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Movement Combat Factors Combat Outcomes

Vs.
Element AP Type Good Bad Vs. If total is less than enemy, but more than Notes
Road River Mounted If total is half or less:
Going Going Foot half:
or Aerial
If combat tied with another hero, both are destroyed when
Ensorcelled by magician. Destroyed by hero,
their totals are odd. May be desorcelled by spending 6
Aerial Hero 6 Aerial 1200p 1200p 1200p 1200p +5 +5 paladin or artillery. Flee 600p from stronghold. Destroyed.
PIPs or by the removal of bespeller. Adds 1 PIP to move
Otherwise, recoil.
cost.
Airboat 3 Aerial 500p 500p 500p 500p +5 +3 Flee 600p from magician. If not, recoil. Destroyed. Adds 1 PIP to move cost.
May fire in their own side’s bound if they do not move.
Artillery 3 Foot 200p --- 300p 100p +4 +4 Destroyed if in contact. Destroyed.
Range = 500p.
Destroyed by any mounted in contact. If not,
Beasts 2 Mounted 400p 400p 400p 100p +3 +4 Destroyed. Must pursue.
recoil.
Flee 600p from Magician, Dragon or artillery. If
Behemoth 4 Mounted 300p 200p 400p 100p +4 +5 Destroyed. Must pursue.
not, recoil.
Blades 2 Foot 200p 200p 400p 100p +5 +3 Destroyed by warband. If not, recoil. Destroyed.
Destroyed by knights if in good going or by Gives +2 to target of bespelling if shortest line between
Cleric 3 Foot 200p 200p 400p 100p +4 +4 Destroyed.
warband. If not, recoil. target and magician is within 600p.
Destroyed by hero or paladin. If not, flee off the Costs 6 PIPs to deploy all dragon elements on their base
Dragon 4 Aerial 1200p 1200p 1200p 1200p +6 +6 Destroyed.
battlefield. edge, not within 200p of enemy. Adds 1 PIP to move cost.
Destroyed by hero,
magician, aerials or
Flyers 2 Aerial 1200p 1200p 1200p 1200p +2 +2 Flee 600p from magician. If not, recoil. Adds 1 PIP to move cost.
shooters. If not, flee
600p
Costs 6 PIPs to deploy on owner’s half of board, not
Flee off the battlefield from god, magician or
God 4 Aerial 1200p 1200p 1200p 1200p +6 +6 Destroyed. within 200p of enemy. Leaves table if 1 PIP is rolled on
cleric.
any following bound. Adds 1 PIP to move cost.
Ensorcelled by magician. Destroyed by hero, If combat tied with another hero, both are destroyed when
+5 +5
Hero 4 Mounted 500p 200p 500p 100p paladin or artillery. Flee 600p from stronghold. Destroyed. their totals are odd. May be desorcelled by spending six
Otherwise, recoil. PIPs or by the removal of bespeller. Can engage Aerials.
Destroyed by knights if in good going or by Can be replaced for 1 PIP each on board edge or at
Hordes 1 Foot 200p 200p 400p 100p +2 +2 Destroyed.
warband. If not, recoil. stronghold, not within 200p of enemy.
Destroyed by behemoths, or by shooters,
artillery or magician they have moved into
Knights 2 Mounted 300p 200p 400p 100p +3 +4 Destroyed. Must pursue.
contact with this bound, or if in bad going. If not,
recoil.
Deployed in contact with enemy that just entered bad
going for 1 PIP; may not leave terrain feature. If they flee
Land Lurker 1 Foot 200p 200p 200p 100p +2 +2 Flee off the battlefield. Destroyed.
or no enemy within 600p, are removed and can be
redeployed for 2 PIPs and a third time for 3 PIPs.
If combat tied with Paladin, both are destroyed when their
Ensorcelled by magician. Destroyed by hero, totals are odd. May bespell any enemy for 2 PIPs within
Magician 4 Foot 500p 200p 500p 100p +4 +4 Destroyed.
paladin, dragon or god. If not, recoil. 600p. Line of sight not required.
Adds 1 PIP to move cost.
If combat tied with Magician, both are destroyed when
their totals are odd. Gives +2 to target of bespelling if
Paladin 4 Mounted 500p 200p 500p 100p +6 +6 Destroyed if in contact. Destroyed.
shortest line between target and magician is within 600p.
Can engage Aerials.
Riders 2 Mounted 500p 200p 500p 100p +3 +3 Destroyed if in bad going. If not, recoil. Destroyed.
Destroyed by any mounted in contact. If not,
Shooters 2 Foot 200p 200p 400p 100p +3 +4 Destroyed. Shooting range = 200p.
recoil.
May only inflict an unfavorable combat outcome on
Sneakers 3 Foot 300p 300p 400p 100p +5 +3 Flee 600p. Destroyed.
generals, strongholds or other sneakers.
Destroyed by knights if in good going or by Can support another spear with rear contact for +1 in
Spears 2 Foot 200p 200p 400p 100p +4 +4 Destroyed.
warband. If not, recoil. close combat, if not in bad going.
Destroyed by behemoths, or knights if in good Must pursue. Can support another warband with rear
Warband 2 Foot 300p 300p 400p 100p +3 +3 Destroyed.
going. If not, recoil. contact for +1 in close combat, if not in bad going.
Deployed for 1 PIP first time, 2 PIPs second time and 3
Water Lurker 1 Foot 200p 200p 200p 200p +2 +2 Flee off the battlefield. Destroyed. PIPs for a third time. May not voluntarily leave water
feature.
Destroyed if in ground unit CC or NO ELEMENT. Does not count as flank or overlap.
“Stronghold” --- Stronghold --- --- --- --- +6 +6 Destroyed.
Aerials + supporting ground unit CC Only one CC per bound. CC as if in flat good going.
SET-UP (p.11-13) enough unoccupied space beyond. When an element’s maximum tactical  It is of any type (except water lurkers) with even part of its
1. The players dice; high roller is Attacker. move is insufficient to clear the base of an element it is passing through, base in or over a river and recoils in a direction greater than
2. Defender sets up terrain. under or over, it cannot pass. 45o from perpendicular to the bank.
3. A legal terrain must:
a. Be more than 50% flat good going. CROSSING AN ENEMY ELEMENT’S FRONT (p. 16) The first bullet point applies even if the enemy are of a type which the
b. Have part of a terrain feature in at least three quarters. No element can make a tactical move within 1 element base width distance recoiling element could normally pass through, pass under or destroy.
c. Have bad going, river, or impassible terrain in at least two in front of an enemy element or within 1 base width distance of an enemy Otherwise, any troops (friendly or enemy) in the path of the recoil of a
quarters. stronghold except in any of the following circumstances: behemoth or dragon except behemoths, aerials or sneakers are destroyed.
d. Have at least 4 terrain features; two of which must be bad  If at least partially separated from the enemy element or Troops met at the end of its recoil are not destroyed.
going with some part within 600p of the board’s center. stronghold by another element. An element that recoils because of the effect of shooting only at its rear
4. Attacker numbers three edges 1,2 & 3 and a preferred edge 4,5 &  To move straight forward towards such an element or base edge first turns 180o.
6; then dices for edge. stronghold at least part of which is perpendicularly in front of
5. Defender places stronghold on opposite edge, then deploys any part of its front edge.
troops within 600p of that edge. Tactical Factors
 To contact whichever such element or stronghold can be
6. Attacker places troops within 600p of his edge. contacted by the shortest move. It cannot so contact an enemy Count this factor (once only) if either of the following apply:
7. Defender takes the first bound. element’s flank or rear.  If bespelled and the shortest line from the main
 To line up parallel to and directly opposite whichever such +2 bespeller crosses running water or within 600p of a
BOUND SEQUENCE element’s front can be so faced by the shortest sideways shift. cleric or paladin (friendly or enemy).
1. Player rolls 1d6 for PIPs. Such a move cannot end further away from that enemy than  If bespelled or shot at while in a wood or built-up area.
2. Spend PIPs to deploy a God (6 PIPs), Dragons (6 PIPs for all) or the nearest point of the element was at the start. If the element of a general who is in close combat, shot at or
Lurkers (1 PIP each), desorcell a Hero or Magician (6 PIPs), or  To completely pass through, over or under it. +1 bespelled (but not shooting without being shot back at or
replace a destroyed Horde (1 PIP each). (p. 13-14)  To move straight back to its own initial rear with or without a bespelling).
3. Spend PIPs to make tactical moves. Most elements or groups 180o change of facing, and without ending in edge contact with
cost 1 PIP to move, except with any number of Magicians and/or Count this factor (once only) if in close combat, neither element is
enemy. Any remaining move must be in the same direction. In
Aerials add 1 PIP to cost. Add an additional 1 PIP if more than aerial, and either of the following apply:
a group move, a second rank element of spears or warband
1200p from general; or if more than 600p from general with can follow behind another element of the same type. +1  If uphill.
intervening hill, wood or BUA. (p. 15)  If defending a river bank except at a road ford or
4. Elements turn to face flank or rear enemy contacts, without any MOVEMENT NOTES (p. 18-19) bridge.
PIP cost. (p. 13 & 21) A single element or column whose front edge is in a river may only move If spears or warband in close combat and supported by another
5. Magicians bespell for 2 PIPs (p. 20) and Shooters or Artillery 100p, except water lurkers who have a 200p move in a river. +1 element of the same type, in full front edge contact with their rear
shoot without any PIP cost (p. 20-21) in an order chosen by edge, and neither element is in bad going.
bounding player. Outcome moves are made immediately. Extra PIPs can be used to each add 100p to a road move (by any troops
6. Elements in frontal contact with enemy fight in close combat, For each 2nd or 3rd element aiding a shooting or bespelling enemy
except aerials or lurkers), provided that does not start or go within 200p of -1
without any PIP cost, in an order chosen by the bounding player. or an enemy attacking a stronghold.
enemy.
(p. 21-23) Outcome moves are made immediately. If resolving close combat: For each flank of the element which is
Note: Unspent PIPs cannot be saved for later use. Artillery cannot make a tactical move off-road in bad going. either overlapped or has an enemy element in front edge and front
-1
corner-to-corner contact with it. This factor cannot be counted
WINNING AND LOSING A BATTLE Aerials can fly over ground troops, a stronghold or any terrain, but cannot more than once on each flank.
A side is defeated and must immediately flee off the battlefield if, at the end end any move in a wood or BUA (unless they contact an enemy If resolving close combat: If the element has an enemy element in
of any bound, any of the following apply: stronghold). -1
full front edge contact with its rear edge.
 It has lost its commander-in-chief, and has also lost more AP
than the other side. Count this factor (once only) if any of the following apply, except
RECOILING (p. 24-25)
 It has lost half its AP, and has also lost more AP than the other vs. a stronghold:
A recoiling element moves straight back its base depth to its rear without
side. 1. If any but shooters, warband, lurkers, beasts or
turning, or a base width if this is less. If it meets friends, it passes through
 It has lost its stronghold. stronghold and in bad going on or off-road (whether in
to their rear if of a type allowed to do so, otherwise pushes them (and any
close combat, bespelling, bespelled, shooting or shot
subsequent elements) back if they are facing in the same direction.
PASSING OVER, UNDER OR THROUGH (p. 16) at).
Behemoths, dragons or gods can only be pushed back by behemoths or
 Sneakers can pass or be passed through by any friends or 2. If mounted (other than beasts) in contact with the front
dragons.
enemy. -2 edge of enemy (other than aerials) who are in bad
A recoiling element is destroyed if any of the following apply: going on or off-road.
 Magicians can pass through any friends.
 It starts its recoil with any enemy in front edge and front 3. If aerials in contact with the front edge of enemy who
 Gods can pass through any friends or enemies.
corner-to-corner contact with its flank edge or full front edge are in a wood or built-up area on or off-road.
 Any ground troops can pass under enemy flyers or aerial 4. If any but water lurkers and in contact with the front
heroes or friendly aerials if these are not already in close contact with its rear edge. If all such enemy are sneakers, the
recoiling element is destroyed only if it is a general. edge of enemy water lurkers.
combat. 5. If bespelling an enemy magician who is within 600p of
 Aerials can pass over any ground troops except when  It is unable to complete its recoil because it meets any troops
(friendly or enemy) that it cannot pass through, pass under, his own stronghold.
recoiling.
 Mounted can pass through friendly foot, but only if facing in the push back or destroy.
same or opposite direction.  It is unable to complete its recoil because it meets terrain it
cannot cross or a stronghold.
When an element’s outcome move is insufficient to clear the base of an  It is of aerials and its recoil would enter a wood or built-up
element it is passing through, under or over, it is placed in the first large area.