Podcast
Questions and Answers
What is the recommended size for the playing surface?
What is the recommended size for the playing surface?
- 5'x5'
- 6'x3'
- 7'x4'
- 6'x4' (correct)
How far apart should armies deploy if playing on a smaller surface?
How far apart should armies deploy if playing on a smaller surface?
- 24" (correct)
- 12"
- 36"
- 48"
How many pieces of terrain are recommended to be placed on the playing surface?
How many pieces of terrain are recommended to be placed on the playing surface?
- 8 or more
- 5 or more
- 12 or more
- 10 or more (correct)
What can be used as terrain pieces if great looking pieces are not available?
What can be used as terrain pieces if great looking pieces are not available?
What is the recommendation for setting up the table to provide a balanced playing field?
What is the recommendation for setting up the table to provide a balanced playing field?
What are the force organisation rules aimed at achieving?
What are the force organisation rules aimed at achieving?
What is the maximum number of heroes players can bring at 2000pts?
What is the maximum number of heroes players can bring at 2000pts?
How many copies of the same unit can players bring at 2000pts?
How many copies of the same unit can players bring at 2000pts?
What is the maximum value of a single unit at 2000pts?
What is the maximum value of a single unit at 2000pts?
What is the maximum number of units players can bring at 2000pts?
What is the maximum number of units players can bring at 2000pts?
Who starts deploying their army first after the mission has been set up?
Who starts deploying their army first after the mission has been set up?
How are game rounds structured?
How are game rounds structured?
When does the game start with the first round?
When does the game start with the first round?
What happens once all units have activated in a round?
What happens once all units have activated in a round?
Which action allows a unit to move 6” and shoot after moving?
Which action allows a unit to move 6” and shoot after moving?
When does the winning player start deploying their army?
When does the winning player start deploying their army?
What is the distance within which a unit must be fully deployed from their table edge?
What is the distance within which a unit must be fully deployed from their table edge?
How is a game round structured?
How is a game round structured?
When does the game end?
When does the game end?
When does a player activate a unit?
When does a player activate a unit?
What happens once all units have activated in a round?
What happens once all units have activated in a round?
How are game turns structured?
How are game turns structured?
How are unit activations structured?
How are unit activations structured?
What determines who activates first on each new round?
What determines who activates first on each new round?
What is the maximum distance a unit can move when taking a Rush action?
What is the maximum distance a unit can move when taking a Rush action?
What restriction is ignored by models taking a Charge action?
What restriction is ignored by models taking a Charge action?
What is the primary purpose of Unit Coherency?
What is the primary purpose of Unit Coherency?
Which action allows a unit to move by up to 6" and shoot after moving?
Which action allows a unit to move by up to 6" and shoot after moving?
What must happen if a model is not in coherency with its unit at the beginning of its activation?
What must happen if a model is not in coherency with its unit at the beginning of its activation?
When taking a Hold action, what are the restrictions on the movement and turning of models in the unit?
When taking a Hold action, what are the restrictions on the movement and turning of models in the unit?
What is the maximum distance a unit can move when taking an Advance action?
What is the maximum distance a unit can move when taking an Advance action?
What is the maximum distance a unit can move when taking a Charge action?
What is the maximum distance a unit can move when taking a Charge action?
When taking a Rush action, what restrictions apply to the movement and turning of models in the unit?
When taking a Rush action, what restrictions apply to the movement and turning of models in the unit?
What is required for a unit to pick a valid target for shooting?
What is required for a unit to pick a valid target for shooting?
What determines how many attacks a unit has for shooting?
What determines how many attacks a unit has for shooting?
What is the sequence for firing multiple weapon types in a shooting action?
What is the sequence for firing multiple weapon types in a shooting action?
What determines whether models in a unit can fire at different targets in a shooting action?
What determines whether models in a unit can fire at different targets in a shooting action?
What is the next step after determining how many attacks the unit has in total for shooting?
What is the next step after determining how many attacks the unit has in total for shooting?
What is the consequence of a failed Roll to Block?
What is the consequence of a failed Roll to Block?
When does the defending player remove models as casualties from the target?
When does the defending player remove models as casualties from the target?
When taking a Charge action, what determines if an enemy is a valid target for a unit?
When taking a Charge action, what determines if an enemy is a valid target for a unit?
During a Charge move, how far must charging models move to get into base contact with an enemy model from the target unit?
During a Charge move, how far must charging models move to get into base contact with an enemy model from the target unit?
In the Melee Sequence, what is the second step for the charging unit and the target unit?
In the Melee Sequence, what is the second step for the charging unit and the target unit?
Which models may attack an enemy unit during a melee?
Which models may attack an enemy unit during a melee?
What is the maximum distance non-charging models from the target unit can move to get into base contact with charging models during a Charge action?
What is the maximum distance non-charging models from the target unit can move to get into base contact with charging models during a Charge action?
In a Charge action, what determines if a model is in base contact with an enemy model from the target unit?
In a Charge action, what determines if a model is in base contact with an enemy model from the target unit?
During a Charge move, what is the maximum distance charging models can move?
During a Charge move, what is the maximum distance charging models can move?
What determines if a model may strike at models from the target unit during a melee?
What determines if a model may strike at models from the target unit during a melee?
What is the second step in the Melee Sequence for the charging unit and the target unit?
What is the second step in the Melee Sequence for the charging unit and the target unit?
What is the first step in the Melee Sequence for the charging unit and the target unit?
What is the first step in the Melee Sequence for the charging unit and the target unit?
What is the third step in the Melee Sequence for the charging unit and the target unit?
What is the third step in the Melee Sequence for the charging unit and the target unit?
What is the consequence for models attacking in melee for the first time during a round?
What is the consequence for models attacking in melee for the first time during a round?
What determines how many attacks a unit has in total for melee?
What determines how many attacks a unit has in total for melee?
When does the defending player remove models as casualties from the target?
When does the defending player remove models as casualties from the target?
What is the effect of a failed Roll to Block?
What is the effect of a failed Roll to Block?
When does the defending unit have the option to strike back in melee combat?
When does the defending unit have the option to strike back in melee combat?
What is the effect of striking back for the defending unit in melee combat?
What is the effect of striking back for the defending unit in melee combat?
When may activated units in a melee combat strike back?
When may activated units in a melee combat strike back?
What happens if one unit causes more wounds than the other in a melee?
What happens if one unit causes more wounds than the other in a melee?
When do units need to make consolidation moves?
When do units need to make consolidation moves?
Under what circumstances must the charging unit move back by 1" after determining the winner of the melee?
Under what circumstances must the charging unit move back by 1" after determining the winner of the melee?
When do units need to take morale tests after a melee?
When do units need to take morale tests after a melee?
When does a unit have to take a morale test?
When does a unit have to take a morale test?
What happens if a unit fails a morale test?
What happens if a unit fails a morale test?
How is a morale test conducted?
How is a morale test conducted?
When must a unit in melee take a morale test?
When must a unit in melee take a morale test?
What happens if a unit's morale test roll is unsuccessful and it has half or less of its starting size or tough value?
What happens if a unit's morale test roll is unsuccessful and it has half or less of its starting size or tough value?
Under what condition does a unit not have to take a morale test even if it dealt fewer wounds in melee?
Under what condition does a unit not have to take a morale test even if it dealt fewer wounds in melee?
What happens if a unit's morale test roll is unsuccessful and it has over half of its starting size or tough value?
What happens if a unit's morale test roll is unsuccessful and it has over half of its starting size or tough value?
What happens if a unit's morale test roll is unsuccessful and it only has half or less of its starting size or tough value?
What happens if a unit's morale test roll is unsuccessful and it only has half or less of its starting size or tough value?
What happens to Shaken units as long as they are shaken?
What happens to Shaken units as long as they are shaken?
What type of terrain counts as having no special rules and is not affected by any terrain rules?
What type of terrain counts as having no special rules and is not affected by any terrain rules?
Which type of terrain stops models from moving through it unless they have specific rules to ignore it?
Which type of terrain stops models from moving through it unless they have specific rules to ignore it?
What type of terrain does not allow units to draw line of sight through it, unless they have specific rules to ignore it?
What type of terrain does not allow units to draw line of sight through it, unless they have specific rules to ignore it?
Which type of terrain provides a bonus to Defense rolls for units in or behind it when blocking hits from shooting attacks?
Which type of terrain provides a bonus to Defense rolls for units in or behind it when blocking hits from shooting attacks?
What type of terrain hinders a model’s movement or forces them to slow down?
What type of terrain hinders a model’s movement or forces them to slow down?
Which type of terrain counts as any surface that is not specifically defined as a type of terrain?
Which type of terrain counts as any surface that is not specifically defined as a type of terrain?
Which type of terrain counts as any piece of terrain that models can’t see or shoot through?
Which type of terrain counts as any piece of terrain that models can’t see or shoot through?
What is the consequence of a model moving in or through dangerous terrain?
What is the consequence of a model moving in or through dangerous terrain?
What counts as elevated terrain and is impassable?
What counts as elevated terrain and is impassable?
When a unit moves in or through difficult terrain, what is the maximum distance it can move for that movement?
When a unit moves in or through difficult terrain, what is the maximum distance it can move for that movement?
What must a unit do if it is activated in dangerous terrain?
What must a unit do if it is activated in dangerous terrain?
When does a model need to take a dangerous terrain test?
When does a model need to take a dangerous terrain test?
What happens if there are models with the Tough(X) rule in the unit when taking a dangerous terrain test?
What happens if there are models with the Tough(X) rule in the unit when taking a dangerous terrain test?
What is considered as dangerous terrain?
What is considered as dangerous terrain?
What does the special rule 'Ambush' allow a player to do?
What does the special rule 'Ambush' allow a player to do?
What does the special rule 'AP(X)' do?
What does the special rule 'AP(X)' do?
What is the effect of the 'Blast(X)' special rule?
What is the effect of the 'Blast(X)' special rule?
What does the 'Counter' special rule allow a model to do?
What does the 'Counter' special rule allow a model to do?
What is the effect of the 'Deadly(X)' special rule?
What is the effect of the 'Deadly(X)' special rule?
What is the effect of the 'Entrenched' special rule?
What is the effect of the 'Entrenched' special rule?
What is the effect of the 'Fast' special rule?
What is the effect of the 'Fast' special rule?
What must a player do if both players have units with Ambush?
What must a player do if both players have units with Ambush?
What happens if units deploy from Ambush on the last round?
What happens if units deploy from Ambush on the last round?
When does a model with Entrenched get -2 to hit when shooting at models?
When does a model with Entrenched get -2 to hit when shooting at models?
What special rule allows models to move through units and terrain, and ignore terrain effects when moving?
What special rule allows models to move through units and terrain, and ignore terrain effects when moving?
Which special rule multiplies the number of attacks by X when a model charges?
Which special rule multiplies the number of attacks by X when a model charges?
Which special rule allows weapons to shoot at enemies that are not in line of sight, but with a -1 to hit after moving?
Which special rule allows weapons to shoot at enemies that are not in line of sight, but with a -1 to hit after moving?
Which special rule provides a bonus to hit rolls equivalent to Quality 2+ when attacking?
Which special rule provides a bonus to hit rolls equivalent to Quality 2+ when attacking?
Which special rule causes enemy units taking hits to get -1 to Regeneration rolls and must re-roll unmodified Defense rolls of 6 when blocking hits?
Which special rule causes enemy units taking hits to get -1 to Regeneration rolls and must re-roll unmodified Defense rolls of 6 when blocking hits?
Which special rule allows models to ignore cover and all negative modifiers to hit rolls and range?
Which special rule allows models to ignore cover and all negative modifiers to hit rolls and range?
Which special rule allows a model to roll one die for each wound taken, ignoring the wound on a 5+?
Which special rule allows a model to roll one die for each wound taken, ignoring the wound on a 5+?
Study Notes
Game Setup
- The recommended playing surface size is not specified, but armies should deploy farther apart on smaller surfaces.
- 3-5 pieces of terrain are recommended on the playing surface.
- Any objects can be used as terrain pieces if great-looking pieces are not available.
- The table should be set up to provide a balanced playing field.
Force Organisation
- The force organisation rules aim to achieve balanced armies.
- At 2000pts, a player can bring a maximum of 1 Hero per 500pts.
- A player can bring a maximum of 3 copies of the same unit at 2000pts.
- A single unit's value cannot exceed 500pts at 2000pts.
- A player can bring a maximum of 12 units at 2000pts.
Game Flow
- The game starts with the first round after mission setup and deployment.
- A game round consists of unit activations.
- Once all units have activated in a round, the round ends.
- The game ends when all units of one player are destroyed or removed.
Unit Activation
- A unit activates by performing one of six actions: Move, Shoot, Charge, Hold, Advance, or Rush.
- Move: Move up to the unit's Movement value.
- Shoot: Shoot at an enemy unit.
- Charge: Move towards an enemy unit and engage in melee combat.
- Hold: Perform a shooting action, then hold position.
- Advance: Move up to the unit's Movement value, then shoot.
- Rush: Move up to 6" and shoot after moving.
- The winning player starts deploying their army first.
Melee Combat
- Melee combat consists of three steps: charging unit and target unit resolve melee attacks, then the target unit resolves its melee attacks.
- Charging units move into base contact with the target unit.
- Non-charging models from the target unit can move up to 2" to get into base contact with charging models.
- Units can strike back in melee combat if they were charged.
Terrain
- Built-up Area terrain counts as having no special rules.
- Impassable terrain stops models from moving through it unless they have specific rules to ignore it.
- Blocking terrain does not allow units to draw line of sight through it, unless they have specific rules to ignore it.
- Covering terrain provides a bonus to Defense rolls for units in or behind it when blocking hits from shooting attacks.
- Difficult terrain hinders a model's movement or forces them to slow down.
- Open terrain counts as any surface that is not specifically defined as a type of terrain.
- Elevated terrain is impassable and counts as dangerous terrain.
Special Rules
- Ambush allows a player to deploy a unit in hidden positions.
- AP(X) causes X damage to models when they take a hit.
- Blast(X) causes X damage to all models within a certain radius.
- Counter allows a model to make an attack against an enemy unit that charged it.
- Deadly(X) causes X damage to models when they take a hit in melee combat.
- Entrenched provides -2 to hit when shooting at models in cover.
- Fast allows models to move through units and terrain, and ignore terrain effects when moving.
- Furious Charge multiplies the number of attacks by X when a model charges.
- Ignore Cover allows weapons to shoot at enemies that are not in line of sight, but with a -1 to hit after moving.
- Marksman provides a bonus to hit rolls equivalent to Quality 2+ when attacking.
- Toxic causes enemy units taking hits to get -1 to Regeneration rolls and must re-roll unmodified Defense rolls of 6 when blocking hits.
Studying That Suits You
Use AI to generate personalized quizzes and flashcards to suit your learning preferences.
Description
One Page Rules