WAB Rule Suggestions  


Everyone I've played with always blames the dice at the end of the battle (if they loose) and everyone that wins always suddenly has a university degree on mathematics and tells you that there is no such thing as luck or "I always throw badly on important rolls".

And don't you just hate it when you throw bad once, and your best unit, with general, and everything else on it flees, gets overrun and the rest of your army panics.

Another thing I miss playing WAB is the possibility to stop the enemy for just long enough to open a trap or so. In the computer game TOTAL WAR made me see that this is a very good strategy. Consider the way the Numidian Cavalry on Hannibal's right flank was used. When the overwhelming charge on the left flank succeeded, the Numidians had hold up the Roman left flank just long enough for the Carthaginian left flank to attack the Romans in the back. The Numidians in WAB are no match for the Roman Cavalry. When they get charged or charge themselves, they will loose. If they choose to flee, they will probably not rally.

Here are some thoughts to make his less likely to happen.

Elite troops & panic tests

Let certain elite troops only suffer a (cumulative) -1 on their LD whenever they loose a Panic test. This way they get shaken, but do not flee.

Loosing Combats with small differences

Let units that only loose a combat by -1 combat result do a FBIGO (fall back in good order) instead of a flee, when they loose their LD test. This way this represents that they are pushed back by the momentum of the attack, but that they are not loosing that badly, that they flee all at once.

Loosing Combats by a musician

At home we never play using musician role-offs. Like said above, we like it to get our teeth into the combat.

 

FBIGO (Falling Back in Good Order) (AoA page 46)

Overwhelming odds:

A unit that outnumbers its opposition by over two to one gains an ‘overwhelming odds’ advantage.

If the side with ‘overwhelming odds’ loses a combat and fails its break test, they Fall Back in Good Order rather than flee.
Drilled troops, units in skirmish formation, and cavalry that lose a combat but pass their break test may FBIGO instead of remaining in the combat.

1. Units that FBIGO don’t cause panic checks.
2. Units that FBIGO rally automatically and may reform.
3. Units that FBIGO may be pursued,
but if caught they’re not wiped out, they counts as being charged in the next round.
4. Units that FBIGO may not declare a charge in their next turn. They may move and shoot normally .

 


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