Few generals have complete freedom to
choose where they will fight, so we assume that the terrain is fixed and that
the players have only a limited freedom to control the direction from which
they approach it. We accordingly favour a permanent terrain board with
asymmetric terrain features fixed permanently to it. One alternative is to
build it up from 300mm or 12” square blocks or carpet tiles. Another
is to place individual terrain features on a flat board or cloth.
The battlefield is notionally bisected
twice at right angles to its edge, to produce 4 equal quarters. To be eligible, a terrain must comply with
all of the following:
1.
The majority
of the playing surface must be flat good going, such as pasture, large
open fields or steppe.
2.
At least
three of the battlefield's quarters must contain at least part of a
terrain feature.
3.
At least two
of the battlefield's quarters must contain a river or bad going or impassable
terrain.
4.
The
battlefield must include at least 4 separate terrain features. At least 2 of
these must be bad going terrain features of not less than 200p diameter,
placed so that at least their nearest point is within 600p of the centre
of the board.
Bad going must be easily recognisable, and can be steep and/or wooded
slopes, rough or boggy ground, sand dunes, a wood, a built-up area (such
as a village or town quarter), a marsh, or small enclosed fields.
Aerials count only woods and built-up areas as bad
going. An element that is partly in bad going is in all circumstances
treated as if entirely in bad going. Gentle slopes are not bad going.
All hill slopes confer a close combat
advantage to an element with at least part of its front edge upslope of the
whole of the opposing element. Unless modelled with crests, hills are assumed
to slope from a central ridge or point down to their edge.
Rivers must flow between two different board edges, or from a board
edge to another river, the sea or a lake. Movement along a river is
possible only to water lurkers. Troops wading across a river are
not treated as in bad going, but are penalised in other ways. Rivers
no more than 200p wide are assumed to be sufficiently shallow and
easy banked as to cause only moderate delay, but provide help to troops
defending their banks. To count as defending a river bank, an element
must be entirely on dry land, facing the river, with the water’s edge closer
than its own base depth (as measured straight forward from the nearest part of
its front edge), and with part of its opponent’s base still in the water. Roads
that intersect rivers cross them by ford or bridge.
Rivers more than 200p wide, sea and lakes can only be waded to or from an
island, and only where the channel is no more than 200p
wide. Troops crossing are treated exactly the same as if crossing a river, and
troops defending the shore count exactly as if defending a river bank. Cliffs are impassable terrain for ground
troops, so it is best not to have to recoil over their edge! Beaches are
good going.
Spell casting is hindered but not
prevented by running water, presumably because of the small electrical field
generated. Running water includes streams, rivers, sea, and those lakes with an
inflow or outflow. Magicians sometimes dwelt on islands in lakes and Celtic
magicians briefly daunted Romans crossing the Menai Straits.
Roads are among the most common terrain features of fantasy worlds. Few
are paved with gold (or more likely yellow brick), most being simply convenient
routes by which people are in the habit of moving, so should be depicted as
pale brown earth tracks. Since legendary weather is better than ours apart from
the obligatory mid-winter snowfall, such tracks rarely turn to mud. Ground
troop elements necessarily move astride roads rather than on them (as did
actually many real troop types until recent times), so it is important that the
terrain on both sides should be identical, so as to make it obvious if
the element is in good or bad going or uphill should it be involved in
fighting.
Since with these rules so much less time
is needed to paint armies, and the size of the playing area is so limited, we
hope players will feel they can afford to spend time and ingenuity on making
their terrain as visually attractive as their troops.
These can take any form appropriate to
their army, such as an enchanted forest, elf hill, the entrance door to dwarf
caverns, city, beached fleet, mountain peak, barrow or graveyard, but most
usually an exceptionally tall and spiky "Walt Disney Gothic" castle
or tower.
Only the defending player or side has a
stronghold. (See P.13)
Strongholds are NOT troop elements. They
are assumed to have their own garrison or magical protection and cannot be
further garrisoned by elements. They offer powerful resistance to open attack,
but are regarded as the seat of the defenders’ power. Thus defenders losing
their stronghold are defeated.
A stronghold must fit inside an imaginary
rectangle of 600p maximum length and width, and must itself be at least 200p
in length and width.
A stronghold must either be positioned on its
player's base board edge (see P.13), or on the shoreline if this is a sea edge. At least
its nearest point must be within 400p of the centre of that board edge
or shoreline. A stronghold cannot be placed entirely behind terrain impassable
to ground troops - there must be at least a one element wide passable route to
it.
As terrain defences are already included
in a stronghold’s combat factor (see P.22), strongholds and troops attacking them
are always treated as if in flat good going and cannot count as defending a
river bank.
Only one element can fight in close
combat against a stronghold during a bound. It can be aided by up to two other
elements, which need not be in contact with the main fighting element. All must
be in at least partial front edge contact with the stronghold.
A stronghold cannot count as a flank or rear contact, nor as an overlap.
A stronghold cannot be captured by
unaided aerials, but can be captured by aerials aided by ground troops.
Both players dice. The low
scorer is the defender. The defender chooses the terrain square(s) or places
the terrain on the board. The high scorer is the attacker, who numbers 3
battlefield edges 1,2,3 and a preferred fourth edge 4,5,6, then dices for
his/her base edge. The defender places his/her stronghold on that opposite.
The defender now deploys all his/her troops except gods, dragons and
lurkers within 600p of his/her base edge or of its shore line if it
is a sea edge. The attacker does the same. The defender then takes first
bound.
The defender takes first bound, then each side alternates. During each side’s bound:
PIPs cannot be retained for use in later bounds.
A god is not deployed on-table until
successfully invoked by the controlling player expending 6 PIPs, then is
placed anywhere in the controlling player’s half of the board but not within 200p
of enemy. Any future score by that player of only 1 PIP requires the
army's first god to arrive (of those currently present) to leave
the battlefield without returning during the battle. A god relied on by both
sides joins whichever side first successfully completes the invocation, and
counts lost to the other side.
DEPLOYING DRAGONS
Dragons are not deployed on-table until successfully summoned by
the controlling player expending 6 PIPs. When summoned, all an army's own
dragons, but not those of an allied contingent, are deployed with their rear
base edges in contact with any part of the army’s base board edge, but not
within 200p of enemy.
DEPLOYING LURKERS
Lurkers are not deployed on-table until enemy troops enter a
suitable terrain feature, as described below:
·
Land lurkers
(and water lurkers in marsh only) must be placed in a bad going
terrain feature with their front edge in close combat contact with an enemy
element that has just entered or been deployed in that feature. This must be
in the lurkers’ controller’s first bound of the game, or in the bound
after that enemy element was deployed in or entered that bad going feature.
·
Water
lurkers must be placed in a water feature (river, sea or lake) with
their front edge in close combat contact with an enemy element that has
at least part of its base in or over that feature.
·
If
the enemy element is of aerials in either of the above cases, lurkers can only
be deployed if the aerials are already in close combat contact to their front.
Deploying lurkers for the first time costs
1 PIP. Lurkers cannot make a tactical move in the same bound that they are
deployed.
When deployed, lurkers must have at least
part of their base in the terrain feature in which they appear. They cannot voluntarily completely
leave that terrain feature. If, however, they either flee or no
longer have any enemy within 600p, they are removed from the
board and can be used a second time for 2 PIPs, or a third and final time
for 3 PIPs, not necessarily in the same terrain feature. If forced to leave
their terrain feature to conform to enemy or to recoil, they cannot make any
tactical move except to return to that terrain feature.
REPLACING
HORDES
Replacement hordes are deployed with their rear base edges in
contact with any part of their side’s base board edge or their stronghold, but
not within 200p of enemy. 1 PIP is expended for each horde replaced. If
more than one horde is replaced in a bound, each one after the first must be
deployed in side edge contact with another horde deployed this bound.
Replacement hordes cannot make a tactical
move in the same bound as they arrive.
DESORCELLING
HEROES OR MAGICIANS
Desorcelling a hero or magician expends 6 PIPs.
A desorcelled hero reappears in front edge
contact with the enemy stronghold if there is one, and must resolve combat with
this when close combat is next resolved. If the enemy have no stronghold the
hero reappears in rear edge contact with the enemy base board edge, as near the
centre of that edge as terrain permits.
If an enemy element blocks arrival of a
desorcelled hero, that enemy element is shifted, pivoted and moved back (and,
if necessary, the hero moved forward) sufficiently to conform to front edge
close combat contact with the hero’s flank edge.
A desorcelled magician reappears exactly
where ensorcelled, facing the same direction, as indicated by his marker. (See
P.24). An ensorcelled magician can only be
voluntarily desorcelled when his marker is not even partially covered by other
troop elements, whether friendly or enemy. If desorcelled due to the destruction,
ensorcellment or fleeing of his/her bespeller, and his marker is even partially
covered, the magician is destroyed.
A tactical move is a
voluntary move that uses up PIPs and happens before bespelling, shooting and
close combat. It can be by a single element or by a group of elements. It
must not be confused with outcome moves (recoils, flees and pursuits), which
are compulsory, do not use up PIPs, usually follow bespelling, distant shooting
or close combat and are always by a single element.
Each single element or group tactical move uses up 1 PIP. Extra PIPs are required in certain circumstances:
· Use 1 extra PIP if the move includes magicians or aerials.
· Use 1 extra PIP if any or all of the following apply:
o If the troops’ own general is lost.
o If the whole of the element or group to be moved starts more than 1200p away from their own general’s element.
o
If the whole of the element or group to be moved starts
both more than 600p away from their own general’s element and also
either beyond the crest of a hill or in or beyond a wood or built-up area.
A tactical move by a single element can be in any direction, even backwards, diagonal or oblique, and can end facing any way.
A
group is defined as a number of elements which, except as made necessary by
wheeling a column to follow a road, are facing in the same direction with each
in both edge and corner to corner contact with another. To move as a group,
each element must move parallel to, or follow, the first of them that moves and
must move the same distance or wheel through the same angles. None can start in
contact with an enemy element’s front edge. Aerials can group only with aerials.
Groups are
temporary: If the whole of a group cannot move, some of its elements will
probably be able to move as a smaller group or as individual elements.
Conversely, a group or single element can move to join other elements and make
its next move as a group including these.
A group move
by road, or across bad going or a river, must be in or into a 1 element wide
column.
A group move can include any of the following:
·
Moving straight ahead.
·
One or more wheels (forwards only) on either or both
front corners, measuring the move distance of the outer front corner of each
wheel in a straight line. The wheels must be added together to determine the
total move distance.
·
Reducing frontage to form a single element wide
column. (See P.16).
·
Wheeling a column to follow a road. This is only
necessary if any elements would otherwise entirely leave the road. Each element
wheels in succession on arrival at the place where the first wheeled. Only the
front element’s move is measured, the other elements being treated as moving
the same distance.
·
Moving up to half an element base width sideways to
line up with enemy within 1 element base width ahead. Troops are not permitted
extra tactical move distance to allow this, but the distance moved should be
measured diagonally.
A
group move cannot include any other reductions or increases in frontage or
changes in direction or facing.
(See
P.69). The
front element of the column moves forward normally. It can wheel. Other
elements of the original group move as if by single element moves, the nearest
elements falling in behind the column, the rest moving to close up any
resulting gaps. No element can exceed its normal move distance nor end further
to the rear than its previous position. Except as made necessary by wheeling
part of the column to follow a road, all elements must end facing the same
direction and in both edge and corner to corner contact with another element of
the original group. It may take more than one move for the whole group to join
in the column.
PASSING OVER, UNDER OR THROUGH FRIENDLY OR ENEMY TROOPS
When an element’s outcome move is insufficient to clear the base of an element it is passing through, under or over, it is placed in the first large enough unoccupied space beyond. When an element’s maximum tactical move is insufficient to clear the base of an element it is passing through, under or over, it cannot pass.
No element can make a tactical
move within 1 element base width distance in front of an enemy element (see P.68)
or within 1 base width distance of an enemy stronghold except in any of the
following circumstances:
Artillery cannot move
if that move would end in any contact (even corner-to-corner) with enemy other
than a stronghold. Other troops can only move into contact with enemy elements
if a single element or at least one element of a group ends (after enemy
conform if required to do so - see below) in one of the following positions:
If a group
moves into contact with enemy elements that have a gap of less than an element
base width between them (and are not required to conform as below), some may
end the move in partial contact, but not in accordance with any of the above.
These will not take part in combat this bound, except as an overlap. (See P. 74).
Any troop
element which is in good going and not part of a group must immediately pivot
and/or shift sideways to conform to an enemy group contacting it unless already
in contact with enemy to its front or there is insufficient on-board unoccupied
space for it to conform or to recoil after it has done so. (Even if a recoil is
not a possible outcome). (See P.70).
Such an element conforms to full front edge to front edge contact with the
enemy element making most contact with it. In all other cases, the moving side
must conform to one of the contact positions listed in the first paragraph.
No element
can move into contact with an enemy element’s rear unless it starts entirely on
that side of an imaginary line prolonging the rear base edge of the enemy
element. (See P.71).
No element
can move into contact with an enemy element’s flank unless it starts partly or
entirely on that side of an imaginary line prolonging the side base edge of the
enemy element, any part not on that side of the line being behind the enemy
rear. (See P.71).
Aerials can engage ground troops in close combat, but cannot be engaged in close
combat by ground troops other than a hero or paladin unless already in
close combat to their front. In other circumstances an element of aerials
whose base is in physical contact with the base of an element of ground troops
is deemed not to be in contact for the purpose of the rules, except that the
aerials can count as an overlap. (See P. 74).
An aerial element in physical contact with an enemy ground element in one of the contact positions defined in the first three bullet points at the start of this section, but not yet engaged in close combat, can initiate close combat in its own side’s bound without expending PIPs. (See P.74).
As soon as aerials are in close combat to their front (even
against other aerials), all ground elements currently in suitable physical
contact (including overlaps) also enter the close combat, and remain in close
combat contact until all physical contact (except overlaps) is lost after
resolving outcome moves.
(See P. 72).
Except as necessary when contracting a group into a column, an element cannot
even partly enter a gap less than 1 element (base width) wide between any of
unless both of the
following conditions are met:
This does not
prevent an element in the middle of a column of elements from expanding out
from the column as a single element move.
A single element can
use a tactical move to break off from enemy in contact with its front, but only
if all of the following apply:
An element
breaking off must move at least 200p straight back and any remaining
move must be in the same direction. It ends its move facing the element broken
off from.
Aerial elements can cross
water in any direction and can end their bound over water.
Water lurkers
can move in any direction in a water feature.
Other
elements can only cross a river (or channel narrow enough to be treated as a
river – see P.11)
by bridge or by wading.
Elements
wading a river must do so within 45o of perpendicular to the bank,
and must face either the direction they are moving or the opposite direction.
(See P.73).
After starting to cross they cannot voluntarily change direction except:
Artillery cannot make a tactical
move off-road in bad going.
Aerials can fly over ground troops, a stronghold or any terrain, but cannot end any move in a wood or built-up area.
Movement is not measured when
an element starting its move in an overlap position pivots into front edge
contact with the same enemy element’s flank (even if the enemy element is not
in close combat contact to its front). Otherwise the maximum distance between the starting
point of any front base corner of a single element or any element of a group
and that corner’s final position is:
|
Tactical Move Distances (See P. 67) |
||||
|
Dragons,
flyers, aerial heroes, gods. |
1200p |
|||
|
Airboats. |
500p |
|||
|
|
Entirely along a road |
At least partly off-road in |
||
|
Good going |
Bad going |
River |
||