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− | CT ION PH A SE�e Action Phase is where the majority of the Action of the battle takes place. Regiments march and counter-march, charge into melee, or �re volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.TUR N SUMMARYTo keep events moving cleanly, we split the battle itself down into a series of Turns, each of which is further divided into a series of Phases. Both you and your opponent act in each phase, harnessing every ounce of wit and guile in an attempt to seize the advantage for your stalwart troops.When a Turn starts, play proceeds through its Phases, and you must complete each one before beginning the next. Once all Phases are complete, so is that Turn, and another Turn begins. �is process continues until the number of Turns given in the Scenario are complete, or either you or your opponent concedes.I� R EINFORCEMENT PH ASERegiments are not deployed at the start of the game. Instead, they arrive as reinforcements as play progresses.During the Reinforcement Phase, group your Regiments set aside as Reinforcements by Class. �en proceed to roll one die for each Regiment in each Class that is to arrive this turn as shown in the Reinforcement table. �is is the Reinforcement Roll. For every successful roll per Class you choose which Regiment of that Class will be coming from Reinforcements. �e rolls required are as shown below:I) R������������ P����• Both Players roll for Reinforcements, i.e. those Regiments and Characters that have been chosen from the player’s collection to participate in the battle, but have not yet entered the �eld. • Any Reinforcements due to arrive are placed to one side, and will March onto the Battle�eld during the Action phase.II) C������ P����• Both Players assemble their Command Stacks, created by players arranging the Command Cards of the units that are participating in the battle in order to determine the order of play in later phases.III) S�������� P����• Both Players roll off to determine who is to be the First Player, i.e. the player who will activate their command stack �rst.IV) A����� P����• Starting with the First Player, the Players take turns activating a unit corresponding to the top Command Card of their Command Stacks, acting with each Regiment in turn until both Command Stacks are empty.V) V������ P����• Check Mission Victory Conditions to see if either side has won.• If neither player has won, a new Turn begins.
| + | The Action Phase is where the majority of the Action of the battle takes place. Regiments march and counter-march, charge into melee, or fire volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others. |
− | 14114 0O��-��-C����� A������ (see page 146)M ARCH Choose a March Action if you want your Regiment to move around the Battlefield, regardless of whether you want it to advance, retreat, or simply �nd a better location from which to �ght. March is the only Action that can be performed twice in an Activation without Special Rules indicating otherwise.CHARGEUse a Charge Action if you want your Regiment to move into contact with an enemy to attack them in close combat.R A L LYA Rally Action restores your Regiment’s morale. You may have your Regiment take a Rally Action only if it is Broken.R EFOR MUse a Reform Action if you want your Regiment to alter its number of ranks and �les, or to turn to face a new direction.TAKE AIMUse a Take Aim Action to give your Regiment a bonus for its next Volley Action this Turn.VOLLEYA Volley Action is used to allow your Regiment to shoot at an enemy.I�-C����� A������ (see page 162)CLASHUse a Clash Action if your Regiment is in base contact with one or more enemies, and you wish to Strike blows against those enemies.COM BAT R A L LYA Regiment will want to attempt a Combat Rally if it is Broken, in order to minimise the chances of it �eeing the battle.COM BAT R EFOR MUse a Combat Reform Action if you want your Regiment to alter its number of ranks and �les, and bring greater numbers to bear on an enemy in base contact.INSPIR EAn Inspire Action can be used to give your Regiment a bonus to its next Clash Action this Turn.W I T H D R AWA Withdraw Action is used when you want your Regiment to disengage from a close combat with enemy Regiments.THE ACTION LISTFor ease of reference, they are split into In-Combat Actions and Out-of-Combat Actions. Out-of-Combat Actions can only be used if the Regiment is not in base-to-base contact with an enemy Regiment. Combat Actions can only be used if the Regiment is in base contact with an enemy Regiment.O���� �� P����e First Player draws the top card from their Command Stack and performs Actions with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment.P����� ���� A������When it is your turn to perform Actions with a Regiment, follow the sequence given below:1� DR AW COMM AND CAR DDraw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battle�eld.If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement.If there are no cards remaining in your Command Stack, play passes to your opponent.2� R ESOLVE DR AW EVENTIf the Command Card you have just drawn has one or more Draw Events, resolve them now. Draw Events are special rules that are triggered the moment the card is drawn.Multiple Draw EventsIf the Command Card has more than one Draw Event (as the result of a Spell or a Character’s special rule, for example), you choose one to resolve. �e exception is if the Command Card has one or more variations on the Decay Draw Event. �e Decay Draw Event must be resolved a�er the Draw Event you have chosen.Not on the Battle�eldIf the Regiment on the Command Card is not present on the Battle�eld (normally because it is arriving as Reinforcements this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by Characters – grant the opportunity to enter the Battle�eld, and are an exception to this rule. If a Character’s Command Card is drawn before that Character has arrived on the Battle�eld, and the Character does not have a Draw Event that will allow the Character to March onto the Battle�eld before taking an Action, that Action is lost.3� TAK E FIRST ACTIONAssuming the Regiment survives its Draw Event (you never know!), it now takes its �rst Action. Choose one of the Actions from the Action list (see page 141), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a March Action as its �rst Action in the turn it appears on the battle�eld.4� TAK E SECOND ACTIONOnce the Regiment’s �rst Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions.A number of Special Rules and abilities can allow a Regiment to perform more than the standard two Actions per Activation. �e timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them.5� DEACTIVATE UNITOnce the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent.‘Until End of Turn’ Draw EventsIf a Regiment is granted a Characteristic bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder.U�����/U�������� �� A��If, for whatever reason, your Regiment cannot Act (or you do not want it to Act), simply skip that step and move onto the next.
| + | |
| + | Order of Play |
| + | The First Player draws the top card from their Command Stack and performs Actions with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment. |
| + | Performing Actions |
| + | When it is your turn to perform Actions with a Regiment, follow the sequence given below: |
| + | 1) DRAW COMMAND CARD |
| + | Draw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battlefield. If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement. |
| + | If there are no cards remaining in your Command Stack, play passes to your opponent. |
| + | 2) RESOLVE DRAW EVENT |
| + | If the Command Card you have just drawn has one or more Draw Events, resolve them now. Draw Events are special rules that are triggered the moment the card is drawn. |
| + | Multiple Draw Events |
| + | If the Command Card has more than one Draw Event (as the result of a Spell or a Character’s special rule, for example), you choose one to resolve. The exception is if the Command Card has one or more variations on the Decay Draw Event. The Decay Draw Event must be resolved after the Draw Event you have chosen. |
| + | Not on the Battlefield |
| + | If the Regiment on the Command Card is not present on the Battlefield (normally because it is arriving as Reinforcements this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by Characters – grant the opportunity to enter the Battlefield, and are an exception to this rule. If a Character’s Command Card is drawn before that Character |
| + | |
| + | has arrived on the Battlefield, and the Character does not have a Draw Event that will allow the Character to March onto the Battlefield before taking an Action, that Action is lost. |
| + | 3) TAKE FIRST ACTION |
| + | Assuming the Regiment survives its Draw Event (you never know!), it now takes its first Action. Choose one of the Actions from the Action list (see page 141), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a March Action as its first Action in the turn it appears on the battlefield. |
| + | 4) TAKE SECOND ACTION |
| + | Once the Regiment’s first Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions. A number of Special Rules and abilities can allow a Regiment to perform more than the standard two Actions per Activation. The timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them. |
| + | 5) DEACTIVATE UNIT |
| + | Once the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent. |
| + | ‘Until End of Turn’ Draw Events |
| + | If a Regiment is granted a Characteristic bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder. |
| + | Unable/Unwilling to Act |
| + | If, for whatever reason, your Regiment cannot Act (or you do not want it to Act), simply skip that step and move onto the next. |
The Action Phase is where the majority of the Action of the battle takes place. Regiments march and counter-march, charge into melee, or fire volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.
Order of Play
The First Player draws the top card from their Command Stack and performs Actions with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment.
Performing Actions
When it is your turn to perform Actions with a Regiment, follow the sequence given below:
1) DRAW COMMAND CARD
Draw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battlefield. If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement.
If there are no cards remaining in your Command Stack, play passes to your opponent.
2) RESOLVE DRAW EVENT
If the Command Card you have just drawn has one or more Draw Events, resolve them now. Draw Events are special rules that are triggered the moment the card is drawn.
Multiple Draw Events
If the Command Card has more than one Draw Event (as the result of a Spell or a Character’s special rule, for example), you choose one to resolve. The exception is if the Command Card has one or more variations on the Decay Draw Event. The Decay Draw Event must be resolved after the Draw Event you have chosen.
Not on the Battlefield
If the Regiment on the Command Card is not present on the Battlefield (normally because it is arriving as Reinforcements this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by Characters – grant the opportunity to enter the Battlefield, and are an exception to this rule. If a Character’s Command Card is drawn before that Character
has arrived on the Battlefield, and the Character does not have a Draw Event that will allow the Character to March onto the Battlefield before taking an Action, that Action is lost.
3) TAKE FIRST ACTION
Assuming the Regiment survives its Draw Event (you never know!), it now takes its first Action. Choose one of the Actions from the Action list (see page 141), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a March Action as its first Action in the turn it appears on the battlefield.
4) TAKE SECOND ACTION
Once the Regiment’s first Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions. A number of Special Rules and abilities can allow a Regiment to perform more than the standard two Actions per Activation. The timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them.
5) DEACTIVATE UNIT
Once the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent.
‘Until End of Turn’ Draw Events
If a Regiment is granted a Characteristic bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder.
Unable/Unwilling to Act
If, for whatever reason, your Regiment cannot Act (or you do not want it to Act), simply skip that step and move onto the next.