8th Norbert Gisclair Memorial Tournament

Information Packet
and WRG 6th Interpretations


BASING OF FIGURES

In the 15mm competition, the figures MUST be based using the Optional 16mm basing allowed by WRG. If necessary, participants may use temporary bases to meet this requirement.

FUN GAMES

On Sunday, there will be a LARGE fun game put on for non-finalists who wish to participate. There will be an entry fee of $1 to defray the costs incurred. Other fun games between non-participants/non-finalists are allowed and encouraged as long as they do not interfere with tournament play.

WRG 6th Edition Rules Interpretations

The rules interpretations which follow are not meant to replace the WRG 6th Edition Rules Set, however, they will be used by the Umpire(s) and should be used by the participants, to settle disputes and/or ambiguities in the rules ouring play.

1. There will be no challenges between generals.

2. The sequence of play noted on page 22 of the WRG 6th Edition, rather than the reminder sheet, is mandatory. ie. ALL recoil moves BEFORE pursuit Moves.

3. The optional basing for Regular LMI and LHI is permitted.

4. A general with a unit counts both +1 for within 150 paces and +2 or +3 with unit, for reaction tests.

5. An unbroken general who fails to rally a broken unit is not carried away in rout; however, if he is part of a unit that breaks, then he is carried away in rout.

6. If a general attaches himself to a unit for charge/counter-charge purposes, he must stay with the until combat is resolved. Because now orders are transmitted after movement, if a general is with the unit for moral, he is with the unit for movement.

7. In an infantry wedge, the second rank can fight overhead where second rank fighting applies.

8. Casualties on a wedge are removed from the rear rank. The first figure removed is the center-rear-rank figure. If the front rank figure is of different type (moral, armor, etc.) the front rank figure is removed and the rear rank figures are assumed to have moved up. A wedge must start the game with a complete third rank.

9. Only one missile weapon may be fired per period. ie. A figure armed with a sling and darts could only use one per period; however, JLS could be in the same period with a missile weapon if the JLS counts as a hand-to-hand weapon.

10. Troops, including impetuous, whose charge failed to contact evaders last period must rally. If charged when rallying, they may countercharge if their orders pormit.

11. Positioning does not constitute movement. Longbowmen may position stakes and fire in the same period.

12. Difficult terrain is any non-clear terrain except gentle hills. Therefore. LMI, etc., are disorganized if recoiled in woods, and elephants are disorganized in scrub, etc.

13. Scrub is shooting cover only for Light Infantry and does not count as cover for surprise or unfriendly cover.

14. SHC, SHK, etc., can have Unshielded flanks for purposes of overlap in melee.

15. For reacton test purposes, "a previously unseen enemy body", is one not previously seen by the viewing body.

16. Only troops capable of making an evade move AND currently having skirmish orders can break-off from melee.

17. A Scythian can shoot through a gap with exposed figures only. A Skythian must be parallel to its target to shoot.

18. If two enemy units meet in the woods, neither is surprised.

19. Units cannot combine both cavalry and foot troops except where allowed by the Army list(s); however, Generals can always join a unit.

20. Units cannot contain both figures and models; however, Generals can always join a unit.

21. A mounted knight unit that stops 30 paces away from an enemy foot unit can, on the next turn, declare a charge, dismount, and charge in on foot. if the knight unit becomes impetuous, they will remain mounted for their charge. If the knight unit dismounts, the enemy foot will test for being charged by a foot unit.

22. All flank marches must enter from the edge of the table.

23. A wedge MUST contain at least 50% in figures of the heaviest armor type in the unit. i.e. A 6-man unit of mixed knights and sergeants must contain at least 3 knights.

24. If a unit, including a wedge, charges across caltrops while attacking an enemy, all figures counted in the melee also count as crossing caltrops.


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© Copyright 1986 by Terry Gore
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