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The 1st Player is determine by Initiative at start of game.

Movement Rates of Troops (Labels may indicate exceptions)


Sequence of Play (there are 2 players turns/game turn) Troop Type Open Uneven Rough Difficult
1A) CAST SPELLS - Both sides reveal spells to be cast. Light Foot (LF) 5 5 5 4
2A) IMPACT PHASE - "Side A" declares all charges, Dragon 5 5 5 4
"Side B" determines responses (including Intercept Giant / Monster / MF 4 3 3 2
and/or Evade moves). Resolve Impact Combat. Resolve an Heavy Foot (HF) 3+1 March 2 2 1
post-combat Cohesion (Morale) Tests and "Death" Rolls. Beasts 5 5 4 3
3A) MOVEMENT PHASE - "Side A" conform troops that Leaders (Mtd/Ft) 7/5 7/5 5/5 3/4
resolved Impact Combat to line-up with enemy. Perform Light Horse (LH) 7 6 5 3
normal movement, one battle-group (unit) at a time, and Light Chariot (LCh) 5 3 2 NA
declare the type of move or formation change. Heavy Chariot (HCh) 4 2 1 NA
4A) SHOOTING PHASE - Both players resolve shooting. Cavalry (Cv) 5 4 3 1
Resolve any post-shooting Cohesion (Morale) Tests Knights (Kn) 5 4 2 1
and "Death" Rolls. Elephants (EL) 4 4 3 1
5A) MELEE PHASE - Both players resolve melees. Artillery* 2 1 0 NA
When all melees have been resolved, perform any * Heavy Artillery can only pivot. 1 -2 MU's
post-melee Cohesion (Morale) Tests. Variable Distance Moves (pg. 47) 2 -1 MU
6A) JOINT ACTION PHASE - Check for Break-off's Charge & Evade moves. Roll 1D6 5 +1 MU
(Mounted in contact with steady foot). Both players resolve 6 +2 MU's
any Break-off moves, attempt to cease pursuit by passing Disorder impacts only those bases in disordering terrain.
a "Control Point Test", move Leaders, bolster or rally a unit # No effect on troop type.
the Leader was attached to prior to this phase, and move # Disordered when moving.
routers and pursuers. # "Double Disordered" when moving.
1B - 6B: Repeat sequence for 2nd Player. "Double Disordered" (Severely Disordered)
Disordered - When unit is clear, remove at Joint Action Deduct 2 on any "Control Point Test". Lose
Phase after opponent's turn. Lose 1 die for each 3 dice 1 die for each 2 entitled for melee & shooting.
entitled for melee & shooting. Deduct 1 on any Cohesion (Morale) Test.
MOVEMENT: FORMATION CHANGES & MANEUVERS Troop Type
Type Description and limitation of Move. LF Other Undrilled Other
of Move (A reference to Advance means "Advance" type move.) LH Drilled Flyers/Mtd Undrilled
Charge Any charge move that starts within reach of enemy. One wheel allowed. Normal
Advance Any advance up to a full move and may include one wheel. Normal Normal Normal Up to 90O
Double Wheel An Advance with 2 separate wheels in one move. Normal Normal Normal Up to 90O
Expand 1 stand while stationary. Normal
Expand Expand 2 stands while stationary. Normal Normal 1 stand per side maximum.
Frontage Expand 1 stand followed by an Advance. -1 MU. -1 MU. -1/2 move NA
Expand 2 stands followed by an Advance. -2 MU. -2 MU. NA NA
Contract Contract 1 stand with an Advance. Normal Normal Normal -1 MU.
Frontage Contract 2 stands with an Advance. Normal -1 MU. -1 MU. NA
Turn 90 or 180 degrees while stationary. Normal
Turns Turn 90 degrees with an Advance. Normal -1 MU. -1/2 move NA
Turn 180 degrees with an Advance. Normal -1 MU. -1 MU. NA
Turn 180 degrees, advance, turn 180 again. -1 MU. -1/2 move -1/2 move NA
March An Advance beyond 6 MU's from any enemy if a Leader is with
Move the Battleline, Column, or unit. Can include a wheel.
Normal
Flyers: Treat flying versions of Beasts, Dragons, and Monsters the same and non-flying versions for purposes of
changing facing, formation changes, and maneuvers. Flyers always land at end of movement, but may fly over others.
CONTROL POINT TEST (CMT, p.43): Roll 2D6 - Quality Re-rolls Apply * Reasons for a Control Point Test:
Unit Pass on: Modifiers: LF charge non-LF/LH (NA in open) that
Drilled or Leader in LoC within command radius: +1 are not FRAGMENTED.
LF/LH 7+ Leader is also attached to unit or BL: +1 LH charge non-LF/LH not FRAGMENTED.
Other Leader is Inspirational: +1 Missile-armed foot charge non-LF/LH.
Undrilled 8+ DISORDERED or DISRUPTED: -1 Shock troops wish to avoid charging.
"Double Disordered" or FRAGMENTED: -2 LF/LH that wish to not evade non-LF/LH.
Failing a Control Test: The unit must perform the default response. Pursuers want to stop pursuing.
IMPACT PHASE: Troops That Might Charge Without Orders - pg. 58
Shock Troops include Beast, Elephant, Heavy Chariot, Impact Foot, Mounted Knight, Dragon, Giant, and Monster.
1) Mounted Shock Troops with enemy in charge reach across open ground must pass a CPT to avoid charging.
2) Foot Shock Troops with enemy foot within charge reach must pass a CPT to avoid charging, unless the
charge move would disorder the chargers, contact mounted/fortification/riverbank, be intercepted by mounted,
or the chargers are defending a riverbank/wall, or are MF that would leave non-open terrain.
Charge Limitations - pg.60
1) LF cannot charge or intercept unbroken non-skirmishers in clear terrain (except in the flank or rear) - but
LF may charge non-skirmishers in uneven, rough, or difficult terrain - but only intercept LF or LH.
2) LF/LH must pass a CPT to charge (unless charging a flank or rear, or charging LF, LH, or LCh).
3) LH can only intercept LCh, LF, and LH.
4) DISRUPTED non-shock units must pass a CPT to charge.
5) FRAGMENTED units cannot charge.
Charge Responses - pp. 61-68
1) A FRAGMENTED unit that is charged by any (except LF) must take a Cohesion test.
If the unit breaks from this Cohesion test, any friends within 3 MU's must take an immediate Cohesion test.
2) A unit that is charged has three possible responses: Receive, Evade, Interception Charge.
3) Receiving the Charge
The unit remains in place (and does not count as "charging").
LF and LH must pass a CPT to receive a charge from non-skirmishers in clear terrain.
A unit charged in the flank becomes DISORDERED (or SEVERELY DISORDERED if Disordered already).
4) Evade the Charge
LF and LH always have the option to evade.
Cv, Cm, and LCh in 1 rank have the option to evade, unless in close combat.
4A) The chargering unit(s) indicate their charge path(s).
4B) The evaders choose to evade either to their own rear, or away from the charge.
4C) The evaders roll a D6 for variable move distance (VMD).
4D) The evaders turn 180 degrees if evading to their rear and move the distance rolled.
4E) The evaders turn 90, 180, or remain in their current facing if evading away from the charge, whichever
the owning player decides, and then wheels until it is facing a direction that is parallel to the charge
path direction, after which it completes the rest of its evade move distance rolled.
4F) If the evaders encounter any obstructions, resolve in this order:
Interpenetrate friendly units if permitted to do so.
Shift sideways up to one base width to pass units, terrain, or avoid the table edge.
If the unit cannot clear after shifting, it may drop back stands that cannot pass the obstacle.
Burst through friends if the front rank stands could not evade their full move distance.
Halt 1 MU from enemy blocking its path without any shifting or contraction.
After moving to the edge of blocking terrain, turn 90 degrees and move around blocking terrain.
Evade off table.
Otherwise, move as far as permitted within confines of the situation.
4G) The charging unit(s) move their charge move. If all targets evades, roll a VMD and move that distance.
Evaders caught by chargers are count as having been charged in the flank or rear.
5. Interception Charges - Foot have a 2 MU ZOI to their front, Mounted have a 4 MU ZOI to their front.
The ZOI does not extend into any terrain that could disorder the unit, and does not affect Flyers (unless in the ZOI of a Flyer).
If an enemy unit attempts to charge through the ZOI of a unit that is not a target of a charge, that unit may
declare an Interception Charge. (DISRUPTED units must pass a Control Point test.)
The Interception Charge is 2 MU if foot, 4 MU if mounted, forward and is performed before the charge move.
6. Leaders - Unattached Leaders evade any charging or moving enemy, up to their MU.
Interpenetration - pg.47
1) No interpenetrations are permitted when charging.
2) LF can pass through any troops in any direction. LF may move up to 2 MUs more to clear (but cannot shoot).
3) Cv, LH can pass through LF in any direction.
4) LF can pass through any troops in any direction.
5) Some army lists permit special interpenetration between certain troops from front to back or back to front, such as
Longbow & Billmen, Bow or Crossbow & Spearmen, Legionary Bow & Legionaries
SPELL CASTING
1) Each Spellcaster has a set of Spell Cards. The set can vary in size and variety, but all sets will include one
"dummy" spell to deceive opposing players.
2) SPELL CASTING PHASE: All players with Spellcasters must choose and place a Spell Card face down.
When all players have committed their spells, all Spell Cards are revealed.
A) "Dummy" spells are discarded with no effect.
B) "Dispel Magic" spells that targeted a Spellcaster that used a "dummy" spell go back to their set.
(ie: The "Dispel Magic" spell is not cast and can be used again at a later turn.)
C) "Dispel Magic" spells that targeted a Spellcaster will cancel that spell. Both are discarded from play.
D) Other spells resolve with the GM assisting with the effects.
Most spells have a Line-of-Sight (LOS) requirement for targetting, meaning the Spellcaster must
be able to "see" the target in order to cast the spell successfully. If the GM determines that the
Spellcaster does not have a valid LOS, the spell cannot be cast and is returned to the set.
Spells are cast simultaneously, but may resolve now, or during the Shooting Phase - so targets that
were visible at the start if the turn will satisfy LOS requirements for spell that resolve now, but LOS
requirements during the Shooting Phase will have to be met at that time.
Resolving Effects: Most spells are self-explanatory in their effects, but some may need clarification:
Devine Strike, Fear: The spell's effects last until the end of the turn.
Fog, Foul Gas: The spell's effects last a FULL turn. The area affected will be represented by 60mm
x 60mm tiles. Units within and LOS traced through such tiles will be affected by the spell's effects.
These spells could affect LOS during the Shooting Phase.
Flood: The spell's effect lasts a FULL turn.
Fireball: This spell takes effect during the Shooting Phase, so it is possible that LOS to a target
may be blocked by the time the Shooting Phase starts. This direct-damage spell is especially lethal
in that it does not allow any positive modifiers on a Death Roll, so any other hits scored against the
same target during the Shooting Phase from other sources (artillery, bow-fire) take advantage of the
Fireball's effect.
Lightning Bolt: This spell's effect is resolved during the Casting Phase (not the Shooting Phase)
so LOS is determined at the start of the turn. This direct-damage spell is especially lethal in that it
does not allow any positive modifiers on a Death Roll.
Illusion: The illusionary unit occupies a 60mm x 60mm area and is treated as a real unit allied to
the Spellcaster's side until is it dispelled or it dissappears from contact or fails an MC from shooting.
The "unit" can move and count as a real unit for Morale purposes - but it it charges an enemy, it will
generate any Morale Check by this action, but will dissappear after the contact (after resolving any
Morale Check).

THE POWER OF MAGIC: Things to Remember


Magic Items and Spells that cause a hit on a unit will generate a Death Roll without any positive modifiers.
This effect applies in any combination of hits scored against the unit during Impact, Shooting, and Melee.
gets that

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The COHESION (MORALE) TEST - Roll 2D6 (Quality re-rolls apply) - PP.112-114
Reasons to test IMMEDIATELY: Reasons to test at the End of the Phase: 1) Determ
Fragmented unit is charged by any except LF. Friendly unit eliminated / routs within 3 MU's (non-LF ignore LF). 2) Apply a
The unit has lost an Impact or Melee combat round. A Leader in LOC is lost within 3 MU's. 3) Determ
Taking 1 hit per 3 stands from shooting, or - JOINT ACTION PHASE: To bolster or rally a unit that 4) Roll to
taking 2+ hits from Art or Spell. has a leader attached prior to the Joint Action Phase. 5) Determ
Situation Modifiers: Other Modifiers: Troop Ty
-1 Taken 1+ hits per 2 stands from shooting. -1 Each 25% lost of original stands in unit. Dragon, Gia
-1 Taken 1+ hits per 3 stands from Impact/Melee. -1 Foot unit with threatened flank. Beast, Mon
-1 Received 2+ more hits than inflicted in Impact/Melee. -1 More than one reason to test. EL, Scythed
Any one of the following: -1 DISRUPTED or "Double Disordered" Other Tro
Any troops shot at by Artillery / magic. -2 FRAGMENTED Supporting
Cv or LH shot at by firearms. -3 BROKEN or ROUTED
-1
Any losing Impact combat vs Dragon, EL, Giant. +1 Unit has rear support within 6 MUs. LF deduc
MF lost Impact/Melee to Dr/EL/Gt/HF/Mon/Mtd in open. +1 Unit not in close combat and within Leader radius. LH deduc
Foot losing Impact combat vs Impact foot. +1 Unit with attached Leader (+2 if Inspirational). Lose 1 die
Final Adjusted Score +1 If pursuing routers. Lose 1 die
7+ PASS If rallying, raise one cohesion level. P
3-6 FAIL If rallying, no effect. Otherwise drop 1 cohesion level (Undead lose a stand instead). Recoil from Close Combat.
FAIL BADLY - Drop 2 cohesion levels if testing for Impact/Melee reason and unit received 2+ more Score
2 hits than inflicted, or if testing for friends routing or Leader lost (Undead lose 2 stands instead). PoA
Otherwise drop 1 cohesion level (Undead lose a stand instead) and Recoil from Close Combat.
SHOOTING COMBAT - pg. 81 & pp. 95-97 +2
1) A stand can shoot ahead, or "borrow" the arc of adjacent stand if effective range (2 bases if long range).
2) Determine target(s), range, and eligible dice for shooting. +1
3) Apply any modifiers to the amount of shooting dice entitled.
4) Determine Points of Advantage for modifying the final hit number on your dice. 0
5) Roll to determine hits inflicted, and check for any possible Cohesion (Morale) Tests.
SHOOTING (Up to 2 ranks) Effective Range Long Range -1
Missile Weapon MU's Dice MU's Dice
Light Foot Bow/Crossbow 4 1 Die / 2 bases 6 1 Die / 3 bases -2
Bow/CB/LB (HF/MF) 4 1 Die/FR base & 1 Die/2 RR bases 6 1 Die / 2 bases
Mounted or Foot Javelin 2 1 Die / 2 bases -
Chariot or Mounted Bow 3 1 Die/FR base & 1 Die/2 RR bases 4 1 Die / 2 bases Animate Dea
Breath Weapon 2 4 dice if Dragon, 3 dice if Monster. Blacken the
Handgun or Sling 3 1 Die / front rank base & 1 Die / 2 second rank bases Dispel Magic
Artillery (can only fire 1 rank) 3 2 Dice / base 24 1 Die / base Fireball - Ro
Points of Advantage for SHOOTING Modifiers for Shooting Dice Flood - Cast
+1 Artillery against any in 3+ ranks or Square. Lose 1 die per 3 entitled if Disordered/Disrupted. Fly - Cast on
-1 Target is Heavy Armor or has a cover advantage. Lose 1 die per 2 entitled if FRAGMENTED. Fog - Cast o
-1 Target is in contact with enemy (Impact or Melee). Score to Hit Death Roll Foul Gas - C
The nearest rank of target is (apply only one of the following): PoA Shooting Use best modifier if no Magic hits Goad - Cast
+1 Target is Unprotected (except LF). +2 3+ Roll 1D6 (no re-roll options): Iron Curtain
+1 B, J against Be, Cv (unless armored). +1 3+ Add +1 if Art/Dr/EL/Gt/Monster. Lightning Bo
+1 CB, LB against Cv, Dr, EL, Gt, Mn 0 4+ Add +2 if won melee, of if Poison Arrow
-1 Bow/Javelin at armored foot/Dr/Gt/Mn. -1 5+ shot by B/CB/J/LB. Rally Banne
-2 Bow against armored foot at long range. -2 6+ If modified total is < or = to Rock to Mud
-1 Artillery against Art, LF or LH. number of hits received, Smoke - Go
Quality Re-rolls: Superior: re-roll 1's, Elite: re-roll 1's and 2's, Poor: re-roll 1st '6'. lose one base. Summon An
Taking 1 hit per 3 stands from shooting, or taking 2+ hits from shooting that included artillery causes a Cohesion Test. Summon Ele
CLOSE COMBAT (Impact and Melee Combat)
1) Determine eligible dice for close combat (Impact or Melee).
2) Apply any modifiers to the amount of dice entitled.
3) Determine Points of Advantage on PoV Matrix for modifying the final hit number on your dice.
4) Roll to determine hits inflicted.
IMPACT
5) Determine losers COMBAT
of Impact MELEE COMBAT
or Melee combat and apply consequences (Cohesion Test or auto-break).
Troop Type Dice Troop Type Dice
Dragon, Giant 4 dice per stand in contact. Dragon 4 dice per stand in contact.
Beast, Monster 3 dice per stand in contact. Giant 3 dice per stand in contact.
EL, Scythed HCh 3 dice per stand in contact. Beast, Ch, EL, Monster 2 dice per stand in contact.
Other Troops 2 dice per stand in contact. Other Troops 1 die per 1st & 2nd rank stands.
Supporting Fire 1 die per 2nd or 3rd rank stand. Overlap Same as above.
Modifiers for Impact and Melee Dice
LF deduct 1 die per 2 entitled unless fighting LF or FRAGMENTED / "Double Disordered" opponents.
LH deduct 1 die per 2 entitled unless fighting LF, LH, or FRAGMENTED / "Double Disordered" opponents.
Lose 1 die per 3 entitled if Disordered or Disrupted (not cumulative with below).
Lose 1 die per 2 entitled if "Double Disordered" (Severely Disordered) or FRAGMENTED.
Points of Advantage for IMPACT Points of Advantage for MELEE
See Points of Advantage Matrix. See Points of Advantage Matrix.
Score to Hit Quality Re-rolls Quality level +1 if General attached (except TC with Elite unit).
PoA Impact/Melee Better by 2 skill levels: re-roll 1's and 2's. RECOIL: A unit that fails a Cohesion Test caused by Impact
Better by 1 skill level: re-roll 1's or Melee must recoil 1 MU. Victors follow-up unless they
+2 3+ Poor skill level: no re-rolls. stood to receive a charge during Impact Phase.
Death Roll (Use best modifier if no Magic hits) Death Roll modifier can be reduced to +0 from spells.
+1 4+ Roll 1D6 (no re-roll options): BREAK POINT - Break point is normally equal to the # of units.
Add +1 if Art/Dr/EL/Gt/Monster. Each unit broken or off-table = 2 points
0 4+ Add +2 if won melee, of if Each unit fragmented = 1 point
shot by B/CB/J/LB. Each Leader removed = 1 point
-1 5+ If modified total is < or = to
number of hits received, Lost stands count for Morale Test!
-2 5+ lose one base.
Quality Difference: One level: re-roll 1's, two levels: re-roll 1's and 2's, three levels, re-roll 1's, 2's, 3's.
SPELLS (Cast before Impact Phase) - not a complete listing.
Animate Dead (Evil) - Spellcaster summons a stand of Skeletons or Zombies adjacent to him (if available).
Blacken the Skies - Cast on a target unit. All missile fire against the unit gains 1 die per 3 bases shooting (regardless of range).
Dispel Magic - Select one Spellcaster or spell in play. Cancels that spell being cast or in play.
Fireball - Roll 3 dice against target for 4's during Shooting. Target makes Death Roll vs hits (+0), and Morale Check if a hit is scored.
Flood - Cast on a stream. It becomes impassable to normal troops this turn. Treat as Difficult terrain the following turn.
Fly - Cast on self only. May fly up to 6 MU in any direction and land, but cannot contact enemy.
Fog - Cast on an area 120 paces x 120 paces. That area blocks Line-of-Sight for this turn.
Foul Gas - Cast on an area 120 paces x 120 paces. That area causes all stands to lose one PoA for Impact, Shooting, & Melee.
Goad - Cast on enemy target. Target must charge an enemy within reach, or charge nearest enemy out of reach.
ron Curtain - Cast on friendly target. Target gains one defensive PoA for Impact, Shooting and Melee.
Lightning Bolt - Targets a single stand only. Roll 3 dice for 4's now. Target makes Death Roll (+0) and Morale Check if hit.
Poison Arrows - Cast on friendly missile unit. Target of that missile unit makes a Death Roll with (+0) if hit.
Rally Banners - Cast on a damaged unit. The unit checks Morale now, regaining one lost stand (and level) if it passes.
Rock to Mud - Cast on an area 120 paces x 120 paces. Treat as Difficult terrain for this turn.
Smoke - Goblins, Orcs, and Trolls add +1 to Morale Checks this turn.
Summon Animals (Good/Neutral) - Spellcaster summons a stand of Bears, Cattle, or Wolves adjacent to him (if available).
Summon Elemental - Spellcaster summons an Elemental to control. Elemental dissappears if Spellcaster casts another spell.
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TROOPS That Might Charge Without Orders - pg. 58
Shock Troops include Beast, Elephant, Heavy Chariot, Impact Foot, Mounted Knight, Dragon, Giant, and Monster.
1) Mounted Shock Troops with enemy in charge reach across open ground must pass a CPT to avoid charging.
2) Foot Shock Troops with enemy foot within charge reach must pass a CPT to avoid charging, unless the
charge move would disorder the chargers, contact mounted/fortification/riverbank, be intercepted by mounted,
or the chargers are defending a riverbank/wall, or are MF that would leave non-open terrain.
Charge Limitations - pg.60
1) LF cannot charge or intercept unbroken non-skirmishers in clear terrain (even in the flank or rear) - but
LF may charge non-skirmishers in uneven, rough, or difficult terrain - but only intercept LF or LH.
2) LH must pass a CPT to charge (unless charging a flank or rear, or charging LF, LH, or LCh).
3) LH can only intercept LCh, LF, and LH.
4) LF and LH must pass a CPT test to stand to receive a charge by enemy (unless LF or LH) if any of the target
stands are in clear terrain (unless behind fortifications or defending a riverbank).
5) Charging LF/LH must halt their charge 1 MU away from enemy to their front that they could not normally
charge without a CPT test (unless they already passed a CPT versus that enemy) if any of their targets evade.
6) DISRUPTED non-shock units must pass a CPT to charge.
7) FRAGMENTED units cannot charge.
Charge Responses - pp. 61-68
1) A FRAGMENTED unit that is charged by any (except LF) must take a Cohesion test.
If the unit breaks from this Cohesion test, any friends within 3 MU's must take an immediate Cohesion test.
2) A unit that is charged has three possible responses: Receive, Evade, Interception Charge.
3) Receiving the Charge
The unit remains in place (and does not count as "charging").
LF and LH must pass a CPT to receive a charge from non-skirmishers in clear terrain.
A unit charged in the flank becomes DISORDERED (or SEVERELY DISORDERED if Disordered already).
4) Evade the Charge
LF and LH always have the option to evade.
Cv, Cm, and LCh in 1 rank have the option to evade, unless in close combat.
4A) The chargering unit(s) indicate their charge path(s).
4B) The evaders choose to evade either to their own rear, or away from the charge.
4C) The evaders roll a D6 for variable move distance (VMD).
4D) The evaders turn 180 degrees if evading to their rear and move the distance rolled.
4E) The evaders turn 90, 180, or remain in their current facing if evading away from the charge, whichever
the owning player decides, and then wheels until it is facing a direction that is parallel to the charge
path direction, after which it completes the rest of its evade move distance rolled.
4F) If the evaders encounter any obstructions, resolve in this order:
Interpenetrate friendly units if permitted to do so.
Shift sideways up to one base width to pass units, terrain, or avoid the table edge.
If the unit cannot clear after shifting, it may drop back stands that cannot pass the obstacle.
Burst through friends if the front rank stands could not evade their full move distance.
Halt 1 MU from enemy blocking its path without any shifting or contraction.
After moving to the edge of blocking terrain, turn 90 degrees and move around blocking terrain.
Evade off table.
Otherwise, move as far as permitted within confines of the situation.
4G) The charging unit(s) move their charge move. If all targets evades, roll a VMD and move that distance.
Evaders caught by chargers are count as having been charged in the flank or rear.
5. Interception Charges - Foot have a 2 MU ZOI to their front, Mounted have a 4 MU ZOI to their front.
The ZOI does not extend into any terrain that could disorder the unit, and does not affect Flyers (unless in the ZOI of a Flyer).
If an enemy unit attempts to charge through the ZOI of a unit that is not a target of a charge, that unit may
declare an Interception Charge. (DISRUPTED units must pass a Control Point test.)
The Interception Charge is 2 MU if foot, 4 MU if750932014.xlsx
mounted, forward and is performed before the charge move.
6. Leaders - Unattached Leaders evade any charging or moving enemy, up to their MU.
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Battlelines (Moving several BGs together)
1) Broken, Fragmented, and Severely Disordered (DD) BGs cannot be part of a battleline.
2) LF and mounted can be part of the same battleline. Other non-LF foot and mounted combos cannot.
3) All BGs must be facing the same direction, but do not have to be adjacent or in contact (but be within 1 MU of other BG).
4) A commander in Line-of-Command must be attached to one of BGs.
5) All BGs in the battleline must be within command radius of the attached commander.
Interpenetration - pg.47
1) No interpenetrations are permitted when charging.
2) Commanders can pass through or be passed through by any troops in any direction.
3) Cv, LH can pass through LF in any direction.
4) LF can pass through any troops in any direction.
5) Some army lists permit special interpenetration between certain troops from front to back or back to front, such as
Longbow & Billmen, Bow or Crossbow & Spearmen, Legionary Bow & Legionaries
6) If LF do not have enough movement to pass through another BG, LF may move up to 2 MUs more to clear (but cannot shoot).
7) Other BGs without sufficient movement to pass through are moved all the way through on a stand-by-stand basis,
with each stand that reaches the unit being interpenetrated placed on the far side. Any stands that did not reach
are placed on the near side of the unit being interpenetrated and a DISORDER marker placed on the BG.
Involuntary Interpenetrations / Burst Throughs - pg.48
A BG may be forced to burst through other friendly BGs they normally cannot interpenetrate, such as routing units
evaders, or Shock Troops that are forced to charge by failing a CPT.
1) Shock Troops are moved their full move, placing any friendly BG that is burst through behind the Shock Troops.
2) Any BG burst through by the Shock Troops are reduced one Cohesion Level.
3) Other friendly BGs behind are shfted to make room, unless prevented by impassable terrain.
Evaders or routing units that are forced to burst through:
1) Move the evaders / routers their full move. If the move does not clear all friends, place the evaders / routers
beyond any BG being burst through if there is room to do so. If this cannot be done, the evaders / routers are
removed from the table as being dispersed beyond rallying. No cohesion test is taken by friends that see this.
2) Any BG burst through by the evaders / routers are reduced one Cohesion Level.
Broken Troops and Pursuit - pg.100
When a BG breaks after shooting or close combat or for another reason, other BGs may have to take a Cohesion
Test. For a broken BG caused by combat, this Cohesion Test is taken after all combats and post-combat cohesion
tests, death rolls, and commander casualty rolls have been resolved, but prior to moving the broken BG.
1) A newly broken BG makes an initial rout, which is a variable length move:
a) If the BG became Broken from being charged when Fragmented, its evade move is considered its initial rout.
b) A BG that became broken during Impact Phase close combat does its initial rout at the end of the Phase.
b) A BG that became broken during the Shooting Phase does its initial rout at the end of the Phase.
c) A BG that became broken during the Melee Phase does its initial rout at the end of the Phase.
During the initial rout, the BG moves directly away from the cause (ie: enemy charging, shooters, close combat).
Otherwise the routers move towards it's side's rear table edge.
The rout move must be completed, avoiding enemy and impassable terrain.
If the rout move cannot be completed due to unbroken enemy, the broken BG is eliminated.
2) An unbroken BG that has broken all opponents must pursueunless:
a) If foot that have broken mounted opponents, in which case:
i) Non-Shock foot may choose to pursue, but must pass a CPT to do so.
ii) Shock foot must pursue, unless they pass a CPT to avoid this.
b) It was fighting in two directions.
3) The initial pursuit is a variable length move.
4) Pursuers that maintain contact at the end of an initial pursuit inflict losses and possible leader loss, in the
same manner as described in the Joint Action Phase. Pursuers must pass a CPT to stop pursuit.
Broken Troops are not shot at during the Shooting Phase, nor is close combat allowed during the Melee Phase.
750932014.xlsx
Damage inflicted on Broken Troops takes place during the Joint Action Phase.
IMPACT PoA: Not applicable if a

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Heavy Weapon (2-handed) 0 + 0 + 0 + + + 0 + + + + + + 0 0 +
Impact Foot + 0 ++ 0 + ++ + + 0 + 0 + + + 0 0 + +
Light Spear (foot) 0 + 0 ++ + + + + 0 + 0 + + + + + + +
*Pike Phalanx (3+ ranks) in open + 0 ++ 0 + ++ + ++O ++O ++O ++O ++ +O + +O ++O ++O ++O
*Pike/Spear Phalanx (2 ranks) in Open 0 0 + + 0 + 0 +O +O +O +O + 0 + 0 +O +O +O
Side arm / missile weapon + ++ + ++ + 0 + + + + + 0 ++ + ++ ++ ++ 0

Elephant vs any except LF + + + + 0 + 0 + + + + + 0 + 0 0 0 0


Heavy Chariot in open + + + ++O +O + + 0 + + + + + + + 0 0 0
Light Chariot in open 0 0 0 ++ O
+ O
+ + + 0 + 0 + + + + 0 0 0
Mounted Knight / Lance in open / uneven + + + ++ O
+ O
+ + + + 0 + + 0 + 0 0 + +
Mounted Light Spear in open / uneven + + + ++O +O + + +/0 0 + 0 + + + + 0 0 +
Mounted SA/Other in open / uneven + + 0 ++ + 0 + + + + + 0 ++ + + + + 0

Dragon vs any in open ground* + + + +O 0 ++ 0 + + 0 + ++ 0 + + + + ++


Elemental vs any in open ground** + + + + + + + + + + + + + 0 + 0
+ + +
Giant vs any except LF in open / uneven + 0 + + O
0 ++ 0 + + 0 + + + + 0
0 + + +
Monster in open or uneven terrain + 0 + ++O +O ++ 0 0 + 0 0 + + + + 0 0 0
Beast in open or uneven terrain + + + ++ O
+ O
++ 0 0 0 + 0 + + + + 0 0 0

+O, ++O or +O, ++O: Treat as "0" if Pike/Spear are Fragmented/Severely Disordered.
* Includes plowed fields and open hills.
** Air Elemental treats rough ground as "open". +0 and +0 apply if Cloud Giant vs Air element - otherwise 0.
** Earth Elemental treats crags and clear hills as "open". +0 and +0 apply if Stone Giant vs earth element - otherwise 0.
** Fire Elemental treats brush and woods as "open". +0 and +0 apply if Fire Giant vs Fire element - otherwise 0.
** Water Elemental treats water features as "open". +0 and +0 apply if Storm Giant vs Water element - otherwise 0.
Terrain advantage +/+
MELEE PoA: † If PIKE of SPEAR are

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FRAGMENTED or SEVERELY DISORDERED,

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Heavy Weapon (2-handed) 0 + +O 0 0 + 0 0 0 0 0 + + + + + + +
Light Spear (foot) + 0 ++ O
+ + + + + 0 0 + + + + 0 + + +
†Pike Phalanx (3+ ranks) in open +O ++O 0 + ++O ++O +O ++O ++O ++O ++O ++O +O +O +O +O ++O ++O
†Pike/Spear Phalanx (2 ranks) in open 0 +O +O 0 +O +O 0 +O +O +O +O +O +O +O +O +O ++O +O
Swordsmen 0 + ++O + 0 + + 0 0 + 0 + 0 + + + 0 +
Side arm / missile weapon + + ++ O
+ + 0 + + + + + 0 ++ + ++ ++ ++ 0

Elephant vs any except LF 0 + +O 0 + + 0 + + + + + 0 + 0 0 0 0


Heavy Chariot in open 0 + ++O +O 0 + + 0 + 0 + + + + + 0 0 0
Light Chariot in open 0 0 ++ O
+ O
0 + + + 0 + 0 + + + + + 0 0
Mounted Light Spear 0 0 ++ O
+ O
+ + + 0 + 0 0 + + + 0 0 + +
Mounted Swordsmen 0 + ++O +O 0 + + + 0 0 0 + + + 0 0 0 0
Mounted SA / Other + + ++ O
+ + 0 + + + + + 0 ++ + + + + 0

Dragon vs any in open ground* + + +O +O 0 ++ 0 + + + + ++ 0 + + + + ++


Elemental vs any in open ground** + + + O
+ O
+ + + + + + + + + 0 + 0
+ + +
Giant vs any except LF in open + 0 + O
+ O
+ ++ 0 + + 0 0 + + + 0
0 0 + ++
Monster in open + + ++O ++O + ++ 0 0 + 0 0 + + + 0 0 + ++
Beast in open + + ++ O
++ O
0 ++ 0 0 0 + 0 + + + + + 0 ++
Artillery + + ++ O
+ O
+ 0 0 0 0 + 0 0 ++ + ++ ++ ++ 0
+O, ++O or +O, ++O: Treat as "0" if Pike/Spear are Fragmented/Severely Disordered.
* Includes plowed fields and open hills.
** Air Elemental treats rough ground as "open". +0 and +0 apply if Cloud Giant vs Air elemental - otherwise 0.
** Earth Elemental treats crags and clear hills as "open". +0 and +0 apply if Stone Giant vs earth elemental - otherwise 0.
** Fire Elemental treats brush and woods as "open". +0 and +0 apply if Fire Giant vs Fire elemental - otherwise 0.
** Water Elemental treats water features as "open". +0 and +0 apply if Storm Giant vs Water elemental - otherwise 0.
Armor advantage (except vs Heavy Weapon) +/+
Position advantage +/+
Terrain advantage +/+

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