Command & Initiative at a Glance

Sequence

  1. Initiative

  2. Revenir

  3. Orders

  4. Characters

Initiative

  1. A unit can charge or evade the closest visible enemy unit within 20cm.

  2. A unit cannot move on initiative and orders in the same turn.

Revenir

  1. Flying units more than 20cm from all friendly characters can home back up to 1D6 × 10cm towards any character before orders are issued.

Orders

  1. A unit can move once each time it is given an order.

  2. A unit can be given up to three orders by the same character.

  3. A unit cannot be given orders by different characters.

  4. You must finish giving orders to one unit before giving an order to another.

  5. You must finish giving orders from one character before giving orders from another character.

  6. A character must roll equal to or less than his Command value on 2D6 to issue an order.

  7. If a roll is failed, the order is not given and no further orders can be issued by that character.

  8. If a roll is failed, the order is not given and no further orders can be issued to that unit.

  9. If the General fails to give an order, no further orders can be given by any other characters.

Malus de Commandement

Per full 20cm distance

−1

Each successive order to the unit

−1

Enemy within 20cm of unit

−1

Unit within dense terrain

−1

Per casualty

−1

Brigade orders

  1. Up to four touching units may be brigaded together and issued a single order.

  2. Units moving as a brigade complete their entire move as a brigade unless one or more units are charging.

Charge

  1. A unit that moves into contact with an enemy is said to have charged.

  2. Once units are touching an enemy unit or supporting friendly units they are engaged in combat.

  3. Units in combat cannot be issued further orders.

Generals, Wizards & Heroes

  1. Characters move once in the Characters sub-phase and can move up to 60cm.

  2. Characters do not need an order to move.

  3. Unless mounted, characters treat terrain in the same way as infantry.