DATE
Saturday 14 November 2015.
VENUE
St Mary’s Church Parish Rooms, Saffron Walden CB10 1JP.
PARTICIPANTS
At the moment we are expecting 16 players. Because of the size of the venue we only have a handful of places left. So if you’re not on the list and want to play, please get in touch.
FORMAT
Three games: 0915-1130 | 1145-1400 | 1430-1645.
Scoring will be as follows:
4 points for win & break opponent
3 points for win (with more than 600 points damage inflicted on opponent)
2 points for win (with less than 600 points damage inflicted on opponent)
1 point for a draw (both sides within 150 points of damage)
ARMIES
2,000 point armies from the standard or trial lists. Either standard or tournament versions of an army.
ERRATA
We’ll be using the WMF rules with the following errata:
Support.
Count support before removing casualties. If a combat is won, units not in contact with the enemy but with stands in support of the combat can either stand their ground or fall back. However, they cannot go forward of an imaginary line drawn across the main line of the combat. They are also eligible to reform at the end of the combat phase
Flanks.
To hit a unit in the flank the bulk of the charging unit must be inside a 45 degree arc of the side of the target unit. This applies even if the only part of the target unit they can see is the flank.
Fight to front.
Stands must fight directly to their front if possible, engaging the stand with which they have the longest edge-to-edge contact. If two enemy stands are of equal contact length, they may choose which one to engage. Corner-to-corner engagement only occurs if there is no other alternative.
Fall-back.
In the event of a drawn combat, fall-back moves can only be made sideways or backwards, ie. a unit cannot go forward of an imaginary line drawn across the main line of contact they had with the enemy.
Terrain.
If a unit is on/inside difficult terrain but one or more stands are partly outside, then those stands still count defended (5+ to hit) but the attacking stands don’t lose their charge bonus. Broken ground such as cultivated fields count as ‘open’ but attackers do not gain their charge bonuses.
Scouting.
To represent the pre-battle struggle for information between opposing armies’ scouts, and their commanders carrying out personal reconnaissance, an army’s scouting points are calculated as follows. Fractions are rounded up.
Role | Scouting Points | Troop Types
Flyers | 3 | any flying unit or any flying character or character on a flying mount; Waywatchers.
Scouts | 2 | any unit of cavalry with 0 or 6+ armour; Rangers; Gutter Runners; Ethereal Hosts; Dryads; Centigors; Yhetees; non-flying command 10 characters.
Patrols | 1 | any unit of cavalry with 5+ armour; Glade Guard; non-flying command 9 characters.
Piquets | 0.5 | any unit of shooting infantry with 0 or 6+ armour; non-flying command 8 characters.
Players first decide which units and/or characters they wish to commit to scouting. Each player then rolls 2D6 and adds this to their number of committed scouting points. The player with the higher total places their committed scouting units and/or characters within their normal deployment zone. Units which are allowed to infiltrate or ambush do not need to be placed at this stage. Next the player with the lower total must place all of their units and characters within their normal deployment zone. Finally, the player who ‘won’ the scouting roll then places the remainder of their units in their deployment zone.