Movement at a Glance

Distance

  1. Units move in the Command phase either by initiative or if they receive orders.

  2. Units receiving one order after another are able to move up to three times during the Command phase.

    Types Full Pace Half Pace

    Infantry

    20cm

    10cm

    Cavalry

    30cm

    15cm

    Chariots

    30cm

    15cm

    Artillery

    10cm

    5cm

    Monsters

    20cm

    10cm

    Machines

    Movement distances vary

    Flying Units

    100cm

    10cm

    Characters

    60cm

    60cm

  3. Charging units and evading units move at up to full pace. Units in regular formations of columns or straight lines move at up to full pace unless fortified. Fortified units and units in an irregular formation move at up to half pace.

Terrain

Access Protection Penalty

Open ground

Open to all

Hills and slopes

Open to all

Infantry and artillery defended if higher

Broken or marshy ground

Infantry only

Infantry defended

−1 Command

Loose terrain

Infantry, cavalry, monsters only

No charge bonus

Woods and tall scrub

Infantry only

Infantry defended

−1 Command, 2cm visibility

Villages, towns, built up areas

Open to all

Infantry and artillery defended

−1 Command, 2cm visibility

Individual buildings, boulders, terrain features

Impenetrable

Rivers, lakes, deep water, ravines, deep pits

Impenetrable

Sheer cliffs, mountains

Impenetrable

Roads and tracks

Enables crossing restricted terrain

Infantry defended if crossing dense terrain

Shallow rivers or streams

Infantry, cavalry, monsters only

Infantry defended along edge

Bridges

Open to all

Fords

Infantry, cavalry, monsters only

Low linear obstacles

Infantry, cavalry, monsters only

Infantry and artillery defended

High linear obstacles

Infantry only

Infantry fortified

City and fortress walls

See Siege