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Wells Expeditions.

Sheet by Dave Nicholls (2009)

Setting Up & Basic Rules Rules

Ref: pg 9

Ref: pg 10

Ref: pg 22

The Codex & Bases


Sortie Base Formation Formation Base - Foot Formation Base - Cavalry

Ref: pg 10

Wells Expeditions. Sheet by Dave Nicholls (2009)

Orders & Movement Movement


Ref: pg 15

In a standard game
Players take alternate turns Player have 8 order points

Ref: pg 11

Action Move Close Attack Range Attack Special Order Regroup

Unit type Formation Sortie 2 1 2 1 2 1 1 1 1 1


REGROUPING For 1 order point
Change units facing AND Move figures on base subject to rules

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

REMEMBER TO MOVE & MEASURE NOTCH TO NOTCH

Combat & Victory Points Points


Ref: pg 19

MISSILE FIRE MODIFIERS Obstacle Other unit Hindering terrain Range Penalty -1 die -1 die Blocked Blocked -1 die

Ref: pg 24

IF MOVE OUT OF COMBAT OPPONENT GETS FREE BREAKAWAY ATTACK (P.21)

Blocking terrain Target unit Firing into melee

SORTIES DO NOT DRAW BREAKAWAY ATTACKS (p.21)

Missile range 3 Formation base lengths... Phantom Die Roll Base of 2

SNAP & SLIDE - NOTCH TO NOTCH

Ref: pg 23

Victory Points Points


Accomplishment Kill Formation Unit Kill Sortie Unit Down Commander Control Terrain 2 1 1 3 per turn

Ref: pg 27

Victory Points

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