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Warmaster Rules Update
Warmaster Rules Update
RULES UPDATE
By Rick Priestley and
Stephan Hess
Warmaster was released more than two years revision – version 1.1 so to speak. We have
ago and, since then, we have published avoided making massive changes to the
regular Questions & Answers (Q & A) game and where we have made significant
features about the game rules in WarMag. changes, the reasoning has been explained
Needless to say, as more and more queries with a footnote. Many of the changes are
merited more and more answers, this has simply re-wordings that won’t affect most
grown into quite a brawny document, if not players’ reading of the rules, but we’ve
actually the sort of brute you wouldn’t want revised anyway to make the meaning clear.
to meet on a dark night!
RULES UPDATE
There is at least one part of the game rules
When it came to putting this Annual where a more substantial revision is
together our first intention was simply to probably justified – namely the rules for the
compile all of the Q & A to make a handy placement of chargers and charges to the
reference. Having compiled them we felt flank. This official update doesn’t deal with
this was rather unsatisfactory – the result that directly because we haven’t had time to
being extremely long and not really very properly assess an alternative version.
handy either. So instead, we have come up Indeed it may be practically impossible to
with a more comprehensive update as well make such a major change without
as a revised (and much shortened) set of producing a new second edition rulebook.
Q & A. Instead, we’ve included them as ‘trial rules’
which you can find these on page 68.
The update is given in page order from the
front of the rulebook. Some of the entries These updates, the new Q & A, and the
are quite short and can be added directly to revised army lists have all been produced
your rulebook with a pen or pencil. Others with the invaluable assistance of the
are more substantial and we suggest you following players together with their friends
cross out the old deleted versions, and local clubs – so thanks very much too:
photocopy the new pages, and keep them Wayne Rozier, Dave Simpson, Christian
with your rulebook. Burnett, Mike Bolton, Chuck Goetz, Leslie
Mitchell, Jim Kontilis, Bertrand Chaume,
Together with the new Q & A, these updates
effectively comprise a complete game Greg Lane and Doug Leip.
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Rules Update
Enemy 2. Enemy 1.
When a stand moves it cannot move through
A another stand of a different unit whether
Units A charges enemy 2 friend or foe. Stands can move through other
stands of their own unit that have not yet
moved and which are not already engaged in
combat. Otherwise, stands cannot move
A B through other stands of the same unit. This
C D allows units to flow in a realistic manner
without stands getting in each other’s way.
Diagrams 17.2
There is an exception to the rule that
prevents stands moving through other units
– this happens when a unit bursts through
Enemy 2. Enemy 1. another during an evade and is described
later (p23). Stands can always move through
A
characters as described in the Generals
Wizards & Heroes section (p53).
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Rules Update
there is little room for effective pretty much determine what happens next,
manoeuvring. Note that although stands are regardless of what the General might prefer.
not permitted to pass between enemy stands
During the Initiative Movement section of
as described, this does not prevent them
the Command phase, a unit can use its own
moving between such stands to charge
initiative to either charge or evade from the
them, assuming there is room to do so (See
closest visible enemy unit within 20cm. It
Moving Chargers p32).
does not have to do so, and can instead wait
until the Ordered Movement section of the
Command phase and attempt to move by
means of an order as usual. The choice is the
Walls
player’s in most cases; exceptions are
(impassable) covered in the army lists.
Paragraph 5 – Delete and replace with the
River following:
Units moving by initiative do so during the
Infantry move through a gap – this is allowed so long as the
Initiative Movement section of the
gap is at least 20mm wide. Command phase as already explained
(above and see p13). Units are moved one at
RULES UPDATE
The unit has been moved into a column – but stands could
equally well be placed into a line in irregular formation
within the defile.
a time, the movement of each is completed
before moving the next, but the player can
Diagram 21.1
move the units in whatever order he wishes.
Because units are moved one at a time, it is
possible for a unit to move so that it blocks
the line of sight of another friendly unit,
making it either impossible for that unit to
use initiative or changing which visible
enemy unit is closest. Conversely, a unit’s
move could open a line of sight, allowing
another friendly unit to use its own
initiative or changing which enemy unit is
closest.
This infantry unit cannot move through the gap
between the two enemy units.
Enemy 1. Enemy 2.
A gap between enemy or between enemy and
impassable terrain must be wider than a stand’s
front for it to pass through
Diagram 21.2
A
P21 – Terrain B
Paragraph 9 – The final paragraph in the
section – change the last sentence to read as Unit A is within 20cm of Enemy 1 and can see – it uses
Initiative to charge. Note unit B cannot see any enemy in
follows: this position
Diagram 22.2
If a unit is forced to retreat into impassable
terrain during combat, then stands may be
destroyed as a result (see the Combat phase Enemy 1. Enemy 2.
section p41 & 43). A
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Rules Update
Add the following at the end of the section: *1. This is a rules change that makes it
Enemy infantry or artillery in fortified impossible for a unit to turn round to
positions can be ignored when it comes to shoot at enemies directly behind without
using initiative – these units are considered turning to face in the Command phase.
either unable to move or unlikely to do so. A The change makes units that can shoot all
player can choose to ignore such enemy round somewhat better in that they can
units if he wishes, in which case his own unit now shoot in circumstances where other
can use initiative to charge or evade the units cannot.
closest non-fortified enemy within 20cm.
shoot’. *1
A unit can also ignore the presence of enemy
units if they are divided by a mutually P27 – Driving Back Enemies
impassable barrier so long as neither the
Delete paragraph 3 beginning ‘Defended
unit itself nor the enemy unit/s can move
units roll one less dice…’ to ‘Units confused
round the barrier within a full pace move.
during drive backs’. Replace with the
For example, cavalry cannot cross rivers, so
following:
two cavalry units divided by a river can
ignore each other for purposes of initiative. A unit that has one or more stands in a
A player can choose to ignore such enemy defended position disregards the first hit
RULES UPDATE
units if he wishes, in which case his own unit suffered when working out drive backs. This
can use initiative to charge or evade the means one hit cannot cause a drive back,
closest visible enemy unit within 20cm that two hits roll one dice, three hits roll two
is not divided by the impassable barrier. dice and so on.
Diagram P23.1 – Note that the unit of A unit that has 1 or more stands in a fortified
horsemen should be facing the bottom of position disregards the first two hits suffered
the page – if only for appearances sake! when working out drive backs. This mean
Some rulebooks have this correction one or two hits cannot cause a drive back,
already. three hits roll 1 dice, four hits roll 2 dice and
so on.
P23 – Units Which Move off the Units that are driven back move directly
Table away from the closest enemy stand that shot
Paragraph 1 – Last sentence – change to at them regardless of whether that enemy
read as follows: inflicted any hits – this is called the driving
unit. Note that driving units will normally be
This can happen when a unit receives a units of troops – but can also be enemy
‘blundered’ order but can also happen to wizards if the unit has been affected by an
units that are defeated in combat or troops appropriate spell (such as Ball of Flame).
driven back by missile fire or magic.
When a unit is driven back its path is
determined in a comparable way to evading
troops (see p22). Move the stand that is
closest to the driving unit directly away from
it without changing the orientation of the
stand. Once this first stand has been
positioned, remaining stands move back
along the same path into a suitable
formation but cannot be placed closer to the
driving unit than the first stand. Note that
the actual drive back measurement is made
P25 – Targets only to the closest stand, other stands may
move further than the distance rolled and
In the final paragraph beginning ‘Stands
are often obliged to do so. This flexibility
inside a wood are assumed…’ change all
occurrences of 1cm to 2cms. Eg, *1. Note that the rule for defended and
Stands inside a wood are assumed to be able fortified troops has been re-worded so that
to see up to 2cm. it is clear which hits should be ignored.
This becomes relevant when hits comes
P26 – Delete the second paragraph on the from different enemies, some of which
page beginning ‘If a player wishes a unit to have special confusion rules.
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allows the unit to rearrange its formation as penetrate enemy stands and affect other
it retires. See Diagram 27.1 stands or units behind the target. Shots are
always calculated from the position of the
chargers at the end of their move – so
*1. This section has been extensively re- penetration can be easily calculated from the
written to remove any doubt about when final position of the charging unit.
shooting is worked out and casualties Hits inflicted on the charging enemy unit are
removed. This was particularly asked for carried over into the combat. When it comes
in respect of working out cannon and to working out combat results, these hits
bone thrower shots – details that have count as having been struck in the first
now been incorporated in to the text. combat round. If enough shooting hits are
caused to destroy one or more charging
stands, then casualties are removed
P28 – Shooting at Charging immediately and do not therefore fight in
Enemy the Combat phase. Remember – the total
Delete section down to ‘The Role of Missile number of shooting hits count as having
Troops’ and replace with the following: *1. been struck in the first combat round even
where whole stands have been removed.
Stands capable of shooting (including
RULES UPDATE
artillery, appropriate monsters and some For example, if an Archer unit inflicts two
machines) and which are not already hits on a unit of charging Knights, the
engaged in combat, can shoot at enemy Knights start the combat with two hits
units charging their own unit. Remember, a outstanding and these will count towards
unit is ‘charged’ so long as it is contacted by the combat result for the first round. If three
a charging stand – it does not matter if the hits were inflicted, then one stand is
unit was not the original target of the removed and will not fight in the combat –
charge. the three hits still count as having been
struck in the first combat round.
These shots represent the unit pelting the
enemy with missiles as they approach, Hits on charging units don’t cause drive
perhaps at the very last moment but possibly backs. This is partly for convenience, as the
as part of a fighting withdrawal by parties game would quickly become very cluttered
posted ahead of the unit’s main body. otherwise, but it also reflects the ability of
Shooting in this way is an exception to the
normal turn sequence because it happens in
the enemy’s turn.
Shots are worked out as soon as the
charging unit has finished its move.
Shooting stands must be able to draw a line
of sight to the enemy unit at some point
during the charge move whilst it is within
their weapon range. This can be at any
moment during the charge: either at the
start of the move, once it is complete or at
The Archers shoot as the Knights charge.
any point in between. Note that some troops
are allowed to shoot all round (eg, Wolf Diagram 28.1
Riders) and they can therefore shoot by
drawing a line of sight from any edge – other
troops must draw a line of sight from their
front edge as usual (p25). 2
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Rules Update
troops to stoically advance under fire once *1. Although this is a major re-write no
they have the enemy in sight. Any loss of change in the rules is intended – however
enthusiasm is taken into account by the old section was the source of so many
including any hits inflicted in the result for queries and misunderstandings that it
the first round of fighting (see Combat was felt best to make a clean sweep and
results p39). start afresh. We have also produced an
If a missile-armed unit is charged by two or alternative set of trial rules that change
more enemy units, one after the other, then the way charges are implemented,
it can potentially shoot more than once. reducing the accessibility of flanks and
When shooting at a second or subsequent providing a more intuitive way of working
charger only those stands that are not out front, side and rear charges – see p60.
already engaged can fire. Remember that
stands touching corner-to-corner are P33 – The charge
engaged and so are not free to shoot at Delete entire section through to Moving
charging enemy. Chargers from Brigades on p35. Replace
with the new section as follows: *1
P28 – Units routed by drive Before moving the charging unit, determine
backs which stand is closest to the enemy unit
RULES UPDATE
Replace section down to ‘Shooting at being charged. A stand which can’t see the
Charging Enemy’ with the following: enemy or which can’t reach the enemy, for
If the Drive back dice roll is greater than the whatever reasons, is ignored in favour of
unit’s full pace movement distance, then the one that can. Where impenetrable terrain or
unit is automatically deemed to have fled other units block the shortest path to the
from the battle in rout. The unit is not enemy then measure the actual route to be
moved – instead the entire unit is removed taken to determine which stand is closest
as a casualty. and whether it can reach. If you really can’t
tell which stand is closest, if two are equally
This happens rarely because units taking near for instance, the player making the
many hits are usually destroyed as a result. charge nominates one as the ‘closest’.
Large monsters with many hits are more
likely to be destroyed in this fashion than Move the closest charging stand into edge to
infantry or cavalry units. edge contact with the closest visible enemy
stand. Place the front edge of the charging
stand centre-to-centre against the closest
P30 – Combat Phase at a Glance edge of the enemy stand. See Diagram 33.1.
The result line ‘Draw – Both sides retreat’
should read as follows: If the nearest point of an enemy stand is its
corner, then the closest charging stand must
Draw – Both sides fall back. move to the edge indicated by the balance of
the charging unit’s frontage as shown on the
P32 – Sequence of charges Diagram 33.2. If more of the charging unit
Change first sentence beginning ‘The term lies to the left of the shortest line between
charge…’ to read: the two units, then the closest stand moves
to the left-most edge, if more of the charging
The term ‘charge’ describes a unit’s unit lies to the right it favours the right-most
movement into contact with an enemy unit edge. If it is impossible to tell which way to
during the Command phase whether by go because the balance is exactly equal then
initiative or by means of an order. the charger can choose.
When working out where to position the
P32 – Enemy in sight closest charging stand, enemy stands or
Change second sentence beginning ‘It is stand edges which cannot be seen or which
possible…’ to read are inaccessible are always ignored. For
It is possible for one unit’s charge to example, such stands might lie against
subsequently block the line of sight of impassable terrain such as marches or rivers,
another, making it impossible for that or they might be entirely obscured by other
second unit to charge even though its target stands. Note that this means a unit may be
was visible beforehand. unable to charge because it doesn’t have the
move distance or cannot see an enemy stand
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Rules Update
edge that is accessible – even though it may stand as possible – even if this is just a
be able to see inaccessible stand edges corner. See Diagrams 33.4, 33.5, 33.6 and
within its charge reach. See Diagram 33.3 for 33.7 (below).
examples and the section Partially Accessible
Edges for more about exceptional moves. Contact with other enemy
Once you have placed the closest charging In some cases you may find that charging
stand, move the remaining stands one at a stands come into contact with other enemy
time, placing each stand so that it touches units positioned alongside the first. These
one already in position. Where possible, other units also count as having been
remaining stands must be placed so that ‘charged’ and are drawn into the combat
their front edge is flush with the front edge engagement. Once the closest charger has
moved, the obligation for remaining
chargers to maximise their front edge
Initial position – cavalry about contact extends to adjacent enemy units and
to charge infantry tends to result in more units being drawn
into the engagement. See diagram 34.1.
RULES UPDATE
position the closest charging stand centre-
to-centre against the enemy stand because
the edge is partially covered, for example, by
another stand or by terrain. In this situation
Diagram 33.5
the charger is placed as close as possible to
the ideal centre-to-centre position but must
contact at least some of the enemy stand’s
edge as shown on Diagram 34.2.
The first cavalry stand is placed
closest to – centre to centre It is not sufficient for the closest charging
stand to contact the enemy corner-to-corner.
The closest charger must always contact
edge to edge. Stands that can only contact
corner-to-corner are ignored when working
out the move of the closest charger. Where a
corner is the only part of an enemy unit that
can be reached the charge is not allowed.
See Diagram 34.3.
Diagram 33.6
The maximum move of chargers
No charging stand may move further than its
permitted move distance. If the closest
The remaining stands are placed – charging stand cannot reach the enemy and
front edges flush to the first stand
and maximising edge contact. Note
position itself centre-to-centre as described
that they could only be placed as above, then the unit cannot charge. Even if
shown – if placed to the left of the
first stand, contact wouldn’t be
the first charger is not placed exactly centre-
maximised. to-centre because of a partially accessible
edge, the charger must have enough
movement to position itself centre-to-centre
were it able to do so.
If remaining chargers do not have sufficient
movement to reach the enemy as described,
Diagram 33.7 or if there is insufficient room to position
them, they must be placed behind other
of the closest charging stand forming a stands in their unit or staggered slightly
straight line. These remaining stands don’t rearwards so that they remain in formation.
have to be placed centre-to-centre against In both cases stands must have sufficient
enemy stands as does the closest charger, movement distance to remain in formation
but stands must be placed so that their front and if it is impossible for them to do so, the
edge contacts as large an area of enemy
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Rules Update
charge is not allowed. who lost the combat should remove his
casualties first and then the winner. In the
Charges and irregular case of a draw roll a dice and the lowest
formations score removes his casualties first. Stands are
removed one at a time from the edge of the
Occasionally, it will be impossible to
formation so that the formation is not
position chargers exactly as described
broken at any time, but otherwise the player
because the enemy line is not straight. In
can choose which of his stands to remove.
this case, chargers are arranged along the
Stands that are not touching an enemy can
enemy formation so that individual stands
be removed as casualties if the player
touch both their own unit and their enemy.
wishes, in which case it is assumed that
The routine is to identify and place the casualties occur at the front and warriors
closest charging stand in the usual manner. press forward to take their place.
Once the closest stand has been positioned,
remaining stands are placed by the charger P40 – Supporting Troops
so that they are in formation, and contact
Delete the second paragraph and replace as
the enemy either frontally or at a front
follows:
corner. See Diagram 35.1.
A stand can only support if it is not touching
RULES UPDATE
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Rules Update
brings it into contact with a stand from an not fixed – it will vary depending on the
unengaged enemy unit. Note that in this distance retreated by the enemy.
case contact alone is sufficient to block a
Pursuers are moved after defeated units
have retreated and after any appropriate
*1. This is another section that has been making way has been completed. If several
extensively revised in line with queries units are pursuing, move them one unit at a
that arose from the original version. time. The player making the pursuit can
retreat – the retreating stand does not need move the units in whichever order he wishes
to move through the enemy stand. For – the order can be important as the position
example, a stand that retreats 1cm into of pursuers can easily block other pursuers
contact with an unengaged enemy stand if you are not careful.
1cm away is destroyed.
Where they are able to do so, pursuing
Stands that are destroyed are removed stands must move against the same units
immediately without reducing the number they faced in the combat round. In order to
of outstanding hits on their unit. explain this process clearly; in the following
Blocked retreats often occur where units are descriptions ‘retreaters’ and ‘retreating
partially surrounded, for example fighting to units’ refers only to units that were touching
the front and rear at the same time. See the pursuers during the combat round.
RULES UPDATE
Diagram 41.2. When moving a pursuing unit, begin with all
the stands that can re-establish edge to edge
P42 – Moving pursuers contact with retreating units by moving
Delete section down to Enemy Destroyed. directly forward. If the stand’s front edge
Replace with the following: *1 can contact at least part of the edge of a
retreating stand by moving directly forwards
During pursuit combat, pursuing units are then it must do so (but see Multiple
moved back into contact with enemy units Combats for exceptions). Note that pursuing
that have retreated away from them. The stands cannot move directly forward if there
distance the pursuers are allowed to move is is an obstruction in the way – there must be
a clear path for the pursuer to move directly
Infantry suffers one casualty and retreats.
Diagram 42.1
Diagram 42.3
? ?
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Rules Update
forward. Diagram 42.1 & 42.2 shows the permitted to pursue if it can only maintain
simplest case (below, left). contact by corner-to-corner contact –at least
one stand must have front edge to enemy
Once stands that can pursue directly
edge contact in order to pursue. See
forward have done so, other stands from the
Diagram D43.New 2.
same unit are also moved into edge contact.
This includes stands that would only contact Note that where pursuit results in the front
corner-to-corner by moving directly forward, edge of stands touching a side edge, rear
as well as stands that would not contact at edge, or rear corner of enemy stands, a
all. Where possible, these stands must also combat penalty will be incurred in the
be positioned against the same enemy unit following round. This applies to both sides
as stands that have already pursued directly (see Attack Modifiers p37).
forward. Pursuing stands must be
positioned so that their front edge contacts Pursuers and unengaged enemy
at least part of the edge of a retreating stand When moving pursuers it is possible for
where possible – but note that there is no stands to come into contact with unengaged
obligation to maximise frontage as there is enemy units. It is also possible for pursuers
during a charge. See Diagrams 42.3 & 42.4 to come into contact with other enemy units
In all cases, pursuing stands must have a retreating from the same combat, but which
RULES UPDATE
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A
A B B ?
P43 – Enemy Destroyed
Paragraph one first sentence should read:
?
A unit is destroyed if all of its stands fall
casualty, or if all of its stands are forced to
B retreat through impassable terrain, stands
that are engaged in combat, or friends who
The enemy has retreated and units A & C have already do not make way, or into contact with
pursued. The middle stand of unit B moves directly
forward – but the right hand stand can only contact unengaged enemy units.
corner-to-corner it could be placed into a supporting
position if preferred.
Diagram 43.4
P44 – Advance
Add the following new paragraph after the
the pursuers were not touching in the existing paragraph three:
previous round. In some cases this may be When a unit advances, always work out the
RULES UPDATE
unavoidable – in others it will depend on resultant combat engagement next –
the order in which pursuers are moved and regardless of whether it is an existing
how the player chooses to position pursuing stands. engagement or a new one. If the unit has
Any units contacted in this way are advanced out of a combat engagement that
automatically drawn into the combat in the is not finished (as can sometimes happen in
following round. large engagements) then complete the
original combat engagement before going
Pursuit bonuses only apply against on to the new one. If several units advance
retreating units if they fought in the same out of the same combat, initiating or joining
combat engagement as the pursuer. It does different engagements, the player whose
not matter whether a pursuer actually turn it is decides which order to work them
fought the retreating unit in the previous out in – but all must be resolved before
combat round – only that the unit retreated going on to any further engagements. The
from the same engagement. No pursuit or reason for working out advancing combats
charge bonuses apply against newly engaged straight-away is two-fold – firstly, it enables
units. the victorious player to take full advantage
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back, through a friendly unengaged unit, the own orientation or formation, ending its
player has the option of moving the friendly move touching the unit for which it made
unit to make way. way. In the case of infantry units that are
making way for other infantry units, if all the
Case 6 – Driven back/falling back into
stands that are making way lie within the
unyielding friends. Change title and first
path of the friendly unit, they can be
sentence to read as follows:
rearranged to support their friend if desired.
Driven back/falling back through This is shown on Diagram 51.2.
unyielding friends. A unit driven back by
shooting, or unable to avoid falling back, P50 – Confused Units
through a friendly unengaged unit that the Delete case 1 first sentence beginning ‘A unit
player is unable or unwilling to move to which is confused…’ replace with:
make way is automatically confused.
A unit which is confused cannot use
Case 7 – Making Way. Add the following to Initiative and it cannot be issued Orders.
the end of the first paragraph: This means that a confused unit will not
Note that it is quite possible that a unit has usually be able to move at all in the
to roll multiple times for confusion as a Command phase.
result of a single move – for example, for
RULES UPDATE
making way and for forcing friends to make P51 – Making Way
way at the same time. In these situations In the final paragraph on p51 the sentence
make the appropriate number of tests. beginning ‘A unit retreating from combat is
destroyed if forced into unyielding
P50 – Making Way friends…’ should read:
Delete paragraph 4 beginning ‘When A unit retreating from combat is destroyed if
moving aside…’ and paragraph 5 forced through unyielding friends.
beginning ‘When moving back…’ and
replace as follows:
P57 – Characters
When moving aside, all stands in the path of Add the following new section after the
the friendly unit are moved and all other Characters in Combat section on p57.
stands remain stationary. The player
rearranges the stands that move around the
stands that remain stationary. If the entire
Characters that shoot
unit lies within the path of the friendly unit Monster mounted characters or other
then all stands must be moved, in this case characters that have a shooting attack when
the player begins with the stand that must joined to units are assumed to be within the
move the shortest distance to get out of the unit’s formation regardless of the actual
path of its friends. This stand is moved the position of the character stand. When
shortest distance out of the path of its shooting in the Shooting phase, or during
friends without changing its orientation. The the Command phase if shooting at chargers,
remaining stands are then rearranged into the player chooses one of the unit’s stands
formation around the first. Note that unit’s and works out the character’s shooting from
that are moving aside can change their that stand. All shots taken at the same enemy
formation as they do so. See diagram 51.1. unit have to be worked out from the same
stand, but otherwise the character can
Add to caption to 51.1: ‘move’ from stand to stand during the turn
as required (this can happen during the
Note that in the case of the infantry unit
opposing player’s Command phase if the
stand B could have been placed into a
unit is charged by more than one enemy for
supporting position or any other formation
example).
– it need not necessarily maintain the line
formation. Similarly, apart from cavalry stand
A, the remaining cavalry stands could have P57 Odd size character bases
been placed into any formation around A. Add the following new section to the
Generals, Wizards and Heroes chapter after
When moving back, the whole unit simply
Monstrous and Chariot Mounts p57.
keeps pace with the friendly unit it is making
way for. The unit moves back in the same Characters are mounted on standard sized
direction as its friend without changing its bases in the same way as troop stands –
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Rules Update
however many players prefer to mount their move the flyers as far as possible. Flyers
characters on round bases as this makes cannot be placed into touch with enemy
them easier to spot. In addition, some of the stands when they home back.
special character models, such as the Grand
Theogonist, are too large to fit onto the P60 – Moving
standard sized base. Add the following new paragraph before the
Character stands can be mounted onto existing paragraph:
round bases up to 25mm in diameter using When flying units move in the Command
the normal rules. Simply measure distances phase they can move over other units,
to the stand’s edge as you would for a including other units of flyers, whether
rectangular base. This confers no significant friend or foe. They can also move over
advantage over a standard base. terrain as noted below. Flying units cannot
Character stands can be mounted onto end their move touching enemy units unless
larger bases, whether rectangular, round or they have charged, nor can they end their
whatever, but in these cases all distances move on top of other friendly stands –
must be measured either to the centre of the stands must have room to be positioned in
base or to a specific point on the base such the same way as units on the ground.
as a particular model. Players must point out
RULES UPDATE
P59 – Flying Units, Home Back Moving in the Shooting and Combat
Add the following extra paragraph: phases
Flyers that are driven back by shooting will
Once the player has decided where to home move over interposing stands and terrain in
back, move the unit towards the nominated the same way as in the Command phase.
character. If the dice roll is greater than the Driven back flyers that end their move
distance between the unit and character positioned over impassable terrain will stop
move the unit directly towards the character in front of it in the same way as ground
stand and into touch. Otherwise, move the troops. Driven back flyers that end their
unit the full distance rolled towards the move positioned over friendly units are
character. If this isn’t possible due to the treated exactly like ground troops – ie
presence of other units or restrictive terrain, friends can make way or, if they do not do
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Rules Update
so, the flyers halt as they touch. Driven back level. Artillery stands can shoot over the top
flyers that end their move positioned over of intervening terrain or troops on the same
enemy will come to a stop 1cm in front of or higher level if the target is on a higher
them in the same way as ground troops. In level still. In both cases intervening troops
all cases appropriate tests must be made for includes all friendly units and any enemy
confusion (see p49). units that are ineligible as targets – for
example, because they are engaged in
In the Combat phase flying units that are
combat. Enemy units that are eligible as
retreating or pursuing make all moves along
targets cannot be shot over because they
the ground, and their moves will be blocked
have to be shot at – artillery being obliged to
by other stands, terrain that is impassable to
shoot at the closest viable target in the same
infantry, or woods. This represents the fact
way as other shooters. Eg, artillery placed on
that flyers are operating at ground level and
top of a hill can shoot over friendly stands
that in reality these moves are progressive
placed below them as well as woods,
and can be thought of as occurring during
buildings, similar terrain features, and
the fighting. In cases where flyers are
combat engagements on lower ground.
destroyed because they retreat into enemy
or impassable terrain it may be more
convincing to think of the unit as routed or P68 – Cannons
dispersed rather than actually slain. For our Add the following paragraph:
RULES UPDATE
purposes this amounts to the same thing so
Because cannons can cause additional
the unit can be removed from the game.
damage by bouncing shots, it is possible to
Flying units that are advancing or falling inflict hits upon friends or upon units from
back in the Combat phase are treated as either side that are engaged in combat. Both
during the Command phase and can of these are normally ineligible targets, but
therefore fly over terrain and stands. in the case of bouncing cannon shots they
Add the following new section to p60 before
the section on Terrain. 1 Attack
1 Attack 1 Attack
What can flying units see? 1 Attack 1 Attack
When working out if a flying unit can see an
enemy, for shooting or charging for
example, treat the flying unit exactly as you
would a unit on the ground. Even though a
flying unit can fly over another unit, or over
terrain such as a wood, flying stands still
can’t see through other stands or obstructive
terrain. This forces flying units to move
towards their targets rather than simply Diagram 69.1
bouncing enemy units out of the blue, and it
enables enemy units to avoid aerial attack if can suffer hits as a result of fire directed
they have screening units or if there is plenty nearby. Any friendly unengaged units that
of terrain. take hits from cannons are driven back as if
taking enemy fire. Where friendly units are
P62 – End of the Battle At a driven back in this way wait until all drive
backs for enemy units have been completed,
Glance
and then work out drive backs for friendly
Withdraw point 2 should read as follows:
units. Any engaged units taking hits from
2. Once an army withdraws, the game is cannons will carry hits forward into the
immediately over. combat round and hits count as having been
struck during that round for purposes of
P67 – Shooting Overhead working out which side wins. Units engaged
in combat are not driven back by any hits
Paragraph 3 – Delete and replace as
taken – carrying hits forward takes this into
follows:
account.
Artillery stands tha.t are positioned on high
ground can shoot over the top of P69 – Undead Bone Thrower
intervening terrain or troops on a lower
Delete paragraph 3 beginning ‘When you
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Rules Update
shoot with a Bone Thrower…’ and replace inflicted this turn but the number of attacks
with the following: caused by all further shooting is reduced
from 2D6 to 1D6.
When you shoot with a Bone Thrower it will
strike up to three touching stands within the 4. The Flame Cannon splutters and its boiler
missile’s line of flight as shown on the goes out. The crew scramble around to re-
diagram below. These can be stands from light it. The Flame Cannon does not shoot
the same or a different unit – the missile will this turn but is otherwise unaffected.
automatically pass through and strike up to
5. The Flame Cannon chuffs out a great gout
three stands so long as they are touching.
of soot, covering the target in black smoke
Each unit struck will take 1 attack for each and hot coals. Ten attacks are inflicted this
stand that lies within the missile’s path. All turn – otherwise the Flame Cannon is
attacks against the same unit are rolled at unaffected.
once – for example, an infantry unit in
6. The Flame Cannon lurches in its
column takes three attacks so roll three dice.
mountings and heaves forth an especially
Because a bolt thrower can cause hits on huge flame inflicting 12 + D6 attacks on the
different units by skewering shots, it is target. The Flame Cannon is otherwise
possible to inflict hits upon enemy units that unaffected.
are engaged in combat or even upon
RULES UPDATE
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Rules Update
a spell could be cast upon a unit any number engagement later on.
of times eg, blasting it to pieces with fireballs
Touch of Death – Delete the sentence ‘This
from dozens of wizards. The restriction
can only be cast if the Wizard has joined a
exists so that magic is rarely enough to cause
unit in combat’ and replace with the
casualties on its own. Magic is intended to
following:
augment conventional tactics and weaponry
not from a battle-winning tactic in itself. For This spell can only be cast if the Wizard has
this reason wizards are allowed to target joined a unit in combat and affects a single
their spells upon specific foes, selectively enemy unit that it is touching.
augmenting conventional weaponry, but are
Doom and Despair – Add the following to
prohibited from picking out single units for
the end of the second paragraph:
annihilation with the same destructive
spell cast over & over again. Even units that are otherwise obliged to
charge, pursue or advance will not do so if
P73-74 – Spells affected by the Doom and Despair.
Ball of Flame – change sentence beginning Doom and Despair – Add to the final
‘Unengaged units can be driven back…’ to
read as follows:
RULES UPDATE
Unengaged units can be driven back by a
Ball of Flame as with ordinary shooting
whether friend or foe. paragraph:
Voice of Command – Change sentence Remember, as with all spells, a unit can only
beginning ‘A unit can only be affected by be affected by one Doom and Despair in a
one…’ to read as follows: turn.
Remember, as with all spells a unit can only (P74) Gotcha – Change the sentence
be affected by one Voice of Command in a beginning ‘Unengaged units can be driven
turn. back by the Gotcha! spell…’ as follows:
Weird Enchantment – Delete the last Unengaged units, including friends, can be
sentence and replace with the following: driven back by the Gotcha! spell in the same
way as ordinary shooting.
Remember, a unit can only be affected by the
same spell once in any turn, so a unit can Gerroff!!! – Paragraph two, second
only be affected by one Weird Enchantment sentence, delete the second clause, ‘or cast
spell at any time. successfully on a unit more than once per
turn.’ And replace with:
Teleport – Add the following paragraph:
Remember, a unit can only be affected by a
Even though a Wizard is a character unit single Gerroff!!! spell in a turn.
rather than a troop unit, he can still only be
affected by a Teleport spell once in a turn – Add the following to second paragraph:
the usual rule still applies. Units that are unaffected by drive backs from
Raise Dead – Delete the paragraph shooting are also unaffected by drive backs
beginning ‘This spell can only be cast if from the Gerroff!!! spell, eg Troll Slayers.
there is a combat…’ and replace with the Unlike with drive backs from shooting,
following: defended or fortified units are affected by
the Gerroff!!! spell in the same way as units
This spell can be cast upon a combat in the open.
engagement within 30cm of the Wizard
(fresh corpses providing raw material). Waaagh! – Change the last sentence to read
There is no need for the Wizard to see the as follows:
combat to cast the spell. A single combat Remember, a unit can only be affected by a
engagement can only be affected once by single Waaagh! spell in a turn.
this spell in any turn regardless of how many
units are involved in the combat. In this case Storm of Stone – Change paragraph two,
the combat engagements are as they appear first sentence, to read as follows:
in the Shooting phase when spells are cast, Each enemy unit within 30cm of the Mage
so it is possible for pursuit or advances to stand is affected and takes D3 attacks
bring two units of raised dead into the same worked out in the normal way.
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Rules Update
Light of Battle – Change the last sentence the entire game and only affects an order
to read as follows: that has been issued by the General.
Remember, a unit can only be affected by a
single Light of Battle spell in a turn. P77 – Rod of Repetition
Delete the entry and replace as follows:
Heaven’s Fire – Delete the sentence ‘A unit
can only have Heaven’s Fire cast If a Wizard casts a spell and rolls sufficiently
successfully upon it once a turn’ and well for it to work then he can cast a second
replace with:
*1 Some later printed books have this
Remember, a unit can only be affected by a correction already.
single Heaven’s Fire spell in a turn.
Hail of Destruction – Add the following to spell. He can only do this once during the
the end of the last paragraph: entire game. Note that it does not matter if
the first spell is dispelled or anti-magicked
A unit can be driven back by a Hail of by a Runesmith so long as the required dice
Destruction as with ordinary shooting. score is rolled. Once any effects of the first
Anger of the Gods – Change the last spell have been resolved, the Wizard can
decide to use the Rod of Repetition to cast a
RULES UPDATE
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Rules Update
points army must also have at least two difference in scores (9) divided by the
units, a 2,000 point army must have at least number of units engaged on the defeated
four units, a 2,500 points army must have at side (2) (Orcs Right are not engaged as no
least four units, a 3,000 points army must stands touch an enemy). The Orcs must
have at least six units, and so on. therefore retreat 5cm – odd halves rounding up.
It is recommended that armies are of at least P 146 – Insert the following new paragraph
1,000 points size, but if you want to play after the first paragraph – ie, before the
smaller games either use the standard paragraph beginning ‘The Knights strike
Orcs Centre’:
Min/Max or agree to an appropriate
compromise with your opponent. Similarly, The Flagellant versus Orcs Left combat is
if you and your opponent want to disregard now over and casualties are removed. The
or change the Min/Max restrictions, there’s Flagellants have won as the Orcs have been
nothing to stop you agreeing to do so prior destroyed. The Flagellants must normally
advance if possible (Flagellant special rule)
to choosing forces.
and if they could see Orcs Centre they
would be obliged to advance into that
P131 – Sphinx special rules combat. However, the player has chosen to
The example at end of paragraph should remove a casualty in such a way that the
read as follows: to 3 hits and 2 Attacks. *1 Flagellants cannot see Orcs centre, allowing
RULES UPDATE
him to fall back or stand. For the sake of our
example he will stand – but he might equally
P134 & 136 – Ogre special well fall back in which case he can make a
rules move of up to 3D6cm in any direction.
Change the sentence beginning ‘To represent Delete paragraphs 3 beginning ‘Both Orc
this an Ogre unit must use its initiative…’ stands are removed…’ and paragraph 4
to the following: beginning ‘The player elects to stand…’ and
To represent this an Ogre unit must use its replace as follows:
initiative to charge an enemy unit of humans The Knights have also won their combat and
(literally human… men including Chaos have the option of standing, advancing, or
Warriors and Marauders but not Dwarfs, falling back. As there are no enemies within
Elves, etc), if it is within 20cm at the start of the range of an advance (10cm) the Knights
the Command phase and the Ogres can can either stand or fall back. Once more we
reach it. shall assume the player elects to stand, but
he might equally well fall back, in which case
he can make a move of up to 3D6cm in any
P141 – Troll Slayer special rules direction.
Add the following to the last paragraph:
Note that unlike most other units, units of P149 – Appendix 3
Troll Slayers reduced to a single stand or to Section 4, Movement, 11 – Change to read
two stands both earn the same victory points as follows:
– they both earn the opposing player’s full
Victory points for the unit in the same way as Troops stands can move through other
a Slayer unit with no casualties what-so-ever. stands from the same unit that have not yet
Slayer units that have been destroyed still moved, but otherwise cannot move through
count towards the Dwarf army’s withdrawal other troop stands from the same or
as for other units. different units. They can move through
character stands as required.
P145 – Appendix 1 Section 4 Movement 12.e) – Change to
Example 2 – A combat read as follows:
engagement Flying troop stands can move over any kind
Paragraph 3 – Delete the whole paragraph of terrain but cannot end their move in
beginning ‘The Orcs have one supporting terrain that is impassable to infantry or a
stand…’ and replace with the following: wood. However, flying stands that are
retreating or pursuing do so along the
Casualties are removed. In the case of Orcs ground and cannot move into terrain that
Centre note that no support is now possible that is impassable to infantry or a wood even
because stands that fall casualty cannot if their entire move would otherwise place
support. The overall result is therefore them beyond such features.
Empire 13 and Orcs 4. The Orcs are defeated
and must retreat. The retreat distance is the
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Rules Update
P150 – Appendix 3
5, Evades section 1 – The sentence ‘The
closest evading standing is moved first.’
Should read as follows:
The closest evading stand is moved first and
can pivot to face any direction once it has
done so.
P152 – Appendix 3
9, Confusion section 1 f) – Change to read:
f) Driven back/falling back through
unyielding friends (automatic).
P153 – Appendix 3
13 Artillery section 7 Dwarf Flame
cannon – Change chart results to read as
follows:
RULES UPDATE
P154 – Appendix 3
16 Magic Items section 4 c).Orb of
Majesty – Change the first sentence to read:
May re-roll one failed Command test by
General as if the General had a Command
value of 8.
22