Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Fall In 2023 Events

 
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scott holder
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PostPosted: Fri Aug 25, 2023 5:25 pm    Post subject: Fall In 2023 Events

-Players must check in 30 minutes prior to listed start time.

-One list from published army list books, 1st Ed for Classical/Oriental, 2nd Ed for rest.

-African Warrior draft lists allowed.

-Preset terrain. 25mm only.

-Barbarian Foot rules in effect with the following addition: Under 2(a), add "following up" as a new condition for counting 3rd/4th ranks in HTH.

-Deployment rules in effect: http://www.fourhorsemenenterprises.com/forum/viewtopic.php?t=17378 and use the section DIFFERENT METHOD FOR PLACING COMMANDS.

-X-Rules 2.512, 2.52, 2.53, 5.11, 6.2, 8.6, 11.1, 17.1 and 17.2 in use.

-Roman Rules Players Guide and all X-Rules contained therein.

-Armies with Army Standard and an option for a Sacred Standard may upgrade to the latter for free.

-Hussite playtest rules in effect if someone shows up with em.

-All generals must be rolled for, including CinC. If Unreliable is rolled for *any* general, reroll as follows: 1 Bleeder. General has a physical defect that makes him more prone to a catastrophe. In Hand to Hand, if the Bleeder's unit takes 2 CPF or more, and makes a unmodified melee roll of -2, -3, or -4, forces a catastrophe. In preparatory shooting, if the Bleeder's unit is takes 2 CPF and the missile fire die roll is +2 or higher, forces a catastrophe. 2 Inattentive. General is sick or wounded. General gets only 10 prompt points a turn. 3 Efficient General gets 20 prompt points. 4 Brave, General’s unit always adds an additional +1 in melee (So a down 3 roll for a Regular B General is even). 5 Inspirational. Unit with general is never uneasy. If the General is the CIC then all units within 120 paces are never uneasy. 6 Great. General is Efficient, Brave, and Inspirational.

- All morale grades for troops MUST BE DEFINED DURING DEPLOYMENT.

-Only 1 TF may be *attempted* to be placed beyond 240p of the rear edge. Roll 1-2, fails and can only be placed in the Rear Zone (or at all, player's discretion), Roll 3-6, placed as player desired per rules.

-JLS armed cav fight 1.5 ranks in HTH combat versus any foot when charging, counter charging and pursuing.

-Bodies may *not* be in Skirmish formation at deployment. Bodies may *not* march while in Skirmish formation.

-Shooting variable rolls will be modified as follows: roll per normal, anything more than -1 or +1 will be treated as those, ie., if you roll a +2 on shooting, it will count as a +1. Catastrophe results from what is actually rolled will still apply even tho the actual random factor will be reduced down.

-3.5 hr rounds for Open, 2.5 hr rounds for Mini.

Friday:

Mini Open
Noon-9:30pm
1200pts; 2.5 hour rounds, 6x5 tables
Round 1: Noon, Round 2: 3:30pm, Round 3: 7pm


Saturday

Open
9am – 11pm
1600pts; 8' x 5' table
Round 1: 9am; Round 2: 1:30pm; Round 3: 6pm.

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scott holder
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Location: Bonnots Mill, MO

PostPosted: Tue Sep 26, 2023 9:45 pm    Post subject:

I've made a significant addition to the rules for the event, Shooting.

Duh, I've been meaning to do this for a while now and since we use Fall In as an initial test bed for such things, I meant to put it in when making the event listing, then totally forgot.

Last decade, we ran another "shooting limitation" playtest rule at Fall In and the general reaction was "meh". Could be because of a range of opinions from "we like shooting" to "sure, let's tweak the overall dynamic of shooting to the rules but this rule didn't do that."

So, it could easily be another one-off. I plan on bringing a shooting army so we'll see how I feel about it when everything's done. Assuming I play, even/odd number of players and all.

scott

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