Written and designed by Christopher Parker
BATTLE PREPARATION1. CAMPAIGN INITIATIVE This simulates a limited operational campaign that has culminated in the battle to be fought. Each Warlord draws a randomizer card, adding his initiative to its value (SR+10.) Joker - you win. Ties are redrawn. SR 6/7 have an initiative of 16, SR 8 or higher equal an initiative of 17. A. The higher score is considered the attacker and is the tactical campaign initiative winner. Ties are redrawn. The winner decides if he will fight on his domain’s territory (number of terrain features) or that of his enemy. The number of terrain features listed on each domain list simulates this simple campaign step. The domain that is chosen to campaign on will determine how many terrain features each Warlord draws and places on his side of the battlefield. B. BATTLE LINES: As a Warlord deploys his units on the table; he must organize them into 1 or more battle lines. A Warlord must have a battle line for every banner in his army. All units (including hidden) must start deployed in a battle line. Once the battle begins a unit may leave its battle line. BATTLE LINE MAKE UPWarlord or Leader, his banner and banner unit.
C. BATTLEFIELD SIZE and DEPLOYMENT AREA The size of the table is based on the starting points the players decided to use for the game. 10-50 AP per side are played on a 4’ square table. Troops may deploy on their half of the table, at least 12” from the centerline of the table. Formed troops may not start within 6” of either flank of the table. 51-75 AP per side are played on a 5’ x 6’ table with one additional terrain pick per side. Troops may deploy on their own half of the table, at least 12” from the centerline of the table. Formed troops may not start within 9” of either flank of the table. 76-100 AP per side are played on a 5’ x 8’ table with two additional terrain picks per side. Troops may deploy on their own half of the table, at least 12” from the centerline of the table. Formed troops may not start within 12” of either flank of the table. 101+ AP per side are played on a 5’ x 10’ table with three additional terrain picks per side. Troops may deploy on their own half of the table, at least 12” from the centerline of the table. Formed troops may not start within 15” of either flank of the table. 2. PLACE TERRAIN: Warlord takes a new approach to terrain that allows a player to shape the terrain he will fight on. Gentle slope, area, obstacle, and impassable terrain features each have a total perimeter (or length) of 40. Players are free to choose the actual type of feature they are using. The rules provide the size and penalties. A. CAMPS: These are 6” square and are area terrain. B. Starting with the defender and alternating each draws for and places 1 terrain feature at a time until all terrain features are placed. Terrain features are usually deployed up to but no further than the Warlord’s centerline. Only skirmishers are allowed to start deployed within the dead zone of the flanks. * 3. DEPLOY WARLORDS and BANNER UNITS After all terrain features are placed, the loser (followed by the winner) places himself, his camp, his banner unit, as well as any Leader’s and their banner units on the battlefield. A. A Warlord’s banner unit is always the unit that costs the most AP in his army while a Leader’s banner unit is always the most expensive unit in his battle line. If there is a tie between units, it is the player’s choice. Banner units may not start hidden from view of the opposing force. They may start in terrain that would normally hide them but they are deemed to be visible due to their size, noise, and banners. They still gain any benefit that the terrain may provide. The Warlord’s camp must be deployed within 6” of his banner unit and in open or gentle hill terrain. 4. MARK HIDDEN UNITS Each Warlord writes down on a map any units that will be deployed hidden. Hidden units must begin the battle within the army set on area. 5. TROOP DEPLOYMENT Starting with the WL that lost the initiative, each deploys the balance of their visible units. 6. FIRST GAME MOVE INITIATIVE At the start of a battle each Warlord draws a randomizer card and adds his initiative to it (SR +10). The player with the higher score decides who will take the first move of the battle. They then alternate play for the rest of the game. Jokers: you win. Ties are redrawn. SR 6/7 have an initiative of 16, SR 8 or higher equal an initiative of 17. TURN SEQUENCECOMMAND PHASE: Initiative check by personalities for command cards (SR +10.)
Notes
R: may trigger an uncontrolled reaction.
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