Armies of Arcana
Warband Rules
Copyright 1999 Thane Morgan
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    This modification uses units of preset sizes on 60mmX60mm bases. It is designed for quick play with less decision making than the normal Armies of Arcana Rules. It is also good for learning the basics, or teaching to a younger crowd of gamers.

    Basially, all units come on a similar sized base; it was planned for 60mmX60mm, but as long as both armies are using the same bases, it isn't critical.

    Each base represents a Warband, of 10 figures of the appropriate type (again, this may be changes, so long as both players use the same number of figures per base. 10 was chosen as a typical AoA unit of 20 can be broken into 2 Warbands of 10). A warband represents a loose pack of skirmishers. Rank and File units do not exist for these rules.

    When Warbands engage, every model in the a warband is assumed to be engaged; all roll their attacks.
 

Units

    All units consist of 10 infantry models or 6 cavalry on a 60mm X 60mm base; calculate points as normal. Thus a Dwarf Pikeman warband would be (10 X 25) 250 points.

    Creatures on 30X30mm bases may be placed in Warbands of 2 or 3 to a 60X60 mm base.

    Models such as chariots and huge monsters are treated  individually; they form Warbands of 1.

    A Warband can be given a character in addition to its normal number of models; add its points as normal. A Warband may only have one character. Normal points restrictions for characters and monsters apply; normally, that means no more than 40% of an army may consist of characters, monsters or vehicles.

    No cannons or seige weapons may be used in AoA warband. Vehicles are allowed.
 
 

Formations

    Each warband is its own group, and is treated in all respects as a skirmished formation. There is no Rank and File formation in Warband rules.
 

Movement

    Treat each base as a skirmished formation. When Warbands engage, always place them so that one full edge is against the enemy's full edge. Warbands may not attack diagonally, so a warband will never have more than 4 separate opponents in contact with it. If a second warband can reach an enemy warband, place it on the next available face. If it cannot fit on any of those faces, either from impassable terrain or other enemy bases, it is not placed in contact at all.

    Vehicles may also freely; no turning restrictions are imposed.
 

Magic

    Magic works as normal. All template spells which are cast on a unit must center on that unit. A 30mm template will affect 1/3 (round down) of the models in the unit, a  45mm template will affect 2 / 3 (round down) of the models in the unit; and a 60 template will affect all models in the unit. Firewalls will affect 1/3 (rounded down) of the models in the unit, and may contact multiple units. Units which are hit by a template may make an immediate 3" move to escape the template after suffering its effects; this move may not bring it into contact with an enemy unit.

    When Skeletal Warriors are created, they should be placed on their own 60mm base. If another base of Skeletal Warriors is with 2" of where they were created, they may be placed on that base if empty "slots" for troops are present.

    Otherwise, magic works as normal.
 

Missile fire

    All missile fire is resolved as normal, with every unit being treated as if in skirmish formation. Thus you may fire through 1 friendly Warband, but not 2 or an enemy Warband.
 
 
 

Melee

    Every model in a unit gets to attack. It is assumed that every model in the Warband is engaged with the enemy. When a warband is in contact with 2 or more enemy units, a unit has to declare which enemy unit it will attack before rolling the dice. A unit may not split it's attacks against 2 different units. Remove casualties from the base as normal.

    Normal bonuses for first strike and long weapons apply; however, a warband armed with long weapons may not attack over another warband.

    Dervish units get 2 attacks per model remaining.

    Characters must attack an enemy character if available. Normal units must attack normal units if available.

    Units with sweep attacks get the maximum number of attacks allowed, up to the size of the enemy warband. Thus a Giant (sweep 10) attacking a ten member warband would get 10 attacks, but would only get 6 attacks vs. a six member warband.
 

Morale

    A Warband must take a morale check if:

A) It is reduced to ½ or less of its starting number of models, and has taken casualties this turn or is engaged.
B) It loses a member to the attacks of a fearsome unit
C) It is in engaged by 3 or more enemy warbands.
D) Is a single monster which has been reduced to 1/2 of its wounds, and has suffered a wound this turn or is engaged .
E) The unit has it's hero killed.
    Beserker and dervish units do not have to take morale tests if they are in hand to hand combat.  Fearless units do not have to take morale tests unless they are engaged at the beginning of the morale phase.

    Modifiers
     -1 for every enemy unit the Warband is in contact with
     +1 for every friendly unit the Warband is in contact with.
     -1 if it was reduced to half strength that turn.

    Units which fail their morale role are eliminated. Fearless units which fail their morale roll lose 3 wounds.
 
 

Victory

    This is a great play-to-the-last-man game, but players may want to say the first player to reduce his opponent to 1/3 of his starting points wins the game.