This document provides the core rules for wargaming with fantasy regiments. It summarizes key rules for gameplay including preparation, deployment, unit activation, and special rules. Key elements are choosing armies of equal points, rolling for deployment zones, and alternating unit activations each round. The goal is to seize objective markers on the battlefield over 4 rounds. Common sense is emphasized for any unclear rules.
This document provides the core rules for wargaming with fantasy regiments. It summarizes key rules for gameplay including preparation, deployment, unit activation, and special rules. Key elements are choosing armies of equal points, rolling for deployment zones, and alternating unit activations each round. The goal is to seize objective markers on the battlefield over 4 rounds. Common sense is emphasized for any unclear rules.
This document provides the core rules for wargaming with fantasy regiments. It summarizes key rules for gameplay including preparation, deployment, unit activation, and special rules. Key elements are choosing armies of equal points, rolling for deployment zones, and alternating unit activations each round. The goal is to seize objective markers on the battlefield over 4 rounds. Common sense is emphasized for any unclear rules.
The most important rule: Whenever the rules are Charging units must move into base contact with Ambush: You may choose not to deploy this model unclear or don’t seem quite right, use common the enemy and shuffle first to maximize contact, with your army, but instead keep it in reserve. At sense and personal preference. Have fun! then the target must do the same. All charging the beginning of any round after the first you may Quality Tests: Whenever you must take a quality models from the two front rows may strike with all place the model anywhere on the table over 12” test roll one six-sided die. If you score the unit’s melee weapons, which works like shooting. Then away from all enemy units. If both players have quality value or higher it counts as a success. any remaining defenders may strike back in the units with ambush the players must roll-off to see Modifiers: Regardless of modifiers a roll of 6 is same way. Once both sides have attacked sum the who deploys first. always a success and a roll of 1 is always a fail. number of wounds caused with the number of full Artillery: This unit gets +2 to its defense rolls against Line of Sight: If you can draw a straight line from ranks each unit has. The unit that has a lower total ranged attacks. attacker to target without passing through any must take a morale test and the attacker must Command Group: This unit gets a bonus to melee obstacle or other unit, then it has line of sight. move back by 1”. If one of the two units is results by following the command groups section. Regiments: All models in a unit must be in base destroyed the other may either pivot by up to 180° Fast: This model moves 9” when using Advance and contact with each other and in formations of 5 or else move forward 3”. 18” when using Rush/Charge actions. models per row for units of 5/10 and 3 models per Fear(X): When fighting this model in melee enemy row for units of 3/6. Morale units must take X morale tests (for each model with Whenever a unit takes wounds which brings it down this rule). For each test they failed one model in the Preparation to half or less of its total size or tough value, then it target gets -1 to its melee rolls (can’t be stacked, The Battlefield: The game is played on a flat 6’x4’ must take a morale test. The unit takes a Quality defender picks which models are affected). surface, with at least 5-10 pieces of terrain on it. test and if failed it is Wavering until the end of its Fearless: Whenever this unit is Wavering roll one The Armies: Before the game the players must put next activation. Wavering units get -1 to their attack die, on a 4+ it immediately stops being Wavering. together armies of equal points (we recommend rolls in melee and must spend their next activation Fire Breath: Once per round this unit may either starting with 750pts per player). idle. Units in melee only take morale tests if they deal D6 hits with AP(1) when fighting in melee or to Combined Units: You can deploy two copies of the caused fewer wounds, and if they fail a morale test one enemy unit within 12” when shooting. same unit as one big unit, however upgrades that whilst down to half or less of their total size or Flying: This model may move through other units affect all models must be bought for both. tough value, then they Rout (remove it from play). and obstacles, and may ignore terrain effects. Deployment: Players roll-off, and the winner picks Furious: This model takes one Quality test when which long table edge is his deployment zone, with Terrain Charging, if successful it deals 1 automatic hit. his opponent taking the opposite edge. Then the Cover (forests, ruins, fences, etc.): Units that shoot Note that only models in the two front rows of a players alternate in placing one unit each within 12” unit may make a Furious roll when charging. at enemies with most models within or behind of their table edge, starting with the player that Hero: This model may be deployed as part of one cover terrain get -1 to their shooting rolls. won the deployment roll-off. other friendly unit. When rolling for Defense or Difficult Terrain (woods, mud, rivers, etc.): Units Morale use the value of the majority of models. Mission: Place D3+2 objective markers on the table. moving through difficult terrain can’t move more Immobile: This model never moves regardless of The players roll-off, and the winner picks who places the first objective marker. Then the players than 6” at a time, regardless of action. which action it takes, and it can’t charge. alternate in placing one marker each outside of the Dangerous Terrain (quicksand, lava pools, deadly Impact(X): This model deals X automatic hits when deployment zones, and over 9” away from other vegetation, etc.): Roll one die for every model that using Charge actions. Note that only models in the markers. Units that are within 3” of a marker whilst moves across dangerous terrain or activates in it. two front rows of a unit may deal Impact hits. no enemy unit is count as having seized it, however On a roll of 1 the model takes one wound. Regeneration: When this model takes wounds roll Wavering units can’t seize or stop other units from one die for each, on a 5+ it is ignored. seizing markers. After 4 rounds the game ends, and Weapon Profiles Scout: This model is deployed after all other units the player that managed to seize most markers has Weapon profiles are listed directly on the unit’s card have been deployed. Scout units may be placed won the game. and are represented like this: anywhere over 12” away from enemies. If both Name (Range, Attacks, Special Rules) players have scout units the players must roll-off to Playing the Game see who deploys first. The game is played in rounds in which players Weapons with a range value provide attack dice to Slow: This model moves 4” when using Advance and alternate in activating one unit each until all units shooting, others provide attack dice to melee. 8” when using Rush/Charge actions. have been activated. The player that deployed first Stealth: Enemies get -1 to their shooting rolls when starts activating first on the first round. Each new Weapon Special Rules targeting this unit. round the player that finished activating first in the Strider: This model can move more than 6” when AP(X): When rolling to block with this weapon the passing through difficult terrain. previous round gets to go first. target gets -X to its Defense roll. Tough(X): This model must accumulate X wounds Blast(X): Multiply this weapon’s hits by X. before being removed as a casualty. If a model with Activation Deadly(X): Models taking wounds from this weapon Tough joins a unit without it, then you must remove The player declares which unit is activated, and it multiply the total by X. regular models as casualties before starting to may do one of the following: Indirect: This weapon may be fired at enemies that accumulate wounds. Note that you must first Action Move Notes are not within line of sight, however targets not accumulate wounds on a single Tough model until it Hold 0” May shoot. within line of sight count as being in cover. is killed before you may start accumulating wounds Advance 6” May shoot after moving. Phalanx: Enemies charging this unit in the front on another Tough model. Rush 12” May not shoot. must take a Dangerous Terrain test before attacking Wizard(X): This model may cast one spell at any Charge 12” Move into melee. (max. as many tests as models with Phalanx in the point during its activation by following the wizard two front rows of this unit). special rules section. Movement Poison: When rolling a result of 6 to hit with this When using Hold actions units may pivot up to 180° weapon the target takes 1 extra hit. Wizard Special Rules and when using other actions they may pivot one by Rending: When rolling a result of 6 to hit with this weapon the hit can only be blocked on a roll of 6+. Casting Spells: Pick one spell from the wizard’s up to 90° at any point. Units may also move Sniper: Models firing this weapon count as having army, roll one die and add +X to the result. If the sideways or backward by up to half their move. Quality 2+ and ignore cover. The attacker may pick total is equal or higher than the number in brackets, Note that units may only move within 1” of other which model from the target unit is hit. then you may resolve the spell’s effects. units when charging. Blocking Spells: When an enemy wizard within 12” Command Groups of one of your own wizards tries to cast a spell, you Shooting may try to block it. Roll one die at the same time as All models that are in range and have line of sight to Command groups are unit upgrades that provide a the casting wizard and if your result is higher, then an enemy may fire all their weapons at it. Shooting bonus to melee results. At the end of melee the unit the spell’s effects are not resolved. models take one Quality test per attack and each counts as having caused +D3 wounds when trying to success is a hit. For each hit the defender must roll determine who must take a morale test. To visually one die trying to score its Defense value or higher, show that a unit has a command group you can add and each failure causes a wound. For every wound one or more models such as sergeants, musicians the defender must remove one model from the and battle standards. target (whilst keeping unit coherency in mind).