These sheets are the 'Official'[Author approved] errata for Warhammer English Civil War (WECW).
As at 26th April 2002
P12. Charge responses. -
Fire & fall back. This may only be used by a musket unit being charged by
enemy cavalry or pike if it has a supporting unit of pike within 2". The
attackers move half their charge move. If contact is made with the target
unit combat takes place in the normal way. However, if no contact is made
the musket unit may fire and then fall back so that the supporting pike
unit takes the charge. It only falls back enough to stop being hit
itself. The pike unit may also move forward slightly to block the
attacking unit from hitting the supported musket unit.
Counter Move. This is only used by pike units. They move forward slightly
to take the charge from enemy cavalry and pike that are attempting to
charge a musket unit the defending pike is supporting. It must be within
2" of the supported unit to be able to do so.
P18. Charging.
A charging unit can be fired upon by troops who are 'firing and falling
back'. This takes place at the halfway point of its charge.
Charge reactions. Add 'fire and fall back' to the list of charge
reactions. If the charge is halted (due to a bad panic test) the target
will remain where it is, no need to fall back. If it is not, the defending
unit falls back behind the protection of the supporting pike unit. If the
chargers continue to charge they will now hit the pike unit instead of the
original target, alternatively, they may choose to abort the charge.
P21. Who can shoot?
All skirmishers and dragoons/troops in skirmish formation have good line
of sight and so all may fire. Units in single line may fire half (rounded
up) of its troops. Units in two lines may fire the whole front rank. Where
possible units ranks must be the same size (no 20 figures in the first
line and 4 in the second). Units may fire both ranks if they are on a hill
firing at troops not on the same hill (clear LOS) or if they fire a salvo.
If they do 'salvo' fire they may not fire next turn.
*Also see Powder supplies below.
P29. Which models Fight.
Line two, after '...models attacked in their side or rear may fight'
Add - ', though only one rank can fight even if armed with weapons that
would normally allow them to fight in more than one rank.'
P35. Pursuit move.
After 'remove the entire fleeing unit from play' add 'before the pursuer actually moves'
P38. When To Take Panic Tests.
Item 3. add - 'by a unit of five or more non skirmishers.'
P39. Skirmishers.
Last line, insert before 'See light troops...' - 'or by being charged in
the flank or rear by skirmishers.'
P46. Lance, New special rule.
2. Mounted troops, without lances, in melee to the front with cavalry armed with lances
suffer a -1 to hit in the first round of combat. This represents the initial difficulty
of trying to fight past the longer reaching lance point.
P48. Powder Supplies.
Each unit may fire up to four units of ammo (two for Scots Royalists) per
game, unless extra ammo supplies are purchased. One unit of ammo is used
every time a unit fires. If the whole unit fires (skirmishers or two lines
on a hill or firing salvo) then two units of ammo are used.
P52. Rash, section 2.
Last sentence add - 'A normal move directly (or sensibly) towards the enemy.'
Section 5. Take out last sentence. - 'Their exuberant frenzy etc.'
P56. Pike and Shot Regiments;
First paragraph, pike and any supporting units of shot must be of the same level
of experience.
1st point, additional clarification,
"Regimented units are treated as one unit for the purposes of morale and casualties."
P57. Trotters, special rule no. 1.
Change to '....maximum bunus of +2'.
P104. How to form units.
Line two, replace - 'more than' - with - 'Units must be 5 or more figures.'
Delete last sentence 'Colours can only be...'
Army Lists from page 105.
**** GENERAL COMMENT - When the costs in the Main Heading and the Stat line differ,
the Stat line is wrong, therefore always use the Main Heading.
**** GENERAL ARTILLERY CHANGE;
Sakers and Falconets.
Increase toughness of the artillery piece by +1 (Saker is now T6, Falconet T5).
Increase their wounds by +1 (Saker is now W3, Falconet W2).
**** GENERAL Marksman CHANGE.
Add to last paragraph 'Due to his superior aim the marksman's rifled musket
causes D3 wounds, rather than 1 wound, to enemy characters.
P107. Agitator result 2-3,
replace with 'Brothers let us pray'.
The agitator and accompanying unit decide they must stop for prayers.
The unit must remain stationary for the turn, it may fire however, and is immune
to panic tests for this turn.
P108. Parliament regiments of horse.
Delete 'Raw Galloper' line.
Option 5th bullet, include 'units in cuirassier armour must be trotters.'
Reword to 'Any unit of Steady, Veteran or Elite Parliamentary Horse can be upgraded to
New Model (+16 points) per figure.'
P109. Regiments of Parliament foot. Options, 4th bullet
Change to 'Up to two units of pike may have heavy armour (+2 points).'
Add new bullet 'Up to two units of pike may have light armour (+1 point).'
Reword to 'Any unit of Steady, Veteran or Elite foot may be upgraded to New Model
(+4 points).'
P118. Royalist armies may include 0-1 units of clubmen as in the Parliamentarian list.
(It mentions this in the Parliament list, but stalwart Royalists may not notice this;
why would they be reading the Rebel's army list?)
Regiments of Royalist foot. Options, 4th bullet
Change to 'Up to one unit of pike may have heavy armour (+2 points).'
Add new bullet 'Up to one unit of pike may have light armour (+1 point).'
P126. Horse. Steady Trotters.
Change to 'BS 3'
Special Rules - Halbardiers; correction;
You may include one Halberdier for every eight PIKE models in the army
P127. Foot Options, 4th bullet.
Change to 'Up to one unit of halberdiers may have heavy armour (+2 points).'
Add new bullet 'Up to one unit of pike may have light armour (+2 points).'
[Note this figure is correct - Scots were short of armour]
P132. Scots Royalist. Army selection.
Horse, change to 'Up to a fifth of the points value of the army.'
P135. Scots Royalist. Foot.
New box 'FORLORN HOPE.
Before the battle, any unit of shot or highlanders may be designated the
Forlorn Hope.
The following special rules apply to this unit.
Special Rules: The Forlorn Hope are skirmishers. The Forlorn Hope may be deployed
one march move ahead of the army's deployment zone.'
P136. Clan Clarification - add to last paragraph in left-hand column, add after first sentence,
"Clans, unlike other units, can be made up of different troops types:
Highland Gentlemen and Highland Rabble. A clan can be made up of any number
of Gentlemen and any number of Rabble."
Scots Royalist. Highland Gentlemen.
Special Rules, second paragraph,
change to 'If more than a quarter of the clan....'
add options bullets
"Promote one Gentleman to Leader for +5 points.
Promote one Gentleman to Ensign (Standard Bearer) for +5 points.
(Note. Highland Gentlemen Leaders and Ensigns are exceptions to the normal rules for
Gentlemen in that they are not taken off as casualties first.)"
P137. Scots Royalists. James Graham.
Add a sentence
'If a hidden unit is used then this is used instead of a Forlorn Hope.'
P138. Alasdair MacDonald. Special Rules,
add a new paragraph
'If MacColla wounds another character with a sword then throw a D6.
On the score of 6 MacColla decapitates his opponent; the enemy character is killed(!).
On any other score then 1 wound is caused as normal.
Answered by John Stallard,
Compiled by Andy Bartlett, Mike Roberts & Alec Sharman, mainly from questions on the YAHOO
WECW user group
Spelling/typing mistakes by Mike Roberts