I'm doing a duck. I appear to be serenely moving whilst paddling like mad under the surface. No, we haven't moved. Yes, it's driving me mad with frustration.
As before, the charts and italic text is a direct copy from the beta, and I must stress BETA, copy of the rules
SPECIAL AND OPTIONAL RULES
As fantasy troop types often differ from their historical counterparts, both in capabilities and in vulnerabilities, they often will have special rules governing their play. These rules will be listed in each individual army list for the troop types they apply. These rules will also be compiled in another section for use in building new army lists. Often these special and optional rules come with an added army point cost to purchase the Elements that use them.
CREATING AN ARMY
Prior to a battle, players should decide the number of army points each side can spend to create an army. For tournaments the army point totals will be determined by the tournament organizer. Troops with a minimum purchase number of “1” are mandatory and at least “1” must be purchased. Troops with a “0” minimum are optional and may be purchased up to the maximum indicated.
An army must contain one General Element designated as a Commander-in-Chief. Army lists may also contain options to add additional commanders as Sub-Generals. All Elements must be assigned to a Command. Prior to starting the battle, players record which Elements are assigned to each Command. Each Command must also be assigned one General as its leader. These cannot be changed after the battle begins. Generals each get a PIP die in the Command Phase. PIPs generated may only be spent on Elements in that designated Command. Exception: for the cost of 1 additional PIP the Army’s Commander-in-Chief can spend PIPs on Elements not in their Command.
ARMY TROOP GENERAL PURCHASE COSTS:
Troop Type
| Point Cost |
Characters: |
|
Hero | 10 |
Make Hero/Mage an Aerial | +2 |
Mage Level 2 | 10 |
Raise Mage 1 Level up to 5 | +1/Level |
Lower Mage 1 Level down to 1 | -1/Level |
Clerics, Paladins | 8 |
Other Aerials:
|
|
Dragon | 20 |
Great Flyer | 10 |
Flyer | 4 |
Mounted: |
|
Behemoth | 6 |
Knights | 5 |
Great Beast | 5 |
Cavalry | 4 |
Beasts | 4 |
Light Mounted | 3 |
Foot: |
|
Blades, Spears, Artillery | 5 |
Bows, Auxilia, Warband, Pikes | 4 |
Hordes, Skirmishers | 3 |
Infernal Machines | 8 |
Generals: |
|
Make an Element a Commander-in-Chief (C-in-C) (Note: Paladins & Dragons may not be C-in-C) | +10 |
Make an Element a Sub-General (Note: Paladins & Dragons may not be Generals) | +5 |
SPECIAL AND OPTIONAL RULES
As fantasy troop types often differ from their historical counterparts, both in capabilities and in vulnerabilities, they often will have special rules governing their play. These rules will be listed in each individual army list for the troop types they apply. These rules will also be compiled in another section for use in building new army lists. Often these special and optional rules come with an added army point cost to purchase the Elements that use them. These rules may be considered optional for those wanting to simplify the game. Point costs may need to be adjusted. Here is a list of those rules:
Rule: | Extra Point Cost: |
Barding: Mounted Elements count as Foot for Ranged Combat. | +1 |
Battle Frenzy: +1 on a winning score, but -1 on a losing score, in Close Combat. | 0 |
Dismount: Mounted Element may be replaced by a designated Element matching the front to front. Costs 2 PIPs to dismount per Element. This may not be done in an enemy Threat Zone. The dismounted Element may not move in the Phase it dismounts. | 0 |
Elite: Elements convert any combat die rolls of “2” to a “5”. | +2 |
Poor: Elements convert any combat die roll of “5” to a “2”. | -1 |
Ethereal: Element ignores Terrain for both movement and combat. | +1 |
Foot Hero: As a Hero Element but counted as a Foot Element. Move is 2BW in good going/ 1BW in other going. | -1 |
Heavy Armour: Adds +1 if the Element receives a Doubled Result in combat. | +1 |
Handgunnes: Count as Crossbows, but with a range of 2BW. They are Lethal in Ranged Combat. | 0 |
Lethal: Add +1 on a winning score in combat. | +1 |
Mortar: As Artillery, but with a Range 4BW; may shoot over any other Elements. | 0 |
Polearms: Count as Spears, but with the Retinue formation, instead of Shieldwall. They are Lethal. | 0 |
Sneaker: Ignore the Camp or Castle Close Combat Tactical Modifier bonus when attacking. They treat both as +0 | +1 |
Undead: Ignore Recoil Results in Ranged Combat, but count Recoiled as Destroyed in Close Combat. Volley Gun: As Artillery, but with a 3BW range. It counts as Lethal. I'm in cheating mode. ADLG, Art De La Guerre seems to be the most popular | 0 |
Samurai Yoshitume. Hero General Mounted Hero CnC on barded horse. Lethal. 22 Mounted Samurai Elite Barded Cavalry 7 points 0- 8 Change 1 to sub general 0-1 +5 Warbow Steady Heavy armour 5p. 0-8 Upgrade to Elite 0-2 @ +2 Foot Samurai 4-12 elements Fast Blades. Battle frenzy 6p 7 Steady Blades Heavy armour 6p 9 Upgrade to Elite 0-2 @ +2Followers with 0-8 elements Poor Steady polearm(spear) Lethal 5p Upgrade to ordinary +2 Poor Steady bow 3p Upgrade to ordinary +2 Mediocre Fast bow 3p 0-4 Other 0-4 Levy Poor Fast horde 2p 3 Oyumi light artillery 5p 0-1 Change to Level 1 (Shugenja) Mage +4p. Stampeding Cattle Fast Beasts 3p 0-1 Monk Ally Sub General as mounted monk, Mage level 2 Barding, Heavy armour 17p 0-1 Mounted monks Heavy cavalry Fast 4p 0-1 Convert to mounted Paladin +4p 0-1 Warrior monks Fast (spear) polearms Battle frenzy. Lethal 6p 0-4 Followers Poor blade 4p 0-2 Later Samurai Mounted Samurai Barded Cavalry 7 p 0- 8 Upgrade to Elite 0-2 @ +2p Change 1 to CnC 0-1 +10p Change 1 to sub general 0-1 +5p Fast Blades 5p 7 Steady Blade 5p Upgrade to Heavy Armour 0-2 +1p Upgrade to Elite 0-2 @ +2p Change 1 to CnC 0-1 +10p Change 1 to sub general 0-1 +5p | 0 |
Light artillery 5p 0-1
Change to Level 1 (Shugenja) Mage +4p.
Monk Ally
Sub General as mounted monk, Mage level 2 Barding, Heavy armour 17p 0-1
Mounted monks Heavy cavalry Fast 4p 0-1
Convert to mounted Paladin +4p 0-1
Warrior monks Fast (spear) polearms Battle frenzy. Lethal 6p 0-4
Followers Poor blade 4p 0-2
Steady poor horde 0-3 @ 2p
After 1465
Both of these are "fantasy light". If you bung a dragon in there or the Shugenja Mecha, you're going to be hitting the minimums. IMO fantasy has to have its own internal logic. Troops of a type that the participants would not expect are - suspect. No one will be happy to see tactical nukes deployed in Ukraine. Nukes yes, dragon no.
Our early samurai selection gives us 33 bases. Later 35. Given my "wall yo wall" calculation of 36, that's big forces.