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Thread: Warmaster Night before the battle

  1. #1

    Warmaster Night before the battle

    Some years ago, there was an article in White Dwarf covering special extended rules for Warmaster. I think the article was named "The Night before the battle". You had to randomly decide how your units would perform in battle, for example whether the unit would rather retreat or stand and fight if ordered so.

    I can't find that article anymore. Does anyone of you remember which White Dwarf (month/year) this article was in?

    Thank you very much for your help.

  2. #2
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    Re: Warmaster Night before the battle

    It was published in the warmaster annual.
    Here is a overview.



    THE NIGHT BEFORE
    THE BATTLE
    Originally written by Nigel Stillman, adapted to fit
    the Warmaster rules by Kevin Kent and Tristan Hoag.
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    The Night Before the Battle
    63
    In White Dwarf 243 Nigel Stillman wrote the
    article ‘The Night Before the Battle’. This
    article provided Warhammer players with
    the ability to simulate the effects that the
    personalities of different unit leaders would
    have on a General’s battle plans, and also to
    explore how the activities of the General
    immediately preceding the battle impact the
    performance of his forces. In essence, the
    goal of the article was to introduce a feeling
    of generalship to the Warhammer game.
    Warmaster is a game of generalship. As a
    Warmaster General, your responsibility is to
    pull several different sections of your force
    together and make them function in
    accordance with your master plan. To do
    this, you are required to depend upon other
    characters to control distant sections of the
    army. How they react in certain situations,
    and how well you have prepared your forces
    for battle, can have a dramatic impact on the
    outcome. It seems only natural to have a way
    to represent this, and the rules for ‘The
    Night Before the Battle’ are an excellent way
    to do this.
    LEADER PERSONALITIES
    It is a cruel fact of war that command and
    responsibility is often left in the hands of
    those least suited to the task. Often, the
    General of an army will have little say in the
    matter of which men he must trust to carry
    out his plan, and pride, power and position
    can conspire to keep those less than worthy
    in their place. Nonetheless, fortunate
    Generals find that there are diamonds
    among the rough. Learning to judge the
    dependability of those in your chain of
    command and to place as much (or little)
    trust in them as they can handle is an
    important skill in leading an army.
    Before the game, each player must roll 2D6
    for each Hero or Wizard in his force,
    consulting the appropriate army table on
    the next page to determine the characters’
    personality. Make a note of each character’s
    trait. Once you have determined the
    personalities for each of your characters,
    consult the descriptions on the following
    pages to see how they will react during play.
    The General of an army is meant to
    represent the player’s will on the battlefield,
    and as such, no roll need be made for him or
    her.
    If these rules are being used in conjunction
    with a campaign system, roll only at the
    beginning of the campaign, before any
    games are played. When a character dies and
    is replaced, and every time a new Hero or
    Wizard is brought into the army list, a roll on
    the relevant chart must be made for the new
    character.
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    The Night Before the Battle
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    LEADER PERSONALITIES
    Bretonnians
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Rash and impetuous
    5 Rash and impetuous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Valiant Nobleman
    10 Expert Veteran
    11 Cautious
    12 Cautious
    Chaos
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Rash and impetuous
    5 Rash and impetuous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Marked by the gods
    10 Rash and impetuous
    11 Treacherous
    12 Treacherous
    Dark Elves
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Treacherous
    5 Treacherous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Beastmaster
    10 Expert Veteran
    11 Rash and impetuous
    12 Rash and impetuous
    Dwarfs
    2D6 Result
    2 Treacherous
    3 Incompetent
    4 Cautious
    5 Stubborn Leader
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Rash and impetuous
    10 Expert Veteran
    11 Expert Veteran
    12 Treacherous
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    The Night Before the Battle
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    Empire
    2D6 Result
    2 Treacherous
    3 Treacherous
    4 Incompetent
    5 Cautious
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Academy Graduate
    10 Expert Veteran
    11 Rash and impetuous
    12 Rash and impetuous
    High Elves
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Cautious
    5 Legendary Leader
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Expert Veteran
    10 Cautious
    11 Rash and impetuous
    12 Rash and impetuous
    Kislev
    2D6 Result
    2 Treacherous
    3 Treacherous
    4 Incompetent
    5 Rash and impetuous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Fearless Leader
    10 Expert Veteran
    11 Cautious
    12 Cautious
    Lizardmen
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Cautious
    5 Mark of Sotek
    6 Decisive, intelligent and uses
    iniative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Expert Veteran
    10 Cautious
    11 Rash and impetuous
    12 Rash and impetuous
    Orcs and Goblins
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Rash and impetuous
    5 Rash and impetuous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 One uv Da Boyz
    10 Expert Veteran
    11 Treacherous
    12 Treacherous
    Undead
    2D6 Result
    2 Incompetent
    3 Incompetent
    4 Treacherous
    5 Treacherous
    6 Decisive, intelligent and uses
    initiative
    7 Decisive, intelligent and uses
    initiative
    8 Decisive, intelligent and uses
    initiative
    9 Necromantic Adept
    10 Expert Veteran
    11 Expert Veteran
    12 Necromantic Adept
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    The Night Before the Battle
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    Academy Graduate: The character has
    received training in the High Military
    Academy of Nuln. As a result, he will know
    what to do on the battlefield every once in a
    while!
    The character may add +1 to his Leadership
    for one order per game. This must be
    declared before rolling.
    Beastmaster: This character is an expert at
    dealing with the vile and dangerous beasts
    that the Dark Elves employ in battle. He is
    able to establish a rapport with the
    creatures, and can get them to perform on
    the battlefield like nobody else. The rest of
    the army, however, finds the character to be
    a ‘little odd’.
    This character may issue one command per
    turn to a monster unit, or a brigade
    consisting of monster units, with +1 to his
    Leadership. This must be declared before
    the roll is made. When issuing commands to
    non-monster units or brigades including
    non-monster units, the character suffers a -1
    Leadership penalty.
    Cautious: This character is overly careful
    with troops under his command. He always
    expects to be outnumbered, outgunned or
    outflanked at any moment.
    Any command this character gives will suffer
    a -1 penalty for any enemy unit within 40cm
    as opposed to the normal penalty for an
    enemy unit within 20cm. If the command
    will move the unit or brigade directly away
    from the nearest enemy unit, though, it
    suffers no penalties for enemy units,
    regardless of their range.
    Decisive, Intelligent and uses Initiative:
    The character is a reasonably competent
    leader. The character acts as normal.
    Expert Veteran: This character has fought
    alongside you before, and has proven to be
    very effective. He knows and understands
    your tactics and his part in them, and will
    perform that role flawlessly.
    This character may re-roll one failed
    Command test each game.
    Fearless Leader: Living in the harsh
    Northern Wastes, this character has seen it
    all, fought it, killed it, and come back to tell
    the tale. Nothing can strike fear into his
    heart, and his courage emboldens those he
    leads.
    Any unit the character is joined with ignores
    the attack penalty caused by terror.
    Incompetent: This character is grossly
    incompetent. He may have no skill for
    command, or may have been trained in
    tactics that are now obsolete. The character
    will far too often order troops into the
    absolute worst position, or completely
    misinterpret the tactical situation.
    The character will count any Command roll
    of 11 or 12 as a Blunder.
    Legendary Leader: This character has been
    leading Elves to success in battle for
    hundreds of years, and has gained a
    reputation for being unbeatable. In any
    situation, the character is calm and
    collected, and knows what needs to be
    done; after all, he has been doing this sort of
    thing longer than many of these other
    upstart generals have existed!
    This character may add a +1 bonus to his
    Leadership for one order in each game. This
    must be declared before the dice are rolled.
    Marked by the Gods: This character has
    been rewarded for his devotion to his Chaos
    god. He is an unbelievably inspiring leader,
    and is able to spur the hordes to amazing
    feats of slaughter. Rather than the normal
    one attack, roll D3 at the beginning of any
    Combat phase where this character is
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    attached to a unit that is in combat, or as
    soon as such a unit is engaged in a pursuit
    or advance. The result is the number of
    attacks the character will have for the rest of
    that turn.
    Mark of Sotek: This character has been
    chosen by the gods for success.
    Once per game, the character may add +1 to
    his Command for one order, or, if the
    character is a shaman, +1 to a spell attempt.
    This must be declared before the roll is
    made.
    Necromantic Adept: This character has
    spent long ages studying magic and its uses.
    Once per game, he may add +1 to a spell
    attempt. This must be declared before the
    dice is rolled.
    One uv Da Boyz!: This character has an
    impressive rapport with other Orcs. An Orc
    will be better at smashing and beating, while
    a Goblin knows how to snivel and grovel to
    the best effect. While these techniques are
    very effective with the common Orcs, other
    warriors are not as impressed with the
    character’s carrying on, and take him less
    than seriously.
    This character may issue one command per
    turn to an Orc Warrior unit, or a brigade
    consisting of Orc Warrior units, with a +1
    bonus to Command. This must be declared
    before the roll is made. When issuing
    commands to other types of units or
    brigades, including other types of units, the
    character suffers a -1 Command penalty.
    Rash and impetuous: The character is
    flashy and hotheaded, eager to prove
    himself on the battlefield. This type of
    behaviour encourages and inspires the men.
    The character will add +1 Attack to any unit
    he joins (in addition to the normal number
    of attacks he would add by his profile.). The
    character is also a risk taker; if there is a
    combat occurring within 30cm, the
    character MUST join one of the units
    involved (chosen by the player). If there are
    multiple combats, the player may decide
    which combat the character will join.
    Stubborn Leader: This character is of truly
    noble stock, and as such prides himself in
    the fact that he will give no ground to any
    foe. Heedless of the odds, the grimness of
    the situation, or the ferocity of the foe, the
    character will stalwartly hold the line, and
    others, inspired by him, will do the same!
    Any unit that this character joins will always
    subtract 1cm from any retreat distance. This
    will not affect combat resolution, but may
    affect the bonus attacks an enemy unit gains
    for pursuit.
    Treacherous: The character is secretly (or
    perhaps not so secretly!) opposed to your
    leadership. He will be hesitant and
    subversive while giving commands, and as
    such counts as having a -1 to his Leadership.
    In addition, the character will never join a
    unit except to avoid the enemy.
    Valiant Nobleman: This character is a born
    and bred nobleman, and has spent most of
    his life hunting, feasting, jousting and
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    fighting with other nobles. The other
    knights look up to him, as he embodies their
    sense of feudal superiority. The common
    folk, however, view him as just another loud,
    boisterous mouth to feed. This character
    may issue one command per turn to a
    cavalry unit, or a brigade consisting of
    cavalry units, with a +1 bonus to his
    Leadership. This must be declared before
    the roll is made. When issuing commands to
    non-cavalry units or brigades including noncavalry
    units, the character suffers a -1
    Command penalty.
    GENERAL’S ACTIVITIES
    Once the actual battle is engaged, the focus
    of the General is upon strategy and altering
    his battle plan to counter the enemy’s
    activities. He must leave the battlefield
    performance of his army in the hands of
    others, and trust in the training, ability and
    morale of his men to carry them through in
    the roles he has planned for them.
    Nonetheless, the General’s activities
    immediately prior to the battle can have a
    dramatic impact upon the army, and can
    sometimes alter the course of the battle.
    To represent this, choose one of the
    following activities to represent what your
    General is doing to prepare his army for
    battle. If you are playing a campaign system,
    you may choose a different activity before
    each individual game. The description
    following each option details how your
    choice will affect your army’s performance
    during the game.
    Call a Council of War: You call together all
    leaders in your army to discuss the battle
    plan for the next day. This will give you a
    chance to judge the character of your
    subordinates and to deal with those that will
    become or have been a problem.
    You may re-roll (fire and replace) one of the
    character personalities in your army. This is
    the only way for you to alter the
    personalities in your forces.
    Equipment Inspection: You spend your
    time checking the equipment, focusing on
    war machines and artillery and such. If there
    is a problem, you make sure it is put right.
    One unit, chosen before the battle begins,
    gains +1 to all dice rolled for shooting for
    one turn. You must decide to use the +1
    before you roll.
    Consult the Omens: You summon the
    priests to attempt to divine the will of the
    Gods. Whether or not you believe what the
    outcome predicts, your soldiers are likely to
    react very strongly to whatever the priests
    foretell.
    D6 Result
    1-2 The priests declare that tomorrow
    will bring you defeat. As a result,
    your forces will be more likely to
    break and run when things get
    tough. Count your force as having a
    Break point one lower than the
    number of units would provide.
    3-6 The omens are favourable, and the
    priests declare that the Gods are
    behind you in your cause! Your
    army has a strengthened resolve
    and will be more likely to stay to the
    bitter end. Count your force as
    having a Break point one greater
    than the number of units would
    indicate.
    Sacrifice to the Gods: You go about making
    a ritual sacrifice to the Gods to try to ensure
    their support in the battle to come, but how
    do you know what to give to the God who
    has everything?
    D6 Result
    1-2 The Gods are disappointed with
    your sacrifice “You killed a GOBLIN
    for me!” This insult will be
    avenged! During the course of the
    game, every time your General is
    forced to move by an enemy unit,
    roll a D6. On a roll of 1, the General
    has been killed.
    3-6 The Gods are impressed with your
    sacrifice. They will support you in
    the coming battle. During the game,
    you may re-roll one Command
    failed by your General.
    Study the Maps: You spend the night
    gathering as much information about the
    local topography as you can. Your studies
    yield results, and you find a way to sneak
    some of your forces into a more
    advantageous position.
    Advantage: At the of any one of your turns,
    you may have a brigade of two units and a
    character arrive from any board edge that is
    not in your opponent’s deployment zone.
    These units cannot be placed with your
    army on initial set-up (obviously!).
    Disadvantage: The information may not be
    completely accurate; your forces may not be
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    BEST OF...
    able to arrive exactly as planned. On the
    turn you wish to place them, roll a D6. On a
    1 or 2, they don’t arrive this turn. You may
    try again at the beginning of each of your
    turns.
    The Last Supper: You decide to cheer up
    the men by issuing double rations for a feast,
    figuring that tomorrow, you will have your
    opponent’s supplies to draw upon, or many
    fewer mouths to feed… In any event, your
    soldiers celebrate this night, and go into
    battle well fed and with high spirits!
    Advantage: Your army is feeling vigorous
    today! Any time one of your units charges,
    they will receive an extra attack! (note: this
    is one attack for the unit, not one attack for
    each stand in the unit).
    Disadvantage: The troops are slow to get
    out of bed after a night of feasting and
    drinking. Your opponent may choose to go
    first in this game, or may deploy in half again
    the normal deployment area. (ie, if they may
    normally deploy up to 20cm from the table
    edge, they may now deploy 30cm).
    Inspired Oration: You spend the night rewriting
    Henry V’s, St. Crispen’s day speech
    to fit your current situation! In the morning,
    you deliver it to your eager army, with
    glowing success!
    Advantage: The General suffers no
    Leadership penalty for ranges up to 40cm,
    though he will suffer the normal penalty for
    any longer ranges.
    Disadvantage: The General is also very tired
    from a long night spent trying to create his
    speech. As a result, the General may only
    move 40cm in a turn, and may only flee
    20cm, instead of the usual 30cm.
    Survey the Battlefield: You spend the early
    hours studying the lay of the battlefield. It
    reveals some particularly strategically useful
    terrain, which you have the opportunity to
    exploit.
    Advantage: Before the armies set up (but
    after you have chosen deployment zones),
    you may move one terrain piece to
    anywhere on the table you want it.
    Disadvantage: Your opponent can wait for
    you to set up your forces before deploying
    his own army.
    Fraternise with the Troops: You once again
    copy Henry V and wander around amongst
    your troops in disguise, dicing, drinking,
    and giving out words of encouragement.
    Advantage: Your troops know you care
    about them and will fight harder for you in
    the upcoming battle. All units gain a +1
    bonus to any Combat Resolution.
    Disadvantage: You are not as good with
    dice as you are with commanding an army,
    and your troops make quite a profit playing
    with you. Your General may not carry a
    magic item in this game.
    These rules were designed to add a bit of
    variety to one-off games, and to add a new
    degree of detail to a campaign system. They
    provide the sense of working with a group of
    individuals to achieve a common goal, and
    add personality to your army. Over the
    course of a campaign, they encourage you to
    work at assembling the best commanders for
    each job, and to make the best decisions to
    prepare your army for what is required of
    them. Essentially, they
    allow you to incorporate
    the aspect of army
    maintenance into a campaign
    system.

  3. #3

    Re: Warmaster Night before the battle

    Thank you! I did not realize that I was searching the wrong place...

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