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Made in us
Raging Ravener





So my gaming group and I have been looking for ways to get new blood into the hobby, so we updated the 6th edition skirmish rules into something compatible with 8th edition. We've got a small but thriving Mordheim, and wanted a similar campaign system for fantasy battle. The goal of this ruleset is to introduce new players to the fantasy mechanics, while giving veteran players a new way to play WFB. Here's the basics of the one-off game system, and I'd love some input on how to make it more balanced.

Without further ado; here's our new game for adventures in the Border Princes
Fluff
Spoiler:
To the south of the Empire and Brettonia lies the lands of the Border Princes, a vast swath of unclaimed land full of refugees, adventurers, mercenaries, deserters and worse. Anyone brave or foolhardy enough can stake a claim, and as long as they are able to fortify and defend it, may call themselves a border prince. Ancient strongholds of collapsed human empires dot the landscape, as well as even older settlements of Dwarfs and Elves.
For centuries, the lands of the Border Princes have been home to almost every faction of the Old World. Elves and Dwarfs send expeditions to reclaim old strongholds or recapture ancient equipment from their long past empires. Ruins of Nehekaran outposts dot the landscape, the restless dead rising to defend their resting places. Orcs and Goblins warbands too small to survive in the Badlands infest the realm. Vampires, Beastmen and the followers of Chaos stalk the shadows, pillaging what they can and growing in power to one day attack the realms of men. Skaven infest the caves and mountains of the land, invading when they feel that the opportunity for slaves or treasure is right. Adventurers, sell-swords, and thieves from the Empire, Brettonia and the Ogre Kingdoms flock to the Border Princes seeking glory, wealth or redemption.

For most, the Border Princes will lead to nothing but death and destruction, but for those ruthless or daring enough the Border Princes are a land of riches and glory.


Army construction 1
Spoiler:
Building An Army
Army Composition:
Rather than the large, ordered armies of the Old World, the armies of the Border Princes are not much more than warbands. As such, the giant monsters and devastating war machines that are a staple of the clashes of the wider world are a rare sight in the border princes. When building a warband for a Border Princes use 8th Edition percentage rules for building an army with the following exceptions:
-Starting warbands may be no larger than 250 points.
-Lord Choices and Named Characters may not be chosen.
-Heroes are limited to 0-3
-Monsters, monstrous cavalry and monstrous mounts may not be taken.
-Duplicate Special and Rare choices cannot be taken.
-Warmachines, chariots, and ethereal models are a combined 0-1 for the entire army
- Units with the Monstrous Beast or Unique unit type must be approved by the league organizer before they can be used
-If an army does not take a Hero Choice, one unit Champion must be nominated as the army general
-A warband can be no larger than 750 points and contain no more than 6 characters and 7 units.
Unit Sizes
When the heroes and villains of the Border Princes march to war, their warbands consist of small bands and informal groups of soldiers rather than organized regiments. Units rarely reach the size of a proper company, but battles are no less desperate for being smaller. Instead of the minimum unit sizes in each Army Book, use the following minimum sizes.
- 20x20 to 25x25mm bases- minimum unit size 3
- 25x50 mm bases- minimum unit size 2
- 40x40mm bases or larger- minimum unit size 1
-Units that do not meet their normal unit sizes may not take any upgrades besides weapons and armor. (ex: Inner circle knight status, Marks of chaos, champions, banners, etc)
- Units may never contain more than 30 models
Characters
Mighty leaders and devastating magicians are just as important in the desperate skirmishes of the Border Princes as they are in the mighty battles of the north, though even the mightiest fighter of the Border Princes pales in comparison to the leaders of proper armies. In skirmish games, all Hero choices and unit champions are considered characters. Unit champions begin armed with the weapons and armor of the unit they were purchased for, but may take all mundane options and equipment available to their Hero equivalent. Unit champions gain experience independently of their unit but gain all benefits that the unit gains through experience.


Army Construction 2
Spoiler:

General Rules
The rules for doing battle with Warbands are exactly the same as those for playing standard games of Warhammer. Units fight in formation; ranks, standards, flanks, and so on count toward combat resolution; and only units with the Skirmish rule may adopt a skirmish formation. The only differences, beyond specific scenario rules, are in the minimum sizes for each unit and the selection of your warband. Once Warbands have been assembled per the Warband composition rules, play progresses exactly as it does in a standard game of Warhammer with the following exceptions:
When rolling for the winds of magic, roll 2D3 for the number of Power Dice. The higher of the 2 D3 is the number of dispel dice available. A warband may have no more than 6 power dice or dispel dice at one time.
Army Specific Rules
Bretonnian warbands do not need to include a Battle Standard Bearer
Warriors of Chaos must include at least as many Marauders as Warriors of Chaos.
If a WoC champion is elevated to a Daemon prince, he fights the rest of the battle with the warband, after which he and all of his equipment are removed from the roster.
If a Vampire counts or Tomb Kings army does not include a magic user, units do not need to test for crumble if the army general is still alive, even if the army general is not a magic user.
Units and models summoned or raised beyond their starting size are not added to the warband after the game. It is assumed that the constructs collapse once their use is through, the magic animating the restless dead not being as strong as the spells used to control the “normal” warband.
Tomb Kings may take 0-2 chariots as opposed to the usual 0-1
The following count as warmachines for a Skaven army: Doom rocket, Brass orb, Plague wind mortar, ratling gun, warpfire thrower, Doom flayer
Night Goblin units may include 1 fanatic for every 10 models in the unit. Fanatics must roll for recovery after each game, regardless of whether they were removed as casualties.
A gnoblar champion may never lead an Ogre Kingdoms army, nor may it use ogre equipment
Empire Detachments must meet the Skirmish unit size. This means that units taking detachments must contain at least 6 models.
The Wood elf Woodland Ambush rule does not apply in skirmish games.


Border Princes Scenario
Spoiler:
ARMIES
In one-off games, the Border Princes scenario should be played between two forces of equal size, arranged per the Warbands composition guidelines described on the previous page. In campaign play, it is possible that two Warbands of different sizes could do battle, in which case the smaller warband may receive an underdog bonus.
DEPLOYMENT
Roll a D6. On a 1, use Map A. On a 2- 3, use Map B. On a 4- 5,use Map C. On a 6, use Map D.
Both players dice off. The higher-scoring player may choose to be Player A or Player B and deploys the first unit. If both warbands have a special rule that allows them to choose the map or deployment, roll randomly as normal. Taking it in turns, each player deploys one unit at a time in his Deployment Zone. (If you are using Map D, each of Player A’s Deployment Zones must contain 1 unit)
WHO GOES FIRST?
Both players roll a D6. The player who rolls highest may choose to go first or second. The player who finished deploying first may add 1 to his roll to go first.
SPECIAL RULES
Unknown Objectives. Battle has been joined, as the Warbands are bitter enemies. However, each Commander can only guess at his opponent’s tactical objective. Before deployment, each player
should privately roll a D6, consult the Unknown

Objectives Table to determine his objective for the game, and secretly write down which goal his Warbands must fulfill. At the end of the 6th turn, the Unknown Objectives are revealed. Note that this means that both armies could be considered winners or losers. This merely means that the generals were both successful in completing their objectives.
GAME LENGTH
The game lasts 5 turns or until one side routes.
ROUT TESTS
If 25% of an armies starting models are killed, it must take a rout check against it's General's Leadership, or against the leadership of another character if the general has been killed. The rout check may benefit from all special rules of the character taking the check. The initial check is made at the end of the phase the rout number is reaches, meaning that both armies may have to test at the same time. If the Check is failed, the army flees from the table. If the Check is passed, an additional rout check must be taken at the beginning of each of that player's turn. If there are no more characters left in the army, the army automatically fails its rout check.
Instead of taking a rout check, a player may choose to voluntarily rout. A player who voluntarily routs does not count as routing for the purposes of acquiring their own resources. The opposing player still counts as having routed the enemy.


Objectives and map
Spoiler:
1- Assassinate.Your Warband must slay the enemy Commander (or cause him to flee off the table or be fleeing) by game’s end.
2- Invade. At least one-third of the starting Units of your Warband must end the game in your opponent’s Deployment Zone (or Zones). Fleeing models don’t count toward this total.
3- Capture the Colors. Your Warband must capture at least one standard from the enemy and control it at the end of the game. If, after deployment, you discover that your opponent has no standard, you must announce your original Unknown Objective and then secretly choose a replacement (choose – don’t roll) and write it down.
4- Control. Your Warband must destroy the enemy's battleline by taking the center of the table by having a unit within 3” of the center of the table.
5- Hold Territory.Your Warband must attempt to control the battlefield. At the end of the game, divide the table into four quarters. You must control more table quarters than the enemy. Fleeing units don’t count. Independent character models cannot control table quarters.
6- Choose. Inform your opponent that you may choose your Unknown Objective. Secretly choose any objective from those listed above for your Warband and only reveal it at game’s end.


Victory conditions
Spoiler:
Game result
Completed secret Objective and forced the opposing army to rout
Major Victory
Completed Secret Objective but did not force the opposing army to rout
Minor Victory
Forced the Opponent to Rout but did not complete secret Objective
Minor Victory
Both Sides Complete Secret Objective and neither Side routs
Draw
Complete the Secret Objective but forced to rout
Minor loss
Did not complete Secret objective but did not rout
Minor Loss
Did not complete Secret Objective and forced to rout
Major Loss

This message was edited 2 times. Last update was at 2014/02/03 19:21:41


 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

Very nice, I'm going to have to give these a better look over.

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in gb
Worthiest of Warlock Engineers






preston

Not bad. I will need to take a closer look though before i can comment.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
 
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