WAB FORUM ARMIES
WAB FORUM ARMIES
BOOK VIII: Rules, Scenarios & Campaigns
BOOK VIII: Rules, Scenarios & Campaigns
Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
CONTENT CONTENT Special Rules Special Rules Optional Rules Optional Rules
Random Scenario and Event Cards Random Scenario and Event Cards Scenarios Scenarios Campaigns Campaigns Scoring Chart Scoring Chart Army List Index Army List Index Aggression Chart Aggression Chart Tournament Result Sheet Tournament Result Sheet
PAGE PAGE 22 44 66 77 99 10 10 11 11 16 16 17 17
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SPECIAL RULES ALLIES
Each army only can choose one ally with up to 25%, mixing of different ally contingents is not allowed. Subject allies have Ld-1 and cost one point less per model, the subject ally-general 130 points with Ld7 only.
BATTALION GUN (75pts)
Counts as Light Cannon (see below) but must be attached to a rank&file unit of Shot. Must move like the unit, but is unable to fast march. Cannot move and shoot. Must stay at one flank of the unit. Have to shoot at the same target as the unit. If not fired last turn it is able to choose stand and shoot as charge reaction if the shot unit is charged. In such a case roll the artillery dice for how many S4 hits the enemy unit get.
CHARACTERS EQUIPMENT
Characters may have the equipment of the unit they join at the start of the battle (free). Any additional equipment available for that unit can also be taken but the points are doubled which have to be paid for the character.
CAMEL GUN
A light gun mounted on a camel.
Randomize missle fire against the camel gun: 1-4 camel, 5-6 gun
M WS BS S T W I A Ld Pts Camel 6 3 3 3 3 1 3 1 6 -Cannon - - - - 6 3 - - - 50 Equipment: The camelrider have a hand weapon and may have light
armour (+6).
Range 36”, S6, no save, D6 wounds per hit
Special Rules: Cannon, Camelry CANISTER SHOT
If not fired last turn a cannon is able to choose stand and shoot as charge reaction with a canister shot at the charger. In such a case roll the artillery dice for how many S4 hits the enemy unit get.
CARBINES
- range 16”, S3, save modifier -1
- mounted troops (except Dragoons) may not move and shoot
DRAGOONS
- counts as Light Infantry/Cavalry mixture with a movement rate of 8 - fear formed units
- cannot charge formed enemy units in the front
EARLY PHALANX
- if armed with thrusting spear fight in 2 ranks even on the charge - may not turn or change formation
- always suffer the -1 LD penalty as if enemies were in 8" when reforming
- become normalPhalanx rule in armies after 500BC ELITE
Can re-roll failed panic tests caused by friendly non-elite units.
ENTRENCHMENT (100pts soft, 200pts hard)
The player can field an obstacle (hard or soft cover) within his deployment zone before deployment, with a length of up to 16”.
FIELD GUN (75pts)
(See rulesbook page 130)
Each machine has a four man crew.
M WS BS S T W I A Ld Pts Crew 4 3 3 3 3 3 3 1 7 -Cannon - - - - 7 3 - - - 75 Equipment: Hand weapon.
The crew may have light armour (+6). Range 48”, S7, no save, D6 wounds per hit
Special Rules: Cannon
FIRELOCKS
- foot and mounted troops with firelocks do not suffer t he -1 penalty for move and shoot
GALLOPPER GUN (60pts)
Counts as Light Cannon with M8. GERMAN WEDGE
- may count rank bonus up to +2.
- ignore Ferocious Charge when charged and have at least +1 rank bonus - better armoured models have to be placed in front and flank
GRENADOES
- one use only
- for each grenadoe place the 3” template within 8” (90° arc of sight) - roll artillery and scatter dice, S4 hits
- in case of misfire place the template with the center above the thrower
HOWITZER (100pts)
Count asStone Thrower , see rulesbook page.126 KALLAPANI
Some armies transported their troops with horse or camel drafted platforms across the battlefield before the battles began. Such armies are free to choose a number of units which can be upgraded with “Riding Horses” or “Riding Camels” for 1 point per model. Horse riding infantry units can move up to 8” after deployment and before the first turn, camel riding 6”. This cannot be combined with the extra movement allowed for skirmishers in some scenarios.
LIGHT CANNON (50pts)
(See rulesbook page 130)
Each machine has a three man crew.
M WS BS S T W I A Ld Pts Crew 4 3 3 3 3 3 3 1 7 -Cannon - - - - 6 3 - - - 50 Equipment: Hand weapon.
The crew may have light armour (+6). Range 36”, S6, no save, D6 wounds per hit
Special Rules: Cannon LINE INFANTRY
- count as open order - no rank bonus
- able to perform an order - able to reform into aSquare
- can choose to reform as charge reaction, Ld-test needed, -1 if attacked in flank, -2 in rear
- in case they are charged in the flank and a Battalion Gun is attached,
simply ignore the gun and it’s crew
LINE CAVALRY
- count as open order
-may add rank bonus up to +1
- able to perform an order
LINE OR LIGHT
Units with this rule can change the troop type per reform. They also can reform from Skirmishers to Line Infantry and vice versa. Can perform
Orders all the time. MUSKETS
- range 24”, S4, save modifier -2 - one rank may fire
- if not moved two ranks may shoot (salvoe), but no shoot including next round, enemy units have to make a panic t est immediately if they have casualties
ORDERS
Each character model enables one line infantry or line cavalry unit with a successful Ld-test to have an extra movement or a reform before the normal movement phase. The extra movement does not include a march
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move. In case the Ld-test of the character is not successful the unit have to remain stationary for this turn, is not able to shoot and count as moved. Range of an order: Division General 18”, Brigade General 12”, Officer 6”
PIKE&SHOT
- units must remain within 2” to support or benefit from this support: - a unit of shot may use the stand &shoot reaction against enemy units charging a pike unit nearby, enemy must be within the 90° arc of sight during the charge, normal penalty for shooting at chargers apply - a unit of shot in front of a unit of pike will rally automatically after using fire&flee as charge reaction
- a unit of pike can declare a countercharge to an enemy unit who is charging a unit of shot nearby as long as the enemy is within the 90° arc of sight during the charge, pike unit will be moved in front of the shot unit
PISTOLS
- range 12”, S3,save modifier -1
- models armed with pistols count as armed with an additional hand weapon in melee, using a hand weapon and one pistol
- cavalry armed with pistols may fire twice per turn, 180° arc of sight - do not suffer penalties for move&shoot or long range
REDOUBT
The unit is covered with 1” earthwork at front and both flanks, which counts as hard cover. It remains stationary orhave to turn and leave the redoubt by manoeuvre or if fleeing. Must be deployed first.
RIFLE
- range 24”, S3, S4 at short range (with minie also at long range)
- two ranks may shoot (salvoe), but suffer a -1 to hit, enemy units have to make a panic test immediately if t hey have casualties
SQUARE
Line Infantry units of at least 18 models may reform into a Square with 4 models per side looking in the same direction. This formation is useful in case of a charge from a cavalry unit. A Square don’t has a flank or rear, can stand and shoot as charge reaction a t unengaged sides and against cavalry it negates Ferocious Charge. A unit in square formation is not allowed to pursue. Additional models are placed in the center. As soon as the unit has less than 18 models the Square is canceled and the normal formation takes place immedately.
STAKES
Stakes must be placed when the unit is deployed on the table. After deployment is finished and stakes placed the stakes are lost as soon as the unit moves or flee. Mounted models hit models behind the stakes with -2, cannot use theFerocious Charge ability and do not gain any weapon
strength bonuses.
STAMPEDING ANIMALS (200pts)
Some armies sent herds of stampeding animals (e.g. camels, cattle) against their foes. Such a herd is a group of animals based on individual or group bases, which will be deployed and move within up to 6”x6”. For a stampeding herd the player declare a direction before the game starts, but after deployment. Beginning in round one the herd move 2d6” each turn exactly in that direction, like a stampeding elephant. Starting with round two the player roll additionally to the 2d6” for the distance another d6. On a 2-5 the stampede continues in exactly the same diretion. On a 1 the stampede ends and the animals remain stationary until the battle ends. On a 6 roll the scatter dice for the random direction the stampede goes on. All units touched by a stampeding herd have to flee directly away from it.
SUPERIOR BATTLE STANDARD
Some armies had a special army standard which can be fielded instead of the normal battle standard bearer for the same points if the size of the army is 3000 points or more. Such superior signs are based on a light chariot base (40x80mm), have a movement rate of 4” and cannot march or flee. Whenever they are at tacked successfully they are automatically destroyed and the army has to make a panic test similar to the one in case of the generals death. As long as they are on the battlefield the radius of such battle standards is 18” and fleeing troops within 6” are rallying automatically.
TETHERED CAMELS
Some camels are mixed into or attached to that unit, this way the unit causesFear in enemy cavalry. The camels will be removed as soon as the
unit charges or flee.
UNITS
All units may have a leader, standard and musician for 5pts each.
All limits for units (like 0-1) are written for armies of 2000 points or less. If you play with armies that have more points simply take those units as 0-1 for each 2000 points e.g.. Always round down if you have an odd number. Exception is the wagon tabor which is 0-1 regardless of army size.
UNRULY
Onagers or asses were unreliable draft animals or mounts. Roll a d6 at the begin of each turn for an unruly unit. On a 1 the unit remains stationary that turn. Riders are too busy too shoot then too. On a 2-6 the unit move and act normally.
USED TO ELEPHANTS
As long as an army have access to elephants (not if only via allies) all models areUsed to Elephants, which means infantry do not fear and
elephants cause fear instead of terror for cavalry&chariotry.
VETERANS
Additional to the rule they can re-roll failed panic tests caused by missle fire.
WAGON TABOR
See WAB Errata for details:
http://warhammer-historical.com/PDF/WAB2%20Errata.pdf
WARHOUNDS
(See rulesbook page 188)
Warhounds are organised in special units consisting of a packmaster (+8) and up to six warhounds (+5 each). Any hits inflicted by missle weapons should be randomly devided between the packmaster and the hounds.
M WS BS S T W I A Ld Pts Packmaster 5 4 4 3 3 3 4 1 6 8 Warhound 6 4 0 3 3 1 3 1 3 5 Equipment: Packmaster may have javelins (+1) and light armour (+2) Special Rules: Warband, Skirmishers
WAR WAGON
See WAB Errata for details
http://warhammer-historical.com/PDF/WAB2%20Errata.pdf
Some War Wagons may have two war machines with crew instead of 6 missle armed crew members (+80).
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OPTIONAL RULES WEATHER
1. Wind
Roll the scatter dice to determine where the wind comes from.
Roll a d6 before the game how many inches missles will add or deduct from their range when fireing with or against the direction the wind blows. This addition or reduction only takes place if at least one friendly missle firing model is within the exact c orridor, measure from the units front rank, and is able to shoot at the enemy unit.
2. Rain or Snow
Roll a d6 to determine what happens. 1 – no movement reduction at all
2 – only infantry, -1” to the normal movement rate, no fast march 3 – only cavalry, -1” to the normal movement rate, no fast march 4 – only chariots, -1” to the normal movement rate, no fast march 5 – all mounted models, -1” to the normal movement rate, no fast march 6 – all models, -1” to the normal movement rate, no fast march
3. Sun
Roll the scatter dice to determine where the sun shines from.
Roll a d6 before the game how many inches a charge will be reduced from it’s range when attacking against the sunshine.
This reduction only takes place if at least one friendly attacking model is within the exact corridor, measure from the units front rank, and is able to attack at the enemy unit.
DAYTIME
Roll a d6 to determine when the battle starts. 1-3 – morning, 4-5 – noon, 6 – evening
It always need 3 game turns to change from morning to noon and from noon to evening. As soon as the evening arise sight start to be limited. For each additional evening turn reduce missle range or charge range by 1”, 2” in case of mounted models.
TERRAIN GENERATOR
Split the table in parts of 24x24”. Each piece of terrain is not larger than 6x6”, obstacles not longer than 6”. For each part roll a d6.
Hills: 1-2 – one hill, 3 – two hills, 4 - nothing, 5 – a house, 6 – a wood Woodland: 1-2 – one wood, 3 – two woods, 4-5 nothing, 6 – a hill Plain: 1-3 – nothing, 4 – a hill, 5 – a house, 6 – an obstacle
Swamp: 1-3 – difficult terrain, 4 – a wood, 5 – a lake, 6 – an obstacle Desert: 1-4 – nothing, 5 – a hill, 6 – impassable terrain
FAITH POINTS
Some armies may want to exchange standards and battle standard for a pool of faith points, similar to oracle points. Therefore such an army buy a battle standard bearer as priest or shaman. He allows the army to use 1d6 per 1000pts of faith points. Additional to that each unit he
accompanies may re-roll failed panic tests. See oracle points for handling. Only core units and no allies or mercenaries are allowed to use such faith points.
DEFENDING THE CAMP
Additional to all scenario setups there may be a camp fielded by the defender. To determine who the defender is, simply each player rolls a d6 before the battle and add the aggression from the Aggression Chart to it. The player with the lowest result is the defender, no defender in case of a draw. The defender can place a camp with a maximum of 6x6”
somewhere within his deployment zone. The edges of that camp count simply as obstacle. The camp is worth additional five army break points. As soon as there are more enemy models within the camp than defenders the defending player loose five army break points. He can put as many models inside as possible.
DEFENCES
Additional to all scenario setups there may be fielded up to three wooden fences by the defender. To determine who the defender is, simply each player rolls a d6 before the battle and add the aggression from the Aggression Chart to it. The player with the lowest result is the defender, no defender in case of a draw. Each undefended fence lower the total army break points of the defender by one.. Each fence has a maximum length of 6”.
First roll a D3 to see how many fences the defender may place before deployment, but after the sides were choosen.
Then roll another D3 to see where they can be fielded, which always must be as one fence:
1 – within 6” of the defenders table edge, must touch the table edge with one end
2 – within 6” of the defenders table edge but don’t have to touch the table edge once
3 – within 12” of the defenders table edge
CHARACTER EXPERIENCE
Characters can attain abilities and become experienced thus. This succeeds about the collecting of fame points. Experienced characters cost furthermore the points which the "normal" character would also cost. Experienced characters can be sent in the retirement, e.g. if they are not fit on the basis of injuries any more. There only can be one experienced character per player. For 4 fame points the character can roll on the skill tables, the general one and the one of his class. With creation of a character the player must decide on acharacter class:
Strategist, Duellist, Veteran, Rogue, Warrior, Politician
Fame points:
+1 for each by the character or a unit to which he is attached, in close combat carried off (and up to end of battle) maintained standard. + 1 for every character killed in a challenge
+ 2 for every general killed in the challenge + 1 for a won battle
-1 for loosing the Battle Standard to the enemy
-1 flee for from the field or in the last round on the field fleeing
General skills (for everybody): Role on the D66 (two D6)
11-16: + 1 WS 21-26: + 1 BS 31-36: 1 Movement
41-46: Curing of an eligible injury (roll again if none) 51-56: + 1 Initiative 61-62: + 1 attack 63-64: + 1 strenghth 65: + 1 toughness 66: + 1 Ld (up to 10) Strategist
11-15: Area advantage - The player may select t he side
16-22: Flank attack - If the army of the strategist attacks, the scenario "Flank attack” can be selected.
23-26: Delaying tactics: The strategist may select who begins.
31-34: Advance: Before the game one infantry unit in 12" of the strategist may make a march move.
35-36: General's hill: The strategist counts concerning break tests like an army standard with 6" range (only one repeat, even if the BSB is also in range)
41-44: Inspiring: Once per battle the strategist gives +1 on t he close fight result to all friendly units in 10", announce at the beginning of the close combat phase
45-51: Internal rest: Missle armed units in 12" around the strategist are allowed to do stand&shoot and without penalty of-1.
52-55: Forced march: The strategist and his unit are allowed once per game before the movement phase 1d6+1 forwards. Can be used to attack. 56-63: Night fighter: The strategist is an expert in astonishing attacks and can choose the scenario “Surprise Attack”.
64-66: Ambush expert: In the defence the strategist can choose the scenario “Ambush”. Point relation is as described 2 to 3, has nevertheless, the actually attacker not this ratio, he must put up less.
Duellist
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points
15-22: Unstoppable attack: The Duellist can repeat once per game during the attack failed to-hit rolls.
23-26: Mental duel: Every character which would like to line up against the Duellist in a challenge must pass a Ld test with -2, otherwise the character refuse. The Duellist can decide whether the challenge, nevertheless, takes place.
31-34: Duellist: The character receives in challenges +1 to the hit roll. Cannot deny challenges.
35-42: Lightning reflexes: + 1 initiative, all attacks in challenges are handled in initiative order (no attack bonuses)
43-44: Code of honour: If a challenge finishes speaking of the Duellist, he can select himself who must a ccept the challenge or decline. Cannot deny challenges.
45-53: Lucky guy: The Duellist receives per battle d3 re-rolls (for hit, wound and saving throws)
54-61: Challenger: In every close combat round in the Duellist fights in achallange, the unit get +1 to the combat result. Cannot deny challenges. 62-64: Riposteur: All successful hit rolls in the close fight against the Duellist must be repeated.
65-66: Aspiring: The Duellist receives an additional fame point, for every character killed
Veteran
11-14: Nerves from steel: The veteran and his unit may repeat a single panic test in the game.
15-22: Neither death nor devil: The veteran and his unit are immune to fear and terror
23-26: Inflexibly: The veteran and his unit may repeat a single break test once per game.
31-34: Headstrong dog: Once per game all to-hit rolls c an be re-rolled, but all hit rolls have to be repeated.
35-41: Iron fist: At the beginning of every close phase the veteran can redouce an attack - for every attack he gets +1 strength, up to 5.
42-45: Tenaciously like leather: Once per game the opponent must repeat successful wound rolls against the character
46-53: Brawl: The veteran may decide in the close combats he is involved, challenges may be pronounced or not.
54-56: Anatomist: Once per game the veteran and his unit in the close combat can repeat to wound rolls. All rolls have to be repeated. 61-63: Personal armament: The veteran receives +1 on the armour save 64-66: Personal weapon: The weapon of the veteran makes in addition to all normal modification -1 to the a rmour save of the opponent.
Rogue
11-14: Without honour: The rogue may reject challenges and remain in the first row and fights.
15-16: Poisoner: The rogue and the unit he accompanies at the beginning of the battle have poison attacks. Wound on 6 with the hit roll
automatically.
21-24: Low methods: Once per game every successful wound of the rogue makes two life points instead of one. Announcement at the beginning of the close combat phase.
25-31: Parade: At the beginning of every close combat phase the rogue can select a model in the base contact. This model looses one attack for this close combat phase.
32-35: To down stiff ones: Enemy unit in base contact with the character gets -1 on the Ld (after modifications)
36-41: Brutal smell: The rogue is hit -1 in close combat.
42-45: Well on foot: The rogue and his unit throw for pursuing and fleeing an additional d6 and ignore the lowest dice.
46-53: Rioter: The rogue and a unit hate once per game for one turn the opponent. Announce when the charge was declared and before reactions. 54-56: Black soul: The rogue hates even all opponents. He and his unit must pursue.
61-63: Anatomical knowledge: Opponents must repeat all successful saving throws against the rogue.
64-66: Beast: The rogue causes fear with the opponent on account of his atrocities. (Except elephants)
Warrior
11-13: Time of the gods: The warrior receives per battle d3 re-rolls (saving throw, hit, wound)
14-21: Hothead: The warrior and his unit receive once per game 1d3 inches to the attack reach (announcement before attacks declare). A faild
charge takes place with normal movement.
22-25: Popular leader: As long as the character remains in the first row, the unit receives +1 to the close combat result.
26-32: Blessed: The warrior may repeat failed saving throws. 33-36: Resistantly: All attacks on the warrior receive - 1 strength 41-43: Local-expert: The warrior is allowed to do an area piece of terrain on the table before the side choice, 6x6” maximum.
44-52: Hunt: The warrior and his unit must pursue, with an extra +1d3. 53-56: Despot: The warrior gets an additional point of fame for the battle regardless of result.
61-63: Curse: Once per game the warrior can curse an enemy unit within 6” inches. This unity must repeat all successful to-hit rolls.
Announcement before the beginning of the movement phase.
64-66: Power of the horde: Once per play the warrior and a connected warband with a minimum of 15 models will get the autobreak rule even when not charge themself.
Politician
11-15: Organizer: A unit after choice of the politician has been supplied with better weapons - in the close fight the enemy roll -1 t o armour saves 16-22: Inciter: 1d6 units of the opponent become before the battle "unreliable" - they must roll dice like in the supplement described. The affected player selects the units.
23-26: For the native country: Once per game the politician can allow to rally all units in 12" round him. Announce before rally tests are rolled. 31-34: Slayer of the barbarians: The politician causes fear in barbarians. 35-36: Born leader: Politician and his unit gets +1 Ld on combat results 41-44: National tribune: The politician and his unit may repeat panic test. 45-51: Agitator: A unit at the beginning of a game turn around 8" of the politician hates the enemy until start of the next turn of the player. Announcement before the attack reactions are declared.
52-55: Ripper: The army receives twice as much gold from plundering of every kind (only for campaigns)
56-63: A leader, no fighter: The Politician may reject challenges and remains without restrictions in the first row.
6466: Perfect organizer: a unit was supplied with excellent armaments -the unit receives +1 on -the saving throw, as long as -they have light armour at least.
If a character is killed in a fight, the player must throw dice once on the injury-chart. If he is killed in a challenge he throws dice twice and the opponent choose the result. If he flees, throw twice too but the player selects himself the result.
Injury Chart
11-13: Dead
14-16: Arrested: only from hostile sides. These character can be bought back or be executed by the enemies. Neutral barbarians execute the character always – camapign games only
21-22: Multiple injuries. Roll 1d3 more on the chart and repeats everybody Deadly, Caught or entire recovery once more.
23: Wasting away injury: The Char loses a life point permanently. At every future battle it is thrown d6, on "1" he loses an other point 24: old war injury: before every new battle throws d6 for the character. On a one he refuse to take part in the battle. His points cannot be substituted. If he is the general, then the army has no general. 25: Lost arm: Can lead no more shield or additional hand weapon. If second arm is lost, the Char has to go in the retirement.
26 leg injuries: - 1 Movement.
31-32: Head wound: Char is stupid. Must make a Ld-test before
movement, if failed he and his unit have to move straight forward half the profile movement rate.
33-34: Sword arm wound: - 1 attack 35: Hand injury: - 1 WS
36: Torso wound: - 1 toughness 41-42: Internal injury: - 1 strength 43-44: Loss of the assurance - 1 Ld
45-46: From own riding animal tramples: The Char one day denies itself again a riding animal of the same kind. Roll once more if Char wasn’t mounted.
51-52: Death wish: The Char denies himself to carry a rmour or shield. 53-54: Lost eye. - 2 BS. if second eye away, then retirement
55-56: Unbelievable luck: The Char gets + 1 fame point. 61-66: Entire recovery: No injury – lucky guy.
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RANDOM SCENARIO AND EVENT CARDS Scenarios
1 – Misinformation : Deployment zone halfed for one of the players 2 – Treachery: roll for each unit on the table a dice, on a one i twill be removed, except for the general and the unit he accompanies
3 – Aridity: Ld -1 for all
4 – Sandstorm: Missle fire -1 to hit
5 – Plague: Each infantry unit loose d6 models, before turn 1 6 – Intrigues: Ld-test must be passed to declare a charge
Event Cards
01 – You win if you can kill the general, reveal immedately 02 – You win when you kill the Battle Standard Bearer, reveal immidately
03 – You win if you can destroy the most expensive unit of the enemy, reveal immedately
04 – Remove one of your character models, reveal immedately 05 – One unit champion will be up to sub-general at no cost, reveal immedately
06 – Remove one of your skirmish units before the battle starts, reveal immedately
07 – Your opponent has to remove one of hi s skirmisher units, can be used at will and in each turn
08 – Your general loose one wound if he rolls a 1 on D6, have to roll at the begin each own turn, reveal i mmedataly
09 – The general of your opponent loose one wound immedately, can be used at will
10 – One unit of your opponent have to charge this round, can be used at will
11 – All your arrows only have S2 this game, reveal immedately 12 – All your sprearmen only have S2 this game, reveal immedately 13 – All your arrows have S4 this game, reveal immedately
14 – All your sprearmen have S4 this game, reveal immedately 15 – All your heavy chariots do not cause impact hits this game, reveal immedately
16 – Your general is not allowed to be within 12" of the enemy general, have to move in case he is, reveal immedately
17 – All your chariots have T3, reveal immedately
18 – All your chariots only have a save of 4+, reveal immedately 19 – All your chariots have two wounds, reveal immedately
20 – Your general can reroll all failed to-hits rolls once, only during a challange, reveal immedately
21 – Range of generals Ld is 18", reveal immedately 22 – Range of generals Ld is 6", reveal immedately
23 – Your Battle Standard has a range of 18", reveal immedately 24 – Your Battle Standard has a range of 6", reveal immedately 25 – The range for panic tests in case of broken or destroyed unit is reduced to 6", reveal immedately
26 – The range for panic tests in case of broken or destroyed unit is enlarged to 18", reveal immedately
27 – One of your unit can move an extra D6", at will
28 – You can loose one army break point more to be under 50% than normal, reveal in case of you are under 50% (without the card) 29 – The opponent loose four army break points instead of two if the general is slain is lost, reveal in case of the opponents general is lost. 30 – You get an opponents unit (fully recoverd) you destroyed
completely, at will, unit remains exactly where it was destroyed but can reform
31 – Your opponent isn’t allowed to use his generals Ld one turn, at will 32 – Your opponent isn’t allowed to use his battle standard for one turn, at will
33 – One of your rank&file infantry units cause fear, reveal immedately 34 – Your general has suffers fromStupidity, reveal immedately
35 – Your general has Hatred , reveal immedately
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1. SCENARIO - ENCOUNTER DEPLOYMENT & SPECIAL RULES
1) Each player rolls a dice, with the highest rolling player choosing one four corner of the table as his starting corner. His opponent will get the diagonally opposing corner.
2) The player that rolls higher on a D6 deploysat least3 ABPs worth of
units.Skirmishingunits may be deployed up to 36’’ of the corner.Open Orderunits may be deployed up to 24’’ from the corner andClose Order
units may be deployed within 18” of the corner.
3) His opponent deploysat least3 ABPs worth of units using the same
guidelines described above.
4) Players alternate deploying 3 ABPs (or more) unti l all units in both sides have been deployed.
5) The player that finished his deployment first starts the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.
2. SCENARIO - ELITE DEPLOYMENT & SPECIAL RULES
1) Each player rolls a dice, with the highest rolling player choosing one of the long edge of the table as his table side. His opponent gets the opposing table edge.
2) Each player chooses one of hisFORMEDunit (not a character or a
War Machine). That unit is worth anextra 3 ABPs.
Example: you choose a mighty knight unit. It was worth 3ABPs as a unit that costs 300pts or more. For this game, that unit is now counted as a 6ABPs unit.
3) Each players secretly draws a sketch of the deployment of his units (Hidden Deployment).
Deployment zone is as usual (up to 12’’ from your table edge, and not within 12’’ of any side
edge).
4) Each player deploys his army. This is done simultaneously.
5) After the deployment of both armies, each player selects anyONEunit
of theenemyarmy.
THAT UNIT DOESN’T WORTH ANY ABP WHEN DESTROYED OR REDUCED TO HALF STRENGTH.
6) Each player rolls a D6. The highest rolling player starts the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.
3. SCENARIO - VANGUARD DEPLOYMENT & SPECIAL RULES
1) Each player rolls a dice, with the highest rolling player choosing one of the long edge of the table as his table side. His opponent gets the opposing table edge.
2)Starting with the player that rolls the hi ghest result on a D6, each
player deploysallhis units with a Movement value (modified by
equipment) of 4 or less. These units may be deployed up to 6’’ from your table edge, and at least 24’’ from each side table edge.
3) Starting with the player that rolls the highest result on a D6, each player deploysallhis units with a Movement value (modified by
equipment) of 5 or 6. These units may be deployed up to 10’’ from your table edge, and at least 12’’ from each side table edge. If player has no unit to deploy during this step, up to three of his formerly deployed units may be moved up to 4’’ each.
4) Starting with the player that rolls the highest result on a D6, each player deploysallhis units with a Movement value (modified by
equipment) of 7 or 8. These units may be deployed up to 12’’ from your table edge, with no minimal distance from the side table edges. If player has no unit to deploy during this step, up to three of his formerly deployed units may be moved up to 4’’ each.
5) The player who finished his deployment first starts the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.
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4. SCENARIO - CHAOS DEPLOYMENT & SPECIAL RULES
1) Each player rolls a dice, with the highest rolling being the First Player. 2) The First Player chooses a long table edge and places six dice in contact with this table edge each with a different number face up (so, from one to six). Each dice must be at least 8’’ away from any other dice. 3) The other player places six di ce in contact with the opposite table edge each with a different number face up (so, from one to six). Each dice must be at least 8’’ away from any other dice.
The table with the dice should look something like that:
4) The First Player chooses a unit and rolls a dice. That unit must be deployed with at least one figure of the unit within 8’’ of the dice that has the same face up number as the dice rolled.
5) The other player chooses a unit and rolls a dice. That unit must be deployed at least one figure of the unit within 8’’of the dice that has the same number as the dice rolled.
6) Players alternate rolling dice for each of their unit and deploying them at least one figure of the unit within 8’’of the dice showing the number rolled ; until all their army is deployed.
7) The player who ended his deployment first starts the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.
5. SCENARIO - CLASH DEPLOYMENT & SPECIAL RULES
1) Each player rolls a dice, with the highest rolling player choosing one of the short edge of the table as his table side. His opponent gets the opposing table edge.
2) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units. These units must be deployed between 18’’ and 24’’ from his table edge (t hat is, at least 18’’ away but not more than 24’’ away.
3) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units (or the remainder of his army if he has less than 2ABPs left). These units must be deployed between 12’’ and 18’’ from his table edge (that is, at least 12’’ away but not more than 18’’ away.
4) Starting with the player that rolls the highest result on a D6, each player deploys between 2 and 4 ABPs worth of units (or the remainder of his army if he has less than 2ABPs left). These units must be deployed between 8’’ and 12’’ from his table edge (that is, at least 8’’ away but not more than 12’’ away.
5) Starting with the player that rolls the highest result on a D6, each player deploys the remainder of his army These units must be deployed within 8’’ from his table edge.
6) Each player rolls a dice, with the highest scoring player starting the game.
ENDGAME
Game ends when one side has lost half or more of his ABPs. For ABPs, see Warhammer Ancient Battles, page 150.
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1. CAMPAIGN - MAP BASED GENERAL
The map is diveded in provinces.
Each player get two home-provinces at the start of the campaign. The home-provinces cannot get lost, but plundered
There are five income classes per province: E=50, D=100, C=150, B=200, A=250
If a province contains a city, there is an additional income of 100. Cities cannot be builded, but destroyed (which gives the destroying player immedataly 200)
Each province can be upgraded, one class per turn, which cost 200 In case a province will be plundered it falls back to class E and the plundering player gets 200 per class level it was reduced.
Only one attack move per player per turn. There is a maximum of 2000pts per battle.
If a player has less than 2000pts he has to fight with the lesser points. Each province can host a maximum of 3000pts
Each “point“ only can move one province per turn, experienced characters two.
NEUTRALS
Neutral provinces contain 800 +d6x100 points of troops, 1400+d6x100 in case of provinces with a city. Armies from players can walk through neutral provinces instead of fighting the defenders, but there is a chance of 1:6 that they will be attacked. This chance raise to 2:6 in case the player retreats from a battle into a neutral province. In case of a player army moving through neutral provinces the defending amry don’t count against the province limit of 3000pts.
VICTORY CONDITIONS
A player need 15 victory points to win, at the start of the turn. Per three provinces the player get 1VP
Each province with a city count additional as 1 VP Missions may influence the VPs.
REVOLTS
There is a chance of 10% for provinces with less than 500pts of troops to revolt. Home provinces never revolt and do not count for other regions as without troops. There may be a defined region for each player and outside of it the chance for a revolt always is 10% regardless of troops. The chance for a revolt accumulates, means if you have three provinces without troops, there is a 30% chance for each to revolt.
COSTS
10% of the total number of troops must be paid for supporting them, each turn. 20% in case the troops are in a neutral province. If not enough income is available the troops have to be reduced accordingly.
Income can be spend on troops (1 = 1pt) or upgrades, not all money must be spent hoarding of money is possible.
UPGRADES
- per field class 200pts
- building a mine in a province with natural ressources, 300pts, allows income from these ressources (50-250)
MISSIONS
- each fraction may create an own stake of missions (15-30), with agreement of the other players
- as soon as a mission is accomplished he may take a new one, randomly - in case he cannot accomplish the mission he has to wait two turns and take a new one
- mission can be about additional income, units, victory point conditions, etc.
RANDOM EVENTS
- can be positive or negative ad shal bring more historical flavour into the campaign
- a stake with “cards” can be made
- starting with round 6 the random events may occur
EXPERIENCED CHARACTERS
- each fraction only have one experienced character at the same time - if he dies, there will be a new one within one of the home provinves - have a look at the „Experienced Characters“ within the optional rules section.
TURN SEQUENCE
- Revolts, each revolting province turns into a neutral one again
- Income: calculate the income, substract the support bneeded for 10% of the troops
- turns have to be send from each player to the game master - Moving: Move the points/armies
- Fights: Play the games/battles - Retreats: Move retreating armies
- Results: Provinces may change the owner, calculate fame points - Expenses: Upgrades can be made as stated in the turn, points can be raised in both home-provinces
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ample: You have won your game. You started with an army of 15 APBs and you have lost during the course of your game 4 ABPs. The end score is 14pts for you, and 6pts for your opponent.
Example: You have won your game. You started with an
army of 15 APBs and you have lost during the course of
your game 4 ABPs. The end score is 14pts for you, and
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ARMY LIST INDEX
IV/62 100 Years War English (1322AD - 1455AD) III/37 Abbasid Arab (747AD - 945AD)
V/53 Abyssinian (1500-1700AD)
II/62 Abyssinian and Horn of Africa (100AD - 1500AD) II/84 African Vandal (442AD - 535AD)
I/11 Akkadian and Third Dynasty of Ur (2334BC - 2004BC) II/58 Alan (50AD - 1500AD)
IV/69 Albanian (1345AD - 1430AD & 1443 AD - 1479AD) II/15 Alexandrian Imperial (328BC - 320BC)
II/12 Alexandrian Macedonian (355BC - 320BC) V/55 Alwa (1500-1504AD)
IV/72 Amazonian (1350AD - 1500AD) V/30 Amazonian (1500-1662AD)
IV/49 Anatolian Turkoman (1260AD - 1500AD) V/10 Anatolian Turkoman (1500-1515AD) II/53 Ancient British (55BC - 75AD) II/39 Ancient Spanish (240BC - 20BC) III/34 Andalusian (710AD - 1172AD) III/71 Anglo-Danish (1014AD - 1075AD) IV/21 Anglo-Irish (1172AD - 1489AD) IV/3 Anglo-Norman (1072AD - 1181AD) V/50 Arab (1500-1700AD)
III/25 Arab Conquest (622AD - 660AD) III/38 Arab Indian (751AD - 1206AD) II/22 Arabo-Aramaean (312BC - 240AD)
II/14 Ariarathid Kappadokian (330BC - 322BC & 300BC - 17AD) II/16 Asiatic Early Succesor (320BC - 285BC)
II/34 Attalid Pergamene (263BC - 129BC) V/70 Austrian Imperial (1556-1609AD) III/13 Avar (553AD - 826AD)
IV/20 Ayyubid Egyptian (1171AD - 1250AD) IV/63 Aztec (1325AD - 1500AD)
V/23 Aztec (1500-1521AD)
III/50 Bagratid Armenian (885AD - 1045AD) V/90 Bishops' War English (1639-1640AD) V/91 Bishops' War Scots Royalist (1639AD) II/6 Bithynian (435BC - 74BC)
IV/77 Black Sheep and White Sheep Turkoman (1378AD - 1500AD) II/25 Bosporan (310BC - 375AD)
V/93 Braganza Portugese (1640-1700AD) V/102 Brandenburg-Prussia (1646-1700AD) III/18 Breton (580AD - 1072AD)
V/87 Buccaneer (1624-1700AD)
II/70 Burgundi or Limigantes (250AD - 534AD)
IV/84 Burgundian Ordonnance (1471AD - 1477AD) III/9 Burmese (500AD - 1500AD)
III/57 Buyid or other Dailami Dynasties (927AD - 1090AD) II/60 Caledonian (75AD - 211AD)
II/10 Camillan Roman (400BC - 275BC)
II/8 Campian, Apulian, Lucanian or Bruttian (420BC - 203BC) V/82 Canadian French (1603-1700AD)
V/112 Caroline Swedish (1649-1700AD) III/28 Carolingian Frankish (639AD - 888AD) III/8 Central Asian City-States (500AD - 1000AD) III/11 Central Asian Turkish (550AD - 1330AD) IV/70 Chanca (1350AD - 1440AD)
II/21 Ch'iang and Ti (315BC - 417AD) IV/71 Chimu (1350AD - 1464AD)
II/79 Chinese Northern and Southern Dynasties (317AD - 589AD) V/78 Christian IV Danish (1588-1648AD)
III/12 Christian Nubian (550AD - 1500AD) IV/2 Cilician Armenian (1071AD - 1375AD) II/3 Classical Indian (500BC - 545AD) II/44 Commagene (163BC - 17AD - 72AD) III/72 Communual Italian (1029AD - 1320AD) III/79 Cuman (Kipchak) (1054AD - 1394AD) I/35 Cypriot and Phoenician (1000BC - 332BC)
II/52 Dacian (60BC - 106AD) and Carpi (106BC - 380AD) I/30 Dark Age and Geometric Greek (1160BC - 650BC) III/41 Dog Peoples and Pueblo Cultures (800AD - 1500AD) V/81 Dutch Colonial (1602-1700AD)
V/75 Dutch Rebellion (1568-1648AD) V/106 Dutch United Provinces (1649-1688AD) III/53 Dynastic Bedouin (890AD - 1150AD) III/60 Dynastic Kurdish (950AD - 1085AD)
II/72 E. Frankish,Alamannic,Suevi,Rugian,Turcilingi (250-584AD) I/60 Early Achaemenid Persian (550BC - 420BC)
II/28 Early Armenian and Gordyene (300BC - 627AD) I/6 Early Bedouin (3000BC - 312BC)
III/14 Early Bulgar (559AD -1018AD) IV/76 Early Burgundian (1363AD - 1471AD) III/4 Early Byzantine (493AD - 578AD) I/61 Early Carthaginian (550BC - 275BC) IV/7 Early Crusader (1096AD - 1128AD) V/67 Early Danish (1524-1587AD) I/2 Early Egyptian (3000BC - 1543BC) II/47 Early German (115BC - 250AD)
V/86 Early Gustavian Swedish (1618-1629AD) I/27 Early Hebrew (1250BC - 1000BC) I/52 Early Hoplite Greek (680BC - 450BC)
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III/67 Early Hungarian (997AD - 1245AD) II/56 Early Imperial Roman (25BC - 197AD) I/7 Early Libyan (3000BC - 74BC)
III/2 Early Lombard (489AD - 584AD) I/54 Early Macedonian (650BC - 355BC)
III/33 Early Muslim North Africa and Sicily (696AD - 1160AD) I/14 Early Northern Barbarians (2000BC - 315BC)
II/67 Early Ostrogothic, Herul, Sciri or Taifali (200AD - 493AD) III/62 Early Polish (960AD - 1335AD)
II/24 Early Rhoxolani Sarmatian (310BC - 100AD) III/78 Early Russian (1054AD - 1246AD)
III/54 Early Samurai (900AD - 1300AD)
III/26 Early Serbian (627 -1089AD) or Croatian (627 - 1180AD) III/1 Early Slav (476AD - 1218AD)
I/1 Early Sumerian (3000BC - 2250BC I/5 Early Susiana and Elam (3000BC - 800BC) IV/41 Early Swiss (1240AD - 1400AD)
I/9 Early Syrian (2500 BC - 2200 BC) V/8 Early Tudor English (1500-1558AD) II/66 Early Vandal (200AD - 442AD) V/68 Early Vasa Swedish (1524-1617AD) I/49 Early Vietnamese (700BC - 938AD) II/65 Early Visigothic (200AD - 419AD) V/49 East African Pagan (1500-1700AD) III/52 East Frankish (888AD - 1106AD)
IV/9 Eastern Forest American (1100AD - 1500AD) V/32 Eastern Forest American (1500-1700AD) V/71 Elizabethan English (1559-1603AD) III/6 Emishi (500AD - 1100AD)
V/96 English Civil War Parliamentarian (1642-1648AD) V/94 English Civil War Royalist (1641-1647AD) V/119 English Monmouth Rebel (1685AD) V/98 English New Model Army (1645-1660AD) V/83 English or Dutch Colonial (1607-1700AD) IV/33 Epirot Byzantine (1204AD - 1340AD) IV/27 Estonian (1200AD - 1227AD) I/57 Etruscan League (600BC - 280BC) III/74 Fanatic Berber (1039AD - 1500AD) ÎII/65 Fatimid Egyptian (969AD - 1171AD) IV/23 Feudal English (1181AD - 1322AD) IV/4 Feudal French (1072AD - 1330AD) III/35 Feudal Spanish (718AD - 1340AD)
IV/74 Free Company or Armagnac (1357AD - 1444AD) V/69 Free Cossack (1550-1700AD)
V/74 French Catholic (1562-1597AD) V/73 French Huguenot (1562-1598AD)
IV/82 French Ordonnance (1445AD - 1500AD) V/79 French Thirty Years War (1599-1648AD) V/63 Funj Empire (1504-1700AD)
II/30 Galatian (280BC - 25BC) II/11 Gallic (400BC - 50BC) III/70 Georgian (1008AD - 1500AD)
V/38 Georgian or Circassian (1500-1700AD) II/71 Gepid (250AD - 566AD)
V/84 German Catholic (1609-1648AD) V/5 German Minor States (1500-1609AD) V/85 German Protestant (1609-1648AD) III/63 Ghaznavid (962AD - 1186) IV/8 Ghurid (1100AD - 1215AD)
IV/47 Golden Horde and Successors (1251AD - 1500AD)
II/36 Graeco-Bactrian (250-130BC), Graeco-Indian (170BC-55BC) IV/38 Granadine (1232AD - 1492AD)
IV/60 Grand Catalan Company (1302AD - 1388AD) II/41 Han Chinese (202BC - 189AD)
II/50 Hasmonean Jewish (103BC - 63BC) II/31 Hellenistic Greek (275BC - 146BC) V/42 Hindu Indian (1500-1700AD) III/10 Hindu Indian (545AD - 1500AD) I/24 Hittite Empire (1380BC - 1180BC)
I/16 Hittite Old and Middle Kingdom (1680BC - 1380BC) I/13 Hsia and Shang Chinese (2000BC - 1027BC)
II/61 Hsien-Pi,Wu-huan,Pre-dynastic Khitan,Hsi (90AD - 1000AD) III/66 Hsi-Hsia (982AD - 1227AD)
II/38 Hsiung-Nu or Juan-juan (250BC - 555AD) V/12 Hungarian (1500-1526AD)
V/117 Hungarian Rebel (1670-1685AD) II/80 Hunnic (356AD - 570AD)
IV/80 Hussite (1419AD - 1434AD & 1464AD - 1471AD) I/17 Hyksos (1645BC - 1537BC)
IV/46 Ilkhanid (1251AD - 1355AD) I/47 Illyrian (700BC - 10AD) IV/81 Inca (1438AD - 1500AD) V/29 Inca (1500-1572AD)
IV/37 Indonesian or Malay (1222AD - 1500AD) V/56 Indonesian or Malay (1500-1700AD) V/95 Irish Confederate (1641-1652AD) V/120 Irish Jacobite (1688-1691AD)
IV/42 Islamic Persian (1245AD - 1393AD & 1499AD - 1500AD) IV/61 Italian Condotta (1320AD - 1495AD)
V/1 Italian Condotta (1500-1553AD) I/36 Italian Hill Tribes (1000BC - 290BC) III/21 Italian Lombard (584AD - 1076AD)
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III/3 Italian Ostrogothic (493AD - 561AD) V/2 Italian Wars French (1500-1559AD)
V/36 Jagiellonian Polish and Lithuanian (1500-1575AD) IV/67 Jalayirid (1336AD - 1432AD)
V/21 Japanese (1500-1614AD)
II/59 Jewish Revolt (66AD - 70AD & 132AD - 135AD) V/19 Jurchen (1500-1635AD)
IV/14 Jurchen-Chin (1114AD - 1234AD)
I/21 Kassite and Later Babylonian (1595BC - 747BC) III/16 Khazar (568AD - 1083AD)
III/55 Khitan-Liao (907AD - 1125AD) III/23 Khmer and Cham (605AD - 1400AD) III/43 Khurasanian (821AD - 1003AD) IV/24 Khwarizmian (1186AD - 1246AD)
I/43 Kimmerian, Skythian or Early Hu (750BC - 50BC) V/13 Knights of St John (1500-1575AD)
II/76 Koguryo Korean (300AD - 668AD) IV/1 Komnenan Byzantine (1071AD - 1204AD) III/75 Konstantinian Byzantine (1042AD - 1071AD) V/20 Korean (1500-1700AD)
III/56 Koryo Dynasty Korean (918AD - 1392AD) II/46 Kushan (135BC - 477AD)
I/46 Kushite Egyptian (745BC - 593BC) I/56 Kyrenean Greek (630BC - 74BC) II/78 Late Imperial Roman (307 - 425AD) II/51 Late Judean (63 BC- 6 AD)
III/39 Late T'ang and Five Dynasties Chinese (755AD - 979AD) II/7 Later Achaemenid Persian (420BC - 329BC)
I/15 Later Amorite (1894BC - 1595BC) V/108 Later Bavarian (1649-1700AD) IV/25 Later Bulgar (1186AD - 1395AD) II/32 Later Carthaginian (275BC - 146BC) IV/17 Later Crusader (1128AD - 1303AD) V/111 Later Danish (1649-1700AD) I/34 Later Hebrew (1000BC - 587BC)
II/5 Later Hoplite Greek (450BC - 275/235BC) IV/43 Later Hungarian (1245AD - 1500AD) V/107 Later Imperialist (1649-1700AD) II/35 Later Macedonian (260BC - 148BC) V/110 Later Minor German States (1649-1700AD) II/57 Later Moorish (25AD - 696AD)
IV/36 Later Muslim Indian (1206AD - 1500AD)
I/26 Later Mycenaean and Trojan War (1250BC - 1150BC) IV/52 Later Nomadic Mongol (1266AD - 1500AD)
V/100 Later Ottoman Turk (1645-1700AD) IV/66 Later Polish (1335AD - 1500AD)
V/89 Later Polish (1632-1700AD)
II/23 Later Pre-Islamic Arab (312BC - 633AD) V/109 Later Saxon (1649-1700AD)
V/114 Later Spanish (1660-1700AD) IV/79 Later Swiss (1400AD - 1500AD) V/99 Later Venetian Colonial (1645-1700AD) II/82 Later Visigothic (419AD - 720AD)
I/55 Latin, Roman, Etruscan and Umbrian (650BC - 290BC) I/38 Libyan Egyptian (946BC - 712BC)
IV/18 Lithuanian or Samogitian (1132AD - 1435AD) V/116 Louis XIV French (1661-1700AD)
IV/57 Low Countries (1297AD - 1478AD) V/72 Low Countries Spanish (1559-1659AD) IV/26 Lusignan Cypriot (1192AD - 1489AD) I/50 Lydian (687BC - 546BC)
I/62 Lykian (546BC - 300BC) II/17 Lysimachid (320BC - 281BC) II/43 Maccabean Jewish (168BC - 104BC)
II/18 Macedonian Early Successor (320BC - 260BC) V/44 Maghrebi (1500-1700AD)
III/30 Magyar (650AD - 997AD)
I/8 Makkan, Dilman, Saba, Ma'in and Qataban (2800BC - 312BC) IV/45 Mamluk Egyptian (1250AD - 1500AD)
V/11 Mamluk Egyptian (1500-1517AD)
V/80 Manchu and Ch'ing Chinese (1601-1700AD)
I/37 Mannaian and Taurus/Zagros Highlanders (950BC - 610BC) V/101 Maratha (1646-1700AD)
II/49 Marian Roman (105BC - 25BC) III/17 Maurikian Byzantine (575AD - 650AD) V/7 Maximilian Imperial (1500-1518AD) V/28 Maya (1500-1697AD)
III/22 Maya (600AD - 1500AD)
I/40 Medes, Zikirtu, Andia or Parsua (835BC - 550BC) IV/64 Medieval French (1330AD - 1445AD)
IV/13 Medieval German (1106AD - 1500AD) IV/58 Medieval Irish (1300AD - 1487AD)
IV/54 Medieval Scandinavian (1280AD – 1500AD) IV/68 Medieval Spanish or Portugese (1340AD - 1485AD) III/59 Medieval Vietnamese (939AD - 1500AD)
I/10 Melukhkhan and Pre-Vedic Indian (2700BC - 1100BC) I/58 Meroitic Kushite (600BC - 350AD)
III/24 Middle Anglo-Saxon (617AD - 1014AD)
I/25 Middle Assyrian and Early Neo-Assyrian (1365BC - 745BC) III/5 Middle Frankish (496AD - 639AD)
II/64 Middle Imperial Roman (193AD - 324AD) IV/73 Ming Chinese (1356AD - 1500AD)
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V/17 Ming Chinese (1500-1683AD)
I/18 Minoan and Early Mycenaean (1600BC - 1250BC) I/19 Mitanni (1600BC - 1274BC)
II/48 Mithridatic (110BC - 47BC)
IV/53 Mixtec or Zapotec (1280AD - 1500AD) V/25 Mixtec or Zapotec (1500-1521AD) V/40 Moghul (1500-1700AD)
IV/35 Mongol Conquest (1206AD - 1266AD) V/18 Mongolian (1500-1700AD)
IV/51 Morean Byzantine (1262AD - 1460AD) IV/10 Mound Builder American (1100AD - 1500AD) II/2 Mountain Indian (500BC - 170BC)
V/41 Muslim Indian (1500-1687AD) III/36 Nan-Chao (728AD - 1253AD)
V/31 Natchez and Mound Builders (1500-1700AD) IV/39 Navarrese (1234AD - 1430AD)
V/61 Neapolitan Spanish (1500-1518AD) I/45 Neo-Assyrian Empire (745BC - 681BC) I/51 Neo-Assyrian Later Sargonid (680BC - 609BC) I/44 Neo-Babylonian (746BC - 482BC)
I/42 Neo-Elamite (800BC - 639BC)
I/31 Neo-Hittite and Aramaean (1100BC - 710BC) I/22 New Kingdom Egyptian (1543 - 1069BC) IV/31 Nikaian Byzantine (1204AD - 1261AD) III/64 Nikephorian Byzantine (963AD - 1042AD) II/55 Nobades, Blemmyes or Beja (30BC - 1500AD) III/46 Norse Irish (846AD - 1300AD)
III/40 Norse Viking and Leidang (790AD - 1280AD) V/27 North West American (1500-1700AD)
IV/11 North-Western American (1100AD - 1500AD) I/3 Nubian (3000BC - 1480 BC)
II/40 Numidian or Early Moorish (215BC - 25AD)
II/73 O.Saxon,Frisian,Bavarian,Thuringian,E.Anglo-Saxon (250-804AD) V/33 Old Irish (1500-1601AD)
IV/56 Order of St John (1291AD - 1500AD) IV/55 Ottoman (1281AD - 1500AD) V/9 Ottoman Turk (1500-1700AD)
II/75 Paekche and Kaya Korean (300AD – 660AD) I/63 Paionian (512BC - 284BC)
IV/50 Palaiologan Byzantine (1261AD-1384 AD) II/74 Palmyran (260AD - 273AD)
III/76 Papal Italian (1049AD - 1320AD) II/37 Parthian (250BC - 225AD)
II/83 Patrician Roman (425AD - 493AD) III/47 Pecheneg (850AD - 1122AD) I/29 Philistine (1165BC - 600BC)
I/41 Phrygian (800BC - 676BC) II/68 Pictish (211AD - 846AD)
V/76 Polish-Lithuanian Rzechpospolita (1576-1631AD) II/33 Polybian Roman (275BC - 105BC)
IV/12 Polynesian or Melanesian (1100AD - 1500AD) V/60 Polynesian or Melanesian (1500-1700AD) V/43 Portugese Colonial (1500-1700AD) IV/44 Post-Mongol Russian (1246AD - 1500AD) IV/59 Post-Mongol Samurai (1300AD - 1500AD) III/45 Pre-Feudal Scots (846AD - 1124AD) III/7 Pre-Samurai Japanese (500AD - 900AD) IV/28 Prussian (1200AD - 1283AD)
II/20 Ptolemaic (320BC - 30BC) V/26 Pueblo Cultures (1500-1692AD) II/27 Pyrrhic (300BC- 272BC)
IV/15 Qara-Khitan (1124AD - 1211AD)
V/105 Regency and Fronde French (1649-1660AD) II/1 Republican Indian (500BC - 321BC) V/115 Restoration British (1661-1688AD) IV/32 Romanian Frank (1204AD - 1311AD) III/27 Rshtuni Armenian (639AD - 717AD) III/48 Rus (860AD - 1054AD)
V/104 Russian Conscript (1648-1700AD) V/35 Russian Traditional (1500-1647AD) V/62 Safavid Persian (1500-1639AD) I/53 Saitic Egyptian (664BC - 335BC) II/13 Samnite (355BC - 272BC)
II/69 Sassanid Persian (220AD - 651AD) V/103 Savoyard (1648-1700AD)
V/34 Scandinavian Union (1500-1523AD) IV/16 Scots Common Army (1124AD - 1500AD) V/64 Scots Common Army (1513-1602AD) V/123 Scots Constitutional (1689-1690AD) V/92 Scots Covenanter (1639-1651AD)
III/77 Scots Isles and Highlands (1050AD - 1493AD) V/122 Scots Jacobite (1689-1690AD)
V/97 Scots Montrose Royalist ((1644-1647AD) V/118 Scots Western Covenanter Rebel (1679AD) II/54 Scots-Irish (55BC - 846AD)
I/28 Sea Peoples (1231BC - 1165BC) V/77 Sebastianic Portugese (1578AD) II/19 Seleucid (320BC - 83BC) III/73 Seljuq Turk (1037AD - 1276AD) IV/22 Serbian Empire (1180AD - 1459AD) V/113 Shaiqiya (1660-1700AD)
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IV/40 Siamese (1238AD - 1500AD)
V/58 Siamese, Burmese, Laotian,Cambodian/Khmer (1500-1700) V/39 Siberian Tribes (1500-1700AD)
IV/5 Sicilian (1072AD - 1442AD)
II/45 Sicilian and Italian Slave Revolts (135BC - 71BC) II/77 Silla Korean (300AD - 935AD)
V/59 Sinhalese (1500-1700AD)
II/26 Siracae, Iazyges, Later Rox. Sarmatians (310BC - 375AD) V/52 Somali (1500-1700AD)
V/66 Spanish Colonial (1524-1700AD) V/65 Spanish Imperial (1519-1558AD) II/81 Sub-Roman British (407AD - 945AD)
III/20 Sui and Early T'ang Chinese (581AD - 755AD) I/12 Sumerian Successor States (2027BC - 1460BC) III/61 Sung Chinese (960AD - 1279AD)
V/88 Swedish Thirty Years War (1630-1648AD) V/3 Swiss Confederate (1500-1515AD) II/9 Syracusan (410BC - 210BC) IV/6 Syrian (1092AD - 1286AD)
I/20 Syro-Canaanite or Ugaritic (1700BC - 1100BC) II/42 Tamil Indian (175BC - 1500AD)
V/24 Tarascan or Tlaxcalan (1500-1521AD)
IV/19 Tarascan or Toltec-Chichimec (1168AD - 1500AD) V/37 Tartar (1500-1700AD)
IV/30 Teutonic Orders (1201AD - 1500AD) III/29 Thematic Byzantine (650AD - 963AD) I/48 Thracian (700BC - 46AD)
II/63 Three Kingdoms and Western Ts'in Chinese (189 - 316AD) V/22 Tibetan (1500-1700AD)
III/15 Tibetan (560AD - 1065AD)
II/29 Tien and K'un-Ming (295BC - 45AD) IV/75 Timurid (1360AD - 1500AD) III/58 Toltec (930AD - 1168AD)
IV/34 Trapezuntine Byzantine (1204AD - 1461AD) III/44 Tribal Mongolian (840-1218 AD)
III/69 Tuareg (1000AD - 1500AD) V/45 Tuareg (1500-1700AD)
I/59 Tullian Roman (578BC - 400BC)
III/49 Tulunid or Iqshidid Egyptian (868AD - 969AD) IV/29 Tupi (1200AD - 1601AD)
V/47 Tupi or Tapuya (1500-1692AD) III/31 Umayyad Arab (661AD - 750AD) I/39 Urartian (880BC - 585BC) V/6 Valors French (1500-1561AD) I/23 Vedic Indian (1500BC - 512BC) V/14 Venetian Colonial (1500-1606AD)
V/4 Venetian Italian (1500-1617AD) V/57 Vietnamese (1500-1700AD)
I/33 Villanovan Italian (1000BC - 650BC) III/32 Volga Bulgar (675AD - 1237AD) V/54 Wadj (1500-1700AD)
IV/65 Wallachian or Moldavian (1330AD - 1500AD)
V/16 Wallachian or Moldavian, Transylavanian (1500-1648AD) IV/83 War of the Roses English (1455AD - 1487AD)
II/4 Warring States and Ch'in Chinese (480BC - 202BC) III/19 Welsh (580AD - 1420AD)
V/48 West African Forest People (1500-1700AD) III/51 West Frankish or Norman (888AD - 1072AD) III/68 West Sudanese (1000AD - 1500AD)
V/46 West Sudanese (1500-1700AD)
I/32 West. Chu and Spring&Autumn Chinese (1100BC - 480BC) V/15 White Sheep Turkoman (1500-1504AD)
V/121 Williamite Anglo-Dutch (1688-1700AD) IV/78 Yi Dynasty Korean (1392AD - 1500AD) IV/48 Yuan Chinese (1260AD - 1368AD)
I/4 Zagros and Anatolian Highlanders (3000BC - 950BC) V/51 Zanj (1500-1700AD)
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AGGRESSION CHART
I/1 2 I/41 1 II/18 1 II/58 1 III/14 1 I/2 1 I/42 2 II/19 2 II/59 0 III/15 3 I/3 1 I/43 4 II/20 1 II/60 1 III/16 1 I/4 3 I/44 1 II/21 3 II/61 2 III/17 1 I/5 3 I/45 4 II/22 0 II/62 3 III/18 1 I/6 3 I/46 3 II/23 3 II/63 1 III/19 1 I/7 4 I/47 3 II/24 3 II/64 2 III/20 3 I/8 1 I/48 1 II/25 0 II/65 3 III/21 1 I/9 2 I/49 1 II/26 3 II/66 3 III/22 0 I/10 0 I/50 1 II/27 4 II/67 3 III/23 2 I/11 3 I/51 4 II/28 1 II/68 3 III/24 2 I/12 2 I/52 2 II/29 0 II/69 3 III/25 4 I/13 2 I/53 1 II/30 1 II/70 3 III/26 1 I/14 3 I/54 0 II/31 0 II/71 3 III/27 0 I/15 3 I/55 2 II/32 3 II/72 3 III/28 3 I/16 3 I/56 0 II/33 4 II/73 2 III/29 1 I/17 2 I/57 3 II/34 1 II/74 1 III/30 3 I/18 2 I/58 1 II/35 1 II/75 0 III/31 3 I/19 3 I/59 3 II/36 1 II/76 0 III/32 1 I/20 2 I/60 3 II/37 2 II/77 0 III/33 1 I/21 1 I/61 3 II/38 2 II/78 1 III/34 3 I/22 2 I/62 1 II/39 0 II/79 2 III/35 2 I/23 2 I/63 3 II/40 1 II/80 1 III/36 3 I/24 2 II/1 0 II/41 3 II/81 1 III/37 1 I/25 4 II/2 1 II/42 0 II/82 1 III/38 3 I/26 2 II/3 0 II/43 1 II/83 1 III/39 1 I/27 3 II/4 2 II/44 1 II/84 3 III/40 3 I/28 4 II/5 2 II/45 0 III/1 1 III/41 3 I/29 3 II/6 1 II/46 2 III/2 2 III/42 3 I/30 2 II/7 1 II/47 2 III/3 0 III/43 1 I/31 2 II/8 1 II/48 3 III/4 3 III/44 2 I/32 2 II/9 2 II/49 3 III/5 3 III/45 1 I/33 1 II/10 1 II/50 1 III/6 0 III/46 1 I/34 1 II/11 3 II/51 1 III/7 3 III/47 2 I/35 0 II/12 4 II/52 1 III/8 0 III/48 3 I/36 3 II/13 1 II/53 0 III/9 2 III/49 1 I/37 1 II/14 0 II/54 3 III/10 2 III/50 1 I/38 2 II/15 4 II/55 2 III/11 3 III/51 2 I/39 3 II/16 3 II/56 3 III/12 1 III/52 3 I/40 2 II/17 2 II/57 1 III/13 3 III/53 1
III/54 1 IV/15 2 IV/55 4 V/11 2 V/51 1 V/91 0 III/55 2 IV/16 3 IV/56 1 V/12 2 V/52 3 V/92 3 III/56 1 IV/17 1 IV/57 0 V/13 1 V/53 0 V/93 0 III/57 3 IV/18 2 IV/58 1 V/14 2 V/54 0 V/94 1 III/58 2 IV/19 1 IV/59 0 V/15 2 V/55 0 V/95 1 III/59 2 IV/20 2 IV/60 4 V/16 1 V/56 1 V/96 1 III/60 1 IV/21 1 IV/61 1 V/17 2 V/57 1 V/97 0 III/61 3 IV/22 1 IV/62 3 V/18 3 V/58 1 V/98 3 III/62 2 IV/23 3 IV/63 3 V/19 2 V/59 0 V/99 1 III/63 3 IV/24 1 IV/64 1 V/20 0 V/60 1 V/100 4 III/64 4 IV/25 2 IV/65 1 V/21 1 V/61 1 V/101 1 ÎII/65 1 IV/26 2 IV/66 1 V/22 1 V/62 2 V/102 2 III/66 2 IV/27 3 IV/67 1 V/23 3 V/63 3 V/103 1 III/67 2 IV/28 1 IV/68 3 V/24 1 V/64 3 V/104 1 III/68 0 IV/29 2 IV/69 1 V/25 1 V/65 1 V/105 3 III/69 1 IV/30 4 IV/70 3 V/26 2 V/66 1 V/106 1 III/70 2 IV/31 1 IV/71 1 V/27 2 V/67 3 V/107 1 III/71 1 IV/32 1 IV/72 0 V/28 0 V/68 1 V/108 1 III/72 2 IV/33 1 IV/73 2 V/29 2 V/69 3 V/109 1 III/73 3 IV/34 1 IV/74 4 V/30 0 V/70 1 V/110 0 III/74 4 IV/35 4 IV/75 4 V/31 1 V/71 3 V/111 3 III/75 1 IV/36 2 IV/76 2 V/32 1 V/72 4 V/112 4 III/76 3 IV/37 1 IV/77 2 V/33 1 V/73 0 V/113 4 III/77 3 IV/38 0 IV/78 0 V/34 3 V/74 0 V/114 1 III/78 0 IV/39 1 IV/79 3 V/35 1 V/75 1 V/115 1 III/79 3 IV/40 3 IV/80 1 V/36 1 V/76 1 V/116 4 IV/1 1 IV/41 1 IV/81 2 V/37 2 V/77 4 V/117 0 IV/2 1 IV/42 0 IV/82 2 V/38 1 V/78 3 V/118 0 IV/3 2 IV/43 2 IV/83 1 V/39 1 V/79 3 V/119 1 IV/4 1 IV/44 1 IV/84 4 V/40 3 V/80 4 V/120 1 IV/5 3 IV/45 2 V/1 1 V/41 2 V/81 4 V/121 4 IV/6 1 IV/46 3 V/2 3 V/42 1 V/82 1 V/122 1 IV/7 1 IV/47 2 V/3 4 V/43 3 V/83 1 V/123 1 IV/8 3 IV/48 2 V/4 2 V/44 1 V/84 2 IV/9 1 IV/49 2 V/5 2 V/45 4 V/85 2 IV/10 1 IV/50 1 V/6 3 V/46 0 V/86 4 IV/11 2 IV/51 1 V/7 2 V/47 2 V/87 4 IV/12 1 IV/52 3 V/8 3 V/48 0 V/88 4 IV/13 1 IV/53 1 V/9 4 V/49 3 V/89 1 IV/14 3 IV/54 2 V/10 1 V/50 2 V/90 3
WAB FORUM ARMIES
BOOK VIII: Rules, Scenarios & Campaigns
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TOURNAMENT RESULT SHEET
Period
Round
#lost
Chars
Army Break Points
VP
BP
Player
Army
#Chars
Total
lost
% lostAttacker
Defender
Crushing Victory:
Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Small Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw
: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Period
Round
#lost
Chars
Army Break Points
VP
BP
Player
Army
#Chars
Total
lost
% lostAttacker
Defender
Crushing Victory:
Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Small Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw
: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Period
Round
#lost
Chars
Army Break Points
VP
BP
Player
Army
#Chars
Total
lost
% lostAttacker
Defender
Crushing Victory:
Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Small Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself..
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Draw
: all other results, both players get 1VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
Period
Round
#lost
Chars
Army Break Points
VP
BP
Player
Army
#Chars
Total
lost
% lostAttacker
Defender
Crushing Victory:
Winner loose no ABP and Looser more than 50%ABP. Winner get 4 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP. Winner get 3 Victory Points (VP), Looser get 0 VP.
Bloodpoints (BP): Winner get = points for killed and fleeing enemy units, Looser get = points for killed o nly
Small Victory:
Winner loose less than 50% ABP and Looser more than 50%ABP, but killed more Chars than he lost himself.
Winner get 2 Victory Points (VP), Looser get 1 VP. Bloodpoints (BP): Winner get = killed, Looser get = killed
WAB FORUM ARMIES
BOOK VIII: Rules, Scenarios & Campaigns
Games Workshop, the Games Workshop logo, Warhammer, Warhammer Historical Wargames and the Warhammer Historical Wargameslogo are trademarks of Games Workshop, Ltd
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