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Ref: pg 9
Ref: pg 10
Ref: pg 22
Ref: pg 10
In a standard game
Players take alternate turns Player have 8 order points
Ref: pg 11
Game setup
First turn is decided by a 2D6 roll off highest goes first (Player going first gets an Ambush turn 1/2 order points) Deployment MUST touch base edge, and be no more than 1 Formation base length onto table Alternate deployment of units
Units can be pushed once per turn to repeat the same (non Special) action twice (p.16) NB: If a unit is pushed it loses one figure as a casualty
Ref: pg 17
Moving figure must conform to OUTLINE COLOUR, FOOTPAD SIZE and PEG COUNT
Ref: pg 16
MISSILE FIRE MODIFIERS Obstacle Other unit Hindering terrain Range Penalty -1 die -1 die Blocked Blocked -1 die
Ref: pg 24
Ref: pg 23
Ref: pg 27
Victory Points