On this page you will be able to read the WAB GT Rules for 2015

To get a complete copy of the rules goto the downloads page.


Rules for scenarios and special terrain to be used in the games will published at the event.


Scouting Value

In Previous years We have use scouting rules as a means to control the amount of artillery used on the table. This year this control has been removed. Scouting has been removed. So in addition to the normal army list restrictions no army may field more than 3 artillery pieces. No army may use Stone throwers or Mortars as it is felt these were mainly used as siege weapons.

Choosing sides for the Games

Unless the Stratagem special rule is being used by either player, players dice to see who chooses which side of the table they deploy on. Each player is to roll a d6 in the presence of his opponent. See special Stratagem rules below.

Any tied rolls will require re-rolling.

Deployment rules

The following deployment rules will negate the need of drawing maps, and then dictate the order for the placing of units on the table. This should speed up play!

Players are allowed to deploy up to 12” inches back from the center line (usually half way to your enemy) and normally no closer than 12” than the sides. Unless you are using Ambushing troops.

Deployment Sequence

Player’s armies will be deployed in up to 6 different stages dependent on the troop type.

In each stage, players decide who deploys their troops first by making a D6 roll and comparing the scores, this roll is done once at the beginning of each stage (any tied rolls will require re-rolling). The lower scorer of this roll will start to deploy his units followed by the winner of the dice roll, both players then deploy ONE unit at a time taking turns until both players have deployed all the units of the types for the stage they are in.

That deployment stage is then finished and players move onto the next troop type and the next stage, making another D6 roll. This process is repeated until all units have been deployed.


Type of Units to Deployment


Artillery, non-moving War Wagons


Close Order foot, Elephants, mobile War Wagons, Scythed Chariots, cart mounted Light Bolt throwers.


Close Order mounted units and Heavy Chariots


Open Order and light units not in skirmish formation including Light Chariots in any formation


Skirmishers and light units in skirmish formation


Individual characters not leading or within units.* Ambushing units not yet deployed.

  • Characters in units are deployed at the same time as the unit they have joined. If they are deployed at stage 6 they are not with a unit and must be deployed as individual figures.

Who Goes first

Unless the Stratagem rule is being used by one player, then after deployment players roll a d6 to see who will take the first turn. The player with the highest roll chooses who will make the first turn.

After this decision is made the player who is moving first, must move his skirmishers first, then the player moving second can react to this with his skirmisher move before the first turn starts. The player moving first then begins the game.

Free Skirmisher Movement

After deployment both players then normally get a free skirmisher move, this free 4” skirmish move may be made in any direction.

Only skirmisher units get the free 4” skirmish move after deployment, this includes Lights deployed in skirmish formation for the duration or the game.

Troops with the special deployment ability (which includes all Nomad Cavalry), still may make a free double-pace move at the start of the game, at the same time as his/her skirmishers take their optional 4” move. This is instead of the skirmish 4” move. Units with Stakes, Riding Horses/Camels, also move at this time.


If your general has the Stratagem special rule and your opponent does not then ignore the rules in the rule book (AoA) and you get one the following options to choose from, and this choice is made when you want.

If both generals have this ability then your stratagem did not work in this game.

  1. He can place one additional terrain feature (supplied by the tournament organizer) on the battlefield out side of either deployment zone. This is done after dicing for deployment sides.

  2. Move up to 2 pieces of terrain, up to 6” each and this is done before any troops are deployed. No part of the terrain pieces moved can move off table.

  3. May decide to take the first turn of the game or force your opponent to make the first turn of the game.

Ambush rules

If units in your army have the Ambush special rule then ignore the rules in the rule book and choose one of the following options. If both players have ambushing troops the place the troops on table as per these rules but one unit at a time, alternating placement as per the normal deployment sequence.

  1. Deploy your ambushing troops in the correct stage for that troop type (eg. close order foot at stage 2) placing the troops in a location that is currently out of sight to the deployed enemy troops on table. Or:

  2. Wait until stage 6 and deploy in your own deployment area, this can be seen by the enemy.

Regardless of when the unit is deployed, the placement must be over 2 inches away from enemy units currently on table and this must also be outside the enemy deployment zone. This is to ensure that they are hidden at the time of deployment.

WABGT Rules for Stakes.

Stakes, ignore the reference to stakes on page 26 of the rules do not treat them as a defended obstetrical, instead apply the following rules.

Each figure in the unit pays (as indicated in the list (normally 1 point)) to purchase stakes for that unit. Characters joining a unit or starting deployed with a unit do not have to pay for stakes (they have people to do that stuff for them) but they still gain the benefits listed below.

Only formed units at least two ranks deep may place stakes.

Stakes can be placed when a unit is deployed on the table on its front only (use an appropriate marker to indicate stakes).

Stakes are lost if they are not defended, i.e. the unit that placed them moves out of contact with the stakes for any reason. Remove the marker from the game if this happens. Note. if a unit changes formation contracting it's frontage, by making more ranks but otherwise remains stationary, only the stakes now not defended are lost. Any other manoeuvres including a reform would loose all the stakes.

There is no movement penalty to move away from deployed stakes even if charging, or to attack across them.

Only the unit that places stakes can benefit from them.

The use of stakes gives the following benefits:

  1. A unit equipped with stakes may make a free 4’’ move after deployment is complete and then place their stakes or not as it chooses. If not placed at deployment or after the free 4’’ move, stakes are lost as they cannot be placed at any other point of the game.

  2. Chargers still attack first, but loose all bonuses for charges (i.e. lances do not get +2 strength, no Furious Charge, no Shock Cavalry +1 Rank Bonus,etc.), if it is a charging bonus you loose it. Other no charging bonuses still apply, so units can count ranks and close order if applicable.

  3. Winners of combat cannot claim the +1 for momentum if the stakes are still defended, this applies to attackers and defenders.

  4. Defenders winning combat can choose; not to Pursue Fleeing enemy, not to follow up a unit giving ground. It they choose to Pursue or follow up, then there is no movement penalty imposed but the stakes are lost for the rest of the game.

  5. Attacking troops behind a deployed stakes imposes a -1 to hit modifier. This modifier is not applied to the unit defending the stakes.

  6. If the unit is subject to Warband psychology, it can ignore Warband rule #1 as long as it remains defending it's stakes.