RULES FOR WAB CHIVALRY DIVISION

 

Scale: 25mm armies MUST BE PAINTED; table size 6x4 or slightly larger

 

Army Lists: Chivalry Division players must create three lists:

 

 

 

 

 

Exceptions/additions to standard rules:

Victory points: Scoring as per the WAB tournament score sheet. Click here to see scoresheet.

Number of Games: Three matches will be played. 

Game Length : 2 hours or 7 turns or 25% break point - whichever comes first.  The time limit will be strictly enforced this year to make it possible to score games more effectively.

Generals: Your army must include an Army General. If you did not purchase a general – or if your army does not have the option of a general (ie. Swiss) – one model (a character) must be designated the army general for victory point purposes.

Resigning: The resigning player gets 3 pts and his opponent is awarded 16 pts.

Basing: Single basing and DBM style basing allowed. Suggested basing (Not required)

Terrain: Terrain will be preset for each game.  Armies that are subject to the Strategist special rule still have the option of placing an extra terrain feature anywhere on the table outside the enemy deployment zone after choosing sides.

Painting Contest: The painting contest is an important part of the tournament, the tournament umpire(s) judge all the armies. The scores are tallied and, at the end of the tournament, prizes are awarded to the best painted armies.

Note: The painting contest is a separate part of the tournament and has nothing to do with determining Best General.

 

Skirmisher screen rules

  1. Troops that are in skirmish formation can be used to *screen* friendly units that are within 2" of the skirmishers.
  2. A single unit of skirmishers can screen any number of friendly units, just as long as all the screened units have a model within 2" of a model from the unit in skirmish formation.
  3. A unit that is screened by a unit in skirmish formation counts as being in soft cover if it is shot at by a unit that draws a line of sight through the skirmish screen.
  4. If a unit being screened declares a charge, then the skirmish screen may 'flee' out of the way.
  5. The screening unit makes its move in the Declare Charges segment of the movement phase rather than the compulsory move segment, before the chargers are moved or charge reactions are made, and they *are* therefore allowed to attempt to rally in the ensuing 'rally fleeing troops' segment of the movement phase.
  6. Rule 5 aside they are treated in the same manner as any other fleeing unit.

 

Lucky Seven rule (optional)

  1. Both players must agree before the game begins
  2. At anytime in the game, you may declare a "7" in place of 2D6 roll
  3. This may be used once in each game
  4. May not be used for any type of reroll

 

Snake Eyes rule (optional)

  1. Both players must agree before the game begins
  2. When taking break tests, a roll of snake eyes always passes.
  3. Snake eyes allow a unit to pass its break test even if, after victory points are totaled up, the losing unit cannot roll low enough to make its break test normally.

 

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