Warmaster - Warmaster Gameplay

Warmaster Gameplay

Warmaster works at a higher organisation level than Warhammer Fantasy to represent very large battles in the Warhammer world. The components of an army are divided into two basic types: units and characters. In the original 10 mm Games Workshop-produced miniatures, figures are cast 5 men to a strip, though many gamers base their miniatures with other maker's figures to produce 4-12 figure-per-base bases in order to create a variety of mass effects. Standard bases for Warmaster Ancients are 40 mm x 20 mm elements. Units are normally made of three such elements each. Infantry are based along the 40 mm edge, while cavalry, chariots, monsters and artillery are based along the 20 mm edge. Characters represent commanders such as generals, heroes and wizards and may be based as the player desires, generally on round diorama-sculpted coins or 40 or 20mm wide bases in order for them to be included directly in combat alongside the troops.

Gameplay proceeds with the rolling of dice. Units in Warmaster must be activated and moved by rolling against the command value of a character; units can be activated multiple times, though the roll becomes progressively more difficult. If a commander fails his activation roll, he can no longer command units in that turn. Units may be moved into contact with enemy troops and are considered charging. To enable commanders to move their armies around, units can be formed into brigades of up to four units.

Once all units have been moved eligible units are allowed to shoot and wizards may attempt to cast a spell. Shooting is not very deadly, but any hits scored may force an enemy unit to fall back and cost the player further command rolls to draw back into combat. Shooting is therefore primarily aimed at disrupting enemy formation and cohesion rather than destroy them.

After the shooting phase follows the combat phase, all units involved in combat may roll a number of six-sided dice equivalent to their attack value. Units based along the 20 mm edge have a tremendous advantage against units based on the 40 mm edge, allowing them to pack all their attacks in a narrow frontage, with two units being able to combine their attacks onto a single enemy unit. Once two units have exchanged blows the number of hits are totalled. The loser with the lowest total hits is forced to fall back, while the winner has the option to stand, pursue or fall back. Fights may continue, even against multiple enemy units in succession, until one side is destroyed or the attacker does not wish to pursue the enemy.

The rules are for some wargamers a little abstract – it is not clear for instance how much time a turn represents. Others deem the amount of dice rolling excessive.

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