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:

3.000 points/hex/player

GARRISON MAXIMUM:
1.000 points

UNIT MAXIMUM:
Corps 500 points
Army 1.000 points
GrandArmy 2.000 points


REQUIRED LEADER:
Corps Champion or 2nd level Wz Army Hero or 3rd level Wizard G.Army General

CASUALTY ROLL (D6):
1-3 The model is available.
4-6 The model is eliminated


WITHDRAWING:
Player who was first this turn in a hex may withdraw via any hexsides through which no enemy has entered OR via hexsides he has taken control of.
Player who entered a hex with enemy unit(s) may only withdraw via hexsides he has control of. If at some point his units were the sole occupants of the hex he is now regarded the original owner of hex.


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.


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