Source: Warhammer Fantasy: 6th Edition

Detachment Rules
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Empire foot soldiers have developed a very effective method of fighting which has won many a battle: the detachment system. Just like any other body of troops, Empire regiments can operate as totally independent units, but they are also trained to fight in a slightly different way. While the majority of the regiment are armed and equipped as normal, some of its members are armed with different weapons and formed into separate smaller units, called Detachments. The Detachment forms up close to the main unit where it can offer support, either by using long-range weapons, such as bows or handguns, or by employing close combat weapons to threaten an enemy's exposed flanks. A particularly favoured combination is to have two Detachments supporting a main body, one armed with ranged weapons and the other armed with close combat weapons.

As the enemy advances, the Detachment armed with missile weapons keeps firing on them. Should the enemy charge the missile troops, they will flee, and the attackers are either drawn onto the close combat specialists or left struggling in front of the main body of the regiment, ready to be charged in return. Meanwhile, the other Detachment moves round to attack the enemy in the sides or to protect the main body against a flanking attack. The missile troops hopefully rally to rejoin the fray and continue to shoot at approaching enemies. Obviously there are many variations on this tactic, but all rely upon the principle of mutually supporting units.

Detachments and Parent Units

Some infantry units have been trained to fight in a very specialised system based on the interaction of small units, called Detachments, with a main larger unit, called the Parent Unit.

It is important to note that infantry units do not have to be fielded as a Detachment/Parent Unit. If fielded as an independent unit, they move and fight normally, exactly like any other unit in Warhammer.

State Troops units (Halberdiers, Spearmen, Swordsmen and Handgunners) may be used as independent units, Parent Units and/or Detachments.

Militia units (Archers, Crossbowmen, Free Companies) may not be used as Parent Units, but can be used as Detachments or independent units.

Greatswords may not be used as a Detachment, but can be used as a Parent Unit or an independent unit.

Special Rules

  • Each Parent Unit may have one or two Detachments. Detachments do not count towards the minimum number of Core units an army has to field.

  • Detachments' size can range from a minimum of five models (regardless of the unit's normal minimum) to a maximum of half the number of models in their Parent Unit, rounding down. Eg, 21 Halberdiers may have up to two Detachments, each from 5 to 10 men strong

  • Detachments cannot choose any of the unit's weapon/armour options and cannot have a Standard Bearer, Musician or Champion.

  • Detachments must be deployed simultaneously with their Parent Unit and within 3" of it. All friendly units are immune to panic caused by fleeing, broken and destroyed Detachments.

  • Detachments are treated as normal independent units for the purposes of calculating Victory points.

Detachments Within 3" of Their Parent Unit

A Detachment is a normal unit and is completely separate and independent from its Parent Unit (eg, it can choose to pursue a broken enemy while the Parent Unit holds its ground, spells and magic items affecting the Parent Unit do not affect its Detachments, etc). Detachments may use the following special rules only if they are within 3" of their Parent Unit, (but not if the Parent Unit is fleeing or declared a flee reaction). Note that these special rules apply only to Detachments and not to Parent Units. If a character joins a Detachment, that Detachment will be treated as an independent unit (it will cause panic in other Empire units if it is broken/fleeing/destroyed) and will not be able to use any of the following special rules for as long as the character stays with it.

Use Parent Unit's Leadership A Detachment may use its Parent Unit's Leadership for any Leadership tests. It may use the Leadership of a character leading its Parent Unit, or the General's Leadership if he is within 12" of the Parent Unit but not within range of the Detachment.

Support Fire

In the enemy's Movement phase a Detachment may stand & shoot against an enemy unit charging its Parent Unit if the Detachment itself has not been charged and is not counter-charging in the same turn. A Detachment can offer support fire regardless of the distance the enemy starts its charge from, and does not suffer the -1 To Hit penalty for standing & shooting, as it has not itself been charged.

Counter-charge

In the enemy's Movement phase a Detachment may counter-charge an enemy unit charging its Parent Unit if the Detachment itself has not been charged. After the enemy has finished moving all its chargers, but before Remaining Moves, the Detachment can declare a normal charge against the enemy. Note that if the Detachment can draw a line of sight to an exposed flank of the enemy, and has enough Movement to reach it, it can charge the enemy in the flank even if it should have charged to the front, according to the normal rules for charging. This counter-charge does not cause panic in the charging enemy unit if it is hit in the flank, but the Detachment will get the normal Flank Attack combat bonus and will negate the enemy's rank bonus as long as the Detachment has a Unit Strength of at least five and a frontage of at least four models (skirmishing Archers do not negate rank bonuses). Apart from the exceptions noted above, the Detachment counter-charge follows all the normal rules for charges (it must take a Ld test to charge fear-causing enemies, it can wheel only once during the move, it gets an extra alignment move, etc.). This can look a bit awkward, but it just represents the unique tactics of the Detachments, trained to engage the enemy's flanks and disrupt its formation. In the Close Combat phase, resolve the counter-charging Detachment's Attacks first, then the Attacks of the enemy and finally those of the Parent Unit which was charged.

detachment-counter-charge-support-fire
In this example we are in the enemy Movement phase. The enemy unit declares a charge against the Parent Unit, which holds its ground. Before the enemy charges in, Detachment B opens fire. After all enemy charges have been moved, Detachment A counter-charges against the enemy's exposed flank, following all the normal rules for moving chargers (see steps 1 to 3).

Supporting Charge

In its own Movement phase a Detachment may make a supporting charge by hitting the flank of an enemy unit engaged in the front by its Parent Unit (or indeed hitting the rear of an enemy charged in the flank by the Parent Unit!). Declare the supporting charge when you declare the charge of the Parent Unit. Note that if the charge of the Parent Unit does not hit its target (failed Psychology test, out of range, etc.), the Detachment will not charge either. After the Parent Unit has been brought into contact with its target and after all other chargers have been moved, but before Remaining Moves, the Detachment can charge the same target. If the Detachment can draw a line of sight to an exposed flank of the target, and has enough Movement to reach it, it can charge the target's flank even if it should have charged its front. This flank attack does not cause panic in the enemy unit if it is hit in the flank, but the Detachment will get the normal Flank Attack combat bonus and will negate the enemy's rank bonus, + as long as the Detachment has a Unit Strength of at least five and a frontage of at least four models (skirmishing Archers do not negate rank bonuses). Apart from the exceptions noted above, the Detachment supporting charge follows all the normal rules for charges.

detachment-supporting-charge
In this example we are in the Empire Movement phase. The Parent Unit declares a charge against the enemy unit and the Detachment declares a supporting charge. The enemy bolds its ground. After all normal charges have been moved, the Detachment charges the enemy's exposed flank (it does not matter if it is now beyond the 3" distance from its Parent Unit), following all the normal rules for moving chargers (see steps 1 to 3).

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