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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.
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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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