Formations:
+1 If Pike Phalanx v. Mounted or Skirmishers
+3 If Pike Phalanx v. all other Foot.
+1 If Light Mounted Circle Shooting (combat, rear support same) v. all
+1 Warband Mass (rear support same) v. Foot
+1 Shieldwall solid spear flanked by other spear Solid Blades or Cleric v. Foot.
+1 Retinue (Solid Bows and supported by Solid Blades) v. Foot.
An Element may only benefit from a maximum of one Formation
Fast Elements do not benefit from Side Support Formations
Flank & Rear:
-1 For each enemy Element Overlapping (2 Maximum).
-1 For enemy Element in full front edge contact with rear.
Status:
+1 If the General's Element.
-1 If Broken. (Lost half with some units)
A lost General’s Element counts as 1 extra Lost Element
A lost Dragon or one that has not been re-deployed counts as 2 Lost Elements
Characters count as 2 Lost Elements
Unwieldy Troops cost 2 pips to move.
The following Elements are Unwieldy: Aerials, Artillery, Hordes, Behemoths and Infernal Machines and any Element that starts a move in a City, Castle or Camp.
An enemy Element of Knights, Behemoths, Beasts or Hordes Pursues the Element breaking-off and moves 1BW straight ahead.
Ranged Combat Movement Limitations
A Bow or Infernal Machine Element may move up to 1BW in the preceding Movement Phase and still shoot. A Bow or Infernal Machine Element that moved more than 1BW, and Artillery Elements that moved any distance, may not shoot in that Bound.
Artillery Elements and Crossbow Elements can only shoot in their own Bound.
Here's 3 I've been playing with:
Rule: | Extra Point Cost: |
Barding: Mounted Elements count as Foot for Ranged Combat. | +1 |
(used this worked) 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. | 0 |
Volley Gun: As Artillery, but with a 3BW range. It counts as Lethal. | 0 |
I need to work though these. I tried making my Landsneckts elite. I either forgot (add to army list!) or the extra 6 strips ---. Plus combinations - If classed Volley Guns as poor?
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