This document provides a reference sheet for the command, drive back, combat, and shooting phases in Warmaster Revolution wargames. It summarizes initiative, orders, movement types and ranges, scoring to hit, combat results, pursuits and retreats. Key details include units charging the closest enemy or evading, orders having longer ranges for heroes and characters, modifiers for combat based on positioning and terrain, and combat outcomes of winning, losing, or drawing.
This document provides a reference sheet for the command, drive back, combat, and shooting phases in Warmaster Revolution wargames. It summarizes initiative, orders, movement types and ranges, scoring to hit, combat results, pursuits and retreats. Key details include units charging the closest enemy or evading, orders having longer ranges for heroes and characters, modifiers for combat based on positioning and terrain, and combat outcomes of winning, losing, or drawing.
Original Description:
Warmaster Reference Sheet for Warmaster revolution rules
This document provides a reference sheet for the command, drive back, combat, and shooting phases in Warmaster Revolution wargames. It summarizes initiative, orders, movement types and ranges, scoring to hit, combat results, pursuits and retreats. Key details include units charging the closest enemy or evading, orders having longer ranges for heroes and characters, modifiers for combat based on positioning and terrain, and combat outcomes of winning, losing, or drawing.
This document provides a reference sheet for the command, drive back, combat, and shooting phases in Warmaster Revolution wargames. It summarizes initiative, orders, movement types and ranges, scoring to hit, combat results, pursuits and retreats. Key details include units charging the closest enemy or evading, orders having longer ranges for heroes and characters, modifiers for combat based on positioning and terrain, and combat outcomes of winning, losing, or drawing.
Target in defended −1 dice Initiative Target in fortified −2 dice Units (not brigades) within 20cm of enemy may Total = distance in cm driven back, on a 6 unit is confused. 1. Charge the closest enemy within 20cm (not art) If a unit is driven back a distance greater than its full pace 2. Evade the closest enemy within 20cm, (cannot be ordered move it is destroyed. after evading). Flyers cannot evade If confused cannot use initiative Combat Phase Flyers Home Back Charging against enemy in the open +1 Flyers more than 20cm away from a character can Home Back 10×1D6 before orders are issued Monster/chariot charging enemy in the open +1 Flyers can home back & be ordered in the same turn Pursuit attack +1 If confused may still home back Extra pursuit attack (per 3cm) +1 Fighting terrifying enemy −1 Command Order Range Enemy facing own side or rear −1 General Battlefield Hero 60cm Confused −1 Wizard 20cm Flyer within 20cm Score to Hit (D6) Orders (2D6 against Leadership value) Target in the open 4+ Per full 20cm distance −1 Target in defended position 5+ Each successive order to the unit −1 Target in fortified position 6+ Enemy within 20cm of unit −1 Combat Result Within dense terrain −1 Each inflicted hit +1 Per casualty −1 Each supporting, not confused infantry stand +1 Up to 4 units can be brigaded and issued an order Confused units cannot be ordered Win A roll of 12 is a Blunder. See pg. 85 for chart.. 1. May fall back up to 3D6cm Movement 2. Stand 3. Pursue/(enemy destroyed) Advance once 20cm Type Full Half Terrain Infantry 20cm 10cm All Pursuing Restrictions Clear, hill, bridge, ford, 1. Infantry cannot pursue cavalry or chariots unless they Cavalry 30cm 15cm charged cavalry or chariots in flank or rear low linear obstacles Clear, hill, bridge, ford, 2. Artillery never pursue Monsters 20cm 10cm 3. Fortified units never pursue, can fall back or stand low linear obstacles 4. Cannot pursue into terrain they cannot enter Chariots 30cm 15cm Clear, hill, bridge 5. Non flyers cannot pursue flyers Artillery 10cm 5cm Clear, hill, bridge Machines Varies Lose Flyers 100cm Must retreat difference in Combat results in cm Characters 60cm Artillery are destroyed if they retreat
Fortified and irregular formations move half pace Draw
Both sides fall back up to 3D6cm, units must be at least 1cm Shooting Phase away from enemy units after move Shoot at closest enemy in line of sight A defended or fortified unit can stand its ground Range of units differs ((see Army Lists pg. 181 ff))
Score to Hit (D6)
Target in the open 4+ Target in defended position 5+ Target in fortified position 6+