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:
- one of 1,500 points,
- a second of 2,000 points,
- and
a third of 2,250 points.
- Players will use each
list ONCE in the tournament. Each
scenario, handed out immediately prior to the game, will specify which
list will be used in each scenario.
- Each player should
bring two copies of each list, one for their opponent's reference and one
to submit to the umpire prior to commencing the game.
- The specific scenario
conditions will be revealed at the time of each game.
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 25% break point -
whichever comes first. The time limit
will be strictly enforced this year to make it possible to score games more efficiently.
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
- Troops that are in
skirmish formation can be used to *screen* friendly units that are
within 2" of the skirmishers.
- 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.
- 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.
- If a unit being
screened declares a charge, then the skirmish screen may 'flee' out of
the way.
- 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.
- Rule 5 aside they are
treated in the same manner as any other fleeing unit.
|
Lucky Seven rule (optional)
- Both players must
agree before the game begins
- At anytime in the
game, you may declare a "7" in place of 2D6 roll
- This may be used once
in each game
- May not be used
for any type of re-roll
|
Overwhelming Courage, a.k.a. the Snake Eyes rule (optional)
- Both players must
agree before the game begins
- When taking break
tests, a roll of snake eyes always passes.
- 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.
|