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create in 15 minutes a simpli ed warhammer wargam with its gurines

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Introduction:

If you hang on, you can then start into the basic rules of Warhammer AOS.

You decide what your gurines t and you can add it to in nity. Create battle scenarios, etc.

When we talk about Warhammer, people in the "general public" of corporate games get straight
and when they are told

rules, they run away.

However, when they see a battle eld as a photograph, there is still a clear interest, so in order to
play

uid, fun, bourring and strategic parts, here are rules based on Warhammer AOS but simpli ed.

And for the regular big games of Lords of Hellas or other gurine and Warhammer Underworld
(WHU), if you want to play Warhammer, but you can't immediately invest in a ton of hardware, use
some

gurines of an old game, and why not even Legos or Playmobils to start.

By putting points of glory on the ground, you are encouraged to ght and make big tactical
movements of.

Troups directly, entering the game directly.

Finally with the di erent conditions of victory:

At the end of the game of glory points,

And with military victory, everyone can normally nd their count!

Material :

• 3 Warhammer Underworld Dés games (WHU)

• Flexible 12 inches (1 inch=2.5cm) that you create yourself in paper that you can plasticize.

• gurines.

• 1D6 (6-faced dice) and 1 D12 (12-faced dice)

Conditions of victory:

at the end of the game of glory points : place the number you want to set goals on the plateau,
preferably on a broad central band, and a pawn of glory on it. When there is no glory and no
gurine on a goal, the goal paws automatically reload into a glory pawn. (You are the one who
de nes the number of pawns of goals and points of glory. For armies of 100 gurines, we put 26
pawns

goals for 50 points of glory, you choose what you prefer as a con guration).

and with military victory: by destroying the opponent army.



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Basic rule:

• a unit consists of 2 minimum gurines or 6 gurines not exceeding any type (except special unit);

• The WHU white dice are for attack, and the WHU black dice are for defense, the WHU blue dice
are for lzes

wizards;

• Each unit moves a maximum number of inches (or even regulates: 1 foot = 2.5 cm) equal to:

- 8 ps for infantry units;

- 10 ps for the mounting units (horsemen, wolves, etc.);

- 12 for special units;

- anywhere on the plateau for ying units (Dragon, etc.)

• symbols:


- in defense of Criticism (!) exceeding 2 shields maximum,

- only another critic can cancel a critic,

- Shields cancel the axes.

(example: 4 axes in attacks against 1 critic and 1 shield in defence = a gurine destroyed);

- the critical and spiral symbol are successful for magicians and cannot be prepared except by
another magician.

• Armour backup jets: the level of armor backup is:

- 2 for knight-type assembly units and elite infantry units;

- 3 for infantry;

- 4 for small infantry units (e.g. small goblins);

- Special units do not make a backup jet because they defend themselves with two dice and can
raise them one.

Second time (except in the case of the battle between magicians);

One level 2, for example, means that at least one 2 with a D6 must be done in order to be able to
re-launch a defence dice.

We're gonna start the D6 once for every defense dice.

• For the uidity of the game: one in two must engage in a ght or the nearest unit to an opponent
must.

Obligatory approaching it to the maximum;

• In case of critical success:

- For the attacker, if the attacker only wins with critical success, she loses a unit because her
success was from.

just, it was critical;

- For the defender, if the defender wins only with critical success, she loses a unit because her
success was from

just, it was critical;

- For special units: out of four critics in attack or two defense critics, they are killed.

COUNCILS:

Attaque as soon as you can, be o ensive, don't be afraid of large projectile gurines and arrow
gurines (be wary-

you go on it because they won't give you a gift), and don't hesitate to run away to get back better,
attack pack

like 5 versus 2 or 1, for example, time to weaken a unit; if you do not attack the rst, especially
with a unit

special, the nearest opponent will attack him rst. A special unit has four successive attacks, so
go on because

they can do great damage before they get caught.



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SEQUENCE OF ALL

1 – SORTS PHASE:

If the player's magician can throw a spell, he does.

2 – MOVEMENT PHASE: •

3 – TIR PHASE:4 – CHARGE PHASE:

5 – COMBAT PHASE:

• each plays a unit: you make the spell phase, then move or load (movement to get started

at the range of ghting), then ring, then ghting;

One spell is one spell per magician per turn;

(well choose his witches and the time to throw them because they can trip in the event of critical
success, but it can be worth it

coup if this allows to destroy 4 enemy gurines at once, whether special or not).

Move the units to the battle eld.

movement capacity + 1D6

• a unit of less than 6 gurines can recover more from the passage and continue its movement
with them;

• Concerns projectile gurines (arch, arbaletry, cannon, etc.);

• Attack with projectile weapons the enemy unit of your choice that is within reach;

Load the units to complete their ready-to-base movement for base ght (basic movement +

1D12 + 1D6)

• Only the base gurines (or the head of a special unit type dinosaur in contact with one or more
gurines.

Enemies) can ght against each other;

• the dice of the attacker is removed by the defense dice, and then the armor backup phase is
used to nd out.

What a dice of attack to boost;

Backup phase (armor resistance): do as many launch of D6 as black WHU dice launched during
the ght

by the defender to know if they can be re-launched again, and check if the backup jet is greater
than that.

Level of armor of unit.

If it's done, start your defense dice once to try to x the last white WHU dice remaining.

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More details :

1 – NORMAL MOUVEMENTS:

A gurine may be moved in any direction or combination of directions, but cannot pass over the
others.

Figurines or their bases (except for those that y), or cross the edge of the battle eld.

• Only arch-type projectile units or special units hero and humanoid champions such as
Stormcast or Chaos warriors can climb surfaces above 2 ps if it allows to mount a bridge or a
bridge.

Menhirs; (climbing walls smooth at right angle is not permitted, you must go through the
decorations)

If a unit is divided at the end of a ght, and a gurine is left alone, it must be removed from the
game. C’est.

Like the warrior wanders alone on the battle eld.

2 - ATTACK:

• A / SHOOTING PHASE (cannon, archer, crossbowman):

Each model at the correct distance from another enemy model can take a shot.

They shoot until:

- 3 ps for archers,

- 4 ps for crossbowmen,

- 10 ps for models with large projectiles (cannon, special units with large projectiles);

And the shooting distance is increased by the height at which they are.

• B / CHARGE PHASE:

- add 1D12 and 1D6 to the basic movement characteristic of the units;

- If the charge does not reach base to base of another enemy model, then the unit cannot move
this turn and you must choose a di erent one. (So think carefully before choosing who will do a
charge in case the dice don't allow it.)

• C / COMBAT PHASE:

• NUMBER OF WHU ATTACK DICE TO THROW:

Special ying dragon type gures or other: 4 dice

Special gurines like Ogre, champion, Stormcast or Chaos heroes, dinosaurs, creatures: 4 dice

Cannon and special large projectile gures: 4 dice

Elite infantry and cavalry miniatures: 2 dice

Infantry gure: 1 die

• NUMBER OF WHU DEFENSE DICE TO THROW:

Special ying dragon type gures or other: 2 dice

Special gurines like Ogre, champion, heroes, wizards and dinosaurs: 2 dice

Cannon and gures with large projectiles: 2 dice

Elite infantry and cavalry miniatures: 1 dice

Infantry gure: 1 die

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• a combat begins automatically when one of the models of the two units is base to base;

• successes are on the axes or criticism;

In the event of a successful attack only with critics:

• the attacker loses a miniature;

• Defense: success only on criticals, the defender loses a miniature;

• D / ALLOCATE INJURIES:

1 spell hit = number of units killed depending on the type of spell cast

1 hit dice = 1 gure killed

Wounds are allocated one at a time to models in the target unit that fought base against base;

Example: if a combat involves 6 models against 6 and the attacking unit has succeeded three
unparalleled dice, the attacked unit therefore loses three models;

- If another unit wants to attack an opposing unit already being attacked by another unit from its
camp, and which are therefore already in close combat following a previous combat, they will
make their attack all together in single throw of attack die and the same for defense;

• E / CAST SPELLS:

• the number of WHU spell die to cast is determined by the type of spell chosen by the magician:

- 3 dice: a spell that hits an attacker at a distance of 3 ps and kills 2 enemy models;

- 2 dice: a spell that hits an attacker at a distance of 4 ps and kills 3 enemy models;

- 1 die: a spell that hits an attacker at a distance of 6 ps and which kills 4 enemy models;

• the successes of the spell are on the spirals and the critiques and in the event of successes
with only critiques, the magician is also downright victim of his spell;

• the height does not increase the distance of a spell, we measure in a straight line towards the
enemy model (s) below;

You can't defend yourself against a spell except another wizard.

In this case of a wizard-to-wizard attack, while the attack and defense are criticism only, the
wizards do not die at the end of the ght.

Between wizards, the defender rolls 2 dice once and makes the armor saving throw.

3 - DECORATIVE ELEMENTS:

It's up to you to choose the symbols, and the elements of your decor to which you want to give
the following properties, for example:

• From 1 ps in height: they give 1 ps more in attack distance to archers and crossbowmen, and
the cannon above them, and + 2 to 2 ps, etc;

• elements higher than or in front of a model break the line of sight of an attack and spell;

• Horses and wolves riders and cannon cannot climb and scale menhirs and trees or any other
vertical decoration element of more than 2 inches, the ascent must be gradual starting from 1 ps
maximum;

• high units must always leave at least room for the arrival of an opposing unit on the scenery
element, otherwise they would become unassailable for archers for example;

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4 - SPECIAL UNITS:

• they each count as a unit;

• they can make 4 successive attacks with 4 dice each and use 2 dice in defense and do not
make an armor saving throw because they can re-roll their defense dice once;

• they can divide their movement between the 4 attacks to get closer and / or change targets and
/ or escape at the end of their 4 attacks;

• The Cannon and any type of model that launches large projectiles: they can re up to 10 ps
(higher from where they are) and choose which unit they want to target;

• archers and crossbowmen and units with large cannon-type projectiles: when they are on a high
level element, regardless of the height, we measure in a straight line straight ahead to know the
distance from the enemy;

• Dragon-type ying gure or other: (4 dice in attacks, 2 in defense) can attack any enemy unit on
the ground. The goal is to incorporate them with one of your units already in close combat to help
them, or to launch them into Hunter Killer mode which can even run away if it has had a big base
move.
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