06 Mar 2015
One of the things that bugged me, especially for elite infantry, was that they formed one standard, simple, square block. Even more so with units like Sea Guard for High Elves, which are talked up as super disciplined elite troops. (I get a roman legion mixed with Athenian Phalanx feel from them.) So, I toyed with some ideas, and came to this:
Formations and Drill
Formations are formations in which a unit can take, or reform into. All units start with the basic current formation. If a unit has 30 or more models, it is not allowed these formations.
Standard Formations: A Standard Formation is a common formation across all armies. They cost 5 points each, and can only be taken with a champion's or hero/lords magic item allowance. If a champion currently has no allowance, they are granted a 5 point allowance that can only be spent on a formation.
Shield Wall: Prereq, unit has shields and is infantry. A defensive formation that raises the Toughness and Armor of the unit by one point, however they can not charge, or move more then half speed in any direction.
Loose Ranks: Opens the rank of the formation. (No need to actually move the models, just place a marker.) Adds +1 ward to ranged attacks/magic missiles. If a unit is charged while in loose ranks, only the first row may fight, in the first round of combat. The unit also does not gain any CR for having more ranks then the enemy on the first round.
Open Ranks: A formation that opens up the ranks of a formation so that another unit may pass through it. If an open ranked formation is charged, the front rank is counted as a flank, and the flanks are counted as the rear.
Arched Fire: Prereq: Unit must be equipped with bows or crossbows. If formation is used with crossbows, they are fired at 1 less strength. Unit adopts loose ranks, and gains the option to fire indirectly. Use a large template, choose an enemy unit that is visible to any unit in your army, and then place the template over the nearest model to the archer unit. Roll to scatter. Roll wounds for each model caught under the template. Number of wounds can never exceed the number of archers firing. On top of the standard penalty for loose ranks, when charged, a unit in this formation can not choose to stand and shoot.
Army Specific Formations: (I need help from the community here as I only have the rules for two armies, so that is all I have done. Not every army needs special formations, and armies like the Empire I don't think need army wide special formations over the four already presented, but specific units might be deserving of some.)
High Elf:
Phalanx: Pre-Req; Units must be equipped with spear and shield, and be at least two ranks deep and not mounted. In this formation, the unit gains +1 Str, Armor, and Toughness, but may only move at half speed. The unit may charge, but cuts all charge results in half. Can not used any ranged weapons while in this formation. Charges to the flanks are counted as charges to the rear, and this formation is lost if a unit is charged from any direction but the front.
Orbus: Pre-Req; not mounted. The unit is counted as facing all directions at once. (Move the models on the edges so they are facing out.) They may not charge, and they may only move half speed. They do not have a flank, or rear, however they can never fight more then two ranks. Champions and characters can not change position once the unit is charged.
By the ranks, direct fire; pre-req bows. Once this formation is taken, the units range is cut in half, however all ranks may fire, and they count as armor piercing. For purposes of being charged, the front is counted as a flank while in this formation. However, the stand and shoot action benefits from this formation.
Withdrawl Formation: pre-req, must be in combat must have three or more ranks, and be infantry. This formation can be taken in combat. If successful, the first rank moves to the rear, with each rank moving back in sequence. Only the last rank does not move, with the rest of the unit formed behind it. This takes the unit out of combat. This happens at the units initiative, ignoring the ASF first. No attacks may be dealt this turn.
Ogres:
I don't think they really need any of their own. The four basic are all that they really need I think. Feel free to post ideas though if you have any. For the purposes of shield wall, their iron fists do not count.
Formations and Drill
Formations are formations in which a unit can take, or reform into. All units start with the basic current formation. If a unit has 30 or more models, it is not allowed these formations.
Standard Formations: A Standard Formation is a common formation across all armies. They cost 5 points each, and can only be taken with a champion's or hero/lords magic item allowance. If a champion currently has no allowance, they are granted a 5 point allowance that can only be spent on a formation.
Shield Wall: Prereq, unit has shields and is infantry. A defensive formation that raises the Toughness and Armor of the unit by one point, however they can not charge, or move more then half speed in any direction.
Loose Ranks: Opens the rank of the formation. (No need to actually move the models, just place a marker.) Adds +1 ward to ranged attacks/magic missiles. If a unit is charged while in loose ranks, only the first row may fight, in the first round of combat. The unit also does not gain any CR for having more ranks then the enemy on the first round.
Open Ranks: A formation that opens up the ranks of a formation so that another unit may pass through it. If an open ranked formation is charged, the front rank is counted as a flank, and the flanks are counted as the rear.
Arched Fire: Prereq: Unit must be equipped with bows or crossbows. If formation is used with crossbows, they are fired at 1 less strength. Unit adopts loose ranks, and gains the option to fire indirectly. Use a large template, choose an enemy unit that is visible to any unit in your army, and then place the template over the nearest model to the archer unit. Roll to scatter. Roll wounds for each model caught under the template. Number of wounds can never exceed the number of archers firing. On top of the standard penalty for loose ranks, when charged, a unit in this formation can not choose to stand and shoot.
Army Specific Formations: (I need help from the community here as I only have the rules for two armies, so that is all I have done. Not every army needs special formations, and armies like the Empire I don't think need army wide special formations over the four already presented, but specific units might be deserving of some.)
High Elf:
Phalanx: Pre-Req; Units must be equipped with spear and shield, and be at least two ranks deep and not mounted. In this formation, the unit gains +1 Str, Armor, and Toughness, but may only move at half speed. The unit may charge, but cuts all charge results in half. Can not used any ranged weapons while in this formation. Charges to the flanks are counted as charges to the rear, and this formation is lost if a unit is charged from any direction but the front.
Orbus: Pre-Req; not mounted. The unit is counted as facing all directions at once. (Move the models on the edges so they are facing out.) They may not charge, and they may only move half speed. They do not have a flank, or rear, however they can never fight more then two ranks. Champions and characters can not change position once the unit is charged.
By the ranks, direct fire; pre-req bows. Once this formation is taken, the units range is cut in half, however all ranks may fire, and they count as armor piercing. For purposes of being charged, the front is counted as a flank while in this formation. However, the stand and shoot action benefits from this formation.
Withdrawl Formation: pre-req, must be in combat must have three or more ranks, and be infantry. This formation can be taken in combat. If successful, the first rank moves to the rear, with each rank moving back in sequence. Only the last rank does not move, with the rest of the unit formed behind it. This takes the unit out of combat. This happens at the units initiative, ignoring the ASF first. No attacks may be dealt this turn.
Ogres:
I don't think they really need any of their own. The four basic are all that they really need I think. Feel free to post ideas though if you have any. For the purposes of shield wall, their iron fists do not count.