Deployment Obstacles end movement, cross freely on next move.
By Scenario, or Roll d6 Skirmish is a half move. Retinue w/most Mounted Yeoman & Bidowers wins Retreat is a half move directly away, affected as ties. usual by terrain. High score becomes Attacker. Units unable to complete Retreat move or Attacker chooses Deployment Area. that Retreat off table - see Page 26. Defender deploys 1- or 2-point units; then Attacker Hot Weather – Armor 4 - Move Activation roll 1 does same point higher. Defender deploys 3- or 4-point units; then Attacker does same Shooting & Attacking Defender deploys 5-point units; then Attacker does Bad Weather – LOS 12”, Armor +1 vs Shooting. same Lucky Blow: roll double 1 on 2d6. 12d6 above half strength; 6d6 half strength or less Leaders -1 to shooting over 12” Has Skill (roll 2d6) – see Page 12. Hard to Target: may only be shot at within 12” and May issue Challenges – see Page 14. have Armor 2 versus shooting. Adds +1 to all Courage tests within 12” of Leader Cover increases target Armor by 1. Model. Defending uphill of Attack grants cover. Last model to die (unless Lucky Blow or Challenge) Battered units Defend at 6. Units in Rough Terrain: Attack/Defend at 5+; and Activation Phase Armor 2 (unless Ferocious). Issue a Challenge (if eligible) Rally Battered units (roll 2d6), see Courage Test. When to Test Morale Activate Wild Charges (roll 2d6), Attack Unit is attempting to rally to remove Battered. Order Activations (roll 2d6) Unit has removed models from Shooting/Attacking. o Move Unit is the only remaining unit. o Shoot Officer is a casualty or flees the table. o Attack Officer refuses a Challenge. o Skirmish Retinue has half or more points removed from play.
Rally Battered Units Courage Test
Successful – remove Battered marker; cannot Roll 2d6 to equal or better units Courage. activate during this Activation Phase o -1 for each casualty removed in the game. Unsuccessful – retain Battered marker, remove one o -1 if Retinue has half or more points model, retreat; take no further action during this removed from play. Activation Phase; disadvantaged if attacked. o +1 if Officer Model is within 12”. Failed Rally tests do not end your Activation Phase Failed Courage Test Order Activations Adjusted roll greater than 0, unit must Retreat and is Successful – carry out action, when completed Battered. choose another unit to activate. Adjusted roll is 0 or less, unit Routs. Unsuccessful – action fails, unit remains stationary, Battered units that receive another Battered result taking no action at all lose a model and Retreat. Failed Order Activation ends you’re Activation Phase
Moving Ending the Game
Unit cohesion – 3” to central model By Scenario, or Turn begins with 5 or fewer Units Keep at least 1” between friendly & at least 3” remaining in the game. between enemy units unless fighting. o Roll d6, if higher than number of Units on Rough terrain halves movement, unless Fleet table, this is the last turn. Footed.