Author Topic: the return of the Advanced Rules-newest version (chariots!)  (Read 675 times)

Offline Gondarion

  • Posts: 111

A battle standard bearer cannot provide its special re-roll bonus if it is entirely inside a wood or behind a large piece of terrain for example, any unit to which the Battle Standard cannot be seen by at least a single model cannot get the bonus (models which cannot see the BSB itself because of simple LOS blockage due to models are unaffected).

-Regeneration is no longer a ward save as such, and is now determined after damage is resolved.  Any unsaved wounds suffered by a model with regeneration are negated on a roll of 4+.  If wounded by a multi-wound weapon (i.e great cannon), roll for each wound separately after determining the number inflicted.   If the model only had one wound and would normally be a casualty, it returns to 1W.  A model brought to zero wounds in combat before regeneration saves may not strike back; regeneration rolls are taken after combat is fought and before CR is determined.  Wounds which have been regenerated do not count towards CR.  Note that flaming attacks and any others which specifically mention that they ignore regeneration still do so.

Any unit with Movement 7+ may lap around up to Unit Strength 4 worth of models on each side on the charge. This may ONLY be models from the front rank who are not in base to base contact with the front of the enemy unit. This will never negate rank bonus.

Additionally, Any unit, after expanding frontage in a combat, may allocate up to Unit Strength 4 worth of models to lap around to each sides of the enemy unit. These may only be models which are not in base to base contact with an enemy model already. As before, this maneuver will never negate rank bonus.

Any model rolling to hit using either WS or BS, and one which is hitting on a 2+, inflicts a PRECISION STRIKE on any roll of a 6 to hit. A precision strike is a hit which, if it successfully wounds, ignores armour saves.

This is the new To Hit chart. Its similar to the current one, but is a bit more realistic [and killier Ed.] I think. Note that the To Wound chart stays as is.

   1   2   3   4   5   6   7   8   9   10
1  4+  5+  5+  5+  6+  6+  6+  6+  6+  6+
2  3+  4+  4+  5+  5+  5+  5+  5+  5+  6+
3  3+  3+  4+  4+  4+  5+  5+  5+  5+  5+
4  2+  3+  3+  4+  4+  4+  4+  5+  5+  5+
5  2+  3+  3+  3+  4+  4+  4+  4+  4+  5+
6  2+  3+  3+  3+  3+  4+  4+  4+  4+  4+
7  2+  2+  3+  3+  3+  3+  4+  4+  4+  4+
8  2+  2+  3+  3+  3+  3+  3+  4+  4+  4+
9  2+  2+  3+  3+  3+  3+  3+  3+  4+  4+
10 2+  2+  2+  3+  3+  3+  3+  3+  3+  4+

RULES (thus far)

Special Unit Formations

Any regiment of troops led by a character or champion, or within 12" of the general, may attempt to change formation at the beginning of any movement phase in which they are not fleeing, inside or crossing a terrain feature (difficult terrain and above) or in combat. [note: troops may not change formations whilst frenzied; if they become frenzied and are in a special formation, they return to normal formation immediately.] To change formation, the regiment must take a leadership test. The general's LD, or that of any character in the unit, may be used but army-specific rules such as cold-blooded or strength in numbers do not apply. A unit with a musician may add +1 to this roll, but this may not stack with the LD of the general; if within 12" of the general, a unit must use his unmodified LD. If the leadership test is passed, the unit has assumes the new formation, and all the applicable formation rules apply; if the test is failed the unit maintains the formation they are in at present and further more may not march this turn Any enemy regiment charging a unit which has failed a formation test in the opponents next turn gains +1 to hit them in combat, due to the general confusion. Units may reform while holding a special formation. Any unit which is broken in combat, or is pursuing a broken foe, will automatically return to normal formation after the sequence of events is determined. A unit which breaks an enemy and successfully restrains pursuit loses any special formation currently being held, but may immediately test to regain it, using the aforementioned rules. The unit formations (thus far) are as follows:

Loose Formation: Any regiment on foot of US10 or greater may attempt to form a loose formation. A regiment in loose formation may move through any type of terrain bar impassible with no movement penalty. If armed with missile weapons, they gain a 360 line of sight for the purposes of shooting, although only the outermost models of the regiment may fire. Units in loose formation may not reform and gain no rank bonus in combat. If at any time the US of the unit is reduced below 10, they are returned to normal formation immediately.

Shield Wall: Any unit on foot of Unit Strength 10 or greater and armed with shields may attempt to form a shield wall. Models in a unit holding the shield wall add +2 to their armour save against missile fire at all times. In combat, they add +1 to their armour save in the first round of combat only. While holding a shield wall the unit may not fire missile weapons nor may they use two-handed weapons. Units holding a shield wall may only use their basic movement in the movement phase, but can declare charges or other maneuvers (basic M value still the limit). If at any time a unit holding a shield wall is reduced to below Unit Strength 10, they return to standard formation immediately.

Note:  Due to their expertise with this formation, and their stalwart energy, Dwarves may move double their normal move (6", as they normally would due to relentless) when in a Shield Wall.

Spear Wall: Any regiment of troops on foot of Unit Strength 10 or greater and armed with spears or halberds may attempt to form a spear wall. While in this formation, the unit may not charge or march, nor may it move forward or backward in any way; the only maneuvers they may perform while in this formation are Turn, Wheel and reform. Any mounted model charging a unit holding a spear wall formation in the front is hit with 1 impact hit for each defender in base-to-base contact who is carrying a halberd or spear; monsters declaring a Monstrous Assault, or charging normally from over half distance away, are hit in the same manner; flying monsters always count as charging from half distance away, due to their high speed. This hit is at the strength of the mount/monster, the hit is at the strength of the mount/monster +2 if charging from above half charge distance away. Charging models are only hit in this manner if they are in base-to-base contact with a model in the unit holding the spear wall that is armed with a spear or halberd. If at any time a unit holding a spear wall is reduced to below Unit Strength 10, they return to standard formation immediately.

Wedge Formation: Any regiment of mounted models with Unit Strength 5 or higher who are not subject to the rules for fast cavalry (or use another specified formation, such as the Lance Formation) may attempt to form a wedge formation. Whilst holding the wedge, any shooting directed at this unit gains +1 to hit. When charging, any model in a unit in wedge formation inflicts 1 impact hit. This is at the strength of the mount (including any charge bonuses), +1 if charging from half charge distance away. [note: impact hits inflicted by a spear wall or by pikes are worked out before those caused by wedge formation. Also models choosing to lap around do not gain this bonus.] If at any time a unit holding a wedge is reduced to below Unit Strength 5, they return to standard formation immediately.

[note: The "spear staffs" of the Eternal Guard in the Wood Elf army list count as spears, but not shields, for the purposes of unit formations.]
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Offline Gondarion

  • Posts: 111
Re: the return of the Advanced Rules-newest version (chariots!)
« Reply #1 on: July 26, 2008, 07:57:27 PM »

Monstrous Assault

Any individual model of Unit Strength 3 or greater, or unit of models Unit Strength 3 or greater, discounting those subject to the rules for chariots or flying cavalry may, if they're over half charge distance away, declare a special charge called a Monstrous Assault. This charge may only be declared against units made up of models with lower individual US. Note that a US3 model in a unit made up of US1 models (daemonic steed, great stag, etc) does not prohibit declaring a monstrous charge, as long as there are at least 5 US1 models in the unit.

Any model performing a Monstrous Assault inflicts a number of impact hits to the defending unit equal to the Unit Strength of the charger (if a mounted monster, the rider does not count). If the defending unit has a collective Initiative value higher than the charger, subtract 1 impact hit for each point of difference. Impact hits are resolved at the basic strength of the monster. [note: These impact hits are resolved after those inflicted by a spear wall or pikes. Also these hits may only be allocated if the charger is in base to base contact with at least one enemy model, and any model lapping round on the charge does not count as having performed a monstrous assault.] Any model performing a monstrous charge automatically strikes last in the ensuing combat, and is hit on a 2+, before modifiers (Fear, cloud of flies, etc). If a model/unit declares a monstrous charge and cannot reach charge distance, treat this as a normal failed charge.

Units in the Ogre Kingdoms army list are especially adept at these kinds of maneuvers. Any unit from this army list [not counting gnoblars natch. Ed.] who performs a monstrous charge does not automatically strike last, but rather in the order of Initiative (modifiers, such as the Always strike first rule in the high elf army, apply as normal). In addition, impact hits from this maneuver gain +1S for each rank beyond the first. Full ranks are not required, though any ogre without an ogre-sized model in a rank directly behind him does not gain this bonus.

[note: Units such as the stegadon which always inflict impact hits in the manner of a chariot may not make monstrous charges, as their basic monstrous charge is better anyway.]

Weapons and Armour

The following changes have been made:

The hand weapons and shield bonus no longer exists.

Any model on foot fighting with a single/additional mundane hand weapon, or single/additional one-handed magical weapon which is not a spear (i.e. Sword of Might, Blades of Loec) gets +1 to hit if it has at least double the Initiative value of the enemy model it is attacking.

In combat, the armour save bonus for both mount and barding only apply when facing enemies of Unit Strength 3 or lower, or Unit Strength 2 or lower in the case of fliers. For example a knight gets this save when fighting infantry, other knights or ogres, but not against giants, great eagles or dragons. However, mount and barding DO provide their save against monstrous charges by enemies of double their individual US or less. [note: This only applies to base Unit Strength; items and rule which augment basic Unit Strength do not apply here.]

Any unit armed with halberds may fight in two ranks when charged and in subsequent rounds of combat. However, the +1S bonus applies only to models in the first rank.

Units armed with halberds and spears may only use their full complement of Attacks in the front rank, or if the front rank model directly in front of another is killed in combat before the second rank has a chance to strike. For example, a chosen warrior of Khorne may only attack once with his halberd if in the second rank, but may make his full complement of attacks if in the front rank, OR if the model directly in front of him is killed (i.e. monster impact hits).

Pikes can now be used effectively in two ways. If in normal formation, pikemen may fight in 4 ranks in the first round of combat, whether charging or receiving a charge; they receive no bonuses in subsequent rounds. Pikemen are also well trained in the art of the spear wall. If electing to form a spear wall, units armed with pikes may automatically attain this formation, they need not test for it. When in spear wall formation, all rules for that formation apply. However, if charged in the front, the second rank of pikes causes impact hits as well; charging enemies in base-to-base contact are hit not only by the corresponding defender as normal, but also by the model right behind him.

Battle Standard Bearers in ALL armies may buy equipment as per the new army lists.

Bows and Longbows are used as normal, but now have a special firing ability called Volley Fire. As with monstrous charge, declare that you are using volley fire at the start of the corresponding phase. The following rules apply to volley fire:

A unit which has moved that turn may not elect to Volley Fire. A unit electing to Volley Fire must be in standard formation, but may fire in any number of ranks. Neither friendly nor enemy troops count as an obstruction for the purposes of line of sight, and as such you may attempt to fire at an enemy you cannot see. They may only fire in the direction the unit is facing, in their 180% arc of sight however.

When electing to Volley Fire, do not roll to hit as normal. Instead, guess the range to the target. If any part of the target unit is within the guessed range or within a margin of error equal to the BS of the shooters (for instance, if you guess 17" and the target is within 20", and you have BS3, you've made it) then roll to hit for each arrow at a basic 4+, -1 if the target unit is skirmishing and -2 if the target is a single, man sized model [By all we really mean all i.e. roll for every arrow fired even if only on model of the target unit is in range. Ed.] If you failed the guess, the arrows all miss.

Any unit on foot and armed with bows, longbows or crossbows may purchase flaming arrows for +1 point if armed with bows/longbows, +2 if armed with crossbows. In addition to counting as flaming attacks, flaming arrows impose a -1 to any panic tests in any phase in which a unit suffers casualties from flaming arrows. However, any unit who has purchased flaming arrows must remain stationary with their braziers; [*teehee* Ed.] The unit may turn, wheel, reform or change formation, but if it moves in any other way (basic move, march, charge, flee) they lose all bonuses for flaming arrows and may not recover them.

Any guess weapon (such as a cannon or mortar), and any unit choosing to volley fire, may not fire at any enemy unit that is not in line-of-sight of at least one friendly unit in the army.

Any unit of troops subject to the rules for Skirmish or Fast Cavalry may attempt to make a "fire and flee maneuver" when charged, instead of the normal "flee" charge reaction. This is exactly like a flee, except that the unit may fire any missile weapons they possess whilst fleeing. The modifier for stand and shoot applies here, and any shots (except for thrown weapons) fired by fast cavalry in this manner always count as long-ranged, for a total of -2 (further modifiers also apply). Skirmishers do not suffer the -1 for long range, as they're more coordinated in this maneuver. Units with multi-shot weapons may only fire one shot if performing a fire and flee maneuver. As this is a variation of the "flee" charge reaction, fast cavalry who subsequently rally may move and shoot as normal.


These are by far the newest rules, they're VERY RUDIMENTARY. What matters
is the basic concept, which is to change chariots from shock troops to what I call "heavy harassment". [Watch out for the Slaaneshi chariots in particular. Ed.] There are now 3 class of chariot: The "Heavy Chariot" class "Medium Chariots", and "Light Chariots".  Chariot regiments (as found in Tomb King armies), as well as the Black Coach, War Alter and Snotling Pump Wagon, count as "heavy chariots", and as such are still subject to their old rules, and none of the new ones.

All chariots maintain their current composite profiles. However, characters mounted in chariots add +2 to their armour save when fighting enemies Unit Strength 2 or lower, as well as against flying cavalry and other chariots.  Otherwise, the changes to chariots are as follows.

A medium chariot inflicts D6 (+1 if it has scythed wheels) impact hits at the strength of the chariot when charging into combat, but also takes D3 hits at 1 less than the S value of the chariot.   A medium chariot does not suffer impact hits if the unit it is charging is made up of less than 10 US1 models, or are skirmishers.

A Light chariot charging into combat does not inflict impact hits automatically.  Instead, you may choose to wheel the bulk of the chariot into the enemy when charging, inflicting D3 hits (D3+1 if the chariot has scythed wheels) at the strength of the chariot on the enemy, and D3 on the chariot at 1 less than its normal S value.a  A light chariot does not suffer impact hits if the unit it is charging is made up of less than 10 US1 models, or are skirmishers.

Chariots gain the "hit and run" rule. In addition, when fleeing as a result of a hit and run, a light chariot may choose to perform the aforementioned wheel maneuver, even if it has done so this turn. This does not count as being part of combat, as combat resolution has already been resolved.

Models firing missile weapons from chariots suffer no penalty to move and shoot. If mounted in a light chariot, they may fire when charging into combat with no penalty, instead gaining +1 to hit with this shooting, although this shooting does not count towards combat resolution.   The latter may also fire with no penalty on any turn they rally, as well as when fleeing from combat as a result of a hit and run, although they are at -1 to hit in the latter case.

If passing within 1" of an enemy model/unit, any model in the chariot (though not the beasts pulling it) may attempt to swipe at the enemy as they move by. These models may attack the enemy as if they were fighting normally, but the enemy cannot return these attacks, unless the enemy is a chariot, in which case use Initiative order to decide who strikes first.

When performing this maneuver 1" away, a light chariot afflicts 1 impact hit at the strength of the chariot for each rank of the unit it passes by, +1S if equipped with scythes; if the unit has no ranks, this has no effect. Note that there is no combat resolution as a result of this since it does not take place in the combat phase, and you can only perform this special attack when moving and in the movement phase. However, if this attack kills 25% of the unit, a panic test is must be taken.


The Basic Lores have received the following tweaks:

Lore of Fire: Fireball reduced to 4+ to cast. Otherwise unchanged.

Lore of Metal: Distillation of Molten Silver is now S4 AP; cost upped to 9+. Otherwise unchanged.

Lore of the Heavens: Second Sign now lasts until the beginning of the CASTER'S next magic phase, and the re-rolls may be used on rolls to hit, wound, armour/ward saves, and Look Out Sir! rolls, as well as those for determining number of impact hits or wounds caused by a multi-wound weapon such as a bolt thrower. Comet of Casandora now causes a single S10 hit and d6 wounds when it lands on any model directly underneath the nominated spot (NOT the radius). [Just like with a rock lobber. Ed.] Otherwise unchanged.

Lore of Beasts: The Bear's Anger may now be cast on unit champions or any other model which can receive a challenge, as well as characters. Otherwise unchanged.

Lore of Life: Unchanged.

Lore of Light: Pha's Illumination receives the same new targeting rules as Bear's Anger above. Otherwise unchanged.

Lore of Shadow: Shades of Death is gone from the list; the third spell is now the following new one:

Penumbra of Twilight 7+. Lasts one turn. May target a single friendly unit within 18". Any unit wishing to shoot at the enchanted unit must roll equal to or under their BS on a d6 (2d6 if at long range) in order to spot the unit; otherwise it cannot shoot at it. If a war machine, the unit may not fire at all. If the unit fails the test it may choose a new target but suffers -1 to hit due to the confusion. Wizards wishing to target the unit when casting spells must roll equal to or under their magic level on 1D6 in order to do so.

Lore of Death: Dark hand of death now inflict d6+4-LD wounds on a single nominated model (may pick out models in units as with steal soul); no armour saves allowed (same mechanic as a banshee). Wind of death inflicts 2d6+3-LD wounds on a target unit (as before) with no armour saves allowed. Otherwise unchanged.

Random spell generation as a universal rule no longer exists. Any wizard using a single lore may choose their spells. If a wizard (such as a Slann mage priest) has the ability to acquire spells from multiple lores, he may only choose his first spell, then must randomly determine the spells from the other lores. [This only applies if using multiple lores natch. Ed.]

When a mage miscasts, any 1's rolled in addition to the first two [the ones that caused the miscast to begin with. Ed.] cause an additional miscast. Work out the first miscast, than test for any following. If the result of the initial miscast ends the magic phase, any remaining miscast tests are canceled out.

No more common arcane items can be taken than the respective wizards magic level.

Any number of wizards within 6" of each other may attempt to "chain-cast" a spell, which allows them to pool their personal power dice towards a single attempt to cast a spell. They may do this only if they all chose the spell in question prior to the battle. [they all need to know the spell. Ed.] No wizard may exceed their normal casting limit (though all modifiers apply as normal). If the spell has a set range, the target of the spell must be in range of each of the mages; if the spell has a set radius, choose one of the casting wizards as the starting point. If the result of a chain-cast is a miscast, each wizard is affected by the result (if one of the mages has an item that prevents or mitigates miscast effects, this does NOT protect the other mages). If the spell is a remains-in-play spell, all the wizards must maintain it together. However, they may add their levels together for the purposes of casting while maintaining. If 2 or more 1's are rolled when attempting this, all the wizards are affected by the result. If any of the wizards flees or is killed, any spell cast or maintained by the group of wizards is ended immediately.  Note that only single characters can use this ability, spell casting units such as Horrors of Tzeentch may not chain-cast (that would be plain nutty!).

Wizards now have the ability to use basic "battle spells" in the heat of combat which are so simple as to not require outside power, and are not noticed by opposing magic users. Wizards may make use of a list of standardized combat spells. A wizard attempting to use these abilities may not fight in the following close combat phase. A wizard may make a single attempt to use one of the following abilities (there will be an even 6 eventually). This is done by attempting to equal or surpass the casting roll using a single die, to which half his magic level (rounded up) is added.

4+ Word of Blasting: St 4 hit to enemy models in base to base.
5+ Word of Binding: Enemy is at -1 to hit the wizard.
6+ Word of Shielding: Enemy is at -1 to wound the wizard
7+ Word of Summoning; Wizard is moved out of combat and a 'minion' with a basic stat line (Ws2 St3 T3 etc) takes his place.
8+ Word of Destruction: Wizard causes D6 St 6 hits on the enemy. Remove models closest to the wizard.

[note: None of these magic rules apply to wizards in the Ogre Kingdoms army list, whose magical rules and abilities are so unique to themselves that they make no use of these abilities, and it is doubted they are aware of them in the least.]
Discussing the idea of redesigning WHF from scratch sound like fun? If so...
Amended Rules forum page