Table of Contents
4. INTO BATTLE
DEPLOYMENT
Once you have planned and organised your army there are three ways it can be deployed on the wargames table. Players are reminded to pay close attention to the rules about Command Control before drawing any sketch maps!
1. Each commander draws up a sketch plan of his line of march. This should show the position of each regiment. The players then march onto the battlefield, with all troops in column. This system is the most interesting as each side has to deploy its troops using orders and must react to the movements of the enemy at the same time.
2. It is presumed the previous day each army marched to the field of battle and then camped. Now the first light of dawn is filling the sky and the opposing armies are deploying. Each side has a deployment area that begins 20% in from each side of the table. For instance on a three foot by five foot table, where each side was deploying on opposite sides of the five feet length, each player would have a deployment area two feet wide (ie with either side of this area 18 inches from the three foot sides of the table, and seven inches deep). An example of a deployment area is shown below:
The players each draw up a sketch map of their deployment area and mark the position of each regiment, then both sides place their troops according to the maps simultaneously.
3. If one side is defending a position while the other is to attack it, players may wish to use a third option. The defender notes the position of his troops on a sketch map in the deployment area, and the attacker notes the position of his troops in line of march. The defender then deploys his troops on the table first and the attacker then marches his troops onto the table according to his line of march plan.
SCOUTING
Should you wish to include scouting follow these rules, prior to the placement of any troops or drawing of sketch maps.
Only cavalry or flying creatures with a character riding them can be used for scouting. The scouting value of each cavalry or flying beast with rider is as follows:
Unit Type | Points |
---|---|
Flying beast with rider | 30 |
Dwarf Raven Master / Elf Eagle Master | 20 |
Wood Elf cavalry (in chainmail or less) | 4 |
High Elf or Human cavalry (in chainmail or less) | 3 |
Dwarf, Orc or Goblin cavalry | 2 |
Total the value of each sides scouting forces. The side with the highest value outscouts its opponent.
The side that lost the scouting contest, must provide his opponent with a sketch map of his planned deployment. This should list the position of each troop type (units hidden in woods or buildings or by the Illusion Cloak, do not have to be revealed) stating their race but not their armour or morale class, or what weapons they are armed with, except to say if they are missile troops. No characters need be marked on the map except for the general, whose position must be shown.
The other player then draws up his map, armed with some knowledge of his opponents set up and both sides place their armies simultaneously.
SEQUENCE OF ACTION
In FANTASY WARLORD battles are divided into a number of game turns and each turn has eleven phases. These phases must always be carried out in the order detailed below, or players risk having the game dissolve into confusion.
Players should note that in FANTASY WARLORD, unlike less advanced games, all movement, firing and combat occur simultaneously. As a result no player gains an advantage over his opponent by being able to move or fire first. When two units fire on one another, both sides calculate the casualties they inflict before any figures are removed from the battlefield. The same is true of hand-to-hand combat. Once again, both sides work out how many of the enemy they have slain before any figures are removed from play.
THE GAME TURN
Each game turn consists of the following eleven phases.
1. COMPULSORY MOVES
Troops which suffered an adverse morale result in phase eleven of the previous turn, compelling them to retire, rout or make an uncontrolled advance, are now moved the relevant distance. (See Chapter 10: Morale).
2. ORDER TEST
All units take an Order Test (see Chapter 5: Orders) except the following:
- Characters
- Units which moved in phase one
- Units in column following roads
- Units in combat with the enemy
- Units under the direct control of a character
- Units under brigade control of a character
Units that fail an Order Test must be marked with a Failed counter.
3. ISSUE ORDERS
All characters, monsters and units, except: units which moved in phase one, units marked with a failed counter, or units involved in combat; are issued orders for the current game turn.
To give a character, unit or monster orders, the commander selects a suitable order counter or counters and places them face down behind or
beside each figure or unit. It is important players remember to place the order counters face down, so their opponent will not see them and be able to react. Players should also note that once an order counter(s) is placed it cannot be changed — so be careful!
The order counters allow players to see at a glance what units have been ordered to do and can be used to check off which units have fired or moved, by removing the relevant counter(s) after the order has been obeyed. Order counters may be placed singly or in groups.
Example: One unit may receive the order to Charge, while another may be ordered to Wheel Right and then Fire. A third unit could be ordered C/F Line, Advance etc.
4. REVEAL ORDERS AND CHARGES
All order counters are turned face up. Units with an order to charge must now specify a target. Both the unit charging and its target (unless the target is already in combat) must take an immediate Morale Test. (See Chapter 10: Morale).
Charging units which pass the Morale Test, by achieving the result CO (Carry-on) or UA (Uncontrolled Advance), move the first half of their charge move now. Any other result means they fail to charge and must comply with the relevant retire or rout move immediately.
Target units which receive the morale result UA (Uncontrolled Advance) discard all their original orders and are marked with a Counter-Charge counter. They will conduct the first half of their new move in phase six of the game turn. Target units which receive the morale result Rout or RET (Retire) comply with it immediately and move the first half of the required distance away form the charging unit. Target units which receive the morale result CO (Carry-on) keep to their original orders.
5. CHARGE REACTIONS
Any target that achieved a CO result in its Morale Test, has not yet been contacted by the charging enemy unit and wishes to alter its original orders in the light of the charge, may now take a Reaction Test to see if it can change its orders (see Chapter 5: Orders). Units only take this test if they want to Counter-charge, Evade, immediately change formation (but with certain limitations), cancel an order to Change Formation or fire on the chargers in phase eight.
A unit which fails its Reaction Test must carry on with the original orders it was given regardless of the consequences. A unit which passes its Reaction Test may change its orders, subject to the above provisos, to react to the charge. Units ordered to Counter- Charge or Evade move the first half of their movement in phase six. Units ordered to Change Formation do so now.
6. NORMAL MOVEMENT AND REACTION MOVEMENT
All units, except those which failed their order tests in phase two and those which have already moved; now move up to the limit of their movement allowance (see Chapter 6: Movement). Units which have orders to Counter-Charge or Evade, conduct the first half of their movement allowance now.
Warning: Units moving out of hiding do so after all other units have moved.
7. AUTOMATIC MOVES
All units marked with a Failed counter must refer to the Automatic Movement Table on their Profile Sheet. They roll one D100 and apply any appropriate modifiers to discover their movement for the current game turn. (See Automatic Movement). This move is then carried out immediately.
8. MISSILE FIRE
Any unit that has not exceeded its move and fire allowance (see Missile Fire) and has orders to fire, does so now. It may fire at any target within range and its arc of fire, but subject also to the visibility rules (see Visibility). Any unit with orders to fire that has no target in range will hold its fire. All firing is simultaneous and occurs after all targets have been chosen. Any Morale Tests caused as a result of firing are conducted now and the results if any effected immediately.
9. CHARGING HOME AND EVADING
- All units which are charging, counter-charging or evading move the remaining half of their move.
- Target units that are routing or retiring then complete their moves, unless they have been hit by the charging unit — in which case they are brought to combat and cannot move.
10. COMBAT
All units in base-to-base contact with the enemy, engage in hand-to-hand combat. All combat occurs simultaneously and any casualties are removed simultaneously (see page Missile Fire). Pushbacks are then conducted by starting from one side of the table and working across to the other. To ascertain from which side pushbacks should begin, players should roll one D6. A 1,2 or 3 is the left side, a 4,5 or 6 the right side.
11. POST COMBAT MORALE
- Commanders with units that started to rout before phase ten may test the unit's morale to see if it can rally. If the unit receives the morale result CO (Carry On) or UA (Uncontrolled Advance) it stops routing.
- All units that must take a Morale Test as a result of combat do so now. (See Chapter 10: Morale). Results that involve the compulsory moves RET (Retire), Rout or UA (Uncontrolled Advance) are effected in phase one of the next game turn and the unit should be marked with the relevant order counter.
Players should note that units which Rout or Retire as a result of combat this turn cannot be rallied in the same turn. The order in which phase eleven should be carried out i.e. section 11 (i) and then 11 (ii) must be strictly adhered to.
A NOTE ON MORALE TESTS
Players should note that Morale Tests can be caused at any time as a result of missile fire, surprise attack or magic. Units which suffer a morale result that compels them to Retire or Rout, before phase ten do so immediately. Units which receive the morale result UA after phase five forget all other orders and conduct the compulsory move in phase one of the next turn. Units that are forced to make any compulsory move as a result of a Morale Test, in phase ten, take that move in phase one of the next turn.
A NOTE ON MAGIC
Players will note there is no specific phase for magic. This is because in Warlord magic spells can be cast at any time. Full information on the magic and spells available to players is provided in Chapter 11: Magic.