I now have 18 Midlish and 25 Western units (60mm bases) ready to play. Some of the bases lack texture but at least they are all table green.
Some changes have been made since the last test the most important being:
1. Armour saves have been introduced to replace the -1 vs heavies modifier.
2. Additional troop types have been added and changes made to some specisl unit rules.
3. The restrictions on shooting and moving have changed. Light units may now move and shoot as per original game but only roll 1/2 dice. Medium bow units may only move or shoot but roll 1 die per strength point.
if all goes well the armies will march on Sunday.
Mostly Morchauser Shock Rules Test 6 Quick Reference
(Note clean up done to troop names Sun am and to make armour saves match troop types pm)Some changes have been made since the last test the most important being:
1. Armour saves have been introduced to replace the -1 vs heavies modifier.
2. Additional troop types have been added and changes made to some specisl unit rules.
3. The restrictions on shooting and moving have changed. Light units may now move and shoot as per original game but only roll 1/2 dice. Medium bow units may only move or shoot but roll 1 die per strength point.
if all goes well the armies will march on Sunday.
The Western Woodland Horde. |
Mostly Morchauser Shock Rules Test 6 Quick Reference
Infantry 6", Light Infantry 8", Cavalry 10", Light Cavalry 12", Artillery 4", flying creatures 12" May pass over units of either side. Great Beasts 10"
Stop when entering a ford.
Units may turn or move sideways as desired unless engaged or attacking but no part of stand may move more than move allowance.
- Range: Foot Archers 12", Horse Archers 6"
- Effect: Each 6 hits target in cover, 5,6 hits target in open.
- Artillery: Range 18 hit on 2,4,6
- Limits. Must have line of sight. May not shoot if fording. May not shoot if self or target is engaged. LOS in woods 2"
- Shock Cavalry 5/3, Cavalry Archers 4/2, Light Cav 4/2, Light Horse Archers, flyers 3/2 GB 5/3
- Shock Infantry 4/2, infantry archers 3/2, Pikemen 3/3, Light Infantry 3/1, Light Spearmen 2/2, Light Archers 2/1
- Modifiers: to power but never less than 1 after modifiers
- -1 to power if attacking uphill or out of stream or if any but Light Infantry or light archers in woods
- -1 to power if enemy is behind hard cover or is pikes or spears in the open.
Looking grat on ther new bases and ready for the fray.
ReplyDeleteAlan
Ross I am trying the rules out today-
ReplyDeletehttp://tradgardland.blogspot.co.uk/
with a few amendments for orcs and fire...