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Basic Impetus expansion

BASIC
battles

from renaissance to colonial WARS

Dadi&Piombo
David Lynch (order #20815708)
Dadi&Piombo
PUBLISHING
You provide the figures. We provide the rules!
cop impetus inglese 8-04-2008 15:02 Pagina 1

LORDS
&
rules for miniature battles
Ancients
Medieval
SERVANTS
Renaissance
Regole da schermaglia per il Medioevo

skirmish wargaming rules

by Lorenzo Sartori Dadi&Piombo


Dadi&Piombo

Great battles of Antiquity, Middle Age Great battles of the Baroque age Medieval Skirmish rules Skirmish rules for the musket era
and Renaissance

SCI-FI MINIATURE GAME


BREAKING NEWS
HOSTILE GROUND

TROOPS IN COMBAT WARGAME


IN SOLITARIO
Modulo # 1
XX e XXI Secolo

DADI&PIOMBO
MODERN SKIRMISH RULES
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Sci-Fi fights on a planet The popular simplified version Ultramodern skirmish rules From WW1 to Today
called Koncordia of Impetus. Second edition (under preparation) Solo rules!
(under preparation)

Learn more on
www.dadiepiombo.com
David Lynch (order #20815708)
BASIC
battles

GAME DESIGN Lorenzo Sartori


PROOFREADING Richart Tartt
PHOTOS Nathan Vinson
PUBLISHER Lorenzo Sartori Editore

© 2017 Lorenzo Sartori

www.dadiepiombo.com
Dadi&Piombo
David Lynch (order #20815708)
R R R

6H

4H
R
miniature wargame rules
ancients - medieval - renaissance

BASIC
R 5H
ZOC
15mm

IMPETVS
R
3H
2.0
4H

28mm
15mm
3H

2H
ZOC
28mm

2H

with 340 army lists


1H

Dadi&Piombo
1H

1H

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5
THE RULES
regarded as synonyms. These can be based on bases
INTRODUCTION
of any shape (square, round, hex...) and (reasonable)
This is an experimental set to expand on Basic Impe- size. On these bases you can depict the General as
tus 2.0 rules for later periods, up to Colonial warfare, well as a small Command Group, usually mounted,
where one Unit roughly represents one brigade. This so you can add also a musician and a standard bearer
set also covers Napoleonics, though a more detailed for example.
and tactical ruleset is under development for this pe- To allow the maximum modelling freedom when
riod. making Generals’ bases, all measurements are taken
from the head of the Leader and not from the base
Basic Impetus 2 can be purchased through edge. Mind that they are basically markers.
www.dadiepiombo.com
or digitally through Wargame Vault
www.wargamevault.com/product/200518/Basic-Impetus-2 LEADERS
Available in English, French and Spanish. A Leader has a Command Radius of 12H. Units in
Disorder and out of radius cannot rally or move.
A Leader can move up to 4H in any direction and
BASING ending the movement in any orientation. Leaders
can be moved at any time when their Army is ac-
If you have your figures already based for other sys- tivated. Also Leaders can move when their Army is
tem, keep them as they are. The unit of measurement not being activated: if their figure is in the way of
is still 1H that is half frontage, so any basing works. any movement being made by a friendly or enemy
Artillery can be based on smaller bases, a frontage Unit, the Leader’s figure must be moved out of the
= 1/3 (or ½) of other Units is the recommended way of this movement. The Leader’s figure must end
choice. this movement at least 1H away from enemy Units.
Leaders cannot be made the target of shooting. Also
For the period covered by Baroque we suggest to use their bases do not obstruct shooting or block the
that basing system (you can download it from dadie- view.
piombo.com website). In addition to the winning the initiative roll, the task
For the later periods if you have not yet based your of the leader is to keep troops within Command.
figs then Basic Impetus size can be a guide, but we
suggest splitting the Units into 2 smaller bases (EG The Leader can be attached to any Units.
in 28mm 2 bases of 6cm of frontage) as more flexible If a Leader is attached to a Unit, this Unit benefits
and useful for further tactical systems. from the following modifiers:
+1 in Melee
You may be interested to know that we plan to use +1 in the Cohesion Test
as “suggested basing” for our future Napoleonic set: The Unit with attached Leader can rally and move
6cm frontage for 28mm figs (4 bases to form 1 bat-
talion, total Unit frontage: 24cm) and 4cm frontage A Leader so attached to a Unit acts as a marker and
for 15mm (4 bases to form 1 battalion, total Unit it can move freely about the Unit. If the Leader’s base
frontage: 16cm). Of course also the Napoleonic set is getting in the way it can be removed and replaced
will be designed to go with any other basing as using by a counter.
half frontage as the unit of measurement. When a Leader is attached to a Unit, they move at
the same speed as the Unit and their command range
Basing Leaders is halved. In this case measure the command range
In Basic Battles only the Commander in Chief is rep- from the closest point of the Unit or of the Group it
resented on the Field. The terms Leader, General, and belongs.
Commander are used interchangeably and should be A Leader can join or leave one Unit per activation. A
BASIC battles

David Lynch (order #20815708)


6
THE RULES
Leader cannot leave one Unit and join another Unit
MOVEMENTS CHANGES
in the same activation.
If the Unit to which a Leader has been attached All foot can move full speed in Difficult Terrain but
throws a 6 during a Cohesion Test you must test to with Disorder. If they move half speed they are not
see the effects on the Commander himself. Roll a die disordered.
and with a 5 or 6 the Leader is dead. Artillery moves 2H if on foot and 3H if Horse Artil-
If the Commander dies all the bonuses are lost. lery.
A Leader is not lost if the Unit to which he is attached
is destroyed without there being a requirement to Change of formations (optional)
test. In this case the base of the General is left behind These rules simulate Units already deployed for bat-
at the site of the destruction and can be moved if it tle. If you play Napoleonic battles then you may feel
has not already done so during this activation. But the need to adopt a simplified system to manage
the Leader cannot be attached to another Unit until these changes.
the next activation. To change from line to supported line and vice
versa you spend one activation (counts like a move-
ment).
NEW TROOP TYPES A Unit in supported line halves (rounding up) the
dice when shooting, but gets a +2 in melee.
RE (CM) stands for Reiters. Can evade.
DR (FL) stands for Dragoons. Can perform an addi- Squares are made as a reaction to a charge by mount-
tional 2H movement like S and CL (under the same ed troops. They need to pass a test.
conditions). Can evade. Roll 1d6
P&M (FP) stands for Pike&Musket Veteran and Elite pass the test with 1+ (or 2+ if in
TE (FP) stands for Tercio. Ignores Flank and Rear Disorder)
attack in melee. Large Unit. Green pass the test with 5+ (or 6+ if in Disorder)
H&M (CM) stands for Horse and Musket. Trained (and other FT with VBU 5 or more) pass the
FT (T/FP) stands for Close Order Foot. test with 3+ (or 4+ if in Disorder)
The troop in parenthesis is the troop type they re- A Unit in square cannot perform Defensive fire. It
gard as the same for movement, interpenetrations nullifies impetus bonus of mounted and gives a +1 in
and deployment. FT counts as T for movement (with melee. Firing with artillery to a Unit in square gives
some exceptions) and interpenetration, but as FP if a +2 modifier.
in melee VS mounted (they get the +1 modifier in
Cohesion Test). To change from square to line or supported line
you need to spend a move when activated.
Photo Nathan Winson

March column is not represented as we feel it’s not


relevant according to the game scale.
If you have Units on single bases just place a marker
to identify the formation.

Dismounting from horse


Some Units can dismount (and remount) from
horse. This action is considered a movement. You
cannot fire after remounting. You can fire after dis-
mounting but always with a -2 modifier.

Evasion of artillery
Artillery can evade.
BASIC BATTLES

David Lynch (order #20815708)


7
THE RULES
SHOOTING

6.1Basic Battles Firing Table


Nr D6 3H (Short) 6H (Long) 12H (Extreme)
MUSKET A (later rifles) 2/3 0/1 NO
MUSKET B 1/2 -1/0 NO
MUSKET C 1/2 NO NO
MUSKET D 0/1 NO NO
CARBINE A (rifled) 1/2 -1/0 NO
ARQUEBUS/CARBINE B -1/0 NO NO
BOW -1/1 NO NO
VARIOUS WEAPONS -1/0 NO NO
ARTILLERY A (heavy cannons) 2 2 1
ARTILLERY B (medium cannons) 2 1 0
ARTILLERY C (light cannons) 1 0 NO (0 if rifled)
ARTILLERY D (heavy howitzers) NO 2 2
ARTILLERY E (light howitzers) NO 1 1

Rifled artillery Firing priority


Cannons of later period are rifled (see lists). Rifled Howitzers can ignore any priority if they fire against
cannons can re-roll (once per fire) missed hits. a target in a Wood or in a Village

Machine guns Firing limitation


Machine guns use the Art C table values. They can All troops with firearms, except Skirmishers, have a
re-roll (once per fire) missed hits and can re-roll for -2 if they fire and move (or vice versa). Skirmishers
a missed Defensive Fire test. have no penalty if they fire and move in the same
activation.
First volley
The first volley of smoothbore muskets or arquebus- Indirect fire by Artillery
es was the best. The weapons were loaded without Cannons can make indirect fire if they are on an el-
haste under the watchful eye of the NCOs, and the evated position (hill) or if they fire at targets in an
salvo was fired before barrels became choked with elevated position. With indirect fire you can fire over
soot and visibility was obstructed by smoke. For this the heads of friendly Units (never over enemy) but
reason, when a Unit is equipped with Musket B, C, only if the Unit that is to be fired over is closer to the
Carbine B or Arquebus fires for the first time, it has artillery than the target. Cannons performing indi-
the ability to re-roll all dice that did not produce hits.
rect fire get a -1 modifier.
Any “unpaired” 5 must be re-rolled. This re-roll must Howitzers can perform indirect fire even if they are
occur before any other re-roll required by special rules.
not on a higher level or the target is not on higher
level. It is always necessary that the friendly Units
Limited fire that are in the middle are closer to the artillery than
If you can connect the center with the center and the target. They can also fire over the heads of enemy
only one corner with one corner, then the fire is lim- Units (they ignore them) if their target is in a village.
ited and the number of dice rolled is halved (round- Howitzer don’t deduct 1 d6 for indirect fire.
ed up).
BASIC BATTLES

David Lynch (order #20815708)


8
THE RULES
test.
Defensive fire Attacker/Defender scenarios and fortifications
All Units with Muskets, Arquebus and all cannons Attacker must have twice the number of troops (eg. 2
and machine guns can perform Defensive Fire. armies VS 1). Defender prepares terrain and deploys
The test is at 4+ (or 5+ if in Disorder) unless differ- his army first, apart from troops used in reserve.
ently stated in the lists. Machine guns can re-roll a Troops in reserve enter at the start of the second turn
missed test. within 2H from the table edge.
Artillery always roll 3 if Heavy, 2 if Medium and 1 Defender can also use fortifications (stone walls,
die if light. trenches, sunken roads etc). Roll 1D6 ( with a roll of
Machine Guns always roll 3 dice. 1 no fortifications. With a 6, he gets 5 fortifications).
Each fortification must have the same frontage of a
Artillery Unit. Units defending fortifications nullify impetus
Artillery (incl. Machine Guns) can move 2H or 3H bonus of charging troops, and get a +1 in melee and
if Horse Artillery. Artillery is disordered if moves +1 in Cohesion tests. Also firing against troops de-
more than 1H. fending fortifications provide a -1 modifier to fire.
Artillery can evade. No modifier for artillery.

42
Special characteristics Melee See diagram below for some clarifications on fortifi-
Units classed as Veteran nullify 1 hit by opponent cations (and linear obstacles)
both in melee and shooting, unless from UnitArtillery.
defending a linear obstacle
Units classed
In the Elite get
ashistorical thecovered
period samebybonuses as Vet-
Baroque, with the increase of firepower, troops tend to make more usage of
linear obstacles. After having explained how shooting and melee work, let’s see when a Unit can take a tactical
eran with an additional +1 in any Cohesion Test.
advantage defending a linear obstacle.
Units classed as Green have a -1 in any Cohesion
On shooting
X Y A Unit gets a penalty of -1 on shoot-
ing through a linear obstacle when at
Z least one of the three shooting lines
between the two units crosses the
obstacle. Also the target Unit must

A
have with one of its sides touching
the same obstacle that is being shot
through.
X shoots at A without penalty as
W

none of its shooting line crosses the


obstacle. Y and Z shoot with penalty
as at least one of their shooting lines
cross the obstacle. W shoots without
penalty because although its shoot-
ing lines cross an obstacle, A is not
adjacent to that obstacle and there-
fore doesn’t get the advantage of the
cover.

In melee
X One Unit gets the penalties of charg-
ing through a linear obstacle when it
crosses or moves into contact with it.

Both X and Y get the same penalty by


A B
Y

charging respectively A and B, that is


the loss of Impetus Bonus and (un-
less they are DR or S) Disorder.

Note: temporarily remove the linear


obstacles in case they obstruct the
movement of Units.

BASIC battles

David Lynch (order #20815708)


9
SAMPLE LISTS
These are some sample lists to play Basic Battles. We French Foreign Legion, of course you can play these
choosed armies through the whole period covered by matches but don’t expect these lists to take in consid-
Basic Battles to provide you a guide to build you own eration a balance between those armies).
armies. So feel free to adjust your armies to include More lists will follow, so keep an eye on Dadi&Piombo
more troops types or by taking inspiration from real webiste and on Wargames Vault. Also Players are en-
order of battles. Just take care that balance is assured couraged to share their lists or scenarios in the fo-
within historical opponets (we didn’t design this set rum.
to play Confederates VS Zulu or ECW Royalists VS

ENGLISH CIVIL WAR

Royalists (1642-1643)
His Royal Highness 1xCP2 VBU=7, I=4, VD=3, Elite
Cavaliers 2xCP2 VBU=6, I=4, VD=3
OR Cavaliers 2xCM VBU=6, I=2, VD=3, PBW
Foot 4xP&M VBU=6, I=1, VD=3, Pike, Musket D
Cornish Foot 1xP&M VBU=6, I=2, VD=3, Pike, Musket D, Veteran
Artillery 1xArt VBU=1, I=0, VD=1, Art A
1st option: change 1 P&M with
Conscripts 1xP&M VBU=5, I=1, VD=2, Pike, Musket D, Green
And Forlon Hope 1xS VBU=2, I=0, VD=1, Musket C
2nd option: change 1 Cavaliers CP2 or CM and 1 Forlon Hope with Veteran Cavaliers (add Veteran to CP2
or CM Unit)
3rd option: change 1 P&M (not Conscript) Unit or 1 Art to
Dragoons 1xDr(FL) VBU=4, I=1, VD=2, Musket C
4th option: change 1 S for 2 Initiative rerolls

Parlamentarians (1642-1644)
Ironsides 2xCM VBU=6, I=2, VD=3, PBW
Horse 2xRE VBU=4, I=0, VD=2, Arquebus
Foot 3xP&M VBU=6, I=1, VD=3, Pike, Musket D
Raw Foot 2xP&M VBU=5,I=1, VD=2, Pike, Musket D, Green
Veteran Foot 1xP&M VBU=6, I=2, VD=3, Pike, Musket D, Veteran
Artillery 1xArt VBU=1, I=0, VD=1, Art A
1st option: change 1 P&M with
Conscripts/Raw Foot 2xP&M VBU=5, I=1, VD=2, Pike, Musket D, Green
And Forlon Hope 1xS VBU=2, I=0, VD=1, Musket C
2nd option: change 1 Horse and 1 Raw Foot with
Cuirassiers 1xCP1 VBU=7, I=4, VD=3
3rd option: change 1 P&M (not Conscript) Unit or 1 Art to
Dragoons 1xDr(FL) VBU=4, I=1, VD=2, Musket C
4th option: change 2 Ironsides CM and 1 Raw Foot with
Ironsides 2xCM VBU=6, I=2, VD=3, PBW, Veteran
5th option: change 1 S for 2 Initiative rerolls

BASIC BATTLES

David Lynch (order #20815708)


10
SAMPLE LISTS
AMERICAN REVOLUTION

British
Guard or Grenadiers 1xFT VBU=6, I=3, VD=3, Musket C, Elite
Regular Foot 2xFT VBU=6, I=2, VD=3, Musket C
Second line foot/Hessian Line 3xFT VBU=5, I=2, VD=2, Musket C, Green
Hessian Jaegers/Light Infantry 2xS VBU=3, I=1, VD=1, Musket C
Artillery 1xArt VBU=1, I=0, VD=1, Art B
1st option: change 1 Jagers with
Light Dragoons 1xCL VBU=3, I=2, VD=1
(Can dismounts as 1xS VBU=3, I=0, VD=1, Carbine B)
2nd option: change 1 Regular Foot with
Second line Foot/Hessian Line 1xFT VBU=5, I=2, VD=2, Musket C, Green
Loyalists 1xFT VBU=4, I=1, VD=1, Musket C, Green
3rd option change 1 Second line Foot with
Loyalists 1xFT VBU=4, I=1, VD=1, Musket C, Green
Indian Warband 1xFL VBU=4, I=4, VD=2, WV, Impetuous
4th option: change 1 S Unit with the upgrade to Veteran of 2 Units (not Artillery) or the removal of Green
characteristic to a Second Line Foot (or a mix of these options: eg, 1 raised to Veteran and Green character-
istic of 1 other removed)
5th option: change 1 Loyalist or Indian Warband for 3 Initiative rerolls.

Americans
Trained Regular Foot 1xFT VBU=5, I=2, VD=2, Musket C
Green Regular Foot 2xFT VBU=5, I=2, VD=2, Musket C, Green
Militia 6xFT VBU=4, I=1, VD=1, Musket C, Green
Riflemen 1xS VBU=2, I=0, VD=1, Musket B
1st option: change 2 Militia with
Trained Regular Foot 1xFT VBU=5, I=2, VD=2, Musket C
2nd option: change 1 Militia and 1 Regular foot with
French regular foot 1xFT VBU=6, I=2, VD=2, Musket C
Light Artillery 1xArt VBU=1, I=0, VD=1, Art C
3rd option: change 2 Regular Foot and 1 Militia with
Trained Regular Foot 2xFT VBU=5, I=2, VD=2, Musket C
Riflemen 1xS VBU=2, I=0, VD=1, Musket B
4th option: change 1 Militia for 3 Initiative re-rolls

BASIC battles

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11
SAMPLE LISTS
NAPOLEONIC

Late War French


Cuirassiers 1xCP1 VBU=7, I=3, VD=3, Veteran
Dragoons 1xCP2 VBU=6, I=2, VD=3
Chasseurs or Hussars 1xCL VBU=4, I=2, VD=2, Veteran
Guard Foot 1xFT VBU=6, I=3, VD=3, Musket C, Elite
Veteran Foot 2xFT VBU=6, I=2, VD=3, Musket C, Veteran
Trained Foot 3xFT VBU=5, I=2, VD=2, Musket C
Skirmishers (Voultigiers…) 2xS VBU=2, I=0, VD=1, Musket C
Artillery 2xArt VBU=1, I=0, VD=1, Art A
Artillery 1xArt VBU=1, I=0, VD=1, Art B
1st option: change 1 Veteran Foot and 1 S with or 1 Guard Foot with
Conscript Foot 3xFT VBU=5, I=1, VD=2, Musket C, Green
2nd option: change 2 Conscript Foot with
Lancers 1xCL VBU=4, I=4, VD=2, Veteran
3rd option: change 1 Art A with a 1 Horse Art B
4th option: change 1 Cuirassiers with 1 Trained Foot FT and 1 Chasserurs or Hussars CL
5th option: change 1 Trained Foot for 1 Artillery B
6th option: change 1 Conscript Foot for 3 Initiative re-rolls

Late War British


Horse Guard 1xCP1 VBU=7, I=3, VD=3, Elite
Heavy Dragoons 1xCP1 VBU=6, I=3, VD=3, Veteran
Hussars 1xCL VBU=4, I=2, VD=2
Highlanders/Guard 1xFT VBU=6, I=3, VD=3, Musket C, Elite
KGL Foot and other elite 2xFT VBU=6, I=1, VD=3, Musket B, Veteran
Trained Foot 3xFT VBU=5, I=2, VD=2, Musket C
Skirmishers 1xS VBU=2, I=0, VD=1, Musket C
Artillery 2xArt VBU=1, I=0, VD=1, Art A
1st option: change 1 KGL Veteran Foot with
Conscript Foot 2xFT VBU=5, I=1, VD=2, Musket C, Green
2nd option: change 2 Conscript Foot with
Lancers 1xCL VBU=4, I=4, VD=2, Veteran
3rd option: change 1 Art A with a 1 Horse Art B
4th option: change 1 Horse Guard with 1 Conscript Foot FT and 1 Heavy Dragoons CP1
5th option: change 1 Conscript Foot for 3 Initiative re-rolls

BASIC battels

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12
SAMPLE LISTS
AMERICAN CIVIL WAR

Unionists
Cavalry 1xCL VBU=4, I=2, VD=2, Carbine A
OR Dism. Cavalry 1XFL VBU=5, I=1, VD=2, Carbine A
Veteran Foot 2xFT VBU=6, I=2, VD=3, Musket B, Veteran
Trained Foot 3xFT VBU=5, I=1, VD=2, Musket B
Sharpshooters 1xS VBU=2, I=0, VD=1, Musket B
Artillery 1xArt VBU=1, I=0, VD=1, Art A
Artillery 1xArt VBU=1, I=0, VD=1, Art B
1st option: change 1 Veteran Foot and 1 S with
Green Foot 3xFT VBU=5, I=1, VD=2, Musket C, Green
OR Green Foot 2xFT VBU=5, I=1, VD=2, Musket B, Green
2nd option: change 1 CL for 1 Trained Foot FT
3rd option: change 1 Art A with 1 Art D or 1 Art B with 1 Art E
4th option: change 1 Art A with 1 Trained Foot FT
5th option: change 1 Trained Foot for 1 Artillery B and 2 IR or 1 Veteran Foot for 1 Artillery A and 2 IR
6th option: change 1 S for 2 initiative rerolls or 1 Green Foot for 3 initiative rerolls
FT can form Large Units. Cavalry can dismount.

Confederates
Cavalry 1xCL VBU=4, I=3, VD=2, Carbine A
OR Dism. Cavalry 1xFL VBU=5, I=1, VD=2, Carbine A
Veteran Foot 2xFT VBU=6, I=3, VD=3, Musket B, Veteran
Trained Foot 3xFT VBU=5, I=3, VD=2, Musket B
Sharpshooters 1xS VBU=2, I=0, VD=1, Musket B
Artillery 1xArt VBU=1, I=0, VD=1, Art A
1st option: change 1 Veteran Foot and 1 S with
Green Foot 3xFT VBU=5, I=1, VD=2, Musket C, Green
OR Green Foot 2xFT VBU=5, I=1, VD=2, Musket B, Green
2nd option: change 1 CL for 1 Trained Foot FT
3rd option: change 1 Art A with 1 Art D or 1 Art B with 1 Art E with
4th option: change 1 Art A with 1 Trained Foot FT
5th option: change 1 Trained Foot for 1 Artillery B and 2 IR or 1 Veteran Foot for 1 Artillery A and 2 IR
6th option: change 1 S for 2 initiative rerolls or 1 Green Foot for 3 initiative rerolls
FT can form Large Units. Cavalry can dismount.

BASIC battles

David Lynch (order #20815708)


13
SAMPLE LISTS
COLONIAL WARS

British colonial (Zulu War)


British Foot 3xFT VBU=6, I=3, VD=3, Musket A, Veteran
Native Foot 4xS VBU=3, I=1, VD=1, WV
Artillery 1xArt VBU=1, I=0, VD=1, Art B
1st option: change 1 British Foot with
Mounted Infantry 1xCL VBU=3, I=1, VD=1, Musket A
Artillery 1xArt VBU=1, I=0, VD=1, Art B
2nd option: change 1 Mounted Infantry with
British Lancers 1xCL VBU=4, I=4, VD=2
3rd option: change 1 Art and 2 S with
British Foot 1xFT VBU=6, I=3, VD=3, Musket A, Veteran
Mounted Infantry can dismount as
Irregular Infantry 1xS VBU=3, I=1, VD=1, Musket A

Zulu
Elite warriors 2xFL VBU=5, I=3, VD=3, Various Weapons, Impetuous, Veteran
Fanatic warriors 2xFL VBU=4, I=4, VD=2, Various Weapons, Impetuous, Veteran
Warriors 4xFL VBU=4, I=3, VD=2, Various Weapons, Impetuous
Skirmishers 1xS VBU=3, I=1, VD=1, Various Weapons
Warriors can form Large Units. Elite and Fanatic can form Large Units with Warriors.
1st option: change 1 Elite Warriors and 1 Fanatic with 4 Warriors
2nd option: change 1 Fanatic Warriors with 1 Warriors and 1 Skirmishers
3rd option: change 1 S with 2 initiative re-rolls or 1 FL with 3 initiative re-rolls

BASIC battles

David Lynch (order #20815708)


Dadi&Piombo

David Lynch (order #20815708)

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