Force Organisation
Several things are necessary for force organisation. The first is the creation of Squads - while any given model may be deployed as a character, there are many benefits to being a deployed as part of a Unit. A degree of this must be done when the unit is created - Personal and Dominant attributes cannot be mixed, after all. A squad will be less effective if it doesn't have at least five members, including a Leader. Any models set up as a unit must be deployed in Formations. Any given squad should have stat blocks for the models comprising it, as the unit uses the lowest statistic value for each that is present within it. Beyond this, "unit" will be used as an interchangable term for any selection of models, with "character" being used for rules specific to Characters. If a unit is comprised of multiple models just for manning a single piece of equipment, such a brazier or war engine, then that unit can either operate independantly of other squads - in which case it counts effectively as a character for all intents and purposes - or may be formed into a squad of other units of the same type.
Leaders
All Units must have a visually distinct Leader.
As all Units must have a leader, it is important where they are placed. The unit's Leader must be placed in the centre of the front rank, centre-left or -right if the ranks consist of even numbers. If changes are made to formation, the leader remains stationary while the rest of the unit reforms around them.
If the Leader is a Character, they may have statistic values in Ld, Int, Cl, and/or WP that list +X as part of them. On any given test of those statistics made by the unit they lead, you may add or subtract those numbers from the target statistic value, though this cannot take the value higher than that of the character themself.
Formations
Formations are an integral part of military organization, and provide many benefits to their members. An important aspect of their terminology is that of Ranks - in standard formations, a unit is arranged in a block shape, with the front-most members determining the upper limit on its width. This would be termed the first rank, with the row behind them being the second, the next the third, and so on. While some Formations have special circumstances, you will usually only gain bonuses for Ranks if the row making up the rank is the same size as the Front Rank.
In most formations, the ranks must be arranged such that every model is placed with at least one side of their square basein complete contact with other models in the same unit - there cannot be any gaps within the the unit.
If a Formation crosses a section of terrain, they cannot make any new Maneouvres until the entire unit has crossed the obstacle - and the entire unit will always move at the speed of its slowest member.
Basic Formations
A basic formation is a simple block. It may be any number of ranks deep, though must have at least two members of the front Rank, as otherwise it would be a Single-File Formation. It can even only consist of a single rank! It is generally reccommended to have at least five models in the front rank, and rarely recommended to exceed ten. It should be noted that the smaller the front rank is, the easier it is to move around the battlefield - but the larger it is, the more powerful it is in direct conflict.
Single File
Single File is a column of warriors a single model wide. Unlike in normal formations, these models must only be connected through some manner of physical contact - this may be as small as a single corner touching the corner of a leading model. Due to the ease of movement, units in single file count Terrain as being less difficult to move through - Difficult Terrain counts as being open terrain, Very Diffuclt terrain counts as Difficult Terrain, and Obstacles remove one quarter of the unit's movement rather than half. Units in single file do not need to end manouevres in straight lines, allowing formations to curve while travelling.
As a downside, units in single formation may not charge, nor can a Charge involve entering single formation at any point. If a unit in single formation is charged, they must flee.
Mixed Ranks
Mixed Rank formations are for units that contain two different equipment sets. These sets must be arranged into different ranks - for example, spearman ranks and archer ranks. They must be deployed either with one set of ranks in front of the other, or with one evenly deployed on the flanks of the other. When deployed in front of each other, any incomplete rank is deployed following the complete ranks of that type of unit. All models in mixed-rank formations must deployed in base to base combat as is usual. When the unit takes casualties in combat, these are removed from the rank type engaged in hand to hand, and hits suffered through missile attacks are determined randomly. Mixed rank formations gain access to two Simple Maneouvres:
Change Ranks | The unit swaps its frontal troop type with its rear troop type. The unit's front rank position remains unchanged. |
Deploy Flanks | The unit divides and deploys either front or rear ranks upon its flanks, the remaining troops remaining stationary. This maneouvre may also be used to swap the troops making up the core na dthe flanks of the unit. |
These maneouvres may also be attempted if Charged with a Leadership test, following or before using the normal methods of meeting a charge.
Square
A hollow square may be formed as a complex maneouvre, presenting only the front face of models in the unit. To form a Square from a single-rank unit, attempt a Complex Maneouvre test during the Movement phase. Divide the frontage as equally as possible into four. Either of the two central segments of this may form the static frontal segment of the Square, while the remaining models arc behind it in a square. If the test is failed, the unit remains stationary. The maneouvre may not be attempted if the unit either begins or would end with any models on difficult terrain or over obstacles.
A square may never be pushed back, and thus its opponents never receive a bonus for following up. A square counts as a prepared position, and so may not follow up attacks.
If a square contains mixed troops, one type of troop may deployed as corners or forming a smaller square within the hollow core of the formation. This occurs automatically when formed, and positions may not be changed once formed.
The formation may be returned to a linear formation by reversign the way it is formed as another complex maneouvre, with any of the four sides being the one that remains static.
The Wedge
Wedge formations are risky and used with rapid, elite forces, primarily cavalry. It allows a unit to pentrate a hostile unit and emerge from the other side, causing maximum damage but easily becoming stuck in tough combat.
A unit forms a Wedge when it charges as a Simple Maneouvre, doing so immediately when the charge is declared. The Leader forms the frontal model, remaining in place while other models form later ranks increasing in number by one model per rank - the second rank consists of two models, for example.
Once formed into a Wedge, the unit charges as normal, and is not allowed to make any further turns. It may attempt to wheel as a second or third maneouvre, with the wheel measured form the largest rank. If the test is failed, the charge is failed as normal, causing penalties when entering combat. Assuming the Wedge reaches its target and is not unformed, the following apply:
- Work out the initial combat between the leader and any opponents in base to contact.
- If the first conflict ends with the attacker's victory, immediately begin a second fight phase with them having penetrated the first rank, effectively placing the Leader between the first and second rank of the defenders for the next fight, and the attacking second rank to fight the defending front rank.
- Continue fighting and progressing in this manner until either sides run out of ranks, or the Wedge loses a round of combat.
- Where a defender's rank includes character models, these are automatically considered eligable to fight.
- While in a Wedge, character models may not issue or receive challenges.
- If the Wedge fails a round of combat, immediately arrange it into a standard formation with frontage equal to the widest rank of the Wedge.
- If a Wedge is pushed back, it is considered the loser and may have to take a Rout test. If the final round is a draw, both sides hold.
- If the Wedge successfully penetrates the final rank, the defenders must immediately take a Rout test, regardless of how many casualties they took.
- If the Wedge has no more remaining ranks with which to penetrate, it is arranged into a standard formation and the overall round of combat is considered a draw.
- If the defending unit Routs, the Wedge instantly reforms into a standard formation with frontage equivalent to its rearmost rank, and may pursue as normal.
- If a defender does not rout but is fully penetrated, then the Wedge has fully punched through it. The defending unit is not moved, but must remain stationary until the end of its Movement Phase. The Wedge is immediately reorganised into a standard formation with frontage equivalent to its rearmost rank, and is then moved up to its maximum movement rate from the back of the defender's formation. The unit may not maneouvre during this movement. If other enemy units are encountered during this, they are Charged automatically as if the ex-Wedge were Pursuing a Routing unit. If this does not occur, the ex-Wedge becomes unformed at the end of its movement and may not move during the next Movement phase as it reforms.
Archer Wedge
Any unit of ranged combatants may form themselves into a wedge as a simple maneouvre. This may have a single model at the front, as in a combat wedge, or may have more models at its front - otherwise, it may not move at all. Once in this formation, the archers may not turn, but may Wheel around the centre of their rear rank. Every model with half of its front facing not obscured by a preceding rank may fire in the Shooting phase. The wedge may reform into a linear formation as a simple maneouvre, with a frontage equal to its rearmost rank. If the unit is charged, this happens automatically and does not count as a maneouvre.
Shield Wall
Before moving in the Movement phase, a player may declare a unit equipped with Shields forms a Shield Wall. The unit may not move while in a Shield Wall, and may not use any missile weapons. While in a Shield Wall, all members of the unit gain +1 to their Armour Save. If the unit is Pushed Back or otherwise moves, volunatry or not, or is subject to a Psychological effect, they cease to be considered a Shield Wall. The shield wall may be voluntarily exited as a simple maneouvre.
Tetsudo
A unit with both hand weapons and shields forms a square block with as many ranks as it does frontage, any odd members being placed in the rear.
Forming a tetsudo is a complex maneouvre. Once in formation, the unit moves at half rate, and has its armour saving through increased by 2. If engaged in hand to hand, the formation is automatically abandoned, retaining the same ranks but losing the save bonus.
The tetsudo may be abandoned at any time as a simple maneouvre.
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