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05 - WAB Rules Summary v02
05 - WAB Rules Summary v02
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If a formed unit charges a light chariot unit in dispersed formation align the
chargers as if the chariot unit was comprised of skirmishers.
RALLYING (p30)
1. Fleeing units can attempt to rally in the Rally part of the Movement phase
- 1 Units of less than five models cannot rally
2. Ld-test to rally
- 1. Ld -1 if unit at half stength or below
- 2. Ld -1 if non-fleeing enemy within 8“
- 3. Rallied units arrange in formation and cannot do anything else this turn
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Troops following up an enemy that Gives Ground do not change their SKIRMISHERS---------------------------------------------
formation and will contact any other enemy that lie in the path of their 1. Any unit of infantry or cavalry can temporarily adopt skirmish order to
advance. Such a contact will count as a charge, even though their combat move through areas of settlement (see rules for buildings p133)
with their original opponents counts as ongoing. 2. Models in skirmishing units are arranged up to 2“ apart
3. Models move individually not needing to manœuvre up to twice their
Formed cavalry units that lose a melee but pass their break test may opt to basic movement
Give Ground voluntarily, even though they do not outnumber their enemy 4. Skirmishers fear formed units
by 2:1. This is exactly the same as the rule for drilled troops (p106). 5. Models of a skirmishing unit may block line of sight to each other
6. Skirmishing units block line of sight for friendly and enemy units
OVERRUN (p67) 7. Skirmishers are also not affected by any special rules applying to a
1. If a unit charges and all opponents are destroyed in the first round of character that joins their unit, such as hatred or immunity to psychology
hand-to-hand combat, the player can choose to overrun
2. An overrun is made directly forward in the same way as a pursuit and
takes place at the same time as a pursuit
CHARACTERS---------------------------------------------
1. Characters are units of one model
- 1. A unit is not allowed to overrun if its enemy fled from their initial
2. Characters can march three times their movement rate, cannot fast march
charge and was subsequently caught and destroyed, unless the fleeing
3. Characters that have not joined units cannot declare a charge (except on
enemy were skirmishers in which case chargers are allowed to overrun
elephants)
by D6“
4. Can join unit by moving within 2“, cannot leave and join in the same turn
- 1. Characters on foot cannot join mounted units, chariots or elephants
- 2. Characters only can join a chariot unit if they are mounted on the same
type of chariot. Elephant mounted characters canoot join units.
5. No more than half of a unit’s front rank can comprise characters
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ARTILLERY-------------------------------------------------
1. Number of models = number of crew
CHARIOTS-------------------------------------------------- 2. Machines within 5“ can form a battery
1. Number of models = number of crew 3. Crew are not integral but can move from and between weapons. They
2. Cause fear in enemy infantry cannot charge, if charged whilst away from their machines must flee
Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd