SHARGAZ EFB - UPDATES AUGUST 2026
A year has passed and lot of things have happened (in the backstage). As this is a hobby project, and we all have a busy live, things advance slowly but steadily. The game testing continues and a new version of the rules and the army lists have just been uploaded in the download section (click here). Next it is presented a list of the most relevant changes and the reason of it.
-Movement attribute of cavalry and flyers reduced.
Some players complained that the cavalry was excessively mobile than infantry on the battlefield. The movement of cavalry has been reduced to a maximum of 25cm for medium/light cavalry and 20cm for heavy cavalry. The movement of flyers have been reduced to a range between 30 to 50cm as well. They are still very mobile, but they cannot instantly move from one corner of the board to the other anymore.
-Change in rotation of infantry and war machines.
Before all units consumed 5cm for turning 45⁰. This made the maneuverability of infantry very slow when changing facing in comparison with cavalry and others. Now, infantry and war machines consume only 2cm when turning 45⁰. This still impact their speed, but the unit still manages to move something and not consume all its movement in facing a new orientation.
-Reduction in modifiers for Corage and Moral tests.
In order to easy the game, an effort has been made to reduce as much as possible the modifiers that affect the corage and the moral tests. For courage test, the players only suffer a penalty if there are enemy units that cause fear within 15cm. For moral tests, the player also add an accumulative penalty for every 5 wounds suffered.
-Changes in charge action
Some players didn´t like the idea of the unit making a normal movement action when no unit is in range or line of sight. They felt that, in some cases, there were no penalty for choosing this order instead of advance (i.e.: units of skeleton warriors). Therefore, the unit will now perform a movement action at half pace instead.
Also, an effort has been made to stream line modifiers, making that most of them applies to the rolls to hit, instead of affecting combat resolution and moral tests. This makes also more relevant charges from the flank and rear. Most of the modifiers are circunstancial and intuitive, and only apply to one roll, so it should be easy to remember during the game.
Fear doesn´t give a bonus to combat resolution, as it showed to be excessively beneficial, special for undead units, which are cheap and numerous.
Multiple combate rules and how units are pushed back have been re-written to make it more clear and easy to resolve, specially when several units get entangled in mele.
Finally, the testing has shown that the requirement for charging the closest unit can lead to very strange situations some times , specially during multiple charge actions. Therefore, as a trial, the rule has been changed. Now the player can choose any unit withing its maximum range of charge. This could give higher advantage to cavalry and flyers.
-Change in spells
The number of attacks made by Magic Bolt and Magic Maelstrom has been reduced, as well as their roll to hit, as they showed to powerful. The wizard cannot be easily targeted with missile attacks, which practically made them a invulnerable war machine. With this reduction, their capacity to make damage is very limited, but useful, making other spells have their space.
-Change in army lists
All the list have been updated with the new cavalry and flyer move capacity. Also, the old modifier that skirmishers had on moral tests has been integrated directly in the stats of the units and removed from the rules. All units have suffered changes to their cost and number of wounds after some further testing, in part to balance the units and in part to make the usual games can be played within 3 hours. War machines and other misile weapon units have suffered a reduction in their moral to reflect that they are unlikely to hold their ground in close combat.
-Missions
The objectives and victory conditions of some missions have been adjusted after further testing to make the main objectives more important to win the battles, as well as ensuring that they can be reached faster. The idea is the games can be played within 3 hours and some missions were to long.
WHAT'S NEXT?
I am considering on introducing a small amendment to the mechanic of failing an activation roll. Sometimes can be a bit frustrating when you fail a charge order against a unit that it is just in front of you and your unit just stay there, watching without doing anything. Or your archers just look at the infinite. For that reason, I will test allowing a disordered charge or shooting action instead of regrouping.
I am also considering adding a Courage test to units that are within 5 cm of a destroyed friendly unit. This would make more dramatic the loss of a unit, but would trigger more dice rolls. A bit undecided with that...
For the future, it would be nice to remove all the illustrations made with AI, but it will take a while as I don't have the time nor skills to make nice illustrations by myself. Any help is welcome... ;)
DO YOU WANT TO HELP?
If you want to help on testing and creating more content for the game, do not hesitate to drop a line. All help is welcome. It would be great to create a community around and see your armies and battle reports.
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