REFERENCE SHEET FOR BASIC CAMPAIGN RULES
TURN SEQUENCY:
1) Begin turn, declare alliances
2) Movement
3)Determine iniative (2d6)
Phases 1-8
4)Battles
-Fight battle
-Check losses
-Withdraw or new battle
-Check Supply
5)End turn
STACKING LIMIT:
REQUIRED LEADER:
WITHDRAWING:
MOVEMENT COST:
| TERRAIN | MP | NOTES |
| Clear | 1 | - |
| Road | - | Halves movement cost, but only if entered from a connected road |
| Forest | 2 | Doubled for LC, halved for WoodElves and Forest Goblins |
| Hill | 2 | Doubled for LC, halved for Dwarfs, Chaos Dwarfs, Night Goblins, Skaven |
| Mountain | 4 | Doubled for LC, halved for Dwarfs, Chaos Dwarfs, Night Goblins,Skaven |
| Swamp | 3 | Doubled for LC, halved for Lizardmen and Skaven |
| Stream | - | Doubles cost to enter hex on other side, except for Lizardmen. Via bridge normal road cost. |
| River | - | Impassable except via bridge. Lizardmen may cross. |
SUPPLY SOURCES:
Home Castle, captured castle, ally Home Castle, friendly city
Supply line may be up to 10 MP long, it must be free of enemy undisrupted units.
River/stream hexsides may be used at a cost of 1/2 and 1 respectively. Adjacent enemy
units cut river or stream supply.