Category Archives: Rules Writing

Orders & Omens: Playtest Rulebook Now Available

This has been a pet project of mine for the last few months and I’ve reached the point where I’m looking for playtesters.

What is Orders & Omens?

What if commanding an army in a fantasy battle felt closer to the real chaos of war? You take on the role of a General in this setting where your army doesn’t act instantaneously and perfectly to every situation. Instead it attempts to simulate a real battle in the eyes of a General. Your soldiers may not respond instantly to your commands, you orders may be captured and you soldiers could break under pressure.

Orders & Omens is a fantasy mass-battle wargame that puts you in the General’s shows, commanding divisions of troops and not just pushing a few soldiers forward at a time. It’s inspired by late Medieval and Renaissance warfare, mixing in historical flavour with classic fantasy armies and tropes.

The heart of the system comes down to command friction:

  • This isn’t a “You go, I go” game, and you can’t move everything every turn. You choose the Brigades which attack and players move their Brigades based on a draw mechanic. You may find that you have the opportunity to move three Brigades in succession only for your opponent to be able to move their units after you and counter your plans.
  • Generals and troops have Control Values (CV), these are used to determine how easily your troops obey your commands.
  • Regiments aren’t revealed until they either shoot or come within sight of a Brigade, only then will you know the troops of an enemy Brigade.
  • Wounds aren’t tracked, instead your troops will fight until their morale falters then disorder, push backs and routs will decide the course of the battle.

It’s a system that is designed to feel, fast, brutal, and cinematic. Easy to learn but hard to master.

What’s in the Playtest Rulebook?

The full core rules are there to fight your first battles. These include the deployment mini-game, Brigade formations, and movement with diagram explanations. Descriptions of the different units (such as infantry, cavalry, and monsters) and their uses, as well as how they can be equipped.

You’ll also find the first few army lists for Humans, Dwarfs, Elves and Orcs. The victory conditions for you first few games and a Quick Reference Guide to help you.

How to Join the Playtest

You can download the Playtest Rulebook (PDF) below at the bottom of the article. We also have a Discord community for playtesters and those interested in its progress.

All you’ll need is a few rectangular bases, a tape measure some dice and a playing area. You don’t even need models.

Those who contribute to Orders & Omens will receive recognition in future iterations of the Rulebook as well as receiving updates first before anyone else.

What’s Next?

This is just the start. Coming down the line we’ve got:

  • Further factions to add as well as a points update to balance the lists fully.
  • Expanded Siege rules (ladders, towers and artillery against walls)
  • Campaign rules to link battles together as well tracking losses and notable units.
  • More lore development for those interested in World Building.
  • A mysterious Omens system, bringing fate and portents to the battlefield.

Your feedback will help me shape where Orders & Omens goes next.

If you want to give the rules a try, let us know how your battles unfold. You can do so, either in the comments here or on our dedicated Discord server. Every playtest result helped refine the system, and your games will help shape the shared history of the world that Orders & Omens lie in.

Orders & Omens: Playtesters Wanted!

For the past few weeks I’ve been hammering away at my own fantasy wargame, and now I need your help to shape it.

Orders & Omens is a corps-level wargame set in a Renaissance-inspired fantasy world, where players command whole brigades of infantry, cavalry, and artillery. Battles aren’t fought in perfection, your orders may be delayed, misunderstood, or even completely ignored. Generals must rely on messengers, their troops may falter under fire, and the fog of war is ever present.

What makes it different?

  • Orders & Friction: Issue Strategic Orders via messengers, but don’t expect them to arrive on time.
  • Chip Draw Activations: Divisional Generals fight for attention in the bag. This isn’t an IgoUgo game.
  • Reactions & Zones of Control: Units act not just on your command, but in response to nearby enemy movements.
  • Magic & Monsters: Upgrade your generals with wizards to hurl spells like Magic Missile or Winds of Doom.
  • Fog of War Deployment: Bluff with dummy brigades until the clash reveals who’s really there.

Why playtest?

The system is raw and unpolished. The best time to join, where your games and your feedback will directly shape the final rules.

Help us create a fantasy world.

Anyone can join?

  • You’ll need a handful of bases (rectangles for brigades, circles for generals), a tape measure, some dice, and a 4′x4′ table. Models are optional and paper stand-ins are absolutely fine.
  • Games are designed to be fast, with most tests being run in 1–2 hours once you’re familiar.
  • Playtest feedback will be gathered in the dedicated Discord server, with channels for each section of the rules.

If you’re interested, come join the Discord and help forge Orders & Omens.

Rules Roundup: 20th July

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can Krethusa revive Morathi?
A: Yes, but not the Shadow Queen. Morathi would essentially take damage like a normal unit, but it’s a way of getting a good caster back in the late game.

Q: Can you get multiple instances of +1 to Hit?
A: You can, but you cannot benefit from more than one. You could have 5 different sources of +1 to Hit, but you’re still only going to benefit from a single instance. Multiple sources of +1 are only good for countering you opponent’s -1 to Hit, should that exist. (e.g. if you had +2 to Hit and your opponent gave you -1, you would have +1 to hit. If you had +2 to hit but no penalties, you would have +1 to Hit.)

Q: If a unit has Strike-First, what happens if an opponent’s ability gives them Strike-Last?
A: The two abilities will cancel out. This is shown in the Core Rules, section 19.0.

Q: If a Beast of Nurgle is killed and then replaced, can Horticulous replace that Beast when it dies?
A: No. Replacement units cannot be replaced.

Q: How does the weapon ability [SHOOT IN COMBAT] work?
A: The unit can still use that ranged weapon to make attacks in the shooting phase if it is in combat with a unit (which normally would not be allowed). The attacking unit can only target the unit it is in combat with.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Rules Roundup: 12th July

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can Ponitfex Zenestra use her Word of the God-King ability to banish a manifestations the turn it is summoned?
A: Yes.

Q: Is Gift of Apoplexy triggered when a unit uses passive abilities?

A: This is another case of GW’s language being a bit inconsistent. In order to determine what would trigger Gift of Apoplexy’s mortal damage you need to understand two things:
Is an ability being used?
Who is using the ability?

To answer the first question, we need to understand what is meant when the prayer says an ability is used. For the purposes of this prayer, an ability is used when it goes through the Declare-Reaction-Effect steps. Passive abilities don’t do that, so will not trigger Gift of Apoplexy.

The second question is answered by reviewing the ability that is being used. Let’s take the “There is No Escape” ability provided by the Death Stalkers Nighthaunt battle formation. The ability allows the player to choose a friendly Nighthaunt unit to be the target. In cases such as this, the player is using the ability targeting a model, not a model using the ability targeting itself. In this case, Gift of Apoplexy would not be triggered.

For more detail on using abilities, read section 5.2 of the Age of Sigmar Core Rules.

Q: If a Varghulf Courtier kills an entire unit, can it use Victory Feast at the end of the turn?

A: It can use the ability, but it won’t benefit from all of the effects. The healing will always trigger, since it has no conditions other than killing an enemy model. The second half can only trigger if the Varghulf is still in combat, however. The Retreat ability requires that the unit using the ability is in combat. If the Varghulf did a good enough job of killing enemy models then it will have nothing to retreat from and will not be able to move.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Rules Roundup: 28th June

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Is “at the start of the battle” explicitly defined?
A: There is no hard rule anywhere in the core rules or season rules that states when the “start of the battle” is. The generally accepted practice is that the start of the battle happens after deployment, but before the first start of turn phase.

This is why, as an example, a unit that moves outside of its deployment zone in the deployment phase doesn’t count as a Scout unit for the purposes of Scouting Force. Also, if you null deploy, your opponent automatically scores all of the Intercept and Recover targets, although this is such a niche case that it should be clarified with your TO.

GW very proudly talked about how they had split all of the abilities in the game into actions so they could have a standard language. This is a case where they abandoned that standard language in favor of allowing their players to argue about something. See also some vagaries on when a unit is using an ability vs. when the player is using an ability, but that is generally clearer cut.

Q: Can I declare the retreat ability and then not move?
A: The generally accepted RAW would be that no, you do not need to move after declaring the Retreat action. This will likely be clarified in an FAQ or Errata by GW, because it makes a huge difference in the Attuned to Ghyran strike tactic. Declaring a retreat with two units while not moving them out of combat would allow you to score that tactic while still allowing the units that Retreated to fight and/or contest any objectives they might have been sitting on.

The wording of Retreat states that a unit can move after it suffers the mortal damage. If you had to move it would say that the unit must move. This will likely cause some arguments with your opponents, since the last sentence implies that the unit cannot end that move out of combat, but if you aren’t required to move then that last bit can be ignored.

Again, this is a case where you should ask your TO before doing it. Some TOs will use RAW, and some will use RAI, where the intent would seem to be that the retreating unit must end the action not in combat. You don’t want to grind your game to a halt because of some odd wording of a rule.

And that’s all we had for the week! We hope you found this helpful. If you have questions of your own, feel free to join our discord and ask away!

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Rules Roundup: 21st June

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can you use Whirling Destruction after having charged with the unit of Moonclan Stabbas?
A: You can charge with the Stabbas then use this charge ability. Abilties in any phase are declared in any order you want, and are not all declared simultaneously.

Q: How do chanting rolls work?
A: Roll a die, and on a 2+ you can either bank the points or chant the chosen prayer. If you roll an unmodified 1 you lose D3 chanting points and cannot chant the chosen prayer.

Q: If I have a reinforced unit of clan rats, how many do I bring back each round for Seething Swarm?
A: Reinforcing a unit does not allow the unit to use the same ability twice in a phase. You would only be able to use Seething Swarm once per turn, so you would only be able to return D3 slain models.

Q: If my troll is positioned on a piece of terrain that has a section jutting out, is it within 3” based on the lowest point of the terrain, or based on the widest portion of the terrain?
A: I’ll be honest, this one got a touch complicated.

You need to measure a straight line from the farthest point of the model’s base to the nearest point on the terrain piece:

Note that the reason for this is that not everything is measured with horizontal lines. The only measurements that are “horizontal only” are combat range and contesting objectives/terrain. All other measurements have to account for the difference in height.

Q: Can SoG Iridan be used in the Ruination Brotherhood Army of Renown?
A: Yes. From the Battlescroll Summary:

So SoG Iridan could be included in the Army of Renown, but any Regiments of Renown use the specific warscroll included in the Regiment’s rules and cannot be replaced with a SoG warscroll.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Writing a Wargame: Part 3

Part 1 – The Basics

Part 2 – Command & Control

In the first two posts of the series, I made the decision to make a fantasy tabletop wargame that players could use with any miniatures in their collection, no matter what their scale. As long as your opponent has similar models, you should be good to go!

Not wanting periods where one player is sat watching their opponent play for half an hour without doing anything, I decided to not go for the IgoUgo system (think 40k) and instead decided it would be a random draw where players acted with a single unit at a time.

This would be based on the number of orders a player had available to them from the Commanders in their army.

With the basis that the game will be based on a bolt action draw type method, players act out orders as they occur.

We’ve already established how those orders would be issued to units. But now we need to bottom out the movement mechanics for the game.

For a start, how many turns will a game take place over? How big is the battlefield? Both of these factors will determine how far units can move in their turn.

Game Length

Ideally, I’d like the game to be playable in 2 to 3 hours.

Table size would be determined on the scale of the bases being used and, in turn, the measurements that are associated with that scale.

For example, it would be unrealistic to expect a 3 hour game to be played out on a 6’x4′ table when units at 6mm tall are only moving 6 cm a turn.

With 4 feet being 48 inches, we need to take this measurement and divide it by the number of turns in the game. That tells us how much a unit needs to move to reach the other side.

Movement Orders

For example, if the game was to be 6 turns long. Then 48″ divided by 6 is 8″. That means a unit can reach the other side but has to be focused on doing so for the whole game. Which is fine. 8″ would seem like a march move rather than a standard move.

But! We have to remember that our commanders can often issue multiple move orders to the same unit or brigade. If we suggest as a starting point that units can move 4″ per order. A commander would need to issue multiple move orders to have that unit march further.

One thing that may also be needed is to limit the number of similar orders issued to the same unit or brigade. For example, having a commander issue five move orders or five shoot orders to the same unit could be tedious. Therefore, it may be best to limit the same order being issued to the same unit to 3.

Battlefield Size

A Battlefield of 6’x4′ is usually the standard in most games and is both easy to source mats and terrain for, and transport. There’s no need to break the mold here, 6’x4′ for the larger base sizes of 100mm+ wide is reasonable.

For smaller base sizes, playing on half this size keeps the maths established above still viable when using centimetres as a measurement instead of inches.

Writing a Wargame: Part 2 – Command & Control

Last week, we decided our wargame would be massed battles in a fantasy setting. It would ge both scale and miniature agnostic and would forgo the usual I go, U go system favoured by the majority of wargames. Instead, it would go for a draw system, much like Bolt Action.

Continuing our series on our homebrew wargame, this week we’re looking at the command element of the game. This is one of the sections that I already have predetermined when thinking about the rule set.

Please be aware that this is an evolving ruleset, and changes are likely to be made in the future. For the full ruleset and for clarifications, check the downloadable PDF once it is available.

Issuing Orders

I wanted a command and order system that would reflect both a Commanders ability to issue the order and the units ability to interpret those orders.

To do this, I’ve decided to implement an intelligence ability on all units. This intelligence ability would range from 1 (the worst) to 6 (the best).

Order Test

When a commander in the army wishes to issue an order to a unit, you would simply add the unit and Commanders intelligence together to give you a score between 1 and 10.

Once you have the score, the player would roll two dice and try to roll less than or equal to the combined score in order for the unit to receive and interpret the orders correctly.

As always, a natural roll of 2 will always pass, and a natural roll of 12 will always fail.

Example: Player A wishes for their base of Human Warriors to move into contact with the Goblins base. To do so, the Human Hero must pass their Order Test. The Hero has an intelligence of 3 and the elite Human Warriors, an intelligence of 4. A score of 7 is needed. The player rolls 6, and the test is passed. The player may then move their Human Warriors into contact with the Goblins.

Multiple Unit Orders

In most cases, units will be joined together into what’s referred to as a brigade. These are friendly units that are in base to base contact with each other.

Orders can be issued to brigades as a whole. However, for brigades where the units have varying intelligence stats, the lowest is used.

Example: A player wishes to order their brigade consisting of two units, each made up of two stands. The player, therefore, combines the lowest value in the brigade with that of their hero, in this case, the human warriors.

Characters

There are three types of characters on the battlefield. Lords, Heroes, and Wizards. Each type is able to issue a number of orders and have a set command range.

Lords: 24″, Orders 7

Heroes: 18″, Orders 5

Wizards: 12″, Orders 5

Enemy Close

In some cases, a unit won’t need to be ordered to act (unless they suffer from stupidity) and will do what’s in their best interest when confronted with an enemy.

For example, a unit being charged may choose to either stand and shoot (if equipped with ranged weapons) or fall back.

Units in combat with an enemy will automatically fight that enemy, and their target will also fight back without receiving orders.

What do you think? Anything that could be improved upon here?

Writing a War Game: Part 1 – The Bare Necessities

I’ve always wanted to write my own ruleset, and have started a few over the years which never fully saw completion. It’s time to change that!

The Setting

Firstly, I need a theme. This could be either Fantasy, Sci-fi or Historical. My gaming tendencies have always leant towards Fantasy rather than the other two, and the appeal of building up a world from scratch (or better yet, letting the players build their own worlds) really called to me.

Decision: Fantasy

Grand Battles or Skirmish Based

I’ve always loved films that have a good battle scene, and I’m hoping I can recreate that cinematic feel on the table top.

Decision: Grand Battles

AI art of a fantasy wargame

Scale & Miniatures

What scale though? This was more difficult. As I certainly don’t have the cash to create my own miniatures, the final game would have to rely on players using models from other companies. Therefore it would have to be miniature agnostic, and possibly scale agnostic also. So I need a ruleset that can work at any scale and can use any miniatures in a players collection.

I have three options here, I can either build a ruleset where players have rules to create their own races and units from a number of modules or special rules they can combine to make an army that replicates their model collection. Or I could build a number of ready to go races such as Human, Dwarf, Orc, etc. Or I could do a combination of the two.

One thing I have decided is to use centimetres for games at a smaller base size and inches for games with a larger base size. But more on this in a future post.

Decision: Scale and Miniature Agnostic

AI art of a fantasy regiment

Other Decisions

There were a number of other decisions that I decided on as well before going much further. The first was that the game should incorporate an element on command and control via the characters on the battlefield, where the characters order the units around the table.

Secondly, I didn’t want lots of downtime for players where they’re sitting and watching the other make all their moves without much interaction. So, I want to lose the IgoUgo format of most well-known wargames. I do like the system in Bolt Action with a number of dice equal to your unit count. I think perhaps that this could be a number of dice for the total number of orders you have instead.

Decision: Random player activation based on number of orders

What do you think? I’d love to hear your feedback.

Bolt Action – Escalation Campaign Rules

You may have seen a few Bolt Action articles floating around on the site recently. Well Dave and I are now diving in with an escalation campaign for ourselves.

These rules are still in draft format and may well change over the next few days/weeks. This article will be kept live with a log of any changes at the top.

They are based almost entirely on Games Workshop’s Crusade system for Warhammer 40k. I’ve also heavily leaned on the Chicago Dice campaign rules. In fact, if you’re in to Bolt Action, I highly recommend you take a look at their site!

Also, check out the Command Post, which provides a fantastic Mission Generator for your games, this was the source of the Missions in this campaign.



The Woehammer Bolt Action Escalation Rules

Pick a nation

When you start an army, all of the units in your Order of Battle must be drawn from a single nation (i.e. Germany, Soviet Union, Hungary etc).

Order of Battle

A player’s Order of Battle is a list of all the units that they have as part of their army. A player’s Order of Battle can consist of any number of units, but each unit must have their weapons, abilities and experience level listed. A starting force cannot exceed 500 points and this is your force’s Supply Limit. The Supply Limit can be increased by playing battles. Make a note of each unit’s weapons, abilities and experience on your Order of Battle.

You can add new units to your Order of Battle at any time, provided that doing so does not exceed your army’s Supply Limit. Once you have added models to your army, you cannot change their equipment without spending Requisition Points to do so. Further models may be added to units at a later date if that unit is not at full strength. All weapons must be decided at the point of purchasing those models.

You can remove units from your Order of Battle at any time, but once you have removed a unit you cannot add it back into your Order of Battle (so any experience, awards etc they have gained, are lost). Removing a unit from your Order of Battle does not affect your Supply Limit (so removing a unit can potentially leave you with the ability to add a new unit to your Order of Battle).

Battle Tally, Requisition Points and Other Information

Each player taking part in the campaign must also have a tally of the number of battles they have played, as well as their current number of Requisition Points (RPs). When you first embark on a campaign and you create an Order of Battle, you will start with 5 RPs. You can also include any other information you want on your Order of Battle, including notable victories or defeats, any vendettas or grudges you feel your army would have, or any additional background that you wish to add to your force or units within it.

Fighting a Battle

Battles are fought between two members of the campaign, at a points level agreed by both parties. The army used in the game must be constructed from units present in your Order of Battle.

Missions

Once you have a Battleplan, you must also roll 2D6 for a mission from the below list. This will act as your secondary objective for the game.

At the end of the game, if you completed your Mission successfully you treat a Defeat result in the scenario being played as a Draw, and a Draw as a Victory. In the cases where both players have succeeded in their Mission, the missions are disregarded when working out which side has won, drawn or lost.

Die Roll (2D6)MissionObjective
2Control the FlanksAt a turn end phase, have one or more friendly units fully within 12″ of each table side edge on the opponent’s half of the table.
3DecapitationKill an enemy officer during the game.
4EnvelopmentAt the end of the game you must have a friendly unit fully within 12″ of the opponent’s table edge.
5Fuel ShortageA vehicle model must not be given an Advance or Run order for 3 consecutive turns.
6Hold ThisDuring setup, before deployment, you place an objective marker (roughly 2″ in diameter) within 12″ of your table edge. At the end of every turn, a friendly model must be within 3″ of the objective marker.
7Keep Up The PressureAt the end of any turn at least 4 enemy units have at least one pin marker.
8Probe DefencesThe first friendly unit to be pinned must fall back to your own lines to report enemy positions, using consecutive Run orders until it reaches your own table edge.
9Reckless BraveryDo not use a Down order during a turn (at turn end phase, none of your units have a Down order next to them).
10Shock and AweAt the end of turn 3 you must have 3 or more friendly units fully within the opponent’s table half.
11Take PrisonersDefeat an enemy Infantry or Artillery unit in close combat to capture a prisoner. Add the enemy model to your assaulting unit. The prisoner is unarmed. Keep the prisoner alive and under control – at least one model of your unit and the prisoner must survive – to the end of the game.
12The MoleJust before beginning the first turn of the game, after all deployment is finished (including snipers, spotters and observers), you place an objective marker representing the hiding resistance operative on the table, following the same setup instructions for the objective in the Hold Until Relieved scenario on page 114 of the Bolt Action Rulebook.

You must be within 6″ of the resistance operative with an Infantry unit, at which point the resistance operative will reveal themselves (place another model on the objective, at which point they join the friendly unit as a regular, pistol armed soldier), if there is no enemy unit within 6″. The operative needs to leave the table by moving into contact with your own table edge.

Experience

When you add a unit to your Order of Battle, it will start with the lowest experience available to it (i.e. if a unit can be bought as Regular or Veterans, then players must choose the Regular unit), the unit will then start the campaign with the minimum number of experience points available to its rank as shown in the table below.

Units can spend their experience points to go up in quality or by improving the unit.

Infantry and Artillery Experience

  • Battle Experience. At the end of a battle, each unit that survives gains 1 experience point.
  • Death Dealers. A unit gains 1 experience point for every enemy unit it has destroyed from shooting.
  • Courageous. A unit gains 3 experience for destroying an enemy unit in assault.

Infantry and Artillery Experience Purchases

Experience PointsBenefit
5Move up in troop quality (inexp. to reg, reg to vet)
5Purchase an infantry bonus skill
10Purchase a second infantry bonus skill
15Purchase a third infantry bonus skill

Infantry Bonus Skills

Infantry SkillEffect
StubbornIf forced to make a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are no morale checks.
FieldcraftUnits with Fieldcraft using Hidden Set-up may start the game in Ambush. In addition, in the first turn of the game, all Fieldcraft units treat all Rough Ground and Obstacles as Open Ground for the purpose of movement.
Tough FighterWhen a Tough Fighter scores a casualty in assault against Infantry or Artillery, it can immediately make a second damage roll.
Behind Enemy LinesWhen Outflanking, ignore the -1 modifier to the Order test for coming onto the table (American players re-roll this as this skill is already incorporated into your National RulesModern Communications)
ResolveIf the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
First AidEvery time the unit receives casualties from small arms, rolls a single die. On a roll of 6, one casualty may be ignored. This skill can be used in addition to a medic.

Artillery Bonus Skills

Artillery SkillEffect
StubbornIf forced to make a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are no morale checks.
Mountain GunTreats Rough Ground as Open Ground. (Players should discuss before game if they think some terrain does not apply, such as water features, etc)
Prepared PositionsThe crew has dug out cover effectively, and counts as having a Gun Shield. If the gun already has a Gun Shield, it counts as providing protection from the front and sides of the gun.
Enhanced SightsThis unit takes no penalty for firing at long range.
SteadyThis unit does not suffer a penalty for only having one crew member remaining.
ResolveIf the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.

Officers and HQ Experience

  1. Battle Experience. Officer gains 1 experience for surviving the battle.
  2. Snap to Action. An officer gains up to 1 experience for initiating “You men, snap to action!” which results in an enemy unit taking casualties. (Can be earned once per game).
  3. Lead from the Front. An officer uses a morale bonus to assist friendly unit in a successful order test, morale test or rally. (Can be earned once per game).
  4. Medic! Medic succesfully saves a casualty (Must be a medic and not from First Aid bonus skill). Can be earned up to three times per game.

Officer and HQ Experience Purchases

Experience PointsBenefit
5Move up in Rank quality (2nd Lieutenant to 1st Leitenant, Captain to Major)
5Purchase an Officer bonus skill
10Purchase a second Officer bonus skill
15Purchase a third Officer bonus skill

Officer and HQ Bonus Skills

Artillery SkillEffect
Strong LeaderAdd 3″ to the morale bonus range of this officer.
In ControlThe Officer can remove one pin marker from a unit within its morale bonus range per turn at the cost of an Order.
Cut ThroatThe officer is known for their tenacity in combat, as such any units in close quarters can add +1 to their combat rolls.
Skilled ObserverIf this Officer is an Artillery Observer or Forward Air Observer, add +1 to their Artillery Barrage Chart, Smoke Barrage Chart or Air Strike Chart roll. Note that a 1, will still count as a Miscalulation or Rookie Pilot.
Skilled ShotThis Officer has a reputation as a crack shot, and such confers a +1 to hit for a single unit within its morale bonus range as that unit tries to emulate the officers skill.

Vehicle Experience

  • Battle Experience Vehicle gains 1 eperience for surviving the battle.
  • Death Dealers. Vehicle gains 1 experience for destroying an enemy infantry, artillery or soft-skinned vehicle.
  • Tank Hunter. The vehicle gains 3 experience for knocking out an enemy armoured vehicle.

Vehicle Experience Purchases

Experience PointsBenefit
5Move up quality (Inexperienced to Regular, Regular to Veteran)
5Purchase a Vehicle bonus skill
10Purchase a second Vehicle bonus skill
15Purchase a third Vehicle bonus skill

Soft-Skinned Vehicle Bonus Skills

Soft-Skinned Vehicle SkillEffect
WheelmanMay make an extra pivot as part of an Advance or Run order.
ResolveIf the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
Forward ScoutThis vehicle may make an Advance move (without shooting) after deployment but before the start of Turn 1.
Behind Enemy LinesWhen Outflanking, ignore the -1 modifier to the Order test for coming onto the table (American players re-roll this as this skill is already incorporated into your National RulesModern Communications)
Shoot n’ ScootCan fire then move as part of an Advance order.
RecceWhen reversing, either voluntarily or because of a failed order test, a Recce vehicle can reverse at it’s full Advance rate rather than at half rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two 90 degree pivots and a tracked vehicle can make a single 90 degree pivot.

Some Recce vehicles can even reverse at their Run rate if they are especially small and manoeuvrable or if they have dual direction steering. These exceptions are indicated in the Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate.

Recce vehicles will also spot hidden enemy at longer ranges than other vehicles – as noted in the rules ofr hidden units.

Armoured Combat Vehicle Bonus Skills

Armoured Combat Vehicle SkillEffect
Armoured CupolaThis unit does not count as Open-topped when firing its pintle mounted weaponry. If this unit does not have the option to take a pintle mount, re-roll this skill.
ResolveIf the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
Maximum ImpactOnce per game the vehicle may increase the main gun damage modifier by D3. This is selected before the roll To Hit. (Re-roll this skill if vehicle does not have weaponry with a penetration modifier)
BulldozerThis vehicle always counts as passing the Order Check to Tank Assault another vehicle regardless of the number of Pins. No check is needed, and 1 Pin is removed. (Re-roll this skill if your vehicle is armor 7, as it cannot Tank Assault vehicles).
LuckyThe first time this vehicle takes a penetrating hit, reduce the number rolled by 1 on the Damage Chart. (First time each game)
Recovery VehicleAdd +1 to the roll to see if this vehicle survives during the Casualties Phase.

Transport Vehicle Bonus Skills

Transport Vehicle SkillEffect
WheelmanMay make an extra pivot as part of an Advance or Run order.
ResolveIf the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
Forward ScoutThis vehicle may make an Advance move (without shooting) after deployment but before the start of Turn 1.
Getaway DriverThis vehicle can make an Advance move during its activation even if troops have embarked on it this turn.
Dedicated GunnerThis vehicle may fire two weapons instead of one, even when empty. If this vehicle cannot take more than one weapon, re-roll this skill.
First AidEvery time a friendly Infantry Squad receives casualties from small arms within 6”, roll a single dice. On the role of a 6, one casualty may be ignored. This skill can be used in addition to a medic.

Requisition Points

Requisition Points can be used to purchase Requisitions. These can upgrade your army, or the units within it. Each time you spend a Requisition Point, reduce your total by 1. Any Requisition Points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition Points, but an army can never have more than 5 RP, and any additional Requisition Points after this are lost.

Each time you play a battle you will gain 1 RP after that battle has been completed, regardless of the result.

Requisitions

Increase Supply Limit (1 RP)
Purchase this Requisition at any time. Increase your army’s Supply Limit by 50 points.

Fresh Recruits (1 RP)
Purchase this Requisition at any time. Select one unit from your Order of Battle. Roll a die for each casualty a unit has received in the campaign so far, on a 2+ a fresh recruit is drafted into the unit to replace it’s unfortunate predecessor. Due to limited manpower, sometimes the replacements you receive will not b the same quality as the troops that were lost. To represent this, if more troops are being replaced than are left in the squad roll a die. On a 4+, the replacements are the same level as the current squad; on a 1-3 the unit loses a single level of experience.

When men are lost from an Infantry Team or Artillery Crew, these troops are replaced immediately (with the replacement being drafted in from another unit in your roster).

Rearm and Resupply (1RP)
Purchase this Requisition at any time. Select one unit from your Order of Battle. You can change any weapon options that models in that unit are equipped with, within the weapon limitations as described for that unit in that Nation’s army list.

Repair and Recuperate (1RP)
Purchase this Requisition either before, or after a battle. Select one unit from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from it’s listing on your Order of Battle. By removing a Battle Scar, your Order of Battle Strength will increase by 1.

Casualties

After battle, roll a d6 for every model that was removed during the game. Make your rolls one unit at a time. Do the same for vehicles that were Knocked Out.

  • For Inexperience models, they survived on a die roll of a 6+
  • For Regular models, they survived on a die roll of a 5+
  • For Veteran models, they survived on a die roll of a 4+
  • Vehicles that were Knocked Out during the game will survive on a 4+ regardless of quality.

If all models from an infantry team or unit die, that unit is wiped out, and it should be removed from your Order of Battle.

Vehicle models that do not survive, are not available for selection in the next game, as a replacement crew is found. Roll a die, on a 4+ the vehicle retains its experience level, on 1-3 it reduces a level in experience.

Territory

After each game, the winning player rolls a D6 and gains that many territories. The losing player gains half that figure (rounding up).

Territories are used to rank the players throughout the campaign.