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Warband

Wargames Rules for Large skirmish Battles


in the dark ages or early medieval period

By polkovnik productions
warband
Wargames Rules for Large skirmish Battles
in the dark ages or early medieval period

By polkovnik productions

Index
Chapter Page

Section 1 : The Basics 2

Section 2 : Figure Characteristics 3

Section 3 : Set-up & Deployment 4

Section 4 : The Battlefield 5

Section 5 : Playing the Game 6

Section 6 : Movement 7

Section 7 : Shooting 8

Section 8 : Melee Combat 9

Section 9 : Army Morale & Victory 11

Appendix 1 : Points System 12

Appendix 2 : Cards 13

© Mark Lewis 2014

http://polkovnik.moonfruit.com/

http://polkovnikproductions.freeforums.org
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Section 1 : The Basics
Introduction
This is a set of rules for wargaming large scale Dark
Ages or Early Medieval skirmish battles. It can be used
with any scale figures (typically 15mm or 28mm).
Each figure on the table represents one man, and the
game is designed for battles of around 50 – 100 figures
per side.

Basic Concepts
This game is played on a hex grid. Each hex must be
big enough to contain at least 8 singly based foot
figures, or four mounted figures.
It is designed to be played with singly based figures.
The game is card driven, so each player has a hand of Groups
cards, and cards are played to activate groups of Activation cards always refer to Groups. A Group
figures and for other events. consists of the following :
There are no units in this game. Figures can move Any or all of the figures in one hex.
around freely, although they will benefit from the If the hex contains a Leader, The Group may also
presence of Leaders. Figures are activated for include any or all of the figures in any adjacent
movement, combat and shooting by hex (so some or hexes.
all of the figures in a hex may move, shoot or fight Mounted figures and foot figures may never be in the
when activated). same hex.
Each army has a Warlord and some Leaders. All rules A group cannot include both mounted and foot
applying to Leaders also apply to Warlords. figures, with exception that a mounted leader or
warlord may be in a group with foot figures in
Game mechanisms adjacent hexes.
All dice used are normal 6 sided dice. When the rules
refer to a particular number that must be rolled, that Skirmish Order
number or higher must be rolled for success. A Group is considered to be in Skirmish Order if it
does not exceed a capacity of four in any hex (i.e.
Cards maximum of four foot or two mounted figures). To
Each player has his own deck of cards. There are two activate on a card requiring Skirmish Order, it must
types of cards : not exceed this capacity throughout its activation.
Activation Cards – one of these may be played in the
players own turn.
Event Cards – any number of these may be played in
the players own turn or the opponents turn.
When cards are played they are placed face-up in a
discard pile. If a player’s deck of cards runs out,
shuffle the discard pile and this becomes the player’s
deck.
Each players deck contains 60 cards, consisting of 32
Activation cards (two copies of the cards on page 13)
and 28 Event cards (on pages 14 and 15).

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Section 2 : Figure Characteristics
Each figure has a Type (Foot or Mounted), Class (Levy, Capacity
Warrior, Leader or Warlord) and an Attack and Each hex has a capacity which determines how many
Defence Value. Some figures may also have Special figures can be in the hex. The capacity of an open
Abilities. terrain hex is 8. Any terrain in a hex reduces the
capacity of the hex. Each foot figure counts as one
Attack and each Mounted figure counts as two towards this
The Attack characteristic determines how many capacity.
Attack dice are rolled in combat. It depends on the
class of figure : Special Abilities
Some figures will have Special Abilities, for which
Class Attack there are specific rules, as follows :
Levy 1
Warrior 2 Spears
Leader 3 If there are at least five figures armed with spears in
Warlord 5 a hex, they are considered to be Spearmen and may
benefit from striking first in melee. Note that all of
A figure armed with a two handed weapon gets its the figures in the hex gain this advantage as long as
Attack value increased by 1, but cannot use a shield. there are at least five armed with spears.

Defence Two Handed Weapons


The Defence value of a figure is the total of the A figure armed with a Two Handed Weapon a combat
following : advantage, but may not be equipped with a shield.
Each 6 rolled on the Attack dice is an automatic hit
Armour Defence and cannot be cancelled.
None 0
Chainmail* 1 Warlord Special Abilities (Optional Rule)
Shield 1 Unless specific abilities are to be chosen or assigned
according to a scenario, each Warlord should be
Mounted 1
randomly assigned an ability. Roll on the Warlord
*Chainmail or similar armour at least covering the
Special Ability Table.
torso.
Warlord Special Ability Table
Movement distances
Movement distances are as follows : Roll Ability Effect
1 Heroic
Type Maximum Move 2 Inspirational
Foot 2 Hexes 3 Strategist
Mounted 3 Hexes 4 Tactician
5 Tough
Movement distances may be affected by terrain. See 6 Choose any one ability or roll twice on this
Movement (Section 6). table, rerolling any sixes.

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Section 3 : Set Up and Deployment
Set-up Deployment
Set-up terrain according to the scenario being played, If there are no specific deployment rules for the
or by mutual agreement. One method that can be Scenario being played, then deployment is carried out
used is one player sets up the terrain, and the other as follows :
player chooses which long table edge he wants as his Each player rolls a dice, and the highest chooses to
base edge. For a normal game it is suggested that either deploy first and take the first turn or deploy
between 10% and 25% of the hexes contain terrain of second and take the second turn.
some sort. Each player’s deployment zone consists of two rows of
hexes adjacent to the table edge, excluding the two
Initial Cards and Hand Limit rows of hexes adjacent to the side table edges.
Each players Hand Limit is calculated as follows : Deployment takes place in two stages – figures in the
3 for the Warlord front line (i.e. the second row in from the table edge)
1 for each Leader. are deployed first, then the rear line (i.e. the row of
If the Warlord and / or Leaders are killed, the Hand hexes adjacent to the table edge).
Limit is reduced. So the order is :
1. First player deploys Front Line.
Each player is initially dealt a number of cards equal 2. Second player deploys Front Line
to double his Hand Limit. He then discards cards to 3. First player deploys Rear Line
get down to his Hand Limit. 4. Second player deploys Rear Line

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Section 4 : The Battlefield
Terrain benefit from cover (if figures are attacking from
Terrain can either be placed in a hex (such as woods), more than one hex, the linear obstacle must be
where it is considered to fill the hex, or may be a between the principal attacking hex and the
linear obstacle in which case it is paced along a hex defending hex).
side. The effect of cover is to increase the Defence value
Some terrain types provide cover. Before the game, of each figure in the hex by one. This cover benefit
the players should agree how each type of terrain on only applies to figures of the Inactive player.
the battlefield is classified. Difficult terrain in a hex
limits the capacity of that hex, and reduces the Line of sight
movement rate of mounted troops. Line of sight (LOS) is required to shoot at an enemy
unit. Line of sight is drawn from the middle of the hex
Capacity the shooting unit is in, to the middle of the target
hex. If this line crosses a hex with terrain that blocks
Type Capacity Notes line of sight, or a hex that contains any figures, then
Open 8 there is no line of sight. Line of sight can be traced
Hill 8 Blocks LOS along the side of a hex with blocking terrain, but if
combat there is blocking terrain on both sides of this line,
advantage for then there is no line of sight.
foot Terrain in either the hex containing the shooting
Rocky Ground 6 figures, or the target hex, does not block line of sight.
or Brush
Buildings 4 Blocks LOS Uphill
Provides Cover Foot that are uphill of their opponents gets a combat
Marsh 4 advantage. If Foot figures are on a hill hex and their
Woods 4 Blocks LOS opponents are not, the uphill figures hit on 4+ in
Provides Cover melee.

Hills are classed as open unless they also contain


other terrain such as brush.

Attacking into a hex containing terrain


When figures attack into a hex that contains terrain
that reduces the capacity of the hex, only the number
of figures that would be able to move into the
defending hex can participate in the attack. Any
figures in the attacking hex in excess of the number
cannot participate, so their Attack and Defence
values are not used. Any such figures may be used to
replenish casualties of those that did participate, to
avoid having to carry out a fall back move.

Cover
Some terrain types and linear obstacles (such as low
walls) provide cover to figures of the Inactive player.
If a hex contains terrain that provides cover, or there
is a linear obstacle between the attacking hex and the
defending hex then the figures in the defending hex

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Section 5 : Playing the Game
Each player takes alternate turns. In a players turn he action.
is known as the Active Player. The other player is the Playing Event Cards
Inactive Player. Event cards may be played to give combat benefits,
The Active Player may do the following in his turn: allow extra actions to take place, or to hinder the
Play up to one Activation Card. opponent. Some event cards may only be played by
Play any number of Event Cards. the Active player or the Inactive player, or relate to
Discard any cards. specific circumstances, as stated on the card. Most
cards must be played at a specific time, as stated on
At the end of his turn, the player draws new cards the card.
from his deck. He may draw up to two cards, and may A player may play any number of Event Cards during
not exceed his Hand Limit. his own or his opponents turn, but note that he only
Then the turn passes to the other player. draws new cards at the end of his own turn.

Playing Activation Cards Discarding Cards


A player normally plays one Activation card during his When a player chooses to discard a card from his
turn, although he may choose not to do so. Activation hand, he may discard it to the discard pile (so that it
cards are played to activate groups for moving, may be shuffled back into his deck), or he may choose
shooting and melee combat. Some Activation cards to permanently discard it and remove it completely
give bonuses to the action, or allow multiple actions (so that it is never shuffled back into the deck).
to take place.
When a player plays an Activation card, he declares
which Group(s) he is activating, then carries out the

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Section 6 : Movement
When moving figures from a single hex without a Interpenetration
Leader or Warlord, they must all move to the same Figures can move through a hex containing other
destination hex. When moving a group with a Leader figures as long as the Hex Capacity is not exceeded at
or Warlord, they may move to different hexes as long any point during the move.
as no figure exceeds its move distance and they
remain a group at the end of the move. Figures in the Movement to contact
hex containing the leader must move first in such a If a move ends adjacent to an enemy, the moving
move. figures are now engaged. If the moving figures are
Mounted, melee combat may then take place if in the
Movement distances open. Otherwise, melee combat does not take place
unless specified by the Action Card or an Event Card.
Type Maximum Move No further movement can take place once figures
Foot 2 Hexes have moved adjacent to enemy.
Mounted 3 Hexes
Maximum move if starting 2 Hexes Disengaging
or entering any terrain If a move starts adjacent to enemy, the moving
other than open figures must move away from the enemy and cannot
Crossing linear obstacle - 1 Hex move adjacent to any other enemy this move.

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Section 7 : Shooting
Shooting procedure Casualty Removal
Figures in one hex must all shoot at a single target One figure is removed for each uncancelled Hit. The
hex. If the group consists of figures in more than one player who has suffered losses is free to choose which
hex, then the target hex for each shooting hex is figures are removed, with the exception that the
declared in turn, and once a target hex has been number of Warriors removed from each hex must
declared, other shooting hexes may only shoot at the equal or exceed the number of Levy removed.
same hex if it is closer than any other possible target
hex. Special rules pertaining to Shooting
The Shooting procedure is as follows : As some shooting weapons have special rules, dice
1. Establish line of sight and range must be thrown separately (or different coloured dice
2. Establish the number of Attack dice to roll used) for each type of weapon shooting at a target
3. Attacker rolls dice and calculates number of hex.
hits.
4. Defender rolls defence dice and cancels hits. Javelins
5. Casualties are removed. Javelins may be thrown as part of a movement
activation, at the end of movement, or as part of a
Range, Line of Sight and Target Priority shooting activation.
Figures can only shoot at an enemy unit that is in
range, and within Line of Sight. A hex cannot be Crossbows
targeted if it is adjacent to any enemy, with the Each 6 rolled on the Attack dice is an automatic hit
exception that javelins may be thrown at an adjacent and cannot be cancelled. When considering the
hex. number of hits, for calculating the maximum number
of defence dice than can be rolled, do not count
Missile Weapon Range these hits as they cannot be cancelled.
Bow 4
Crossbow 4 Bows
Sling 3 Each 6 rolled on the Attack dice is two hits rather
Javelins 2 than one.

Attack Dice Slings


Each shooting figure generates one Attack Dice. Slings can only be used by foot figures in Skirmish
The number of Attack dice rolled against each target Order.
hex is the total number figures shooting at that hex.
These dice are rolled with the target number for Shooting at a target in Skirmish Order
success being 5+. The number of Hits (i.e. all dice If the target hex is in Skirmish Order (i.e. has less
showing a 5 or 6) is counted. than four foot or two mounted figures), then the
number of Attack dice is halved (rounded up).
Defence dice
The number of Defence dice rolled by the figures in
each hex is the total of the Defence characteristic of
all the figures in that hex. However, this cannot
exceed twice the number of Hits suffered, so any
excess Defence dice are lost.

These dice are rolled with the target number for


success being 5+. The number of successes (i.e.all
dice showing a 5 or 6) is counted. Each success on a
Defence dice cancels one Hit.

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Section 8 : Melee
Melee takes place when a Group is activated for Attack dice
Melee Combat. The number of Attack dice rolled by the figures in
It also takes place when a Mounted Group moves into each hex is the total of the Attack value of all the
a hex or hexes adjacent to enemy. figures in that hex.
Each attack on an enemy occupied hex (by one or These dice are rolled with the target number for
more friendly occupied hexes) is considered a single success being 5+. The number of hits (i.e.all dice
combat. When a group is activated there may be showing a 5 or 6) is counted.
more than one such combat, in which case they are
carried out in order chosen by the Active Player. The Defence dice
active player declares which hexes are attacking The number of Defence dice rolled by the figures in
which defending hexes, then each combat is carried each hex is the total of the Defence value of all the
out. Event Cards may be played at various stages of figures in that hex.
the process. The Active player must play any Event These dice are rolled with the target number for
cards first at each stage. success being 5+. The number of successes (i.e.all
dice showing a 5 or 6) is counted. Each success on a
Melee Combat procedure Defence dice cancels one Hit.
1. Active player nominates which hexes are If figures in more than one hex are attacking, the
being attacked by which attacking figures. Active player chooses one hex to be the Principal
2. Resolve combats in turn, in order chosen by Attacking Hex, and uses the total Defence value for
the Active Player. that hex. He must take casualties first from this hex,
3. Replenish Casualties but any excess casualties must be taken from other
4. Make Fall Back moves hexes involved in the combat.

Combat Resolution Casualty Removal


Each combat is resolved as follows : One figure is removed for each uncancelled Hit. The
1. Establish which figures are taking part and player who has suffered losses is free to choose which
who strikes first. figures are removed, with the exception that any
2. First player rolls Attack Dice, Second player Warriors in the hex must be removed first.
rolls Defence dice and casualties are
removed by Second player.
3. Second player rolls Attack Dice, First player
rolls Defence dice and casualties are
removed by First player.

Establishing which figures fight


In each combat, figures in one or more hexes of the
Active player will attack one hex of the inactive
player. Each hex of the active player must normally
target a different hex of the inactive player, unless
they cannot do so, in which case more than one may
target the same hex. Before resolving any combats,
the Active Player declare which hexes are being
targeted and which hexes the attacks are coming
from.
Post Combat
Establishing who strikes first After all combats have been resolved, casualties may
Combat is not simultaneous - normally the active be replenished by figures moving forwards from
player strikes first in each combat, but this may be adjacent hexes, and Fall Back moves may be
changed by Event Cards or special abilities. required. It can be a useful reminder to put a dice by
This means that casualties may be taken by the each losing hex, showing the number of casualties the
inactive player before they get to strike back. combat was lost by. This can be used to see where
The Active player strikes first, except : Fall Back moves are required.
Inactive Spearmen strike first, unless fighting
Spearmen.
Inactive Mounted strike first when fighting foot, if the
combat is in the open.
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Replenish Casualties Uphill
After each combat, casualties may be replenished. Foot that are uphill of their opponents gets a combat
For each casualty taken, a figure from an adjacent advantage. If Foot figures are on a hill hex and their
hex that is not itself adjacent to enemy, and has not opponents are not, the uphill figures hit on 4+ in
been involved in combat this turn, may be moved into melee.
the hex to replace the casualty.
Mounted
Fall Back A Mounted group that moves into contact with enemy
After each combat the side that took the most may carry out melee combat immediately if the
casualties must Fall Back, unless enough casualties combat is in the open.
were replenished so that the net unreplenished Mounted figures each gain +1 Attack Dice in their own
casualties are less than or equal to the casualties turn if in combat in the open.
inflicted on the opponent. A combat is classed as being in the open if both the
A Fall back move is a one hex move for Foot, and a attacking hex and the defending hex are in open
move of one or two hexes for Mounted. It must not terrain.
end or pass through a hex adjacent to any enemy. If a When mounted figures perform a Fall Back move, they
Fall Back move is required but cannot be made for move one or two hexes (at the choice of the player).
any reason, all of the figures in the hex that are The move must not enter a hex adjacent to any
unable to fall back are eliminated. If attacking figures enemy.
were in more than one hex, all must make the Fall After combat resolution and compulsory Fall Back
Back move. moves, any Mounted figures of the Active player that
were involved in combat and are adjacent to enemy
Special Rules Pertaining to Combat foot but are not adjacent to any enemy mounted may
perform a voluntary Fall Back move. The Fall Back
Surrounded move is made as above.
A hex is Surrounded if it has adjacent enemy in two
opposite hexes, or in three separate “opposite”
hexes. A Surrounded hex has its Attack and Defence
dice halved, rounding up.

Spearmen
If there are at least five figures in a hex with Spears,
then they are considered to be Spearmen.

Two Handed Weapons


If any figures have two handed weapons, then Attack
dice must be thrown separately (or different coloured
dice used) for these. Each 6 rolled on the Attack dice
by a figure with a Two Handed Weapon is an
automatic hit and cannot be cancelled. One
successful Defence dice is lost by the Defender for
each such 6 rolled. Event Cards
Any event cards played only affect a single combat
resolution (i.e. attacks against one hex) unless stated
otherwise on the card. If dice rolls are affected as a
result of a card, only the rolls of the player who
played the card are affected, unless stated otherwise
on the card.

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Section 9: Army Morale & Victory

Army Morale checks are required in two situations :


1. After taking one third of the original number of
figures as casualties.
2. When the Warlord is killed.

The game is lost when half of the original number of


figures are removed as casualties.

Pre Game Calculations


At the start of the game, count the total number of
figures in the army, and work out two levels :
The Army Morale Check level is the Total number of
figures divided by three, rounding up.
The Army Break level is the Total number of figures
divided by two, rounding up.
Army Morale Check Procedure
Army Morale Check Events To carry out an Army Morale check, one dice is rolled
When the number of casualties suffered by one side for every Warrior figure that is not in a hex with, or
reaches the Army Morale Check level, or if the adjacent to, a Leader, and one dice is rolled for every
Warlord is removed as a casualty, an Army Morale Levy figure that is not in a hex with a Leader.
Check is made at the end of the current players turn. On a roll of 1, the figure routs and is immediately
If both events requiring an Army Morale Check happen removed from play.
in the same turn, then two Army Morale Checks are On a roll of 2, if adjacent to any enemy the figure
made, one after the other. makes an immediate Fall Back move. If it cannot do
so it is removed from play.

Victory
If one side’s casualties reach the Army Break Level,
then it loses the game immediately. It is assumed to
withdraw or rout from the battlefield and the other
side is Victorious.
If both sides’ casualties reach the Army Break level in
the same combat, then both armies break and it is a
draw.

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Appendix 1 : Points System
Relatively balanced games can be had by building
armies to a set total points value. Armour Points
The points value for each figure should be calculated Chainmail 2
and totaled. This must not exceed the points total Shield 2
that has been chosen for the game.
Missile Weapon Points
Units type
The following formula is used to calculate the points Bow 2
of each figure. Crossbow 2
Sling 1
Add together the points for each of the following : Javelins 1
 Troop Type
 Class Melee Weapon Points
 Armour type
 Missile Weapons Spears 1
 Melee Weapons Two Handed 1
Weapons

Type Points
Foot 1
Mounted 5

Class Points
Levy 1
Warrior 4
Leader 20
Warlord 40

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Appendix 2 : Cards
ACTIVATION ACTIVATION ACTIVATION ACTIVATION

TACTICAL TACTICAL TACTICAL STRATEGIC

ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE TWO GROUPS
MOVEMENT, SHOOTING OR MOVEMENT, SHOOTING OR MOVEMENT, SHOOTING OR FOR MOVEMENT
MELEE COMBAT MELEE COMBAT MELEE COMBAT MAY NOT START OR MOVE
ADJACENT TO ENEMY.

ACTIVATION ACTIVATION ACTIVATION ACTIVATION

CHARGE! CHARGE! STRATEGIC STRATEGIC

ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE TWO GROUPS ACTIVATE TWO GROUPS
MOVEMENT MOVEMENT FOR MOVEMENT FOR MOVEMENT
MAY NOT START OR MOVE MAY NOT START OR MOVE
IF THIS MOVE ENDS ADJACENT TO IF THIS MOVE ENDS ADJACENT TO ADJACENT TO ENEMY. ADJACENT TO ENEMY.
ENEMY, IMMEDIATELY CARRY OUT ENEMY, IMMEDIATELY CARRY OUT
MELEE COMBAT. IF COMBAT IS IN MELEE COMBAT. IF COMBAT IS IN
THE OPEN, ANY MOUNTED ON THE OPEN, ANY MOUNTED ON
BOTH SIDES HIT ON 4+. BOTH SIDES HIT ON 4+.

ACTIVATION ACTIVATION ACTIVATION ACTIVATION

SHOOT LONG SHOT STORM OF ARROWS MOVE

ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR
SHOOTING SHOOTING SHOOTING MOVEMENT
FOR THIS SHOOTING, HIT ON 4+
FOR THIS SHOOTING, THE RANGE
IS INCREASED BY ONE

ACTIVATION ACTIVATION ACTIVATION ACTIVATION

MASS COMBAT MOVE IN OPEN WILD CHARGE! SKIRMISH

ACTIVATE ALL GROUPS ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP FOR ACTIVATE ONE GROUP IN
ADJACENT TO ENEMY FOR MOVEMENT MOVEMENT SKIRMISH ORDER FOR
MELEE COMBAT MOVEMENT AND SHOOTING
THE WHOLE MOVE MUST BE IN INCREASE THE NORMAL MOVE
ALL FIGURES ADJACENT TO ENEMY OPEN TERRAIN. INCREASE THE DISTANCE BY ONE. ALL MOVING THE GROUP MAY SHOOT THEN
MUST BE ACTIVATED FOR MELEE NORMAL MOVE DISTANCE BY ONE. FIGURES MUST END ADJACENT TO MOVE OR MOVE THEN SHOOT.
COMBAT. ENEMY. CARRY OUT MELEE MAY NOT START OR MOVE
COMBAT. ADJACENT TO ENEMY.
BOTH SIDES ATTACK DICE HIT ON
4+.

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EVENT EVENT EVENT EVENT

ALL OUT ALL OUT FIRST STRIKE FIRST STRIKE

ACTIVE PLAYER ONLY. ACTIVE PLAYER ONLY. PLAY BEFORE RESOLVING PLAY BEFORE RESOLVING
PLAY BEFORE RESOLVING PLAY BEFORE RESOLVING MELEE COMBAT, WHERE THE MELEE COMBAT, WHERE THE
MELEE COMBAT. MELEE COMBAT. OPPONENT WOULD STRIKE OPPONENT WOULD STRIKE
ATTACK DICE HIT ON 4+, BUT ATTACK DICE HIT ON 4+, BUT FIRST. FIRST.
DEFENCE DICE CANCEL HITS DEFENCE DICE CANCEL HITS YOU STRIKE FIRST. YOU STRIKE FIRST.
ON 6s. ON 6s.

EVENT EVENT EVENT EVENT

SHIELDWALL SHIELDWALL IMPETUS IMPETUS

INACTIVE PLAYER ONLY. INACTIVE PLAYER ONLY. PLAY WHEN YOU HAVE MOVED PLAY WHEN YOU HAVE MOVED
PLAY BEFORE RESOLVING PLAY BEFORE RESOLVING ADJACENT TO ENEMY. ADJACENT TO ENEMY.
MELEE COMBAT OR SHOOTING. MELEE COMBAT OR SHOOTING. CARRY OUT MELEE COMBAT CARRY OUT MELEE COMBAT
YOUR DEFENCE DICE CANCEL YOUR DEFENCE DICE CANCEL WITH ANY OF THE GROUP WITH ANY OF THE GROUP
HITS ON 4+. HITS ON 4+. THAT HAVE MOVED. IN THE THAT HAVE MOVED. IN THE
FIRST COMBAT YOUR ATTACK FIRST COMBAT YOUR ATTACK
DICE HIT ON 4+. DICE HIT ON 4+.

EVENT EVENT EVENT EVENT

GIVE GROUND STAND STAND HEROISM

INACTIVE PLAYER ONLY. PLAY AFTER COMBAT WHEN A PLAY AFTER COMBAT WHEN A PLAY BEFORE RESOLVING
PLAY WHEN ENEMY FOOT ARE FALL BACK MOVE IS FALL BACK MOVE IS MELEE COMBAT WHERE YOU
ACTIVATED FOR MELEE REQUIRED. REQUIRED. HAVE A LEADER INVOLVED.
COMBAT. CARRY OUT A FALL THE FALL BACK DOES NOT THE FALL BACK DOES NOT RE-ROLL ALL OF YOUR
BACK MOVE WITH A GROUP TAKE PLACE. TAKE PLACE. ATTACK DICE THAT FAILED TO
THAT IS INVOLVED IN THE HIT. IF YOU HAVE TO FALL
COMBAT. BACK, THE LEADER IS
ELIMINATED.

EVENT EVENT

PURSUIT PURSUIT

PLAY AFTER COMBAT WHEN PLAY AFTER COMBAT WHEN


OPPONENT HAS MADE A FALL OPPONENT HAS MADE A FALL
BACK MOVE. BACK MOVE.
MOVE INTO THE VACATED MOVE INTO THE VACATED
HEX. HEX.
MOUNTED MAY ATTACK AGAIN MOUNTED MAY ATTACK AGAIN
AGAINST ANY ADJACENT HEX. AGAINST ANY ADJACENT HEX.

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EVENT EVENT EVENT EVENT

LULL STORMY WEATHER GOD IS WITH ME CHANGE OF PLAN

ACTIVE PLAYER ONLY. ACTIVE PLAYER ONLY. CANCEL AN EVENT CARD JUST ACTIVE PLAYER ONLY.
CARRY OUT A FALL BACK BOTH PLAYERS IMMEDIATELY PLAYED BY THE OPPONENT. AT THE END OF THE TURN,
MOVE WITH ALL FIGURES DISCARD ALL BUT ONE OF DRAW CARDS UP TO YOUR
ADJACENT TO ENEMY. BOTH THEIR CARDS. YOU MAY PLAY HAND LIMIT (IGNORING THE
PLAYERS SHUFFLE DISCARD NO MORE CARDS THIS TURN NORMALTWO CARD MAXIMUM).
PILES INTO YOUR DECKS, AND YOU DO NOT DRAW BOTH PLAYERS THEN SHUFFLE
THEN DRAW CARDS UP TO CARDS AT THE END OF YOUR DISCARD PILES INTO YOUR
YOUR HAND LIMIT. YOUR TURN. DECKS.
TURN IS NOW OVER.

EVENT EVENT EVENT EVENT

INITIATIVE INITIATIVE EVADE EVADE

PLAY AFTER YOU HAVE PLAY AFTER YOU HAVE PLAY WHEN ENEMY HAVE PLAY WHEN ENEMY HAVE
PLAYED AN ACTIVATION CARD. PLAYED AN ACTIVATION CARD. MOVED ADJACENT TO PART OF MOVED ADJACENT TO PART OF
YOU MAY PLAY ANOTHER YOU MAY PLAY ANOTHER A GROUP IN SKIRMISH ORDER. A GROUP IN SKIRMISH ORDER.
ACTIVATION CARD. ACTIVATION CARD. ACTIVATE YOUR GROUP FOR ACTIVATE YOUR GROUP FOR
MOVEMENT. YOU MAY NOT MOVEMENT. YOU MAY NOT
MOVE TO A HEX ADJACENT TO MOVE TO A HEX ADJACENT TO
ENEMY. ENEMY.

EVENT EVENT EVENT EVENT

POINT BLANK ANOTHER CHANCE ANOTHER CHANCE SLOW GOING

INACTIVE PLAYER ONLY. PLAY AFTER ROLLING ATTACK PLAY AFTER ROLLING ATTACK INACTIVE PLAYER ONLY.
PLAY WHEN ENEMY HAVE DICE OR DEFENCE DICE (MELEE DICE OR DEFENCE DICE (MELEE PLAY WHEN AN ENEMY GROUP
MOVED ADJACENT TO A HEX COMBAT OR SHOOTING). COMBAT OR SHOOTING). HAS BEEN ACTIVATED FOR
WITH FIGURES WITH IMMEDIATELY RE-ROLL ALL OF IMMEDIATELY RE-ROLL ALL OF MOVEMENT. THE GROUP MAY
SHOOTING CAPABILITY. THE DICE. THE DICE. ONLY MOVE ONE HEX.
CARRY OUT SHOOTING
AGAINST THE ADJACENT
ENEMY.

EVENT EVENT

AT THE DOUBLE CONFUSED

ACTIVE PLAYER ONLY. INACTIVE PLAYER ONLY.


PLAY WHEN YOU ACTIVATE A PLAY WHEN AN ENEMY GROUP
GROUP FOR MOVEMENT. THE WITHOUT A LEADER, OR NOT
MOVEMENT DISTANCE IS IN OPEN TERRAIN, HAS BEEN
INCREASED BY ONE HEX. ACTIVATED FOR MOVEMENT.
THE ACTIVATION IS
CANCELLED.

15

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