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WAB TOURNAMENT RULES

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Scale: 25mm Armies MUST BE PAINTED; Table size 6x4 or slightly larger

Exceptions/additions to standard rules:

Victory points: Scoring as per the WAB tournament score sheet. Click here to see scoresheet.

Game Length : 2 hours or 7 turns or 25% break point - which ever comes first

Generals: Your army must include an army General. If you did not purchase a general one model (a character) must be designated the army general for victory point purposes.

Resigning: The resigning player gets 3 pts and his opponent is awarded 16 pts.

Basing: Single basing and DBM style basing allowed. Suggested basing (Not required)

Painting Contest : The painting contest is an important part of the tournament, the tournament umpire(s) judge all the armies. The scores are tallied and, at the end of the tournament, prizes are awarded to the best painted armies.

Note: The painting contest is a separate part of the tournament and has nothing to do with determining Best General.

Skirmisher screen rules

  1. Troops that are in skirmish formation can be used to *screen* friendly units that are within 2" of the skirmishers.
  2. A single unit of skirmishers can screen any number of friendly units, just as long as all the screened units have a model within 2" of a model from the unit in skirmish formation.
  3. A unit that is screened by a unit in skirmish formation counts as being insoft cover if it is shot at by a unit that draws a line of sight through theskirmish screen.
  4. If a unit being screened declares a charge, then the skirmish screen may 'flee' out of the way.
  5. The screening unit makes its move in the Declare Charges segment of the movement phase rather than the compulsory movesegment, before the chargers are moved or charge reactions are made, and they *are* therefore allowed to attempt to rally in the ensuing 'rally fleeing troops' segment of the movement phase.
  6. Rule 5 aside they are treated in the same manner as any other fleeing unit.

Additional Elephant rules

  1. All skirmisher infantry and all drilled infantry in the army are considered to be 'used to' elephants.
  2. All tournament armies that have an elephant are considered to be "Used to" elephants. (This means your own cavalry/chariots do not have to take a terror test while deploying/moving within 8" of an elephant. They may still not charge an elephant and must flee or fire & flee if charged by one).
  3. Infantry that are in skirmish formation can only be hit by an elephant on a roll of 6 (they've learned to attack the beast from the sides).
  4. The elephant’s crew will still hit any attacking skirmishers normally.

Lucky Seven rule (optional)

  1. Both players must agree before the game begins
  2. At anytime in the game, you may declare a "7" in place of 2D6 roll
  3. This may be used once in each game
  4. May not be used for any type of reroll

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