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Home Brew Rules: 1st Ed

This Crucial resource page is integral for current GGA players to follow community innovations as the game develops. If you have a rule you want to submit to be "approved" by EZPainter then please send it to contact@ezpainter.co.uk.  Any rules that are picked and published here will be considered tournament and competition legal. 
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LINE OF SIGHT RULES
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-LOS is drawn from the center-front of the unit’s formation and each unit can see forward 180 degrees. 
 
-Archers can fire over other troops if they are elevated and can draw LOS with a model’s-eye view. Archers can also fire over friendly units.

-You may charge any side of any unit if you have line of sight.

BREAKING RULES

- Units that break in the combat phase and must run away take one attack of opportunity toward them from the enemy unit. 

- (rule for big games) A running unit must test for breaking when it is next activated.  If it passes it keeps retreating.  If it fails the unit loses coherency and it flees off the board - count it as destroyed.

-  If a fleeing unit takes any more damage, it must immediately test for breaking again and flee off the board if it fails.
 
- A rallied unit does not have to test for breaking again unless it takes more damage.

COMBAT RULES

- A Charge action includes the actual attack - you do not have to declare a charge and then an attack action.
 
- The unit which took the most damage during combat must separate from the enemy by 5cm.  If it cannot due to terrain or enemy behind it or cannot completely clear the space occupied by allies then the other combatant gets the trapping bonus. 
 
- When a unit is using a status effect such as Shield wall they may choose to pay 1cp as a holding fee for the action at the beginning of the new turn instead of totally re paying it. If they are attacked in this situation they must pay 1cp extra per unit attacking to represent the “hold” shout from the commander as more people pile on and the troops become more afraid.

MOVEMENT RULES


- If a friendly unit must pass through another friendly unit then they may do if they can move to the other side with enough space to clear the unit. If they cannot (to any extent) then both units must roll a pinned roll (4+ on 1d6). If they fail they are pinned, if they pass they may continue to act as normal. If they are "pinned" then they remain so until one becomes un pinned at the beginning of the turn (with a normal pinned roll - scatter table) and moves from within the other.

- When a reaction is declared, whichever unit has the higher energy at the time of the reaction being declared goes first.  If the two units have equal energy the two players decide by an opposed D6 roll.  



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27/10/16
Lanse Tryon

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