300BC - 627AD)

I/6

Early Bedouin (3000BC - 312BC)

III/14

Early Bulgar (559AD -1018AD)

IV/76

Early Burgundian (1363AD - 1471AD)

III/4

Early Byzantine (493AD - 578AD)

I/61

Early Carthaginian (550BC - 275BC)

IV/7

Early Crusader (1096AD - 1128AD)

V/67

Early Danish (1524-1587AD)

I/2

Early Egyptian (3000BC - 1543BC)

II/47

Early German (115BC - 250AD)

V/86

Early Gustavian Swedish (1618-1629AD)

I/27

Early Hebrew (1250BC - 1000BC)

I/52

Early Hoplite Greek (680BC - 450BC)

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III/67

Early Hungarian (997AD - 1245AD)

IV/82

French Ordonnance (1445AD - 1500AD)

II/56

Early Imperial Roman (25BC - 197AD)

V/79

French Thirty Years War (1599-1648AD)

I/7

Early Libyan (3000BC - 74BC)

V/63

Funj Empire (1504-1700AD)

III/2

Early Lombard (489AD - 584AD)

II/30

Galatian (280BC - 25BC)

I/54

Early Macedonian (650BC - 355BC)

II/11

Gallic (400BC - 50BC)

III/33

Early Muslim North Africa and Sicily (696AD - 1160AD)

III/70

Georgian (1008AD - 1500AD)

I/14

Early Northern Barbarians (2000BC - 315BC)

V/38

Georgian or Circassian (1500-1700AD)

II/67

Early Ostrogothic, Herul, Sciri or Taifali (200AD - 493AD)

II/71

Gepid (250AD - 566AD)

III/62

Early Polish (960AD - 1335AD)

V/84

German Catholic (1609-1648AD)

II/24

Early Rhoxolani Sarmatian (310BC - 100AD)

V/5

German Minor States (1500-1609AD)

III/78

Early Russian (1054AD - 1246AD)

V/85

German Protestant (1609-1648AD)

III/54

Early Samurai (900AD - 1300AD)

III/63

Ghaznavid (962AD - 1186)

III/26

Early Serbian (627 -1089AD) or Croatian (627 - 1180AD)

IV/8

Ghurid (1100AD - 1215AD)

III/1

Early Slav (476AD - 1218AD)

IV/47

Golden Horde and Successors (1251AD - 1500AD)

I/1

Early Sumerian (3000BC - 2250BC

II/36

Graeco-Bactrian (250-130BC), Graeco-Indian (170BC-55BC)

I/5

Early Susiana and Elam (3000BC - 800BC)

IV/38

Granadine (1232AD - 1492AD)

IV/41

Early Swiss (1240AD - 1400AD)

IV/60

Grand Catalan Company (1302AD - 1388AD)

I/9

Early Syrian (2500 BC - 2200 BC)

II/41

Han Chinese (202BC - 189AD)

V/8

Early Tudor English (1500-1558AD)

II/50

Hasmonean Jewish (103BC - 63BC)

II/66

Early Vandal (200AD - 442AD)

II/31

Hellenistic Greek (275BC - 146BC)

V/68

Early Vasa Swedish (1524-1617AD)

V/42

Hindu Indian (1500-1700AD)

I/49

Early Vietnamese (700BC - 938AD)

III/10

Hindu Indian (545AD - 1500AD)

II/65

Early Visigothic (200AD - 419AD)

I/24

Hittite Empire (1380BC - 1180BC)

V/49

East African Pagan (1500-1700AD)

I/16

Hittite Old and Middle Kingdom (1680BC - 1380BC)

III/52

East Frankish (888AD - 1106AD)

I/13

Hsia and Shang Chinese (2000BC - 1027BC)

IV/9

Eastern Forest American (1100AD - 1500AD)

II/61

Hsien-Pi,Wu-huan,Pre-dynastic Khitan,Hsi (90AD - 1000AD)

V/32

Eastern Forest American (1500-1700AD)

III/66

Hsi-Hsia (982AD - 1227AD)

V/71

Elizabethan English (1559-1603AD)

II/38

Hsiung-Nu or Juan-juan (250BC - 555AD)

III/6

Emishi (500AD - 1100AD)

V/12

Hungarian (1500-1526AD)

V/96

English Civil War Parliamentarian (1642-1648AD)

V/117

Hungarian Rebel (1670-1685AD)

V/94

English Civil War Royalist (1641-1647AD)

II/80

Hunnic (356AD - 570AD)

V/119

English Monmouth Rebel (1685AD)

IV/80

Hussite (1419AD - 1434AD & 1464AD - 1471AD)

V/98

English New Model Army (1645-1660AD)

I/17

Hyksos (1645BC - 1537BC)

V/83

English or Dutch Colonial (1607-1700AD)

IV/46

Ilkhanid (1251AD - 1355AD)

IV/33

Epirot Byzantine (1204AD - 1340AD)

I/47

Illyrian (700BC - 10AD)

IV/27

Estonian (1200AD - 1227AD)

IV/81

Inca (1438AD - 1500AD)

I/57

Etruscan League (600BC - 280BC)

V/29

Inca (1500-1572AD)

III/74

Fanatic Berber (1039AD - 1500AD)

IV/37

Indonesian or Malay (1222AD - 1500AD)

II/65

Fatimid Egyptian (969AD - 1171AD)

V/56

Indonesian or Malay (1500-1700AD)

IV/23

Feudal English (1181AD - 1322AD)

V/95

Irish Confederate (1641-1652AD)

IV/4

Feudal French (1072AD - 1330AD)

V/120

Irish Jacobite (1688-1691AD)

III/35

Feudal Spanish (718AD - 1340AD)

IV/42

Islamic Persian (1245AD - 1393AD & 1499AD - 1500AD)

IV/74

Free Company or Armagnac (1357AD - 1444AD)

IV/61

Italian Condotta (1320AD - 1495AD)

V/69

Free Cossack (1550-1700AD)

V/1

Italian Condotta (1500-1553AD)

V/74

French Catholic (1562-1597AD)

I/36

Italian Hill Tribes (1000BC - 290BC)

French Huguenot (1562-1598AD)

III/21

Italian Lombard (584AD - 1076AD)

V/73

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III/3

Italian Ostrogothic (493AD - 561AD)

V/89

Later Polish (1632-1700AD)

V/2

Italian Wars French (1500-1559AD)

II/23

Later Pre-Islamic Arab (312BC - 633AD)

V/36

Jagiellonian Polish and Lithuanian (1500-1575AD)

V/109

Later Saxon (1649-1700AD)

IV/67

Jalayirid (1336AD - 1432AD)

V/114

Later Spanish (1660-1700AD)

V/21

Japanese (1500-1614AD)

IV/79

Later Swiss (1400AD - 1500AD)

II/59

Jewish Revolt (66AD - 70AD & 132AD - 135AD)

V/99

Later Venetian Colonial (1645-1700AD)

V/19

Jurchen (1500-1635AD)

II/82

Later Visigothic (419AD - 720AD)

IV/14

Jurchen-Chin (1114AD - 1234AD)

I/55

Latin, Roman, Etruscan and Umbrian (650BC - 290BC)

I/21

Kassite and Later Babylonian (1595BC - 747BC)

I/38

Libyan Egyptian (946BC - 712BC)

III/16

Khazar (568AD - 1083AD)

IV/18

Lithuanian or Samogitian (1132AD - 1435AD)

III/55

Khitan-Liao (907AD - 1125AD)

V/116

Louis XIV French (1661-1700AD)

III/23

Khmer and Cham (605AD - 1400AD)

IV/57

Low Countries (1297AD - 1478AD)

III/43

Khurasanian (821AD - 1003AD)

V/72

Low Countries Spanish (1559-1659AD)

IV/24

Khwarizmian (1186AD - 1246AD)

IV/26

Lusignan Cypriot (1192AD - 1489AD)

I/43

Kimmerian, Skythian or Early Hu (750BC - 50BC)

I/50

Lydian (687BC - 546BC)

V/13

Knights of St John (1500-1575AD)

I/62

Lykian (546BC - 300BC)

II/76

Koguryo Korean (300AD - 668AD)

II/17

Lysimachid (320BC - 281BC)

IV/1

Komnenan Byzantine (1071AD - 1204AD)

II/43

Maccabean Jewish (168BC - 104BC)

III/75

Konstantinian Byzantine (1042AD - 1071AD)

II/18

Macedonian Early Successor (320BC - 260BC)

V/20

Korean (1500-1700AD)

V/44

Maghrebi (1500-1700AD)

III/56

Koryo Dynasty Korean (918AD - 1392AD)

III/30

Magyar (650AD - 997AD)

II/46

Kushan (135BC - 477AD)

I/8

Makkan, Dilman, Saba, Ma'in and Qataban (2800BC - 312BC)

I/46

Kushite Egyptian (745BC - 593BC)

IV/45

Mamluk Egyptian (1250AD - 1500AD)

I/56

Kyrenean Greek (630BC - 74BC)

V/11

Mamluk Egyptian (1500-1517AD)

II/78

Late Imperial Roman (307 - 425AD)

V/80

Manchu and Ch'ing Chinese (1601-1700AD)

II/51

Late Judean (63 BC- 6 AD)

I/37

Mannaian and Taurus/Zagros Highlanders (950BC - 610BC)

III/39

Late T'ang and Five Dynasties Chinese (755AD - 979AD)

V/101

Maratha (1646-1700AD)

II/7

Later Achaemenid Persian (420BC - 329BC)

II/49

Marian Roman (105BC - 25BC)

I/15

Later Amorite (1894BC - 1595BC)

III/17

Maurikian Byzantine (575AD - 650AD)

V/108

Later Bavarian (1649-1700AD)

V/7

Maximilian Imperial (1500-1518AD)

IV/25

Later Bulgar (1186AD - 1395AD)

V/28

Maya (1500-1697AD)

II/32

Later Carthaginian (275BC - 146BC)

III/22

Maya (600AD - 1500AD)

IV/17

Later Crusader (1128AD - 1303AD)

I/40

Medes, Zikirtu, Andia or Parsua (835BC - 550BC)

V/111

Later Danish (1649-1700AD)

IV/64

Medieval French (1330AD - 1445AD)

I/34

Later Hebrew (1000BC - 587BC)

IV/13

Medieval German (1106AD - 1500AD)

II/5

Later Hoplite Greek (450BC - 275/235BC)

IV/58

Medieval Irish (1300AD - 1487AD)

IV/43

Later Hungarian (1245AD - 1500AD)

IV/54

Medieval Scandinavian (1280AD 1500AD)

V/107

Later Imperialist (1649-1700AD)

IV/68

Medieval Spanish or Portugese (1340AD - 1485AD)

II/35

Later Macedonian (260BC - 148BC)

III/59

Medieval Vietnamese (939AD - 1500AD)

V/110

Later Minor German States (1649-1700AD)

I/10

Melukhkhan and Pre-Vedic Indian (2700BC - 1100BC)

II/57

Later Moorish (25AD - 696AD)

I/58

Meroitic Kushite (600BC - 350AD)

IV/36

Later Muslim Indian (1206AD - 1500AD)

III/24

Middle Anglo-Saxon (617AD - 1014AD)

I/26

Later Mycenaean and Trojan War (1250BC - 1150BC)

I/25

Middle Assyrian and Early Neo-Assyrian (1365BC - 745BC)

IV/52

Later Nomadic Mongol (1266AD - 1500AD)

III/5

Middle Frankish (496AD - 639AD)

V/100

Later Ottoman Turk (1645-1700AD)

II/64

Middle Imperial Roman (193AD - 324AD)

Later Polish (1335AD - 1500AD)

IV/73

Ming Chinese (1356AD - 1500AD)

IV/66

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BOOK VIII: Rules, Scenarios & Campaigns
V/17

Ming Chinese (1500-1683AD)

I/41

Phrygian (800BC - 676BC)

I/18

Minoan and Early Mycenaean (1600BC - 1250BC)

II/68

Pictish (211AD - 846AD)

I/19

Mitanni (1600BC - 1274BC)

V/76

Polish-Lithuanian Rzechpospolita (1576-1631AD)

II/48

Mithridatic (110BC - 47BC)

II/33

Polybian Roman (275BC - 105BC)

IV/53

Mixtec or Zapotec (1280AD - 1500AD)

IV/12

Polynesian or Melanesian (1100AD - 1500AD)

V/25

Mixtec or Zapotec (1500-1521AD)

V/60

Polynesian or Melanesian (1500-1700AD)

V/40

Moghul (1500-1700AD)

V/43

Portugese Colonial (1500-1700AD)

IV/35

Mongol Conquest (1206AD - 1266AD)

IV/44

Post-Mongol Russian (1246AD - 1500AD)

V/18

Mongolian (1500-1700AD)

IV/59

Post-Mongol Samurai (1300AD - 1500AD)

IV/51

Morean Byzantine (1262AD - 1460AD)

III/45

Pre-Feudal Scots (846AD - 1124AD)

IV/10

Mound Builder American (1100AD - 1500AD)

III/7

Pre-Samurai Japanese (500AD - 900AD)

II/2

Mountain Indian (500BC - 170BC)

IV/28

Prussian (1200AD - 1283AD)

V/41

Muslim Indian (1500-1687AD)

II/20

Ptolemaic (320BC - 30BC)

III/36

Nan-Chao (728AD - 1253AD)

V/26

Pueblo Cultures (1500-1692AD)

V/31

Natchez and Mound Builders (1500-1700AD)

II/27

Pyrrhic (300BC- 272BC)

IV/39

Navarrese (1234AD - 1430AD)

IV/15

Qara-Khitan (1124AD - 1211AD)

V/61

Neapolitan Spanish (1500-1518AD)

V/105

Regency and Fronde French (1649-1660AD)

I/45

Neo-Assyrian Empire (745BC - 681BC)

II/1

Republican Indian (500BC - 321BC)

I/51

Neo-Assyrian Later Sargonid (680BC - 609BC)

V/115

Restoration British (1661-1688AD)

I/44

Neo-Babylonian (746BC - 482BC)

IV/32

Romanian Frank (1204AD - 1311AD)

I/42

Neo-Elamite (800BC - 639BC)

III/27

Rshtuni Armenian (639AD - 717AD)

I/31

Neo-Hittite and Aramaean (1100BC - 710BC)

III/48

Rus (860AD - 1054AD)

I/22

New Kingdom Egyptian (1543 - 1069BC)

V/104

Russian Conscript (1648-1700AD)

IV/31

Nikaian Byzantine (1204AD - 1261AD)

V/35

Russian Traditional (1500-1647AD)

III/64

Nikephorian Byzantine (963AD - 1042AD)

V/62

Safavid Persian (1500-1639AD)

II/55

Nobades, Blemmyes or Beja (30BC - 1500AD)

I/53

Saitic Egyptian (664BC - 335BC)

III/46

Norse Irish (846AD - 1300AD)

II/13

Samnite (355BC - 272BC)

III/40

Norse Viking and Leidang (790AD - 1280AD)

II/69

Sassanid Persian (220AD - 651AD)

V/27

North West American (1500-1700AD)

V/103

Savoyard (1648-1700AD)

IV/11

North-Western American (1100AD - 1500AD)

V/34

Scandinavian Union (1500-1523AD)

I/3

Nubian (3000BC - 1480 BC)

IV/16

Scots Common Army (1124AD - 1500AD)

II/40

Numidian or Early Moorish (215BC - 25AD)

V/64

Scots Common Army (1513-1602AD)

II/73

O.Saxon,Frisian,Bavarian,Thuringian,E.Anglo-Saxon (250-804AD)

V/123

Scots Constitutional (1689-1690AD)

V/33

Old Irish (1500-1601AD)

V/92

Scots Covenanter (1639-1651AD)

IV/56

Order of St John (1291AD - 1500AD)

III/77

Scots Isles and Highlands (1050AD - 1493AD)

IV/55

Ottoman (1281AD - 1500AD)

V/122

Scots Jacobite (1689-1690AD)

V/9

Ottoman Turk (1500-1700AD)

V/97

Scots Montrose Royalist ((1644-1647AD)

II/75

Paekche and Kaya Korean (300AD 660AD)

V/118

Scots Western Covenanter Rebel (1679AD)

I/63

Paionian (512BC - 284BC)

II/54

Scots-Irish (55BC - 846AD)

IV/50

Palaiologan Byzantine (1261AD-1384 AD)

I/28

Sea Peoples (1231BC - 1165BC)

II/74

Palmyran (260AD - 273AD)

V/77

Sebastianic Portugese (1578AD)

III/76

Papal Italian (1049AD - 1320AD)

II/19

Seleucid (320BC - 83BC)

II/37

Parthian (250BC - 225AD)

III/73

Seljuq Turk (1037AD - 1276AD)

II/83

Patrician Roman (425AD - 493AD)

IV/22

Serbian Empire (1180AD - 1459AD)

III/47

Pecheneg (850AD - 1122AD)

V/113

Shaiqiya (1660-1700AD)

Philistine (1165BC - 600BC)

III/42

Sha-T'o Turkish (808AD - 951AD)

I/29

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BOOK VIII: Rules, Scenarios & Campaigns
IV/40

Siamese (1238AD - 1500AD)

V/4

Venetian Italian (1500-1617AD)

V/58

Siamese, Burmese, Laotian,Cambodian/Khmer (1500-1700)

V/57

Vietnamese (1500-1700AD)

V/39

Siberian Tribes (1500-1700AD)

I/33

Villanovan Italian (1000BC - 650BC)

IV/5

Sicilian (1072AD - 1442AD)

III/32

Volga Bulgar (675AD - 1237AD)

II/45

Sicilian and Italian Slave Revolts (135BC - 71BC)

V/54

Wadj (1500-1700AD)

II/77

Silla Korean (300AD - 935AD)

IV/65

Wallachian or Moldavian (1330AD - 1500AD)

V/59

Sinhalese (1500-1700AD)

V/16

Wallachian or Moldavian, Transylavanian (1500-1648AD)

II/26

Siracae, Iazyges, Later Rox. Sarmatians (310BC - 375AD)

IV/83

War of the Roses English (1455AD - 1487AD)

V/52

Somali (1500-1700AD)

II/4

Warring States and Ch'in Chinese (480BC - 202BC)

V/66

Spanish Colonial (1524-1700AD)

III/19

Welsh (580AD - 1420AD)

V/65

Spanish Imperial (1519-1558AD)

V/48

West African Forest People (1500-1700AD)

II/81

Sub-Roman British (407AD - 945AD)

III/51

West Frankish or Norman (888AD - 1072AD)

III/20

Sui and Early T'ang Chinese (581AD - 755AD)

III/68

West Sudanese (1000AD - 1500AD)

I/12

Sumerian Successor States (2027BC - 1460BC)

V/46

West Sudanese (1500-1700AD)

III/61

Sung Chinese (960AD - 1279AD)

I/32

West. Chu and Spring&Autumn Chinese (1100BC - 480BC)

V/88

Swedish Thirty Years War (1630-1648AD)

V/15

White Sheep Turkoman (1500-1504AD)

V/3

Swiss Confederate (1500-1515AD)

V/121

Williamite Anglo-Dutch (1688-1700AD)

II/9

Syracusan (410BC - 210BC)

IV/78

Yi Dynasty Korean (1392AD - 1500AD)

IV/6

Syrian (1092AD - 1286AD)

IV/48

Yuan Chinese (1260AD - 1368AD)

I/20

Syro-Canaanite or Ugaritic (1700BC - 1100BC)

I/4

Zagros and Anatolian Highlanders (3000BC - 950BC)

II/42

Tamil Indian (175BC - 1500AD)

V/51

Zanj (1500-1700AD)

V/24

Tarascan or Tlaxcalan (1500-1521AD)

IV/19

Tarascan or Toltec-Chichimec (1168AD - 1500AD)

V/37

Tartar (1500-1700AD)

IV/30

Teutonic Orders (1201AD - 1500AD)

III/29

Thematic Byzantine (650AD - 963AD)

I/48

Thracian (700BC - 46AD)

II/63

Three Kingdoms and Western Ts'in Chinese (189 - 316AD)

V/22

Tibetan (1500-1700AD)

III/15

Tibetan (560AD - 1065AD)

II/29

Tien and K'un-Ming (295BC - 45AD)

IV/75

Timurid (1360AD - 1500AD)

III/58

Toltec (930AD - 1168AD)

IV/34

Trapezuntine Byzantine (1204AD - 1461AD)

III/44

Tribal Mongolian (840-1218 AD)

III/69

Tuareg (1000AD - 1500AD)

V/45

Tuareg (1500-1700AD)

I/59

Tullian Roman (578BC - 400BC)

III/49

Tulunid or Iqshidid Egyptian (868AD - 969AD)

IV/29

Tupi (1200AD - 1601AD)

V/47

Tupi or Tapuya (1500-1692AD)

III/31

Umayyad Arab (661AD - 750AD)

I/39

Urartian (880BC - 585BC)

V/6

Valors French (1500-1561AD)

I/23

Vedic Indian (1500BC - 512BC)

V/14

Venetian Colonial (1500-1606AD)


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BOOK VIII: Rules, Scenarios & Campaigns
AGGRESSION CHART

I/1

I/41

II/18 1

II/58

III/14 1

III/54 1

IV/15 2

IV/55 4

V/11 2

V/51 1

V/91

I/2

I/42

II/19 2

II/59

III/15 3

III/55 2

IV/16 3

IV/56 1

V/12 2

V/52 3

V/92

I/3

I/43

II/20 1

II/60

III/16 1

III/56 1

IV/17 1

IV/57 0

V/13 1

V/53 0

V/93

I/4

I/44

II/21 3

II/61

III/17 1

III/57 3

IV/18 2

IV/58 1

V/14 2

V/54 0

V/94

I/5

I/45

II/22 0

II/62

III/18 1

III/58 2

IV/19 1

IV/59 0

V/15 2

V/55 0

V/95

I/6

I/46

II/23 3

II/63

III/19 1

III/59 2

IV/20 2

IV/60 4

V/16 1

V/56 1

V/96

I/7

I/47

II/24 3

II/64

III/20 3

III/60 1

IV/21 1

IV/61 1

V/17 2

V/57 1

V/97

I/8

I/48

II/25 0

II/65

III/21 1

III/61 3

IV/22 1

IV/62 3

V/18 3

V/58 1

V/98

I/9

I/49

II/26 3

II/66

III/22 0

III/62 2

IV/23 3

IV/63 3

V/19 2

V/59 0

V/99

I/10 0

I/50

II/27 4

II/67

III/23 2

III/63 3

IV/24 1

IV/64 1

V/20 0

V/60 1

V/100 4

I/11 3

I/51

II/28 1

II/68

III/24 2

III/64 4

IV/25 2

IV/65 1

V/21 1

V/61 1

V/101 1

I/12 2

I/52

II/29 0

II/69

III/25 4

II/65 1

IV/26 2

IV/66 1

V/22 1

V/62 2

V/102 2

I/13 2

I/53

II/30 1

II/70

III/26 1

III/66 2

IV/27 3

IV/67 1

V/23 3

V/63 3

V/103 1

I/14 3

I/54

II/31 0

II/71

III/27 0

III/67 2

IV/28 1

IV/68 3

V/24 1

V/64 3

V/104 1

I/15 3

I/55

II/32 3

II/72

III/28 3

III/68 0

IV/29 2

IV/69 1

V/25 1

V/65 1

V/105 3

I/16 3

I/56

II/33 4

II/73

III/29 1

III/69 1

IV/30 4

IV/70 3

V/26 2

V/66 1

V/106 1

I/17 2

I/57

II/34 1

II/74

III/30 3

III/70 2

IV/31 1

IV/71 1

V/27 2

V/67 3

V/107 1

I/18 2

I/58

II/35 1

II/75

III/31 3

III/71 1

IV/32 1

IV/72 0

V/28 0

V/68 1

V/108 1

I/19 3

I/59

II/36 1

II/76

III/32 1

III/72 2

IV/33 1

IV/73 2

V/29 2

V/69 3

V/109 1

I/20 2

I/60

II/37 2

II/77

III/33 1

III/73 3

IV/34 1

IV/74 4

V/30 0

V/70 1

V/110 0

I/21 1

I/61

II/38 2

II/78

III/34 3

III/74 4

IV/35 4

IV/75 4

V/31 1

V/71 3

V/111 3

I/22 2

I/62

II/39 0

II/79

III/35 2

III/75 1

IV/36 2

IV/76 2

V/32 1

V/72 4

V/112 4

I/23 2

I/63

II/40 1

II/80

III/36 3

III/76 3

IV/37 1

IV/77 2

V/33 1

V/73 0

V/113 4

I/24 2

II/1

II/41 3

II/81

III/37 1

III/77 3

IV/38 0

IV/78 0

V/34 3

V/74 0

V/114 1

I/25 4

II/2

II/42 0

II/82

III/38 3

III/78 0

IV/39 1

IV/79 3

V/35 1

V/75 1

V/115 1

I/26 2

II/3

II/43 1

II/83

III/39 1

III/79 3

IV/40 3

IV/80 1

V/36 1

V/76 1

V/116 4

I/27 3

II/4

II/44 1

II/84

III/40 3

IV/1

IV/41 1

IV/81 2

V/37 2

V/77 4

V/117 0

I/28 4

II/5

II/45 0

III/1

III/41 3

IV/2

IV/42 0

IV/82 2

V/38 1

V/78 3

V/118 0

I/29 3

II/6

II/46 2

III/2

III/42 3

IV/3

IV/43 2

IV/83 1

V/39 1

V/79 3

V/119 1

I/30 2

II/7

II/47 2

III/3

III/43 1

IV/4

IV/44 1

IV/84 4

V/40 3

V/80 4

V/120 1

I/31 2

II/8

II/48 3

III/4

III/44 2

IV/5

IV/45 2

V/1

V/41 2

V/81 4

V/121 4

I/32 2

II/9

II/49 3

III/5

III/45 1

IV/6

IV/46 3

V/2

V/42 1

V/82 1

V/122 1

I/33 1

II/10

II/50 1

III/6

III/46 1

IV/7

IV/47 2

V/3

V/43 3

V/83 1

V/123 1

I/34 1

II/11

II/51 1

III/7

III/47 2

IV/8

IV/48 2

V/4

V/44 1

V/84 2

I/35 0

II/12

II/52 1

III/8

III/48 3

IV/9

IV/49 2

V/5

V/45 4

V/85 2

I/36 3

II/13

II/53 0

III/9

III/49 1

IV/10 1

IV/50 1

V/6

V/46 0

V/86 4

I/37 1

II/14

II/54 3

III/10

III/50 1

IV/11 2

IV/51 1

V/7

V/47 2

V/87 4

I/38 2

II/15

II/55 2

III/11

III/51 2

IV/12 1

IV/52 3

V/8

V/48 0

V/88 4

I/39 3

II/16

II/56 3

III/12

III/52 3

IV/13 1

IV/53 1

V/9

V/49 3

V/89 1

I/40 2

II/17

II/57 1

III/13

III/53 1

IV/14 3

IV/54 2

V/10

V/50 2

V/90 3

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BOOK VIII: Rules, Scenarios & Campaigns
TOURNAMENT RESULT SHEET

Period
Player

Round
Army

#lost
Chars
#Chars

Army Break Points


Total
lost
% lost

VP

BP

Attacker
Defender
Crushing Victory: Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Victory: Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period
Player

Round
Army

#lost
#Chars Chars

Total

Army Break Points


lost
% lost

VP

BP

Attacker
Defender
Crushing Victory: Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Victory: Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period
Player

Round
Army

#lost
#Chars Chars

Total

Army Break Points


lost
% lost

VP

BP

Attacker
Defender
Crushing Victory: Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Victory: Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

Period
Player

Round
Army

#lost
Chars
#Chars

Army Break Points


Total
lost
% lost

VP

Attacker
Defender
Crushing Victory: Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Victory: Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed only
Small Victory: Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself.
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed

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BOOK VIII: Rules, Scenarios & Campaigns
COMMUNITY

SPECIAL THANKS

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Many thanks to the WAB Forum members for providing the template
and their great support.

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http://www.1stcorps.co.uk
http://www.aandaminiatures.co.uk
http://www.artizandesigns.com
http://www.aventineminiatures.co.uk
http://www.crusaderminiatures.com
http://cuttingedgeminiatures.com/
http://www.essexminiatures.co.uk/
http://www.frontrank.com
http://www.grippingbeast.com
http://www.immortalminiatures.com/
http://www.newlinedesigns.co.uk
http://www.oldgloryminiatures.com/
http://www.perry-miniatures.com
http://www.redoubtenterprises.com
http://www.renegademiniatures.com
http://www.shqminiatures.co.uk
http://www.theassaultgroup.co.uk
http://www.vexilia.ltd.uk
http://www.wargamesfactory.com
http://www.wargamesfoundry.com/
http://www.warlordgames.co.uk

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