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Basic and Advanced Rulebook 2.

Table of Contents

Quick-Start Rules
Army Building

Deployment

Standing Orders

Movement and Command Phase


Command Actions

Moving and Maneuvers


Engaging

Pre-Combat Courage Phase


Combat Phase
Attacks

Playing Command Cards


Damage Resolution
Combat Modifiers

Post-Combat Courage Phase


Core and Elite Units
Sound the Charge

5
6
6
7

11

12
14
14
15
15
16
17
18
18

Back-up Unit

18

Colossal Units

19

Overkill

20

Terrain

Terrain and Movement


Terrain Types

Terrain-Based Combat Modifiers


Advanced Scenarios

Alternate Victory Conditions


Victory Points
Large Games

20
20
20
22
23
23
23
24

Multiplayer

24

Optional Rules

24

FAQ

Glossary

25
2007 Your Move Games, Inc. All Rights Reserved.

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Quick-Start Rules
Setup (Quick-Start)
Each player picks a quick start army from a quick-reference card found in any Starter Deck and gets the
listed units. Set the command card deck aside. You will not need it for a quick start game.
Starting with the player who has the most units, players alternate placing units (overhead picture side up)
within 7.5 of their side of the table. In case of a tie, roll a die to determine who places first.
Roll a die to see which player will take the first turn.

Movement (Quick-Start)
On a players turn, he may move each of his units a distance equal to the units movement
( ). If the unit is turning, measure from the front corner on the outside of the turn.
If a unit touches an enemy unit, line the units up so that the red lines on the center of the touching sides line
up. Those units are considered engaged.

Attacking (Quick-Start)
After the player has moved all his units, all his range units and both players engaged units attack. While
the player whose turn it is makes all his rolls first, all attacks are considered simultaneous. A units attack is
unaffected even if it is damaged or destroyed by other attacks that turn.
A range unit may attack an enemy unit that has any red line within the shooting units range ( ) of the
shooting units front center red line.

Rolling to Hit (Quick-Start)


When a unit attacks, roll dice equal to its attack dice ( (X) /). Each die roll less than or equal to the
attackers offensive skill
( () X/) minus the defenders defensive skill
( X/) will hit.

Rolling to Damage (Quick-Start)


Each die that hit is rolled again to see if the hit was hard enough to do damage. Each die roll less then or
equal to the attackers power
( () /X) minus the defenders toughness
(/X) will do one damage.

Damage Resolution (Quick-Start)


For every point of damage a unit takes, mark off one damage square (the colored boxes under the units
stats). If a unit has only yellow and red squares left, it gets (-1) -0/-0 and -1. If it has only red squares left, it
gets (-2) -0/-0 and -2.
When a unit loses its last green, its last yellow, or any of its red squares in a turn, it must take a rout check
(a type of courage check). It rolls 3 dice, trying to roll equal to or less than its courage ( ). If it fails, it is
destroyed. If a unit has all of its damage squares marked off it is destroyed. After all attacks have been made, it
becomes the other players turn. A player wins when all the opponents units are destroyed.

Basic Rules
Battleground: Fantasy Warfare is a two-player, point-based tabletop tactical wargame. The table on which
you play represents the battlefield and your unit cards represent the units under your command. Each unit
costs points and each player will have a certain number of points with which to build an army.
At the beginning of the game, each player places his units in his deployment zone and gives them standing
orders. Each turn, those units are moved about the table in accordance with their standing orders.
Every turn, you will have a limited number of command actions you can use to control your units, change
their standing orders, or draw command cards (used to inspire them in battle).
The game is won when all your opponents units are destroyed.

Unit Cards
Each unit card represents a single unit of troops in your army. On the front of each unit card is its Stat Bar
and an overhead view of the unit. This side of the card will remain face up during the game.
The back of each unit card has a close up view of the unit, the units point cost, and any special rules that
apply to that unit.
Front Center Point
Left
Flank
Center
Point

Right
Flank
Center
Point

Stat Bar
Damage
Bar/Squares
Unit Name

Offense
Attack Dice
Offensive Skill
Power
Defense
Defensive Skill
Toughness

Rear Center Point

Command Circle

Movement
Courage
Range

Command Cards
Command cards represent your tactics, battle tricks,
and the ability to inspire your troops in battle by shouting
commands or encouragement. Each player uses his armys
deck of 30 command cards. Two players may play Battleground using the unit cards from a single Starter Deck
and drawing from the same deck of command cards.
Command cards come in three colors: red, blue and
green. Red cards can be played when your units are attacking, blue cards when they are being attacked, and
green cards are played at other times.
Note: You start the game with no command cards in hand.
Over the course of the game, you may spend command
actions to draw command cards.

Scenarios
In a standard scenario, two armies of

equal power meet in an open field of battle.


One side wins when all of the enemy units are destroyed or routed off the battlefield. The Advanced Rules,
included in all Reinforcement Decks, will cover terrain and additional scenarios.

Army Building
Once you and your opponent have decided how many points you will be playing with, each of you will build
an army with that number of points or less. In a standard scenario, each player has 2,000 points.
Pick any number of unit cards all from the same army (you cant play Orcs and Undead in the same army,
for example) that add up to less then or equal to the number of points you are playing.
You may also spend up to 150 points to draw command cards during deployment. Each command card
costs 25 points.

The Battlefield
Battleground: Fantasy Warfare can be played on any size surface. A standard scenario is played on a 26
wide by 3 long surface.


The Deployment Zone


Each players deployment zone for a standard scenario starts at his table edge and goes in 7.5 (3 card
widths). It does not include the last 5 (2 card widths) on
26
either end of the battlefield.
5

Deployment

7.5

Step 3: The player who spent the least points building his
army (including command cards) chooses who
will take the first turn.
Step 4: Starting with the player who has more units, players alternate issuing standing orders to their units.
(See Standing Orders.)

Player 1 Deployment Zone

Step 2: Players who purchased command cards for 25


points each draw them.

Player 2 Deployment Zone

Step 1: Starting with the player who has the most units,
players alternate placing units within their deployment zones until all units are deployed. For ties,
see below.

7.5
5

Note: If both players have the same number of units, the


player who spent the least points in his army (including
command cards) chooses which player must place the first
unit and issue the first standing order. In this case, the player that places first will get to choose which player
will take the first turn.
Note: If both players have the same number of points, roll dice and the winner of the roll is considered to have
spent the least points.

Standing Orders
There are three standing orders: Hold, Close and Range Attack, each of which may be modified with an
objective. Using the appropriate initials, write (with a dry erase marker, wax pencil, or crayon) a units standing orders and any objective in its command circle.
Hold H
The unit does not move. During combat it will shoot the nearest enemy if possible.

Close C
The unit will move its maximum movement toward the nearest enemy unit. If it can shoot, it will do so as
though it had the Range Attack standing order.

Range Attack R
Only units with range may be given the Range Attack standing order. If the unit is in range of, and has
the appropriate facing to shoot the nearest enemy unit, it remains in place and makes a shooting attack during
combat. Otherwise, it moves its full movement toward the nearest enemy unit and shoots if possible.

Standing Order Modifiers


Maximum Move C 5
To modify a standing order with maximum move, write a distance along with the
units standing order and any objective. This limits the units movement each turn to that distance. You may
not choose a maximum move of less than 1.25 (1/2 S). When the unit routs or becomes engaged, erase the
maximum move distance.


Objective
An objective modifies a standing order by telling the unit to go to a specific location on the battlefield
or to attack a specific enemy unit.
Note: Once the objective location has been reached, or the objective enemy unit is destroyed, erase the
objective leaving only the standing order.

Enemy Unit as an Objective R5


Write a number (along with C or R) in your units command circle and the same number on the objective unit. The objective unit is always considered the nearest enemy.
Note: A unit with range may be given an enemy unit as an objective and a Hold standing order.

Location as an Objective H2
Write a number (along with H, C or R) in your units command circle and put a counter (such as
a die) with the same number on the objective location. The unit will then move towards that location each
turn until it reaches it.
Note: Once a unit on Hold reaches its objective location, you may choose to maneuver it on the objective for
one additional turn.
Note: A unit on Close will, if possible, final rush any enemy unit that is in the way of its objective. An enemy
unit is considered in the way of an objective if a line drawn from the front center point of the moving unit to
the objective point (or the center point on the facing side of the target unit) crosses any part of the enemy
unit.

Turns
Players alternate taking turns. On a players turn, he is considered the active player. Each turn is broken
up into four phases:
Movement and Command
Pre-Combat Courage
Combat
Post-Combat Courage

Movement and Command Phase


In the Movement and Command Phase, the active player moves his units and spends his command actions.

Command Actions
At the beginning of the Movement and Command Phase, the active player gets new command actions. A
player gets one command action for each full 500 points he had available to spend during army building.
Note: Turn one starts in the combat phase. The active player does not move or get command actions, but his
ranged units may fire. On the second turn of the game, the active player gets half his normal command actions,
rounded up.
Example: Player A and B are playing a standard 2,000 point scenario. On turn one, player A has no Movement
and Command Phase, but his longbowmen who started in range may fire. On turn two, player B will have two
command actions instead of the normal four.
You may spend command actions at any point during the Movement and Command Phase. At the end of
the Movement and Command Phase, any unspent command actions are lost. Command actions may be
spent to:
Change one of your units standing orders.

Take direct control of one of your units for the turn.


Rally a routing unit.
Use an army ability.
Draw a command card.

Change Standing Orders


For one command action, you may erase a units standing order and replace it with a new standing order.
This may be done before or after a unit moves. (See Standing Orders.)

Direct Control
For one command action, you may maneuver a unit any way you desire and move it any distance up to its
current MC. Its standing orders remain unchanged. If the unit may shoot, for this turn it may shoot at any
enemy unit within its range.

Rally
For one command action, you may rally a routing unit. This must be done before the routing unit moves.
Face the unit in any direction and give it the Hold (H) standing order. That unit may not move, shoot, nor
have its standing orders changed this turn.

Army Ability
Each army has a different special ability. These abilities are described on a reference card included inside
that armys Starter Deck.
Draw a Command Card
You may spend one command action to draw a command card. You may do this as many times as you wish
each turn. When you draw the last command card in your deck, shuffle your used command cards to reset your

Moving and Maneuvers


There are many rules covering the situations that can come up during movement, but the basic idea is
simple: A unit moves the distance that appears after its movement symbol ( ). Just measure from the front of
the unit, then move the front of the unit to that spot.
Note: Unless they are under direct control, each of the active players units moves in accordance with its standing orders.

Movement Categories (MC)


Battleground cards measure 3.5 on the long edge (L) and 2.5 on the short edge (S). To make measuring
and movement easier, all the movement and range in Battleground is divisible by card lengths. This allows
the use of a spare unit card as a convenient measuring stick.
A units movement category is the distance it moves in a turn. Terrain, maneuvers and some command
cards and army abilities may modify a units MC.
Movement Category (MC) Chart
Movement (Inches)
0
1.25
1.75
2.5
3.5
5
6
7
8.5
..
.

Movement (Card Sides)


Cant Move
S
L
S
L
SS
LS
LL
LSS
..
.

When a change in MC is caused, simply apply the modified MC. Thus, if a unit that moves L has its MC
reduced by two, it will now move L.

Maneuvers
A unit may perform any number of maneuvers in the course of its movement each turn. MC modifiers are
cumulative (two 1 MC maneuvers will give the unit 2 MC).
Note: If a maneuver would reduce a units MC to a distance less than it has already moved, then that maneuver
may not be performed.

Move Straight
Measure from either front corner of the unit and move it straight ahead.

L /3.5

Move Sideways

S/2.5

Move Straight

Move Backwards
Without changing a units facing, you may move it backwards. Move backwards reduces a units MC
by 2.

About Face
Flip the unit so its front and rear are swapped.
About face reduces a units MC by 1.

Move Sideways
Without changing a units facing, you may
move it to the left or right. Move sideways reduces
a units MC by 1.

Turning
Measure from the outside front corner (the corner that will move the most) and move the unit.
Note: During a turning maneuver, no part of the
unit may move more than the measuring (outside
front) corner.

Turning


Reform
Keeping the center of the unit
in place, rotate the unit to face any
direction. Reform reduces a units
MC by 2.

Indirect Path
Sometimes a units standing orders
would cause it to move on an indirect
and convoluted path towards the enemy
due to other units in its path. When this
happens, you may either move the unit
on the indirect path, or you may move
it on a direct path, stopping when it
reaches the obstructing unit.

Indirect Path

Avoiding Overlap
Units may not end their movement

overlaping another unit card or an impassable obstacle. You may choose to move multiple units simultaneously in order to help avoid overlap.
Sometimes when a unit is turning, its back or side will overlap other units or impassable obstacles. This is
allowed so long as it is clear of those obstacles when it ends its movement. No part of the front of a unit may
move across other units or impassable obstacles.

Facing Side
For any of your units, the facing side of an enemy unit is the card edge that is facing your unit. To determine
which edge is the facing side, extend imaginary lines diagonally through the corners of the enemy unit. The
side of the imaginary line that your units front center point is on is the facing side.

Facing Side
Front Center Point

Nearest Enemy

Closing Unit

Nearest Enemy
Only enemies in a units front arc can be the nearest enemy.
Exception: If there are no enemy units in the front arc, then units outside the front arc may be the nearest enemy.
Note: If a unit has two or more enemies that are tied for nearest enemy status, the controller of the unit may
choose which of those enemies to consider the nearest
enemy.
For a Moving Unit with the Close Standing Order
The nearest enemy is the enemy unit for which the
following measurement is the shortest:
From the corner on the front of the closing unit that
is farthest from the enemy unit.
To the corresponding corner of the facing side on
the enemy unit.

Nearest Enemy

5
4

Note: If the path between the closing unit and the nearest enemy unit is blocked, determine if it would
take fewer turns to engage a different enemy unit
(assuming the enemy units do not move). If so,
that enemy unit becomes the nearest enemy.
For a Shooting Unit
The nearest enemy unit is the enemy unit that has
the closest center point to the shooters front center
point.
Note: If any obstacle that would prevent a shooting attack blocks the path between the shooter and the nearest enemy, then the next closest enemy unit becomes the
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Shooter

Front Arc

nearest enemy unit.


Note: If a unit with the Range Attack standing order has to move to get in range of the nearest enemy unit
and it would take fewer turns to get in range of a different enemy unit (assuming the enemy units do not
move), then that enemy unit becomes the nearest enemy.

Front Arc
Extend the line of the front of the unit card in both directions. If any part of an object is in front of the line,
that object is in the units front arc.

Engaging
Opposing units are engaged when each has half or more of a card edge in contact with the other. Engaged
units may not move, unless they are routing, and may not shoot. Units engage with a final rush.

Clearly Visible
A unit may only engage an enemy unit if the enemy unit was clearly visible at the start of the turn.
If you can draw a line from the front center point of your unit to any part of an enemy unit (that is in your
units front arc) without passing through any other units or line of sight blocking terrain, then the enemy unit is
clearly visible.
Open Side
A side of a unit on which there is enough space to be engaged
is an open side.
Final Rush
In the final seconds before engaging the enemy, when the
command CHARGE! echoes through the air, troops forget
about careful lockstep maneuvers and make a final rush toward
the enemy.
All final rushes must be made before non-rushing units
are moved.
A unit is near enough to final rush if its front center
point is within its MC of an open side center point of
the nearest enemy unit (taking into account all non-maneuvering MC modifiers).
A unit will final rush if, when it moves, its standing
order is Close (or Close with an objective where the unit
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Rushing Unit

to be rushed is the objective).


When a unit final rushes, move its front center point to the center point on the enemys facing side (or the
nearest open side if the facing side is not open). No maneuvering is necessaryjust pick up the unit and place
it in its new position. (See page 29.)
If an obstacle or another unit prevents the units from being lined up center point to center point, simply line
the unit up as much as possible.
Note: To be engaged, each unit must have at least half of a side in contact with the opposing unit.
Open Path
Occasionally, a unit may final rush an enemy unit on the other side of impassable obstacles. There are
also times when a unit may rout to a position that is past obstacles.
A unit may only final rush an enemy (or rout to a point) if there is an open path.
There is an open path if:
a straight line can be drawn from the front center point of the final rushing (or routing) unit to any
point on the enemy unit (or the point the unit is routing to) and
a 2.5 wide path can be found which is clear of other units or impassable obstacles and though which
that line goes.
No Turning Back
If a unit starts the Movement and Command Phase with its front center point within S (1.25) of any
center point of an enemy unit, then that is the only unit it may final rush.
No Final Rush into a Pinch
When a unit final rushes, it will avoid making contact with other enemy units with its flank. Line the
units up as much as possible without the rushing unit touching another enemy unit with its flank.
Twos Company
H

If two or more units would final rush the same


long side of an enemy unit, the nearest two units
final rush and each engage half of that side.
Note: If there is not enough room for more
than one unit to engage on that side, then only the
nearest unit final rushes.
Note: Each unit that didnt get to final rush reevaluates its nearest enemy. It may then (if close
enough) final rush.

Avoiding Conflicting Final Rushes


If units that would final rush would get in
each others way, you may move those units all
at once, in groups, or in any order, to minimize
the problem. In this case, you may reevaluate the
nearest enemy for each unit after any units have
final rushed and make final rushes on those new
nearest enemies.

Twos Company

Pre-Combat Courage Phase


There are times in battle when the bravery of troops is put to the test. In these situations, units make courage
checks.
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When one of your units is called upon to take a courage check, roll 3 dice. If the result is less than or equal
to the units courage, it passes the check. If it is greater than the units courage, then it fails the check.
There are two standard types of courage checks: rout checks and fear checks.
Each unit that was already engaged on at least one side, which became engaged on one or more additional sides during the Movement and Command Phase this turn, must take a rout check.
Each unit that engaged or was engaged by a unit with the fearsome attribute during the Movement and
Command Phase this turn must take a fear check.
Note: We find it useful to mark units (with a die, dry erase marker, or the like) that will need to take a rout
check or fear check. This kind of tracking can also be useful to help you remember which units have already
moved or attacked this turn.
The Pre-Combat Courage Phase is divided into five steps:
Step 1: Rout Checks
Step 2: Free Attacks
Step 3: Second Rout Checks
Step 4: Rout Movement
Step 5: Fear Checks

Step 1: Rout Checks


Starting with the active player, each player completes his units rout checks.
If a unit fails its rout check:
Erase its standing orders. Its command circle is left blank until it rallies.
If it is engaged, and not engaged on the rear, turn it around.
If it is unengaged, face it toward its table edge.

Step 2: Free Attacks


After all rout checks have been taken, each unit that is engaged with a routing unit gets to make a free attack on the routing unit.
A free attack is in addition to normal attacks made during the Combat Phase. (Routing units cannot attack.)

Step 3: Second Rout Checks


If a routing unit receives sufficient damage (see Damage and Routing) during a free attack, it must make
a second rout check. If it fails, it is destroyed.

Step 4: Rout Movement


After all free attacks and second rout checks, each unit routed this phase moves. (See Routing Units.) If,
after this movement,the routing unit is still engaged with one or more enemy units, the routing unit is destroyed.
Note: On the turn it routs from an engagement, a unit will move to maximize the space between it and the enemy
unit(s) with which it was engaged.

Step 5: Fear Checks


Starting with the active player, each player completes his units fear checks.
If a unit fails the check, it becomes frightened. A frightened unit gets

(-1) -1/-1 for the turn.

Note: A unit never takes more than one fear check per turn.
Note: A fearsome unit doesnt take fear checks from engaging other fearsome units.

Routing Units
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Routing units cannot make attacks.


If a routing unit is engaged, it is destroyed.
If a routing unit fails a rout check, it is destroyed.
When moving a routing unit, measure from its front center point to the point it is routing to. No maneuvering is necessary- just pick up the unit and place it in its new position.
On its turn, if a routing unit is not rallied, it will move toward its table edge.
w It will take the shortest path that avoids impassable obstacles and enemy units.
w If its path runs it into a friendly unit, it will stop for the turn. When it is time for the routing unit to
move on its next Movement and Command Phase (you may rally it or move the friendly unit first),
if it is still abutted against the friendly unit and still routing, pick up the routing unit and move it to
the opposite side of the friendly unit. The friendly unit that the routing unit moved through may not
move or shoot this turn, and takes a rout check in the Pre-Combat Courage Phase.
When a routing unit comes to a table edge, it stops. If it is not rallied on the next turn, it will move off
of the table edge. Units that rout off the table edge are removed from the game and may not return to
play.

Combat Phase
The Combat Phase is divided into four steps:
Step 1: Choosing Defenders
Step 2: Active Players Attacks
Step 3: Non-Active Players Attacks
Step 4: Removing Destroyed Units

Step 1: Choosing Defenders


At the beginning of the Combat Phase, before any attacks are made, each unit determines which enemy
unit it will attack. If a unit can attack more than one enemy unit, then you must choose which one to attack.
If, when it is time for a unit to attack, the defender has no damage squares left, the attacker does not get to attack.

Step 2: Active Players Attacks


All of the active players engaged and shooting units make their attacks in any order (see Attacks).

Step 3: Non-Active Players Attacks


All of the non-active players engaged units make their attacks in any order.
Note: All attacks during the Combat Phase are considered to be simultaneous. If a unit is damaged or destroyed during the active players attacks, it still gets to attack at the strength with which it began the Combat
Phase.

Step 4: Removing Destroyed Units


All units destroyed during the Combat Phase are removed at this time.

Attacks
The process of a unit rolling to hit and rolling to damage against an enemy unit is an attack.
Engaged Attacks
All engaged units attack each turn. A unit may attack any unit with which it is engaged.
Shooting Attacks (Range)
Only the active players units may make shooting attacks. Units may only shoot at targets in their front arc
that are in range. A unit is considered to be in range if the distance between the shooters front center point and
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any center point on the enemy unit is less then or equal to the shooters range. A target is considered to be at
long range (see Shooting Combat Modifiers) if it is over 7 away and up to 14 away.
Note: If a shooting unit has an enemy unit as an objective and that enemy unit is out of range (or is otherwise an invalid target), the shooting unit will shoot the closest enemy unit that is within range.
Line of Sight (LOS):
To shoot a target, units with LOS range must be able to draw a straight line between their front center
point and any center point of the enemy unit without crossing other units or line of sight blocking terrain features.
Indirect Fire:
Unless a unit with range has the characteristic LOS (line of sight), it is considered to be indirect fire. Indirect fire, like flights of arrows, is fired at an upward angle and travels along an arc. Indirect fire can travel over
walls, friendly units, and other things that would block the line of sight to the enemy unit. It is assumed that
each player has spotters on the battlefield which tell the indirect fire units the location of their unseen enemies.

Playing Command Cards


When a command card is played, immediately do what the card says. Players must wait for that card to take
effect before they may play other cards.
Outside of an attack, the active player has the first opportunity to play a command card.
Inside of an attack, the attacking player has the first opportunity to play command cards.
During an attack, each player may play up to one command card.
Example: You may play Force to increase your attackers power or Accuracy to boost its offensive skill, but you
may not play both during a single attack.
Note: Many command cards affect combat rolls, so be sure to give your opponent an opportunity to play cards
before rolling dice.

Combat Rolls
A combat roll is when dice are rolled to hit or rolled to damage. Any combat roll (after all modifications
have been made) of 1 is always successful and any 6 is always a failure, regardless of the two units stats.
Rolling to Hit
When a unit attacks, roll dice equal to its attack dice. Each die roll less than or equal to the attackers offensive skill minus the defenders defensive skill will hit.
Rolling to Damage
Each die that hits is rolled again to see if the hit is hard enough to do damage. Each die roll less then or
equal to the attackers power minus the defenders toughness will do one damage.

Damage Resolution
For every point of damage a unit takes, mark off one damage square on its damage bar. The color of the
remaining damage squares indicates the morale and fighting strength of the unit.
You should alternate ways of marking damage squares so you can tell how much damage was done this
turn. (This will help ensure that a unit strikes back at the correct strength and that rout checks are taken when
appropriate.)
Note: Damage squares are checked off from left/green to right/red.
Damage and Routing
Any time a unit marks off the last green or yellow damage square or any red damage square it must take a
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rout check at the end of that phase.


Destroyed Units
When a units last damage square is marked off, the unit is destroyed. A destroyed unit is removed from
the game at the end of the phase in which it was destroyed.

Combat Modifiers
Multiple modifiers are cumulative.
Example: A unit in the red that charges into an enemy flank gets

(-2) +1/+1,

-2.

General Combat Modifiers


In the Yellow
(-1) -0/-0 and -1
A unit is in the yellow if all of its green damage squares are marked off and at least one yellow damage
square is not marked off.
In the Red
(-2) -0/-0 and -2
A unit is in the red if all of its green and yellow damage squares are marked off and at least one red
damage square is not marked off.
Frightened
(-1) -1/-1
A unit is frightened if it failed a fear check this turn.
Engaged Combat Modifiers (Hand-to-Hand)
Charging
(+0) +0/+1
A unit is charging if it has the Close standing order, was not engaged at the start of the turn, and is attacking to its front.
Charging cavalry units cause 1 extra hit when they attack. Simply add one die when rolling to damage.
Impact Hits
Some units cause extra hits (impact hits) when charging. For each impact hit, add an extra die when
rolling to damage.
All cavalry units have one impact hit.
Flanking
(+0) +1/+0
A unit is flanking if it is engaging an enemy unit with its front abutted against the enemy units right or
left flank.
Attacking to your Flank
(-1) -0/-0
Rear Attacking
(+0) +1/+1
A unit is rear attacking if it is engaging an enemy unit with its front abutted against the enemy units
rear.
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Attacking to your Rear


(-0) -1/-1
Pinching
(+0) +1/+1
A unit is pinching if it is engaged with exactly one enemy unit that is also being engaged on another
side. If that enemy is engaged on multiple other sides, the unit gets multiple pinching bonuses.
Shooting Combat Modifiers (Range Combat)
Long Range
(-0) -1/-0
(more than 7 and up to 14)
A unit recieves the long range combat modifier if the distance from its front center point to the closest
center point on the target unit is more than 7 but less than 14
Extreme Range
(-0) -2/-0
(more then 14)
A unit receives the extreme range combat modifier if the distance from its front center point to the
closest center point on the target unit is more than 14.
Cavalry Target
(-0) -1/-0
A unit receives the cavalry target combat modifier when shooting at a cavalry unit.
Large Target
(+0) +1/+0
A unit receives the large target combat modifier when shooting at a large unit.
Colossal Target
(+0) +2/+0
A unit receives the colossal target combat modifier when shooting at a colossal unit. (This replaces the
large target modifier.)
Move and Shoot
(-0) -1/-0
A unit receives the move and shoot combat modifier if it moves and shoots in the same turn.
Fast-Moving Target
(-0) -1/-0
A unit receives the fast-moving target combat modifier if it shoots at a unit that moved on its last turn with
a MC of LL (7) or more.
Terrain Combat Modifiers
For terrain combat modifiers see the Advanced Rules, included in all Reinforcement Decks.

Post-Combat Courage Phase


If a unit took sufficient damage during the Combat Phase (see Damage and Routing), it will need to take a
rout check during the Post-Combat Courage Phase.
This phase is divided into four steps (see Pre-Combat Courage Phase):
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Step 1: Rout Checks


Step 2: Free Attacks
Step 3: Second Rout Checks
Step 4: Rout Movement

End of Turn
After completing and resolving all post-combat rout checks and making sure all destroyed units have been
removed from play, the active players turn ends. The next player becomes the active player and begins his
Movement and Command Phase.

Advanced Rules
Core and Elite Units
Core units have the word core next to their point cost on the back of the card. An army must contain 1 core unit for
every full 500 points available in army building.
Elite units have the word elite next to their point cost on the back of the card. An army may contain a maximum of 1
of each type of elite unit for every full 1,000 points available in army building.
For example: A 1,500 Men of Hawkshold army must contain 3 core units and may contain up to 1 Longbowmen and 1
Knights.

Core and Elite Units from the 2005 Battleground Armies


The core and elite unit rules were added in the 2.0 version of the Advanced Rule Book. The following are the core and
elite units for the armies printed in 2005:
Men of Hawkshold

Core UnitsBowmen, Militia, Peasant Mob, Spearmen, Swordsmen

Elite UnitsKnights, Longbowmen
Undead Army

Core UnitsGhoul Pack, Skeleton Bowmen, Skeleton Horde, Skeleton Spearmen, Zombies

Elite UnitsDeath Knights, Giant Catapult, Abomination
Orc Army

Core UnitsGoblin Bowmen, Goblin Raiders, Goblin Spearmen, Orc Spearmen, Orc Swordsmen

Elite UnitsGoblin Bomb-Chucker, Trolls

Advance to Short Range


(Standing Order)
Advance to Short Range is a standing order, which may only be given to units with range.
If the unit is in short range (7 or less) of and has the appropriate facing to shoot the nearest enemy unit, it remains in
place and makes a shooting attack during combat. Otherwise, it moves its maximum movement toward the nearest
enemy unit and shoots if possible.

Sound the Charge


The active player may spend his entire
allotment of command actions for the turn to sound the charge. If he does, he may then change the standing orders
of any number of his non-routing units to close or range (with no objectives or other modifiers) and then rallies all of
his routing units.

Back-up Unit
A back-up unit represents having deep ranks in your armys line.
If a unit is on close and its front center point is touching the rear of a friendly unit, it is considered a back-up unit for
that friendly unit (each unit may only be a back-up unit for a single friendly unit).
If the friendly unit fails a rout check you may choose to destroy it instead of having it rout. If the friendly unit is destroyed (normally or via the above rule) you may move the back-up unit into its place. This special move:

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Takes place when the destroyed unit is removed from the game.
Does not count against the units movement.
Does not count as a final rush.
Does not cause either unit to be considered charging.
Does not trigger any fear or rout checks.
Note: A destroyed unit is removed from the game at the end of the phase at which it was destroyed. Keep this in mind
when determining if the back-up unit would make free attacks on routing enemy units.
Note: The back-up unit will move to the exact position the friendly unit was in, so if the friendly unit was pinched, the
back-up unit will be pinched.

Colossal Units
A colossal unit comes as two cards, with half of the artwork on each card. We recommend taping these cards together
using a clear tape on the back of the cards. You can then fold along the taped edge to fit the cards back in your deck box.
The following rules apply to a colossal unit:
A colossal unit is considered large (e.g. terrain movement modifiers and spearmen bonuses).
If its movement is stopped by a non-colossal friendly unit (using the Irregular Movement rule from the Basic

Rulebook), it does one damage to that friendly unit.
If it fails to do at least one damage during a non-shooting attack (before any damage prevention or redirection

effects) it does one damage instead.
It is considered a line-of-sight blocking terrain feature.
Non-colossal units do not block line-of-sight to and from this unit.
It may final rush into any space that would be big enough for a normal unit.
-If there is insufficient room to
fit both cards of the colossal unit, slide the front\card under the enemy unit.
(This represents the colossal unit standing over small enemies or grappling with large ones.)
-If more room becomes available later, slide the card back out.
It is considered to have three center points on its flank (the center of each card and the point where the two cards

come together).
-Enemy units will final rush the nearest of these center points when final rushing this units flank. In the case
of two units final rushing the same flank, simply place them so that both cards get the maximum frontage
engaged.
It does not take rout checks from being pinched.

Terrifying
Terrifying units are even more frightening then fearsome units. A terrifying unit is considered fearsome except:
Normal units make their fear check at -1 against terrifying units.
Fearsome units have to make fear checks (at no penalty) against terrifying units.
Terrifying units do not need to make fear checks against other terrifying units.

Final Rushing With a Flank


When a unit final rushes with a flank, move either of its flank center points to
the center point on the nearest open side of
the nearest enemy unit. No maneuvering is necessaryjust pick up the unit and place it in its new position. A unit is
eligible to final rush with a flank if:
It is near enough to final rush, but obstacles prevent the unit from doing any final rush with its front, and
Obstacles would not prevent it from final rushing with its flank.
If a unit is eligible to final rush with its flank you may choose whether or not it does so. This does not cost a command action. A unit final rushing with a flank is considered charging for that turn, but still suffers the normal penalties for being flanked.

Lining Up while Engaged


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If at the end of your Movement and Command Phase one of your units is engaged with a single enemy unit and
their center points are not lined up, then (if possible) move your unit so that their center points line up.
Note: This does not change which side (front, flank, rear) of the units are engaged.

Overkill
When a unit attacks, if it needs a 6 or greater to hit or to damage, then you may change one of your dice from a
6 to a 5 for each point higher than a 5 you need on
the relevant roll. These modifications are made before any command cards are played.
Example: A unit of Trolls charges into a Peasant Mob. The charging Troll (5)5/8 needs a 4 to hit and a 7 to
damage the Peasant Mob 1/1. When rolling to damage, the controller of the Troll may change up to two 6s into
5s.

Terrain

Terrain can have a dramatic effect on a battle. A fence or muddy ground might slow advancing troops. Walls or
a wood line can provide life-saving cover. Understanding the tactical implications of terrain is a critical skill for any
general.

Representing Terrain
You can represent terrain in a variety of ways. Anything you can put on your play surface that you and your opponent will
recognize as terrain will suffice.

Buying Terrain
A variety of 3-D terrain is available at miniature gaming shops and hobby shops (miniature railroad terrain, for
example). Your Move Games is planning to release 2-D terrain in April 2007.

Making Your Own Terrain


If youre really cheap (like Dave Humpherys), you can make your own terrain. Construction paper works well for
this. An 8 green circle makes a good patch of forest or a hill, blue paper cut into 2.5 wide strips could represent a
stream or river, etc.

Terrain and Movement


When a unit moves through most types of terrain, its movement category (MC) is modified. If a unit moves
though multiple types of terrain or in and out of terrain in a single move, it gets the lowest MC (largest penalty) for its
entire move.
MC modifiers from terrain are cumulative with other MC modifiers (such as maneuvers). If a unit is about to
move into terrain that would lower its MC to an amount less than or equal to the distance it has already moved that
turn, its move ends at the edge of that terrain feature.

Terrain Types
Roads
+1 MC, +2 MC for wheeled
Forest
-1 MC, -3 MC for wheeled and large
Soft Cover
More then 2.5 of forest blocks line of sight.
Indirect fire is not possible into, out of, or within a forest if it would pass though 2.5 or more of the forest.
Indirect fire over a forest is unaffected.
Low Brush
-1 MC, -3 MC for wheeled
Shallow Water (streams, rivers, ponds, etc.)
-2 MC
-1 MC for large
Deep Water (rivers, ponds, lakes, etc.)

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-2 MC for large
-3 MC for non-large who can swim
(no platemail, no pole-arms, no bows)
Impassable for others
Soft Cover for non-large
Units in deep water may not shoot.
River Rapids
-3 MC for large
Impassable for others
Soft Cover
Units in river rapids may not shoot.
Very Deep Water
-3 MC for units that can swim (no platemail, no pole-arms, no bows)
Impassable for others
Soft Cover
Units in very deep water may not shoot.
Swamp or Bog (shallow water)
-2 MC
-1 MC for large
Impassable for wheeled
Soft Cover
Wet Ground (muddy, very shallow marsh, etc.)
-1 MC
-2 MC for wheeled
Sand
-1 MC
-2 MC for wheeled
Rough Ground (Rocky, jagged etc.)
-1 MC
-2 MC for cavalry
-3 MC for wheeled
Very Rough Ground
-2 MC
Impassible for cavalry and wheeled
Stakes (Very long sharpened stakes angled toward the enemy )
-1 MC
-3 MC for cavalry
Impassable for wheeled
Defended Obstacle
Hedges, Fences
-1 MC for non-large
Impassable for wheeled
No effect on large
Soft Cover
Gives defended obstacle bonus against non-large attackers
Low Walls
-1 MC for non-large units.
Impassable for wheeled
No effect on large

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Hard Cover
Gives defended obstacle bonus against non-large attackers
Hills
Each 10 of altitude counts as a different elevation level. Rings, like those found on a terrain map, denote changes
in elevation level.
Blocks line of sight to far side
Units on hill have LOS to anything on lower elevation levels not blocked by intervening LOS blocking terrain of
equal or higher elevation.
-1 MC when moving uphill.
High Ground
Cliffs or Rocky High Walls
Stop normal movement when cliff/wall is reached.
Every full turn spent at the base, a unit may climb (see below for climbing speeds). When it reaches the top, move
the unit to the other side of the cliff.
Once it is 10 below an enemy it would be abutted against, it must stop and fight.
Non-large unencumbered foot units (no platemail, no pole-arms, no bows) climb 10 per turn. (Use a die to keep
track of height climbed.)
Encumbered foot units with ladders and encumbered large units climb 10 per turn.
Large unencumbered foot units climb 20 per turn.
Non-large unencumbered foot units with ladders climb 20 per turn.
Large unencumbered foot units with ladders climb 30 per turn.
Impassable to all others
High walls with ramparts give defenders the prepared fortification bonus.
High Ground
Smooth High Walls
Impassable without ladders
With ladders, same as cliffs
Smooth high walls with ramparts give defenders the prepared fortification bonus.
High Ground
Note: You and your opponent may agree to give some units ladders as part of a scenario. Ladders and other
siege equipment will be covered in the Battleground: Fantasy Warfare Siege expansion.

Terrain-Based Combat Modifiers


High Ground

(+0) +1/+0
A unit has the high ground if more than half of the unit is on a higher elevation than more than half of the enemy
unit.
Soft Cover

+1/+0 vs. shooting
A unit has soft cover if more than half of the unit is within a terrain feature that grants soft cover.
Hard Cover

+2/+0 vs. shooting
A unit has hard cover if:
More than half of the unit is within a terrain feature that grants hard cover, or more than half of the unit is abutted
against a terrain feature that grants hard cover (such as a stone wall) and that terrain feature is between it and the
shooter.
Defended Obstacle

+0/+1 (engaged only)

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A unit receives a defended obstacle bonus if its standing orders are Hold and more then half of the engaged side
of the unit is abutted against the obstacle. For units on either side of a defended obstacle to be engaged, at least one
of the units must have the Close standing order. (A unit with the Close standing order is attempting to climb the
obstacle and engage the enemy.)
Prepared Fortification

+1/+1 (engaged only)
A unit receives a prepared fortification bonus if it is inside the fortification, the enemy is outside the fortification,
and the more then half of the engaged side of the unit is abutted against the fortification. For units on either side of a
prepared fortification to be engaged, the unit outside the fortification must have the Close standing order.
Scaling Cliffs or Walls

(-2) -1/-1 and -1/-1
A unit receives a scaling cliffs or walls penalty while climbing a cliff or wall and engaged with a unit on the top of
the cliff or wall. A unit climbing a cliff or a wall
becomes engaged with a unit at the top of the cliff or wall when it is within 10 of the top.

Advanced Scenarios

In a standard scenario, armies of equivalent strength line up on both sides of an open field and try to destroy each
other.
Advanced scenarios are every other
conceivable type of battle. This section will provide you with some examples and ideas, but any scenario you can think
of and get your opponent to agree to is fair game.
Alternate Victory Conditions
When using alternate victory conditions, there are more and/or different ways to win than the standard scenarios
destroying all of your opponents forces.
Victory Points
Many alternate victory conditions use victory points. The player who scores the most points wins the game. Feel free
to adjust the points awarded as you and your opponent see fit. Unless otherwise specified, points are awarded at the end
of the game. For example, you dont get 250 points for having units in the enemy deployment zone unless the units are
there when the game ends. (see page 24)

Limited Duration Games


Limited duration games end at a specific time or turn. These scenarios are great for a faster game.

Turn Limit Game


Agree on a number of turns you will be playing. The game is over when each player has taken that number of turns.
The winner is the player who gets the most victory points.

Time Limit Game


Agree on a time the game will end. When that time is reached finish the turn. The winner is the player who gets the
most victory points. Players may choose to use an equal turn option. In this case, when time is reached the game
ends when the player who went second finishes a turn.

Achieving Goals
Players win the game or get extra victory points when a specific goal is achieved.
Here are two examples:
The Hunted
Each player writes Hunted on the back of one of their units. Whenever an enemy unit is destroyed or moves off
the table, look at the back that unit. If it is The Hunted, you win the game (or, in a point based game, you get 500
points
and the game ends at the end of the turn).

23

King of the Hill


At the beginning of the game, you and your opponent agree on a location and a number of turns. If either player has
a unit occupying that location for the designated number of turns, he wins the game.

Uneven Forces
In this type of scenario, one player has fewer points to build his army with than the other player. This can be used to
handicap a more advanced player. You can also rebalance the scenario, giving the player with less points advantages in
other areas, like favorable terrain or easier victory conditions.
For example:
Delaying Action
The defender gets a smaller number of points than the attacker. The game ends when the attacker has one or
more units in the defenders deployment zone and the defender has no units in his own deployment zone. The defender gets 100 victory points at the end of each of the attackers turns. The attacker gets no points for his undamaged units or for controlling quarters of the battlefield.

Non-Standard Deployment Zones


The location and size of the deployment zones is different for some scenarios.
For example:
Wagon Train
The defenders deployment zone is a 1 6 wide by 1 deep rectangle in the middle of the table. The attackers deployment zone is the area within 6 of every table edge.

Large Games
In large games, players will have many command actions, enabling them to draw large numbers of command cards.
Use one complete command card deck for every 3,000 points (or fraction thereof) available for army building. Shuffle the decks together into one large deck.

Multiplayer
More then one player can be on one side of a battle. In this case, the players on a side split up points during army
building and divide command actions appropriately.
Example: Player A plays 3,000 points against player B, playing 1,100 points, and player C, playing 1,900 points. On
player As turn he has 6 command actions, and on the shared B and C turn, player B has 2 command actions while
player C has 4 command actions.
Note: Each player may play a different army.
Note: Players may only use command actions and play command cards on their own units.

Optional Rules
Freeform Army Design (Optional Rule)
When playing with this optional rule, core unit minimums and elite unit maximums are ignored.
Flee (Optional Rule)
An unengaged unit that is about to be
engaged may choose to flee. If it does,
remove its standing order, turn it away from the enemy unit and move it away its full move. This is done before the
engaging unit moves, and only if it will be sufficient
to prevent the units from becoming engaged.
After the fleeing unit is moved, reexamine the nearest enemy for the engaging unit. If close enough, it may final rush
that new unit.
Note: A fleeing unit is considered to be
routing.
Height and Range Fire (Optional Rule)
Shooters get L (3.5) added to their range if they are firing at a target on lower ground (elevation level).
24

Shooters get L (3.5) subtracted from their range if they are firing at a target on higher ground (elevation level). This
will not reduce a units range to less then S (2.5).
Hidden Deployment (Optional Rule)
This is used instead of the normal deployment rule. Set up a screen so that players cant see each others deployment
zones.
Players place all their units within the deployment zone and issue standing orders to all their units. Units may be given a location as an objective secretly by drawing the battlefield and writing the objectives number in the appropriate
location on the drawing. The player who spent the least number of points army building (including command cards)
chooses who will take the first turn. The screens are then removed and any objectives are revealed.
Note: Units may not be given an enemy unit as an objective during deployment.
Missile-Blocking Terrain (Optional Rule)
Indirect fire units may not fire past line-of-sight blocking terrain features.
Shooting into Engagements (Optional Rule)
When shooting at an enemy unit that is engaged with friendly units, there is a chance that some of the missiles will
strike the friendly unit. After all command cards have been played, each to hit roll of 6 causes one hit to the
friendly unit (roll to damage normally). If more then one friendly unit is engaged with the target, for each 6 randomly

determine which friendly unit is hit.


Attacking multiple units (Optional Rule)
When a unit is engaged with multiple enemy units, it makes an attack on each enemy unit its engaged with. For each
unit past the first its engaged with, it loses one attack die (this cannot lower its attack dice below one).
Example: A unit with five attacks is engaged with two enemy units on its front and one on its flank. Its engaged with
three units, so it loses two attacks. During the combat phase it will make three separate attacks; a three die attack on
each of the two units to it front and a two die attack on the unit to its flank.

Optional Combat Modifiers


No Line-of-Sight (Optional Rule)
(-0) -1/-0
An indirect fire unit receives the no line-of-sight penalty when shooting at target without a clear line-of-sight.
Engaged Target (Optional Rule)
(-0) -1/-0
A unit receives the engaged target penalty if it is shooting at a target that is engaged.

FAQ
Q: If my unit loses its last green square and all of its yellow squares in the same attack, or it loses more than one red
square in a turn, do I have to take more than one rout check?
A: No. No matter how much damage a unit takes in one phase (e.g. combat), it will only cause one rout check in the
subsequent phase. If, however, a unit takes additional damage from free attacks made when it routs, that damage
can cause it to take an additional rout check.
Q: Will there be more factions?
A: Yes. A new faction will be released every three or four months, so you will always have new and exciting enemies
to face. To find out what army will be released next, visit: www.yourmovegames.com
Q: What happens if I give a unit with the Hold order an enemy unit as an objective?
A: Only range units may be given a Hold order and an enemy unit as an objective. Your unit does not move and always
considers the objective unit the nearest enemy.
25

Q: What happens if a range unit shoots at a routing unit?


A: The attack and any rout checks resulting from it are resolved as normal. Remember, if a routing unit fails a rout
check, it is destroyed.
Q: Does a shooting unit get any combat bonus for shooting at the flank or rear of an enemy unit?
A: No. Combat bonuses for flanking, pinching, etc., only apply to engaged units.
Q: If one of my units is engaged with two enemy units, can I attack both of them?
A: No. Each unit can only attack one enemy unit each turn. During step one of the Combat Phase (Choosing Defend
ers), each player must announce which enemy units his units will attack.
Q: If my unit has a unit as an objective, but is engaged with more than one unit, can I attack either one?
A: Yes. Assigning an enemy unit as an objective only means that your unit always considers it the nearest enemy.
It may still attack any unit it is engaged with, even if it is also engaged with its objective.
Q: One of my units is engaged with two enemy units and I announce that it will attack the first one. Later in the turn,
the second enemy unit routs. Does my unit get to make a free attack?
A: Yes. All units engaged with a routing unit get free attacks.
Q: Do units that always have the Close standing order (like Crazed Goblins) count when totaling the number of
units on each side during the issuing standing orders step (Step 4) of deployment?
A: Yes. If, for example, you have seven units, including two Crazed Goblins, and your opponent has six units,
you will have to issue the first standing orderto a unit other than Crazed Goblins.
Q: Can a unit receive a charging bonus during a free attack?
A: Yes. A unit is considered charging if it has the Close standing order, was unengaged at the start of the turn
and is attacking to its front.
Q: Can I play a command card during a free attack even if I already played a card when my unit attacked the
first time?
A: Yes. You may play one command card during each attack, regardless of the circumstances.
Q: If I rally a unit, can I then spend another command action to change its standing order from Hold to Close?
A: No. When you rally a unit, you cannot give it new orders (other than the Hold order it receives when rallied)
and it cannot shoot or move that turn.
Q: What do I do if I roll the wrong number of dice?
A: The roll doesnt count. Roll again with the correct number of dice.
Q: In what order should I move my units?
A: All final rushing units are moved first, then other units are moved in any order you wish. Often, you can get a
unit to move more effectively without changing its standing order by moving neighboring units first, changing its shortest path to the nearest enemy.
Q: What happens if I pinch a unit already being pinched?
A: If it isnt already doing so, it will have to take a rout check in the Pre-Combat Rout Phase. Remember: a unit
can get more then one pinching bonus.
Q: Is there a demo program for Battleground: Fantasy Warfare?
A: Yes. Earn cool stuff by joining our demo program. For more information, email: evilarmy@yourmovegames.com
Q: What do we do if we realize that we didnt follow the rules on a previous turn?
A: These situations are always a judgment call. As a rule of thumb, if you can easily back up, you can correct the prob
26

lem, but if a lot has happened since the error, just leave things the way they are.

Q: What if a player rolls combat dice without giving the other player a chance to play a command card?
A: If both players agree a chance to play a command card was not given, then the player may play the command card.
If he does, the combat dice are re-rolled.
Q: My opponent and I disagree on how to handle a situation or interpret a rule. What should we do?
A: In a league or tournament situation, call the judge and he will make a ruling after both players explain what happened. If you cant agree during a casual game, randomly determine how to handle the situation this game (by rolling a die, for example). Before you play again, try to agree on how you will handle the situation if it comes up again.

For an up-to-date FAQ, or to submit your own question, go to www.yourmovegames.com/BFW/faq.

Glossary
Active PlayerThe player whose turn it is.
Army AbilityA special ability specific to each army that can be used by spending command actions.
AttackThe process of a unit rolling to hit
and rolling to damage against an enemy unit.
Back-up Unit A unit in the second rank that can move up to fight if the unit in front of it is destroyed.
BattlefieldThe area where the game is being played. A standard scenario is played on a 26 wide by 3 long surface.
Center PointThe midpoint of any side of a unit card, identified by a small red line.
ChargingDescribes a unit that has the Close standing order, was not engaged at the start of the turn, and is attacking to its front.
Clearly VisibleDescribes an enemy unit when you can draw a line from the front center point of your unit to any
part of that enemy unit (that is in your units front arc) without passing through any other units or line of sight blocking terrain.
CloseA standing order. A unit with this order will move its maximum movement toward the nearest enemy unit.
Colossal Unit A very large unit represented with two cards.
Combat RollsDice rolled to hit or rolled to damage.
Command ActionResources replenished each turn, which represent a generals influence on various aspects of the
battlefield. Command actions may be spent to change standing orders, take direct control of units, use army abilities, rally units, or draw command cards.
Command CircleA blank circle next to the stat bar on a unit card, where standing orders are written.
Core UnitA basic building block of an army. An army must contain one core unit for each full 500 points available
in army building.
Courage CheckThe roll a unit must take in a scary situation. Roll three dice, and if the result is equal to or less than
the units courage, the unit passes the check. (See Fear Check and Rout Check.)
Damage SquaresColored squares on a unit cards damage bar that is marked off to indicate that the unit has taken
damage.
DeploymentThe placement of unit cards at the start of the game.
27

DestroyedDescribes a unit with all of its damage squares marked off, or one that has disbanded as a result of being
engaged while routing or failing a second rout check. Destroyed units are removed from play at the end of the turn.
Direct ControlSpending a command action to maneuver a unit any way you desire and move it any distance up to
its current MC.
Elite UnitA special unit rarely seen in large numbers. An army may contain at most one of a given elite unit for
every full 1,000 points available in army building.
EngagedDescribes opposing units which each have half or more of a card edge in contact with each other.
Extreme Range A combat modifier applied when the target is more than 14 away from the shooter.
Facing SideThe card edge of an enemy unit that is facing your unit. To determine which edge is the facing side,
extend imaginary lines diagonally through the corners of the enemy unit. The side of the imaginary line that your units
front center point is on is the facing side.
Fast-Moving TargetA unit that moved on its last turn with a MC of LL (7) or more.
Fear CheckA type of courage check. A unit failing this type of check becomes frightened.
FearsomeA unit attribute. When a unit engages or is engaged by a unit with the fearsome attribute, it must take a
fear check. Fearsome units never take fear checks.
Final RushA maneuver that is made when a unit is near enough that its front
center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-maneuvering MC modifiers) and its standing order is Close.
FlankingDescribes a unit which is engaging an enemy unit with its front abutted against the enemy units right or
left side.
Free AttackAn attack made outside of the Combat Phase against a unit that just failed a rout check.
FrightenedDescribes a unit that has failed a fear check this turn. Frightened units get
turn.

(-1)-1/-1 for the rest of the

Front ArcEverything in front of the line created by extending the front of a unit card in both directions.
Hard CoverA combat modifier applied when more than half of a unit is within a terrain feature that grants this
status, or more than half of the unit is abutted against a terrain feature that grants hard cover (such as a stone wall),
and that terrain feature is between it and the shooter.
High GroundA combat modifier applied when more than half of a unit is on a higher elevation than more than half
of the enemy unit.
HoldA standing order. A unit with this order will not move.
In the RedA unit is in the red if all of its green and yellow damage squares are marked off and at least one red
damage square is not marked off. Units in the red get (2) -0/-0 and -2.
In the YellowA unit is in the yellow if all of its green damage squares are marked off and at least one yellow damage square is not marked off. Units in the yellow get (1) -0/-0 and -1.
Indirect FireRange fire that travels along an arc over things that would block the line of sight to an enemy unit.
Line of Sight (LOS)An attribute that some range units have. A unit with LOS range must be able to draw a
straight line between its front center point and any center point of the enemy unit, without crossing other units or line
of sight blocking terrain features.
Long RangeA combat modifier applied when the target is more than 7 but not more than 14 away from the
shooter.
Movement CategoryThe distance a unit moves in a turn.
Nearest EnemyNormally, the closest enemy unit within a units front arc. If a unit has been assigned an enemy unit
as an objective, that enemy unit is always considered its nearest enemy, regardless of actual distance.
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ObjectiveA modifier on a standing order that tells a unit to go to a specific location on the battlefield or to attack a
specific enemy unit.
Open SideA side of a unit on which there is enough space to be engaged.
OverkillWhen a unit needs 6 or greater to hit or to damage.
PinchingA combat modifier applied when a unit is engaged with exactly one enemy unit that is also being engaged on another side.
Range AttackA standing order. If a unit with this order is in range of and has the appropriate facing to shoot the
nearest enemy unit,it remains in place and makes a shooting attack during combat. Otherwise, it moves its maximum
movement toward the nearest enemy unit and shoots if possible.
Rear AttackingA combat modifier applied when a unit is engaging an enemy unit with its front abutted against the
enemy units rear.
Rout CheckA type of courage check. When failing this type of check, a unit loses its standing orders and moves
away from the enemy unit until it is rallied.
RoutingWhen a unit breaks and flees from combat (due to failing a rout check). Routing units have no standing
orders and are destroyed if they become engaged or fail an additional rout check.
Soft CoverThe status that a unit achieves if more than half of the unit is within a terrain
feature that grants soft cover.

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Standing OrdersThree commands (Close, Hold and Range Attack) that are written directly on a unit card and
used to determine unit movement.
TerrainNatural or man-made features on the battlefield that may modify movement or
combat.
TerrifyingDescribes a unit that is even more frightening than a fearsome unit

Credits

Game Concept:
Robert Dougherty
Game Design:
Robert Dougherty, Chad Ellis
Game Design & Development:
Robert Dougherty, Chad Ellis and Darwin
Kastle
Faction Art:
Richard Kitner Jr.
Play-testers:
Matthew DeMatteo, Jeffrey Dyer, John Fried, Andrew Gross, Brian Kelly, Yvonne Kelly, Kaile Dutton, Raymond
Mess, Ben Peal, James K Searles II and Anthony Shaheen.
Cover Art:
Richard Kitner Jr.
Graphic Design:
Kaile Dutton

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