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Author Topic: Allies & Mercenaries Trial Rules v1.2  (Read 6088 times)

Offline empireaddict

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Allies & Mercenaries Trial Rules v1.2
« on: September 05, 2015, 09:47:10 AM »
Recently the Saffron Walden-centred group has been doing a number of multi-player games.  So Janners and I thought we would try to evolve some 'doubles' rules.  Early draft posted here for comment.  I have tried deliberately to keep them short and simple.

Warmaster Allies & Mercenaries Trial Rules v1.2

COMBINATIONS
Alliances cannot be made between ‘good’ lists (Empire, High Elf, Dwarf, Bretonnia, Kislev, Witch Hunters, Wood Elf) and ‘evil’ lists (Tomb Kings, Chaos, Skaven, Dark Elf, Vampire Count, Daemon, Beastmen, Chaos Dwarf).  All other lists are ‘neutral’ and can combine with anyone. 

WITHDRAWAL
Allied armies each have individual ‘break points’.  If one army withdraws, the other(s) can continue fighting.

COMMAND
Allied armies each have their own general but orders given to allies incur a minus 1 command penalty.

MAGIC
Casting upon allied or mercenary units incurs a minus 1 penalty.  Before dicing for any spell that affects multiple units, the player must declare whether they wish it to also affect their allies/mercenaries and apply the penalty if they do.

Dispel rolls against spells cast upon allies or mercenaries incur a minus 1 penalty.  Also, when using a dispel scroll against a spell cast upon an allied or mercenary unit, roll a D6.  On a 1 or 2 the scroll fails and cannot be re-used.

Allied armies can each take their own quota of magic items.

MERCENARIES
Armies may hire mercenary units from other lists.  However, ‘good’ lists cannot hire from ‘evil’ lists and vice versa (see above).  Anyone can hire from ‘neutral’ lists.  Monsters and magic users cannot be hired as mercenaries.

Mercenaries may be drawn from multiple lists but can never exceed one quarter of an army’s points.  For cavalry, chariots, and artillery no more than one of any unit type may be hired from any list; for infantry the limit is two. 

Mercenaries always incur a minus 1 command penalty.  The exception is if mercenary heroes are hired; they order mercenaries from their ‘home’ list at no penalty and all other troops at minus 1.  Mercenary heroes may bring their mounts.

If mercenaries blunder, do not use the normal blunder table.  Instead roll a D6 and apply the following results to all mercenary units in the brigade:

1. Treacherous.  The units transfer to the control of the opposing player from the start of their next command phase. If the mercenary hero rolled the blunder, they also change sides.  These units do not count as casualties for the blundering player but recalculate each side’s ‘break point’.

2. Homesick. The units decide to go home.  They are removed immediately from the table and count as casualties.  If the mercenary hero rolled the blunder, they are also removed. 

3. Mutinous.  The units do not move.  If they can shoot, at the start of the shooting phase they fire at the nearest friendly unit not in their brigade.

4. Disaffected.  The units do not move and suffer a minus 1 command penalty for the rest of the game.

5.  Craven.  The units move a full pace away from the nearest enemy unit, even if that unit is not visible to them.

6.  Greedy.  The units move twice their normal distance towards the nearest visible enemy and charge if possible.  If they engage in combat they do so with plus 1 attack per stand.  If they win a combat round they must pursue, but will not advance because they will stop to loot the bodies.
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)

Offline Stormwind

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #1 on: September 05, 2015, 02:45:15 PM »
These are really great!
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Offline kyussinchains

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #2 on: September 05, 2015, 08:33:06 PM »
great ideas, I'd disagree that the Tomb Kings are necessarily an 'evil' list though, sure they really don't get on with Bretonnia, but they're largely neutral and keep to themselves... I'd also stick lizardmen in the 'Good' pile as though they don't really ally much with other races, they would never ever side with chaos or skaven, and the dark elves continually pillage their temples for stuff too ;)

I really love the mercenary blunder table too, nice touch!
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Offline empireaddict

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #3 on: September 12, 2015, 12:33:32 PM »
Thanks to both of you.  I'll see if there are any further comments and then amend in light of what you've suggested.
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)

Offline Stormwind

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #4 on: September 12, 2015, 01:52:20 PM »
The one thing I'd say is that - the blunder table is really very punitive.

I'd imagine that the main draw of it is the chance to field artillery in a list like Kislev or Chaos - or cavalry in an army like Dwarves.  I think Dwarves having Kislev lancers could be very dangerous!
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Offline empireaddict

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #5 on: September 12, 2015, 03:10:41 PM »
Thanks for the comments.  Yes, the punitive dimension is deliberate as a balancing mechamism like the minus 1 command.  Using mercenaries should be risky; yes, you get the additional capabilities that they bring but they don't have the same loyalty/obedience as your normal troops.  And there's always the danger that they can become a liability.  In summary, a potentially high-risk/high-reward option!
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)

Offline empireaddict

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #6 on: November 19, 2015, 10:38:07 PM »
Apologies, been a while, but here is v1.3 based on feedback.

Warmaster Allies & Mercenaries Trial Rules v1.3

COMBINATIONS
Alliances cannot be made between ‘good’ lists (Empire, High Elf, Dwarf, Bretonnia, Kislev, Witch Hunters, Wood Elf, Lizardmen) and ‘evil’ lists (Chaos, Skaven, Dark Elf, Vampire Count, Daemon, Beastmen, Chaos Dwarf).  All other lists are ‘neutral’ and can combine with anyone. 

WITHDRAWAL
Allied armies each have individual ‘break points’.  If one army withdraws, the other(s) can continue fighting.

COMMAND
Allied armies each have their own general but orders given to allies incur a minus 1 command penalty.

MAGIC
Casting upon allied or mercenary units incurs a minus 1 penalty.  Before dicing for any spell that affects multiple units, the player must declare whether they wish it to also affect their allies/mercenaries and apply the penalty if they do.

Dispel rolls against spells cast upon allies or mercenaries incur a minus 1 penalty.  Also, when using a dispel scroll against a spell cast upon an allied or mercenary unit, roll a D6.  On a 1 or 2 the scroll fails and cannot be re-used.

Allied armies can each take their own quota of magic items.

MERCENARIES
Armies may hire mercenary units from other lists.  However, ‘good’ lists cannot hire from ‘evil’ lists and vice versa (see above).  Anyone can hire from ‘neutral’ lists.  Monsters, machines, and wizards/runesmiths (or equivalent) cannot be hired as mercenaries.

Mercenaries may be drawn from multiple lists but can never exceed one quarter of an army’s points.  For cavalry, chariots, and artillery no more than one of any unit type may be hired from any list; for infantry the limit is two. 

Mercenaries always incur a minus 1 command penalty.  The exception is if mercenary heroes are hired; they order mercenaries from their ‘home’ list at no penalty and all other troops at minus 1.  Mercenary heroes may bring their mounts.

If mercenaries blunder, do not use the normal blunder table.  Instead roll a D6 and apply the following results to all mercenary units in the brigade:

1. Treacherous.  The units transfer to the control of the opposing player from the start of their next command phase. If the mercenary hero rolled the blunder, they also change sides.  These units do not count as casualties for the blundering player but recalculate each side’s ‘break point’.

2. Homesick. The units decide to go home.  They are removed immediately from the table and count as casualties.  If the mercenary hero rolled the blunder, they are also removed. 

3. Mutinous.  The units do not move.  If they can shoot, at the start of the shooting phase they fire at the nearest friendly unit not in their brigade.

4. Disaffected.  The units do not move and suffer a minus 1 command penalty for the rest of the game.

5.  Craven.  The units move a full pace away from the nearest enemy unit, even if that unit is not visible to them.

6.  Greedy.  The units move twice their normal distance towards the nearest visible enemy and charge if possible.  If they engage in combat they do so with plus 1 attack per stand.  If they win a combat round they must pursue, but will not advance because they will stop to loot the bodies.
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)

Offline andys

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #7 on: November 22, 2015, 09:24:23 PM »
Wait, Orcs and Goblins aren't evil and can ally with Dwarves?! Really?

Offline empireaddict

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Re: Allies & Mercenaries Trial Rules v1.2
« Reply #8 on: November 23, 2015, 08:12:37 AM »
That is a bit of an oversight, isn't it?!  Thanks. v1.4 below.

Warmaster Allies & Mercenaries Trial Rules v1.4

COMBINATIONS
Alliances cannot be made between ‘good’ lists (Empire, High Elf, Dwarf, Bretonnia, Kislev, Witch Hunters, Wood Elf, Lizardmen) and ‘evil’ lists (Chaos, Orc, Goblin, Skaven, Dark Elf, Vampire Count, Daemon, Beastmen, Chaos Dwarf).  All other lists are ‘neutral’ and can combine with anyone. 

WITHDRAWAL
Allied armies each have individual ‘break points’.  If one army withdraws, the other(s) can continue fighting.

COMMAND
Allied armies each have their own general but orders given to allies incur a minus 1 command penalty.

MAGIC
Casting upon allied or mercenary units incurs a minus 1 penalty.  Before dicing for any spell that affects multiple units, the player must declare whether they wish it to also affect their allies/mercenaries and apply the penalty if they do.

Dispel rolls against spells cast upon allies or mercenaries incur a minus 1 penalty.  [dispel scroll caveat deleted, 24 November] Allied armies can each take their own quota of magic items.

MERCENARIES
Armies may hire mercenary units from other lists.  However, ‘good’ lists cannot hire from ‘evil’ lists and vice versa (see above).  Anyone can hire from ‘neutral’ lists.  Monsters, machines, and wizards/runesmiths (or equivalent) cannot be hired as mercenaries.

Mercenaries may be drawn from multiple lists but can never exceed one quarter of an army’s points.  For cavalry, chariots, and artillery no more than one of any unit type may be hired from any list; for infantry the limit is two. 

Mercenaries always incur a minus 1 command penalty.  The exception is if mercenary heroes are hired; they order mercenaries from their ‘home’ list at no penalty and all other troops at minus 1.  Mercenary heroes may bring their mounts.

If mercenaries blunder, do not use the normal blunder table.  Instead roll a D6 and apply the following results to all mercenary units in the brigade:

1. Treacherous.  The units transfer to the control of the opposing player from the start of their next command phase. If the mercenary hero rolled the blunder, they also change sides.  These units do not count as casualties for the blundering player but recalculate each side’s ‘break point’.

2. Homesick. The units decide to go home.  They are removed immediately from the table and count as casualties.  If the mercenary hero rolled the blunder, they are also removed. 

3. Mutinous.  The units do not move.  If they can shoot, at the start of the shooting phase they fire at the nearest friendly unit not in their brigade.

4. Disaffected.  The units do not move and suffer a minus 1 command penalty for the rest of the game.

5.  Craven.  The units move a full pace away from the nearest enemy unit, even if that unit is not visible to them.

6.  Greedy.  The units move twice their normal distance towards the nearest visible enemy and charge if possible.  If they engage in combat they do so with plus 1 attack per stand.  If they win a combat round they must pursue, but will not advance because they will stop to loot the bodies.
« Last Edit: November 24, 2015, 08:08:54 AM by empireaddict »
"I cannot believe you when you say [your friend] has identical plastic boxes for his armies, all color coded [...] Don't you think that is being little obsessive?"
"Yes, but not enough to scare us wargamers."
Larry Leadhead (2004)