Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Fall In 2026 Events

 
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scott holder
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PostPosted: Thu Aug 27, 2026 7:50 pm    Post subject: Fall In 2026 Events

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.

-PLAYERS MUST REGISTER WITH THE CONVENTION SITE AT TABLE TOP EVENTS PRIOR TO THE SHOW!

LIST: One list from published army list books, 1st Ed for Classical/Oriental, 2nd Ed for rest, African Warrior draft lists allowed. No X-Rules from any army list book are allowed unless stated below.

XRULES:
• 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.
• X-Rules 2.512, 2.52, 2.53, 5.11, 6.2, 8.6, 11.1, 17.1 and 17.2.
• 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 30pts. If the list has a Sacred Standard but no Army Standard, the former may be purchased for 30 pts and whatever cost of the troops (for example, Etruscan SS would cost 33 pts total).
• Hussite playtest rules are in effect if someone shows up with them.
• All morale grades for troops MUST BE DEFINED DURING DEPLOYMENT.
• Only 1 TF maybe *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, is placed as the player desires per rules.
• JLS armed cav fight 1.5 ranks in HTH combat versus any foot when charging, counter-charging, and pursuing.
• Loose/Open order foot that rolls long on a variable move may choose to move an additional 40p.
• Samnites do not suffer the -2 for facing steady P/LTS (this overrides the List Rule).
• Rout variable rolls that are 5/6 MUST add distance.
• Shooting variable rolls will be modified as follows: roll per normal, anything more than a -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 which is actually rolled will still apply even tho the actual random factor will be reduced as described.
• Case II flank charges only if target body is in HTH combat from a previous bound.

GENERALS’ CHARACTER: Roll for all generals, including CinC. If Unreliable is rolled for any general, roll again and apply the following:

1 – Bleeder – General has 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 an unmodified melee roll of -2, -3, or -4 he suffers a catastrophe. In preparatory shooting, if the Bleeder’s unit is shot for 2 CPF and the missile fire die roll is +2 or higher it forces a catastrophe.
2 – Inattentive – General gets only 10 prompt points a turn.
3 – Efficient General – General gets 20 prompt points a turn.
4 – Brave – General’s unit always adds an additional +1 in melee.
5 – Inspirational – Unit with General in never uneasy. If the General is the CinC, then all units within 120 paces are never uneasy.
6 – General is Efficient, Brave, and Inspirational

Deployment rules in effect:
• http://www.fourhorsemenenterprises.com/forum/viewtopic.php?t=17378
• Bodies may *not* be in Skirmish formation at deployment. Bodies may *not* march while in Skirmish formation.
• Deployment Orders: No command may deploy, even partially, behind another. Commands need to be in blocks alongside each other. When listing your commands/blocks, you number the order in which they will be deployed, largest first, then in any order. Your blocks need to be a decent representation of how much frontage along the board they will take
• Deployment with chess clock apps. Time allowed for deployment is 10 minutes for Open, 8 minutes for Mini.

Army Lists:
No restrictions (unlike last year) but like we ask every year at this show, try bringing something you haven't run in a long time or something you haven't had much success with but would like to keep trying.

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