I see there have been a couple of posts about the figure scale used in WAB. As noted by Kevin, figure and ground scales are not specified by the Warhammer Ancient Battle rules, and so you can count each model as one man, ten men, a hundred men, or whatever you like! For example, Nigel has built up a one-to-one scale Roman army based on a Cohort Equitaties (sp?), while Rick organises his Roman Legion on a one-to-twenty scale, so that a cohort is represented by 20-24 models (well, he started collecting in back in WRG 3rd edition days...). Each army is 'legal' as far as the lists are concerned, and can happily fight against each other, it's just that Rick and Nigel use different figure scales to help them to collect an army based on a historical prototype that they find interesting. With regard to characters, the nominal figure scale you've used to help build up your army doesn't really count, although you can assume that the rules 'represent' the effect of the great man and his bodyguard if you like. The important thing to remember, at the end of the day, is that scale is only important in warhammer as an aid for building an army or refighting a battle based on an historical prototype, and has no effect on game play or mechanics.
Jervis
July 8, 1998 Notes
Yet More On Scale
Cor, this has turned into an interesting thread, hasn't it?!? Of the stuff I've seen so far, I must say that Tom Cain has stated very eloquently the point of view we take about army lists in particular, and in fact the whole design philosphy behind WAB in general. The bottom line is that we've designed WAB as a 'game to be played with toy soldiers', not a 'realistic military simulation'. This isn't to say that we're not interested in history (quite the reverse in fact!) just that we think that history should inform and add to the games you play, rather than dictate them.
None the less a couple of you clearly find it hard to break from the WRG method of army list/rules writing, and to you I say *try* a few games where you vary the figure scales, and then they'll see that on the tabletop it just works, even if it doesn't make sense on paper. In our Pharsulus campaign we played games based on the battles Caeser describes in his commentaries, changing the figure scale from game to game and not worrying one jot about the effect this had on things like ground scale and stuff... and you know what, the battles we fought all worked, and all gave results that, while not the same as the historical one, seemed perfectly 'realistic' to us. Why this is I don't really know, but, trust me, it's true!
To give some idea of how this worked I've put down the notes for a couple of the scenarios we fought which were *not* at one to one scale, so that you can give them a try and see that varying figure scale but not ground scale really does work! The nominal figure scale for the first scenario is about 1 to 20, and for the second around about 1 to 5.
These two small scenarios are representative of the small battles and skirmishes that took place in Spain. If Caeser wins or draws both battles than the Pompeian forces will surrender as they did historically. If Caeser loses one or both of the skirmishes we'll fight a (big!) pitched battle to see who gets Spain!
Skirmish 1 - The Plain of Ileda
Play lengthwise down the table. Set up a town on one narrow table edge (Ileda). 16" away from the town place a small hill. 24" away from the hill is Caesers start line. Pompaien forces enter from the town gates. In this scenario each unit represents a full strength cohort and is represented by 24 models including standard, musician and centurion.
Caeser's Forces: Initally Caeser may deploy four Cohorts of regular Legionaries. In reserve he has another three Cohorts of veteran legionaries (from the IXth Legion).
Pompaien Forces: The Pompaien player receives three Cohorts of Legionary light infantry at the start of the game. He may take a reinforcement cohort of any type at the start of each further turn. (Historical Note: The Pompaien forces in Spain were noted as fighting in a looser formation than Caeser's legionaries, and I've therefore clased them as legion light infantry. See Caeser's 'Civil War' for more detail.)
Caeser's Reserves: Caeser may deploy his three reserve cohorts on or behind his start line. If may move freely, but if they are within 8" of an enemy unit, or within 12" of Ilerda, at the end a of any of Caeser's turns, then they are considered to have been "committed".
Victory: Rolls as normal for game length, but add +1 to the number of turns generated. If at the end of the games the Pompeians are in sole possesion of the hill, then they win the game. If Caeser's forces hold the hill and the reserve cohorts have not been committed, then Caeser wins. If Caeser's reserves have been committed, then there must be no unbroken Pompeian forces outside Ilerda for Caeser to win. Any other result is a draw.
Skirmish 2 - The Baggage Train
Play lengthwise down the table. Caesers forces deploy roughly in the centre of the table. Set up a large hill about 12" behind them. The Pompaien forces enter from the narrow table edge furthest away from the hill. The Pompeians get the first turn. Roll as normal for the length of the battle.
Caeser's Forces: A baggage train (you'll need to make up your own rules for this!), a unit of 12 auxilliary archers including a leader and standard, an allied Barbarian warband of 32 models, including a chieftan, musician and standard, and two units of 12 Barbarian Noble Cavalry with leader, standard and musician. The archers and warband are treated as being detachments of the baggage train and have to stay within 12" of it at all times unless fleeing.
Pompaien Forces: The Pompaiens start of with two units of 12 Barbarian Noble Cavalry with chieftan, standard and musician, and receive a reinforcing cavalry unit each turn on a D6 roll of 4+.
Victory: The Pompieans must break the baggage train in order to win.