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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I'll be trying it this weekend and would like anyone who can point me to a primer on how to play. The rule book is just a bit unfriendly.

 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Right. Well. I have it, I have read it, I haven't played it, but... Warrior is basically an update of WRG Ancients 7th Edition which I used to play a lot of but haven't played since about 1991.

My memory is weak so I will try to give a very basic explanation. I hope it will be better than nothing. Also I found some web links that may be useful.

Troop Types
Your army is divided into a number of units consisting of 1 or more elements containing troops of a single type, such as heavy infantry, knights, bowmen and so on.

The type of troops in a unit is defined by their armour class, morale/training class and weapons carried. The typical description is something like HI, Sh, HTW, Reg B which means Heavy Infantry, Shield, Heavy Throwing Weapons, Regular B morale which would describe a Roman legionary.

Units cannot be split and recombined.

Set Up
Before the game there is a scenario set up phase where you put down terrain, try for flank marches and other tings, for example it is possible to have a surprise night attack.

At the start of the game you write basic orders for each unit. These are something like Attack, Defend, Skimish and so on and they limit what your units can do.

Once the game starts you move your units within the limitation of their orders. It is a simultaneous movement system.

When you are close enough to the enemy you can shoot at them or charge. Charging requires a morale test. The unit charged at might be able to evade or countercharge.

Your generals can change orders during the game but they need to be close enough.

Fighting
To do casualties you look up the weapon vs target armour class, check the modifiers (flank attack and so on) and roll a die. This gives you a casualty number off a chart. The number of casualties is compared to the target's number of figures and elements and translated into fatigue points. You don't remove any figures. As a unit's fatigue points pile up, it becomes more vulnerable to bad morale effects and fights worse. For example, if your unit is on 5 fatigue it gets -1 die modifier in combat. Once it gets to 15 fatigue per figure (I think) it basically becomes useless and can easily be destroyed (removed from the table.)

Units also accumulate fatigue for charging and shooting. The shooting fatigue only affects theit performance in shooting and represents running out of ammo.

Big units suffer less fatigue from casualties but accumulate fatigue from shooting or charging at the standard rate.

Morale is important. Morale tests happen because of things like being charged, wanting to charge, seeing friends retreat and so on. Depending on the result of the morale test your unit might refuse to move or it might go impetuous. The unit morale class affects this of course. (You need "average" dice to do morale tests for regular troops.)

Tactics and Stuff
It is quite hard to destroy units so influencing morale is important. You can influence your own troops' morale by advancing, having an army banner and such like. Influence the enemy's by making his units retreat, flanking them and so on.

Be sensible about fighting. Don't send heavy knights in to chase light infantry. The knights will win but they will get fatigued. Light cavalry will do a better job. As with all wargames you win by getting match-ups in your favour, economising your force, outnumbering and flanking and other basic tactics.

Web Links that might help
http://www.fourhorsemenenterprises.com/history.htm
http://www.nasamw.org/warrior_resource_page.htm
http://theminiaturespage.com/rules/anc/wrga7.html

If you find you don't get on with Warrior, don't give up on Ancients. There are lots of other rules available.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Regular Dakkanaut




If the combat results haven't changed much from WRG VII, then army list building is key, and the key to an army list is having units which can generate sufficient casualties to cause 'instant death'. You'll have to look up the specific rule, in my WRG VII days it was something like 3 casulaties per figure and twice as many killed as suffered.

Cavalry which could fight in wedge and barbarian irregular A infantry,often armed with a combination of a javelin and a second weapon, and Scythed Chariots were the key units able to accomplish this.

Morale was important primarily to enable you to get units to become 'impetuous', which gave you a +2 on the combat results table if your dice roll was positive. This could produce the dreaded 'quick kill'. Basically you could guarentee impetuosity by keeping a unit on each flank and one in the rear.

The games I've watched still seem to feature lots of wedges of quality cavalry armed with the lance ready to charge through gaps in a line of pikemen.

WRG VII also favored 'skirmishing loose order' troops armed with slings and bows. These could always evade out of the way of infantry, and usually cavalry. Firepower was way overrated in WRG VII in the finest tradition of British Infantry-the authors are British. Aztecs were a frequent tournament winner. They were loose order slingers, and would just stand in front of enemy pikes or legionaires, pelt them with stones, evade if charged. They were high enough morale that they usually didn't break when charged by cavalry.

The game had an annoying emphasis on army list building.

For a gentler introduction to ancients try De Bellis Antiquitatis. It is WAY more popular as a tournament set of rules than any of the other ancients rules. There ARE many ancients sets of rules. Phil Barker is the guru of Wargames Research Group rules which used to be the lingua franca of ancient wargaming; WRG 1-6, then WRG 7 which was quite different based on 'fatigue', which then went to DBA and DBM (which had no separate morale rules and were bigger in scale, with a base of figures equaling a cohort more or less). People who didn't like DBM bought the rights to WRG 7 which becomes 'Warrior'. Barker updated DBM into DBMM; but dissatisfied DBM players either stick with DBM 2.0 or go to the fan-rules DBM 3.0! There is the 'HACK' series of rules, which are easier enough to play to be useful to casual gamers (Hack, Classical Hack, Holy Hack....). There is Armati, and Tactica-I think a new edition of ARMATI.

If you have ever heard of Games Workshop, you might try their ancient rules, unsupported by their stores and staff, called Warhammer Ancient Battles! The people who play it at USA conventions are small in number but are reputed to be very nice....

Barker's co-author for WRG rules recently deserted him and wrote Field of Glory, published as a hardback book by Osprey publishing. I've written a contrasting review of the rules on the Forums. Its very pretty.

If you really want to play with lots of people, play DBA. It uses 50 figures a side glued on bases of 2-4 figures depending on type. Each side gets 12 units or bases. It has 16 pages of rules. It has a 30 page detailed how to play available, I think, on the website Fanaticus.org. Contrast this with Field of Glory which has 100 pages of rules to forget, misinterpret, or be blindsided by. You can play BIG BATTLE DBA by using 3 armies, or 36 bases a side and get most of the same outcome as DBM or DBMM. DBA plays in an hour. Lose your first two games and learn enough to win your third. FOG/Warrior-at least 3 hours a game, very slow.

Also, DBA has an on line version (alas, it uses the 1.0 version which differs a bit from the 2.0 version). At any time there are a dozen or so tournaments going on in cyberspace, and you can play any night after the kids go to bed and the wife has a headache. Imagine if you could do that with 40k!

Finally, if you really want to play a HISTORICAL MINIATURES ancients game, try Professor Phil Sabin's new book "lost battles". These rules are used to refight actual battles, as opposed to fighting Henry the Vth's army vs. Biblical Egyptians in the Teutoberger forest as often happens with Warrior and other such rules. The rules actually allow you to refight an entire battle in scale. You can refight an 8 hour battle in under 2 hours, as opposed to spending 4 hours simulating 20 minutes of a battle as happens under many other ancient rules. They are groundbreaking, you don't have to measure distances. Also, light troops are much less likely to produce a decisive outcome compared to the typical WRG rules, where a single light infantry unit on the flank will RUIN your day...

mikeguth
   
Made in us
[MOD]
Madrak Ironhide







How scripted are scenario events?

I haven't really been that into "re-enactments" or scenario
play in anything I've done other than the Warmachine
league stuff. I'm just wondering how constraining a scenario
makes the game.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
 
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