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
- Troops that are in
skirmish formation can be used to
*screen* friendly units that are within
2" of the skirmishers.
- 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.
- 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.
- If a unit being screened
declares a charge, then the skirmish
screen may 'flee' out of the way.
- 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.
- Rule 5 aside they are
treated in the same manner as any other
fleeing unit.
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Additional Elephant rules
- All skirmisher infantry
and all drilled infantry in the army are
considered to be 'used to' elephants.
- 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).
- 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).
- The elephants crew
will still hit any attacking skirmishers
normally.
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Lucky Seven rule (optional)
- Both players must agree
before the game begins
- At anytime in the game,
you may declare a "7" in place
of 2D6 roll
- This may be used once
in each game
- May not be used for
any type of reroll
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