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Special
Rules
1.
Stubborn:
If lose a combat and fail break test they give ground (even if
not larger) once per game.
If they outnumber 2:1 this does not count as the stubborn.
2.
Drilled:
May turn left or right for 25%.
Open order can do it twice for free.
i.
May about face or add or deduct 1-2 ranks for
free at beginning of movement.
ii.
May
march and maneuver
iii.
May change formation at start of charge move.
iv.
May reform w/out taking leadership test.
v.
May disengage w/out leadership test
vi.
May give ground voluntarily when passing break
test.
3.
Levies:
fear enemies they don’t outnumber 2:1.
May not maneuver other than wheel (& that at ½ move), no +1 for
being close order, May not use Generals leadership, non-levy units
re-roll panic tests.
4.
Light Troops:
must pick open or skirmish order at beginning of game.
5.
Phalanx:
Must have 12 models and 2 ranks to maintain phalanx
i.
May only reform or wheel (may not change
formation or about face)
ii.
-1 to leadership to reform
iii.
Wheeling
cuts movement in ½
iv.
Cavalry are at -2 to hit phalanx’s from the
front & get not bonuses (i.e. ferocious charge)
v.
Trained phalanx may about face.
vi.
Macedonian may about face or change formation.
vii.
Medieval phalanx must have 3 ranks & may about
face and change formation-no -1 for shooting at it.
viii.
Drilled Phalanx:
May deploy in non-phalanx formation.
May make maneuvers not allowed to phalanx.
6.
Veteran:
May reroll all to hit dice once per game.
7.
Warband:
On a 1 must move forward at full basic movement
i.
Warbands in close order that maneuver lose ½
movement (not on charge)
ii.
May only
combine leadership with characters who also have warband.
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