Specialist Arms Forum
Warmaster => Warmaster Revolution => Topic started by: empireaddict on February 11, 2017, 10:59:47 AM
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The Kislev War Wagon rules currently stand at 950 words. Here is a suggested 425-word version. I have retained the meaning but edited out unnecessary bits.
I have also cut out the infantry-touching bit because, in my experience, it is not a 'good thing'. Why increase the surface area of the enemy's target with low or no armour save units? Guaranteed way to lose the combat.
War Wagon. The War Wagon consists of a wagon stand and a horse team stand. The unit must always be in either a column with the team in front of the wagon, or a laager with the horse team placed beside the wagon edge to edge.
Any movement must always finish in a wagon column. The wagon cannot charge and moves 20cm at full pace. A unit in column at the start of the move moves at full pace, a unit in laager at the start of the move moves at half pace. Terrain restrictions are the same as Artillery.
When in column an order can be given to form a laager. This can also be done by initiative if visible enemy are within 20cm. Note that a wagon cannot move and form laager with a single order - a separate order is required to form a laager. When a laager is formed, either stand pivots to face any direction and the other stand is then placed in formation alongside it. Only the wagon stand can shoot and fight. The team has '0' Attacks but either stand can be removed as a casualty. The War Wagon has 4+ Armour as long as the wagon stand remains. If the wagon stand is removed the team stand has no Armour. The wagon stand can shoot all round and can draw a line of sight from any exposed edge and even over the top of the horse team stand. The wagon has a range of 30cm. The target's armour value counts one worse than usual. The wagon is permitted to shoot over the heads of friendly troops on lower ground in the same way as other Artillery . The wagon's shots do not 'bounce'.
A laagered wagon counts as a defended unit. A wagon column counts as in the open. A laagered wagon has no sides or rear. A laagered wagon cannot be driven back or routed by shooting. But roll for (defended) drive backs to see if it becomes confused. For Gerroff, roll the dice as normal and if it would normally have left the table then roll 1 D6 and it is confused on a 6. A wagon column cannot pursue and it is destroyed if forced to retreat. Although it is an artillery unit, a wagon laager will neither pursue nor retreat but is not destroyed if forced to retreat. It also continues to count as defended in subsequent rounds. The enemy can continue to fight by 'pursuing', but there are no pursuit bonuses.
Any Kislev infantry unit with a side edge of one stand touching any edge of a laagered wagon stand counts as defended for shooting and combat. This advantage applies only in the first round of combat when charged.
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Thanks for trying!
This can also be done by initiative. (if visible enemy are within 20cm) Could be drops because it is self-explanatory.
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Nice however you somehow missed the part about infantry being defended when attached to laagered WW.
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@Aldhick, "I have also cut out the infantry-touching bit because, in my experience, it is not a 'good thing'. Why increase the surface area of the enemy's target with low or no armour save units? Guaranteed way to lose the combat." But if you want I can cut that back too?
edit: have added that text to the original
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Have added text (in bold) to solve the problem of wagons 'reversing' towards the enemy. But have still kept it all under 500 words:
War Wagon. The War Wagon consists of a wagon stand and a horse team stand. The unit must always be in either a column with the team in front of the wagon, or a laager with the horse team placed beside the wagon edge to edge. Any movement must always finish in a wagon column. The wagon cannot charge and moves 20cm at full pace. A unit in column at the start of the move moves at full pace, a unit in laager at the start of the move moves at half pace. Terrain restrictions are the same as Artillery. When in column, draw an imaginary line across the junction between the wagon and team stand; moves that end on the wagon side of the line are at half pace.
When in column an order can be given to form a laager. This can also be done by initiative if visible enemy are within 20cm. Note that a wagon cannot move and form laager with a single order - a separate order is required to form a laager. When a laager is formed, either stand pivots to face any direction and the other stand is then placed in formation alongside it. Only the wagon stand can shoot and fight. The team has '0' Attacks but either stand can be removed as a casualty. The War Wagon has 4+ Armour as long as the wagon stand remains. If the wagon stand is removed the team stand has no Armour. The wagon stand can shoot all round and can draw a line of sight from any exposed edge and even over the top of the horse team stand. The wagon has a range of 30cm. The target's armour value counts one worse than usual. The wagon is permitted to shoot over the heads of friendly troops on lower ground in the same way as other Artillery . The wagon's shots do not 'bounce'.
A laagered wagon counts as a defended unit. A wagon column counts as in the open. A laagered wagon has no sides or rear. A laagered wagon cannot be driven back or routed by shooting. But roll for (defended) drive backs to see if it becomes confused. For Gerroff, roll the dice as normal and if it would normally have left the table then roll 1 D6 and it is confused on a 6. A wagon column cannot pursue and it is destroyed if forced to retreat. Although it is an artillery unit, a wagon laager will neither pursue nor retreat but is not destroyed if forced to retreat. It also continues to count as defended in subsequent rounds. The enemy can continue to fight by 'pursuing', but there are no pursuit bonuses.
Any Kislev infantry unit with a side edge of one stand touching any edge of a laagered wagon stand counts as defended for shooting and combat. This advantage applies only in the first round of combat when charged.
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Oh, sorry, overlooked it.
Well without the infantry bit.... what should the role of WW be? 140 points immobile unit (extremely fragile when moving) with four shooting attacks?
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I'm happy for the infantry-touching thing to remain. I just would not recommend using it.
I use them as 'pill boxes'. But, yes, very vulnerable when moving. That said, 2 together in a brigade has some decent firepower.
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four AP shots with 30cm range for 280 points that need two orders to move 20cm and not being overrun next turn? Hmmm... that's tought :-) I think I'd rather go for 5 archer units :-)
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Yes, they are high risk/high reward. If you take the gamble you can get them into the centre of the table where they mess up your opponent's movement options. But vulnerable to concentrated shooting and very vulnerable to cannons with pesky bounce-through/no-armour-saves! And if damaged they go down to one-stand which is 0.5 to break in WMR.
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And if damaged they go down to one-stand which is 0.5 to break in WMR.
That only counts for units that started the game with three stands, so WW is not the case.
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@Aldhick, Yes, of course. Forgot that. So now I like War Wagons more than I did half an hour ago!
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I thought the bonus for infantry to become defended when touching it was a big deal, esp. for resisting a cavalry charge.
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I agree. Sure the WW stick around after the infantry is gone, but defended infantry at a position of (hopefully) my choosing? Yes, please!
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I don't wish to upset the apple cart but surely a simple solution is to remove the horse stand as an actual game piece? Keep it for aesthetic purposes but similar to character pieces it has no effect on the game?
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I don't wish to upset the apple cart but surely a simple solution is to remove the horse stand as an actual game piece? Keep it for aesthetic purposes but similar to character pieces it has no effect on the game?
What an elegant solution! Basically use the horse stand purely to signify whether the wagon is in column or not and thus remove all the problems of having 2 stands with different statistics form a single unit.
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it's more complicated than it seems. You cannot have extra stand just for a marker as it wouldn't fit in most formations. Both stands have number of hits and you remove one or the other.