Post by Makarova (M.I.A) on Oct 7, 2010 11:15:41 GMT -5
Units may start the game in any of the formations available to them, including sub-formations such as Spear Wall or Shield Wall.
Main Formations:
Tight Formation:
Tight formation is the typical formation used by blocks of organised soldiers. It's tightly-packed and somewhat inflexible, but offers great mass and ground in a battle of attrition.
- Units in a tight formation gets +1 combat resolution for every rank they have of 5 models or more, to a maximum of +15.
- They move as a block unit, mostly per the vanilla rules for unit movement, including wheeling, turning etc.
- They halve all movement in difficult terrain, and their line of sight is reduced to 8" in a forest.
Loose Formation:
A loose formation is used to cover rough terrain quicker, as well as fighting with more flexibility and agility than block infantry. It is the standard formation for uncivilised races.
- Units in loose formation need to keep a 1" model coherency when moving.
- In close combat, they rank up as per the vanilla rules for skirmishers in close combat.
- Units in loose formation only get half rank bonuses in close combat, and so would gain +2 combat resolution if they had 4 ranks. The maximum is still 15.
- They move freely through difficult terrain, and their line of sight in forest is 12".
- They have a 360 degree line of sight, and can move and/or charge in any direction, as per vanilla skirmish rules.
- When charging an enemy, a unit in loose order may engage any side of the enemy unit that the models can reach with their charge distance (As opposed to units in close order, who engage primarily against a single side of the unit and may only 'lap around' if they are wider than the enemy unit).
Skirmish Formation:
Lighter troops often move rapidly in a very loose order that can cover terrain effectively. This demands them to stay light and unencumbered. Skirmish troops move as loose formation troops with the following changes:
- Skirmishers need to keep a 2" unit coherency, but otherwise move and fight as loose formation troops.
- All missile attacks at skirmishers are at -1 to hit. Template weapons are unaffected.
- Skirmishers may only have a maximum armour save of 5+, not including bonuses that only apply against close combat or ranged attacks (such as the saves for handblades).
- Skirmishers move with +1 movement.
- Skirmishers have a 18" line of sight in forests, and move freely through all difficult terrain.
Sub-Formations:
Forming a sub-formation takes half the movement of your troops, if they are in the parent formation already. If not, you need to make a full reform. In order to form a sub-formation, your troops must first take a normal leadership test. When in a sub-formation, units may choose to break it at the start of their movement phase, and then act and move normally. All sub-formations can only be formed outside difficult terrain, and if a unit in a sub-formation enter difficult terrain, the formation is automatically broken.
Spear Wall:
Parent formation: Tight Formation.
A spear wall is a coordinated wall of pointy steel, formed and held together by the coordinated discipline and skill of the soldiers behind them. A spear wall is nearly undefeatable from the front until it has been broken.
A unit where the four first rank consists of soldiers armed with pikes and spears may attempt to form a spear wall.
- Units in a spear wall may only move OR charge, and never march.
- Until broken in close combat, units in a spear wall will only be hit on 6's in combat. An exception to this is if the unit in the spear wall are primarily (majority) armed with spears, and not pikes. In that case, lance-armed cavalry and pike-armed units will ignore the hit penalty.
- When charging a unit in a spear wall, cavalry units have to take a leadership test. If failed, they may not charge, and may not move in that turn as the mounts rebel.
- Units in spear walls may not use any ranged weapons while in the formation.
- When a unit is in a spear wall, only models armed with spears or pikes can fight, and no model can be singled out in combat.
Shield Wall:
Parent formation: Tight formation.
A shield wall is a formation designed to withstand arrows and bolts, and take various shapes, but the common factor is overlapping shields and a focus on defence.
Units with the two first ranks armed with shields may attempt to form a shield wall.
- Units in a shield wall receive a +1 armour save versus ranged attacks.
Schiltrom Formation:
Parent formation: Tight formation.
A schiltrom or hedgehog formation is essentially a spear wall where the soldiers are facing off in all directions to defend against multiple opponents.
A schiltrom has the same rules as a spear wall, with the following exceptions:
- Units in schiltrom may not move until the formation is broken.
- Units in schiltrom have no rear or flanks, and the enemy can't utilise advantages that would otherwise be had by attacking them in the rear or flank.
- A schiltrom can't use its mass to push, and so gains no rank bonuses. However, because of the desperation and the fact that a schiltrom has no logical place to flee or break at, the unit is Stubborn until broken in combat.
Square Formation:
Parent formatiom: Tight or formation.
A square formation is similar to a schiltrom in that the soldiers bunch up and face off in all directions to defend themselves when outnumbered.
- Units in square formation may not move until the formation is broken.
- Units in square formation have no rear or flanks, and the enemy can't utilise advantages that would otherwise be had by attacking them in the rear or flank.
- A square formation can't use its mass to push, and so gains no rank bonuses. However, because of the desperation and the fact that a square has no logical place to flee or break at, the unit is Stubborn until broken in combat.
Main Formations:
Tight Formation:
Tight formation is the typical formation used by blocks of organised soldiers. It's tightly-packed and somewhat inflexible, but offers great mass and ground in a battle of attrition.
- Units in a tight formation gets +1 combat resolution for every rank they have of 5 models or more, to a maximum of +15.
- They move as a block unit, mostly per the vanilla rules for unit movement, including wheeling, turning etc.
- They halve all movement in difficult terrain, and their line of sight is reduced to 8" in a forest.
Loose Formation:
A loose formation is used to cover rough terrain quicker, as well as fighting with more flexibility and agility than block infantry. It is the standard formation for uncivilised races.
- Units in loose formation need to keep a 1" model coherency when moving.
- In close combat, they rank up as per the vanilla rules for skirmishers in close combat.
- Units in loose formation only get half rank bonuses in close combat, and so would gain +2 combat resolution if they had 4 ranks. The maximum is still 15.
- They move freely through difficult terrain, and their line of sight in forest is 12".
- They have a 360 degree line of sight, and can move and/or charge in any direction, as per vanilla skirmish rules.
- When charging an enemy, a unit in loose order may engage any side of the enemy unit that the models can reach with their charge distance (As opposed to units in close order, who engage primarily against a single side of the unit and may only 'lap around' if they are wider than the enemy unit).
Skirmish Formation:
Lighter troops often move rapidly in a very loose order that can cover terrain effectively. This demands them to stay light and unencumbered. Skirmish troops move as loose formation troops with the following changes:
- Skirmishers need to keep a 2" unit coherency, but otherwise move and fight as loose formation troops.
- All missile attacks at skirmishers are at -1 to hit. Template weapons are unaffected.
- Skirmishers may only have a maximum armour save of 5+, not including bonuses that only apply against close combat or ranged attacks (such as the saves for handblades).
- Skirmishers move with +1 movement.
- Skirmishers have a 18" line of sight in forests, and move freely through all difficult terrain.
Sub-Formations:
Forming a sub-formation takes half the movement of your troops, if they are in the parent formation already. If not, you need to make a full reform. In order to form a sub-formation, your troops must first take a normal leadership test. When in a sub-formation, units may choose to break it at the start of their movement phase, and then act and move normally. All sub-formations can only be formed outside difficult terrain, and if a unit in a sub-formation enter difficult terrain, the formation is automatically broken.
Spear Wall:
Parent formation: Tight Formation.
A spear wall is a coordinated wall of pointy steel, formed and held together by the coordinated discipline and skill of the soldiers behind them. A spear wall is nearly undefeatable from the front until it has been broken.
A unit where the four first rank consists of soldiers armed with pikes and spears may attempt to form a spear wall.
- Units in a spear wall may only move OR charge, and never march.
- Until broken in close combat, units in a spear wall will only be hit on 6's in combat. An exception to this is if the unit in the spear wall are primarily (majority) armed with spears, and not pikes. In that case, lance-armed cavalry and pike-armed units will ignore the hit penalty.
- When charging a unit in a spear wall, cavalry units have to take a leadership test. If failed, they may not charge, and may not move in that turn as the mounts rebel.
- Units in spear walls may not use any ranged weapons while in the formation.
- When a unit is in a spear wall, only models armed with spears or pikes can fight, and no model can be singled out in combat.
Shield Wall:
Parent formation: Tight formation.
A shield wall is a formation designed to withstand arrows and bolts, and take various shapes, but the common factor is overlapping shields and a focus on defence.
Units with the two first ranks armed with shields may attempt to form a shield wall.
- Units in a shield wall receive a +1 armour save versus ranged attacks.
Schiltrom Formation:
Parent formation: Tight formation.
A schiltrom or hedgehog formation is essentially a spear wall where the soldiers are facing off in all directions to defend against multiple opponents.
A schiltrom has the same rules as a spear wall, with the following exceptions:
- Units in schiltrom may not move until the formation is broken.
- Units in schiltrom have no rear or flanks, and the enemy can't utilise advantages that would otherwise be had by attacking them in the rear or flank.
- A schiltrom can't use its mass to push, and so gains no rank bonuses. However, because of the desperation and the fact that a schiltrom has no logical place to flee or break at, the unit is Stubborn until broken in combat.
Square Formation:
Parent formatiom: Tight or formation.
A square formation is similar to a schiltrom in that the soldiers bunch up and face off in all directions to defend themselves when outnumbered.
- Units in square formation may not move until the formation is broken.
- Units in square formation have no rear or flanks, and the enemy can't utilise advantages that would otherwise be had by attacking them in the rear or flank.
- A square formation can't use its mass to push, and so gains no rank bonuses. However, because of the desperation and the fact that a square has no logical place to flee or break at, the unit is Stubborn until broken in combat.