Cheat Sheet 2nd Edition

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

A unit in an enemy ZOC may stay in the hex and • 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 a
MA point. Some units may have different costs (see A single unit may fire on a single unit within
1.Choose an eligible formation unit details) missile range and LOS from front or flank hexes.

2.Determine who is in command 2-hex units may about face for 3 MA points LOS is blocked if a center to center line intersects
with woods/towns of same or greater elevation
2-hex units may pivot by going forward 1 hex with OR a hex of greater elevation OR combat units
• In command units are within the formation one half of their counter. Enemy ZOCs may make that are closer to the attacker than the target
leader’s command range* or adjacent to a this mandatory for movement (archer and ballista only)

unit that is* If an enemy unit moves adjacent, Resolve for each missile unit by rolling a d10,

• Auxiliary and artillery units in a formation are • 1-hex units may pivot 1 vertex per MA on 1. Use range and missile type to determine
successful TQ* check (roll =< TQ). Failure = 1 target number from Missile Fire Result Table.
always in command Cohesion Hit (CH).
2.If roll <= target number then target takes
• 2-hex units do same to attempt about-face. one cohesion hit.
• Flip out of command units
Failure = 2 CH.
3. Roll if a leader is attached to enemy unit. If 0
Units in the formation proceed to the move/ Out of command units may not move adjacent to then roll again, if 0 again then it is eliminated.
enemy unit
missile fire phase and then shock combat Hit-and-run: Non-archer missile SKs and LI/LP
Out of command units cannot move if adjacent to may fire at 2 hex range as if 1 hex range against
* In some scenarios, formations may chain an enemy unit non-cavalry targets. LC may do the same at 4,3
command through one or more vacant hexes or 2 hexes if path to enemy is clear
* Troop Quality: Bottom Center number on counter
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 and cavalry attacking elephants cannot were neither in ZOC of enemy or exerted ZOC on R E T R E AT
shock an enemy unit at start of turn.
Move one hex away from the shocking enemy
Activated units with enemy units in their ZOC They must halt their retreat if they move into an unit maintaining its facing
must shock attack enemy’s ZOC.
The hex must be vacant, passable, and not in an
An activated unit must shock attack all units in LI/LP: roll 1d10 < TQ to avoid 1 cohesion hit. enemy ZOC
their ZOC that are not being attacked by other
friendly units 2. L E A D E R C A S U A LT I E S If there is no eligible hex the unit does not move
and takes 2 cohesion hits
Each shocking unit may attack only once
For each shock attack that involves a leader roll
Each enemy unit may be attacked only once d10. If it is a zero then roll again. If it is a zero or 1 ROUT
the leader is eliminated.
Two or more units may combine attacks Routed units are removed from play
3. S H O C K R E S O L U T I O N
1. Determining Weapon System type: If all attacking and defending units rout the
attacking unit keeps one unit in play. This unit
• Single unit uses unit type 1. Roll and apply modifiers
now has cohesion hits = TQ - 1
• Combined units may use any of the unit 2. Consult the Shock Result Table for the
When routed a unit’s TQ is added to the rout
types in the group. Attacker declares type effect on the attacker and defender.
point value of the army except,
first when combined vs combined
• #H take the no. of hits indicated. Reduce attacker
• SK, CH and EL: 2 rout points each
2. Determining Weapon System table: hits by 1 if no defender is shock capable. Half
(rounding up) hits taken by 2-hex unit if • Leaders: 5 x Initiative
• If combined attack units occupy front and opponents are all1-hex units
flank of enemy unit use position of unit • Double-sized units: 2 x TQ
selected in step 1 • Retreat - see effects of combat section
• Double-depth units: 4 x TQ value
• Double units in both front and flank of enemy • DR / DR(+2) rout: roll for each unit involved. If
use front table roll plus modifiers > TQ then unit routs, else unit
incurs the hits listed
• Units who are in a ZOC of an enemy to their
flank or rear use the front table • Rout - see effects of combat section

An enemy artillery unit that is alone in a hex, and If the defender retreats or routs then attacker must
in an active unit’s ZOC at the beginning of the advance into the vacated hex and may change
shock phase is routed facing by 1 vertex

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