Williamsburg Muster
Warhammer Ancient Battles Tournament
The convention will feature a Warhammer Ancient Battles tournament
Saturday February 6, at Williamsburg Muster beginning at 1:00pm, lasting three rounds (2 hours each, with a 1 hour break after round two).
The tournament will be using WAB 1.5 rules, the details are below (tournament rules are those posted at the Northeast Wargaming Society website.
All lists MUST be taken from one of the WAB army books (including Armies of Antiquity). The following books are not allowed for this tournament: Armies of Chivalry, Vlad the Impaler, and The Art of War. All other published books are allowed. If you have questions, please feel free to contact me at Chuck Turnitsa with your proposed list and we can work together to make it historical.
WAB version 1.5 rules will be used at 2011 Williamsburg Muster
Scale: 25mm Armies MUST BE PAINTED; 2000 pt list; Table size 6x4 or slightly larger
Exceptions/additions to standard rules:
- Victory points: Scoring as per the WAB tournament. For an example of the score sheet - see the NEWS website.
- Game Length : 2 hours or 7 turns or 25% break point - which ever comes first
- Generals: Your army must include an army General. If you did not purchase a general one model (a character) must be designated the army general for victory point purposes.
- Resigning: The resigning player gets 3 pts and his opponent is awarded 16 pts.
- Basing: Single basing and DBM style basing allowed. Don Effinger's Suggested basing (Not required)
- Painting Competition: There will be no painting competition at the 2011 Williamsburg Muster WAB Tournament.
Tournament particulars
Skirmisher screen rules
- Troops that are in skirmish
formation can be used to *screen* friendly units
that are within 2" of the skirmishers.
- A single unit of skirmishers can
screen any number of friendly units, just as long
as all the screened units have a model within
2" of a model from the unit in skirmish
formation.
- A unit that is screened by a unit
in skirmish formation counts as being insoft
cover if it is shot at by a unit that draws a
line of sight through theskirmish screen.
- If a unit being screened declares
a charge, then the skirmish screen may 'flee' out
of the way.
- The screening unit makes its move
in the Declare Charges segment of the movement
phase rather than the compulsory movesegment,
before the chargers are moved or charge reactions
are made, and they *are* therefore allowed to
attempt to rally in the ensuing 'rally fleeing
troops' segment of the movement phase.
- Rule 5 aside they are treated in
the same manner as any other fleeing unit.
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Additional Elephant rules
- All skirmisher infantry and all
drilled infantry in the army are considered to be
'used to' elephants.
- All tournament armies that have an
elephant are considered to be "Used to"
elephants. (This means your own cavalry/chariots
do not have to take a terror test while
deploying/moving within 8" of an elephant.
They may still not charge an elephant and must
flee or fire & flee if charged by one).
- Infantry that are in skirmish
formation can only be hit by an elephant on a
roll of 6 (they've learned to attack the beast
from the sides).
- The elephants crew will
still hit any attacking skirmishers normally.
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Lucky Seven rule (optional)
- Both players must agree before the
game begins
- At anytime in the game, you may
declare a "7" in place of 2D6 roll
- This may be used once in each
game
- May not be used for any
type of reroll
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