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Turn Seizure (4.

4)
Opposing player Leader may attempt Initiative Seizure if not done the previous turn.

Activation Phase (4.1)


• or Activate Formation(s) and their Leader(s) (4.11)
Flip Out of Command units. Off-map pursuing units may attempt to Return (7.63).

• or Move Overall Commander (4.33)


MA of 30 for all Overall Commanders.

• or Pass.

Movement / Missile Fire Phase (5.0 / 7.1)


• Declaring Hit & Run Tactic units (7.16)
Active capable SK/SK* | LI/LP other than Archers - no vs Cavalry, if adjacent to enemy units (7.16)
or vs higher MA units (10.0). Must start 2 hexes from target and no move. Intervining hex must be
vacant. Active capable LC within 4 hexes, not adjacent and must trace path of empty hexes; if LC
target EL cannot trace through target Front hex.

• Move Activated units and their Leader(s) (5.0)


9 MA for all Leaders. 4 MA for all PH (ignore printed MA).

• Reaction Facing (6.15)


Cavalry automatically change facing vs infantry; others Check TQ or incurs 1 Hit (2 Hits for two-hex
units). Change Facing only 1 vertex. Changing vertex unit may use Reaction Fire (7.22). Two-
hexes units may try to Reverse Facing (6.16)

• Movement Reaction Fire (7.2)


Any Inactive capable units [except “F”, “X” and “J” indicator (7.1)], fire (once per Turn) vs Active
units that enter (range 1 hex) or leave (range 2 hexes) their ZOC.
SIMULTANEOUS

• Conduct Missile Fire / Hit & Run attacks (7.11)


Active capable units [except “F” & “X” indicator and EL Screen “a”; LI/LP | SK/SK* | LC with “J”
indicator can only Hit & Run (7.1)]. Hit & Run attacking units fires as if range 1 hex (7.16). Leader
Casuality if in target hex unadjusted DRM is 0 (7.15). EL and CH hitted suffers 2 Hits.

• Return Fire vs enemy Missile Fire (7.23)


Any Inactive capable unit vs one Active unit that fires at it [except “F” & “X” indicator; SK/SK* | LI/
LP | LC with “J” indicator may Return Fire only if targeted by Hit & Run from “J” units (7.1)].
Shock Combat Phase (7.3)
• Retreat Before Shock (7.41)
Only Cavalry | SK/SK* | LI/LP if MA greater than the attacker and if not in ZOC nor had enemy in
ZOC. SK vs Infantry ignore MA limitation. LI/LP must check TQ to avoid 1 Hit. Retreat away as
much as possible 1/2 MA (round up) maintaining Facing (pay terrain and stacking). Free conform
Facing if end stacked. Attacker may Advance (pay terrain, stacking and Facing) but not adjacent to
retreating unit. Cease Advance in enemy ZOC.

• Check Casuality for Leaders stacked in combat (7.46)


• Shock Resolution (7.5)
EL not Retreat but receive 2 Hits, not Routs but Rampage (8.5). LC A/B/C | LI A/B/C | SK (unless
attacking CH) cannot Shock Attack (7.31). Cavalry never required to Shock Attack EL. If
Fortifications between enemy units, attack is voluntary (7.31). Check Weapon System, TQ
Differential, Size Ratio (ignore if present EL and/or CH mixed with other units), Leaders Presence,
Terrain (7.52). If all units involved Routs, attacking player may keep one of his Choice (set Hits =
TQ -1).

• Determine Cavalry Pursuit (7.6)


Only if all units involved in combat were Cavalry.

• Advance After Shock (7.7)


Attacking units must Advance in hex vacated by enemy per Retreat or Rout combat results. Stack
remain stacked. Advancing units may change Facing 1 hex vertex.

• Reaction Fire vs Advancing (7.74)


Any Inactive capable units [except “F”, “X” and “J” indicator (7.1) or if just Retreated before Shock]
fire vs advancing unit that enter (range 1 hex) or leave (range 2 hexes) their ZOC. Apply (h) if
advancing in “h” Terrain (5.4).

Army Withdrawal Check (9.0)

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