You are on page 1of 2

TU R N S E IZ URE M O VE M EN T M IS S I L E F I RE

Prior to choosing a formation to activate, the A units movement allowance (MA) in hexes is Units with missile indicators may fire with the
located on the bottom right of the counter with the following caveats,
opposing player may attempt to seize the turn exception of double-sized units who’s movement
• F & X units may not fire
allowances is 4
1.Select commander who will attempt seizure
• J units cannot missile fire unless of type LI/LP,
A unit may only move into its front hexes SK/SK* or LC & then using Hit & Run only
2.Does that leader have any seizure attempts
left? If yes, roll die A unit expends their MA as they move into a hex. • Artillery units may move only if they did not fire
See terrain effects chart for cost
A missile unit may not move away from an enemy
If roll <= leader’s initiative then turn is seized Certain terrain will cause the unit to incur cohesion unit & fire (Artillery is an exception)
hits (CH) unless they spend additional MA
3.Decrement the leader’s seizure attempts value Inactive units may fire once per turn reacting to,
All units exert a ZOC on their frontal hexes. SK also • active unit leaving an in-active unit’s ZOC in the
A field commander will activate their formation exert a ZOC on their flank move/fire phase (at 2 hex range)
An Overall Commander (OC) may activate their A unit must cease movement on entering an • active unit enters an in-active unit’s ZOC in the
enemy ZOC & may not change facing move/fire phase (at 1 hex range)
formation, auxiliaries, or a formation who’s FC is
in the OC’s command range (bottom left of the A unit in an enemy ZOC may move away, but may • active unit fires at an in-active unit including hit-
leader counter) not move adjacent to another enemy unit and-run attacks (at 1 hex range for H&R)

A unit in an enemy ZOC may stay in the hex & • active units in range of an in-active artillery unit
change facing if there is no enemy unit in its ZOC J units can only react to H&R from enemy J units
A C T I VAT ION 1-hex units may pivot one vertex by expending an A single unit may fire on a single unit within
MA point. Some units may have different costs (see missile range & LOS from front or flank hexes.
1.Choose an eligible formation
unit details)
LOS is blocked if a center to center line intersects
2.Determine who is in command 2-hex units may about face for 3 MA points with woods/towns of same or greater elevation
OR a hex of greater elevation OR combat units
2-hex units may pivot by going forward 1 hex with that are closer to the attacker than the target
• In command units are within the formation (archer & ballista only)
one half of their counter. Enemy ZOCs may make
leader’s command range or adjacent to a unit this mandatory for movement Resolve for each missile unit by rolling die,
that is* If an enemy unit moves adjacent, 1. Use range & missile type to determine target
number from Missile Fire Result Table.
• Auxiliary & artillery units in a formation are • 1-hex units may pivot 1 vertex per MA on
successful TQ* check (roll =< TQ). Failure = 1 CH 2.If roll <= target then target takes 1 CH
always in command
• 2-hex units do same to attempt about-face. 3. Roll if a leader is attached to enemy unit. If 0
Failure = 2 CH. then roll again, if 0 again then it is eliminated.
• Flip out of command units
Out of command units may not move adjacent to Hit-and-run:
Units in the formation proceed to the move/ an enemy unit or move if adjacent to an enemy Can only be performed through clear terrain
missile fire phase & then shock combat unit
Non-archer missile SKs & LI/LP may fire at 2 hex
LC, Non-archer missile SKs & LI/LP may hit-and-run range as if 1 hex range against non-cavalry
* In some scenarios, formations may chain instead of moving. targets. LC may do the same at 4,3 or 2 hexes if
command through one or more vacant hexes path to enemy is clear (Hex MP = 1 & CH = 0)
* Troop Quality: Bottom Center number on counter
Artillery reaction fire can occur before hit-and-run

SH O C K COMBAT SH O C K PR O C ED UR E E F F E CT S O F C OM BAT
Declare all units who will shock before shock For each shock attack perform each step below
resolution. Command status (in or out) is HITS
irrelevant when determining those who must 1. R E T R E AT B E F O R E S H O C K
shock. Use shock markers to visualize this If the total number of accrued cohesions hits >=
Cavalry, SK/SJ*, LI/LP with MA > MA of attacker Troop Quality (TQ) then the unit routs
SK (unless attacking CH), LC A/B/C, LI archers A/ may retreat 1/2 MA away from the attacker if they
B/C & cavalry attacking elephants cannot shock were neither in ZOC of enemy or exerted ZOC on R E T R E AT
an enemy unit at start of turn.
Activated units with enemy units in their ZOC Unit moves one hex away from the shocking
must shock attack They must halt their retreat if they move into an enemy unit maintaining facing
enemy’s ZOC.
An activated unit must shock attack all units in The hex must be vacant, passable, & not in an
their ZOC that are not being attacked by other LI/LP: roll < TQ to avoid 1 cohesion hit. enemy ZOC
friendly units

Each shocking unit may attack only once 2. L E A D E R C A S U A LT I E S If there is no eligible hex to retreat into the unit
does not move & takes 2 cohesion hits
Each enemy unit may be attacked only once For each shock attack that involves a leader roll. If
it is a zero then roll again. If it is a zero or 1 the ROUT
Two or more units may combine attacks leader is eliminated.
Routed units are removed from play unless:
1. Determining Weapon System type:
3. S H O C K R E S O L U T I O N If all attacking & defending units rout, attacking
• Single units use their unit type unit keeps one unit in play. This unit now has
1. Roll & apply modifiers cohesion hits = TQ - 1
• Combined units may use any of the unit
types in the group. Attacker declares type 2. Consult the Shock Result Table for the If all attacking & defending units are cavalry see
first when combined vs combined effect on the attacker & defender. rule (7.6) Cavalry Pursuit

• #H take the no. of hits indicated. Reduce attacker Routed Elephants will rampage. Each unit within
2. Determining Weapon System table:
hits by 1 if no defender is shock capable. Half 2 hexes (attacker, then closest in order) roll die,
Use position of attacking unit relative to (rounding up) hits taken by 2-hex unit if • If roll > target TQ unit receives DR - TQ
defending unit unless, opponents are all 1-hex units cohesion hits
• Combined units occupy front & flank of • Retreat - see effects of combat section • If roll = 0, 1, 8 or 9 then rampage has ended
enemy unit: Unit position selected in step 1
• DR / DR(+2) rout: roll for each unit involved. If When routed a unit’s TQ is added to the rout
• Double unit occupies both front & flank of roll + modifiers > TQ then unit routs, else unit point value of the army except,
enemy: use front table incurs the hits listed
• SK, CH & EL: 2 rout points each
• Units who are in a ZOC of an enemy to their • Rout - see effects of combat section • Leaders: 5 x Initiative
flank or rear use the front table
If the defender retreats or routs then attacker must • Double-sized units: 2 x TQ
An enemy artillery unit that is alone in a hex & in advance into the vacated hex & may change facing
an active units ZOC at the beginning of the shock by 1 vertex • Double-depth units: 4 x TQ value
phase is routed

You might also like