Warhammer: Ancient Battles
- Brand: Unbranded
Description
The rules are designed for “gentlemanly” gamers. There are a number of instances where players are given some discretion in terms of a proper outcome of an event. The advantage of this approach is the games flows well. A trade off is that there is scope for abuse by players who “play the rules, rather than the game”. For this reason, tournament use of the rules would likely benefit from an umpire. a player from spending more than a maximum amount on some element. Example: The Roman army list from the main rulebook places
KASSITE AND LATER BABYLONIANS 1595-747BC CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 50% ALLIES: Up to 25% Hail Caesar is a well presented rule set allowing players to refight battles from antiquity to the early medieval period. The rules are clearly set out, play well and generate decisive battles in less than two hours. The rules allow for multiple players per side and cope with large numbers of figures well. They can also be easily scaled down to match available figures and tabletops. M WS BS S T W I A Ld Pts Spearman 4 3 3 3 3 1 3 1 7 7 Equipment: Thrusting spear, hand weapon May have light armour (+2), shield (+1) and javelins (+1) Special Rules: Light Infantry HUBSHU, KHEPETJ OR ‘APIRU ARCHERSM WS BS S T W I A Ld Pts Scout 6 2 3 3 3 1 2 1 5 12 Equipment: Hand weapon, javelins. May be upgraded to WS3, Ld6 (+2) after 2000BC Special Rules: Skirmishers, Unruly, Only from 2000-1000BC CAVALRY Very different styles of games. One based on the old idea of lots of individual based figues and throw lots of dice ("Featherstoneian"), well written and easy to understand and lots of support materials. The other based on newer concepts of stand based figures but only a few, throw one die for all combats. Not well written nor supported by the author or company (Barkerian). There is, however, a good, free, guide on how to play (a couple of flaws, watch out for Artillery outocomes)
Equipment: Bow, hand weapon May have light armour (+2), shield (+1). Special Rules: Light Infantry, Combined Formation ASHSHABU LEVY M WS BS S T W I A Ld Pts Javelinman 4 2 3 3 3 1 3 1 5 5 Equipment: Javelins, hand weapon Only from 1500BC: Have buckler (free) Special Rules: Skirmishers ARCHERS M WS BS S T W I A Ld Pts Spearman 5 4 3 3 3 1 4 1 8 12 Equipment: Thrusting Spear, hand weapon. May have light armour (+2) and shield (+1). May have double-handed weapon instead of thrusting spear (free). May be Stubborn (+2) and Veterans (+2) Special Rules: Only Ugaritic after 1208BC SEA PEOPLES MERCENARIES EARLY BEDOUIN 3000-800BC CHARACTERS: Up to 25% CAVALRY: Up to 25% INFANTRY: At least 25% ALLIES: Up to 25%When a unit’s accumulated hits equal its stamina the unit becomes shaken. Shaken units can be subjected to break tests when they take further casualties and are less effective in combat. Hits taken in excess of a unit’s stamina value are then either discarded or distributed among supporting units. The game is supported by a high-traffic discussion group on Yahoo! Groups, the WABlist, and Warhammer Historical Forums (the former a non-Yahoo message board). In addition another group WABMedievalBattles focuses on the medieval period. M WS BS S T W I A Ld Pts Javelinman 4 2 2 3 3 1 3 1 5 3 Equipment: Javelin, hand weapon May be upgraded after 2800BC to WS/BS3 and Ld6 (+2), then may have shield (+1). Only Early Arameans, Midianites or Amalekites from 1500-1000BC: May have Riding Camels (+1)
- Fruugo ID: 258392218-563234582
- EAN: 764486781913
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