Sunday, March 30, 2025

Summary


HERE is a summary of rule changes (to Neil Thomas's biblical rules) that may prove particularly relevant for the upcoming Egyptians v Hebrews battle.

Roll a die when a unit uses 75% or more of its movement allowance. 6: add 25% to the distance covered; 1: subtract 25% from the distance covered.

Same range as for bows on foot, ie 24cm.

Dice each turn to decide. Great general: +1; poor general: -1.

'Heavy' and 'light' refer to degrees of armour, while 'close order' and 'open order' refer to formations.

Hits are scored on 5+, not 4+.
If a hit still stands after a saving throw, dice to determine its effect.
Unit Quality....Lose a base....Fall back 3cm
Elite                      1-2                   3-6
Average               1-3                   4-6
Poor                     1-4                   5-6
A victor in a melee that has not lost a base may follow up a loser that has fallen back 3cm, thus immediately forcing another round of hand-to-hand fighting.

One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.

An army losing more than half its units has lost the battle.

A unit moves and shoots before before another unit moves and shoots, etc.

A battle will usually last no more than 12 turns before night falls and combat ends.

Use the same combat table as for fighting in woods.

Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.

Troops armed with javelins can hurl these immediately before contact, provided the chargers started more than 8cm away.

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