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© Wells Expeditions. Sheet by Dave Nicholls (2009) Setting Up & Basic Rules Setting Up & Basic Rules Setting Up & Basic Rules Setting Up & Basic Rules… The Codex The Codex The Codex The Codex & Bases… & Bases… & Bases… & Bases… ‘Sortie’ Base ‘Sortie’ Base ‘Sortie’ Base ‘Sortie’ Base ‘Formation Formation Formation Formation’ Base Base Base Base - Foot Foot Foot Foot ‘Formation’ ‘Formation’ ‘Formation’ ‘Formation’ Base Base Base Base - Cavalry Cavalry Cavalry Cavalry Ref: pg 10 Ref: pg 22 Ref: pg 9 Ref: pg 10

Arcane Legions Cheat Sheet

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Arcane Legions Cheat Sheet

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Page 1: Arcane Legions Cheat Sheet

© Wells Expeditions. Sheet by Dave Nicholls (2009)

Setting Up & Basic RulesSetting Up & Basic RulesSetting Up & Basic RulesSetting Up & Basic Rules…………

The CodexThe CodexThe CodexThe Codex & Bases… & Bases… & Bases… & Bases…

‘Sortie’ Base‘Sortie’ Base‘Sortie’ Base‘Sortie’ Base

‘‘‘‘FormationFormationFormationFormation’ ’ ’ ’

BaseBaseBaseBase ---- Foot Foot Foot Foot

‘Formation’ ‘Formation’ ‘Formation’ ‘Formation’

Base Base Base Base ---- Cavalry Cavalry Cavalry Cavalry

Ref:

pg 10

Ref:

pg 22

Ref:

pg 9

Ref:

pg 10

Page 2: Arcane Legions Cheat Sheet

© Wells Expeditions. Sheet by Dave Nicholls (2009)

Unit type Action

Formation Sortie

Move 2 1

Close Attack 2 1

Range Attack 2 1

Special Order 1 1

Regroup 1 1

Obstacle Range Penalty

Other unit -1 die

Hindering terrain -1 die

Blocking terrain Blocked

Target unit Blocked

Firing into melee -1 die

Accomplishment Victory Points

Kill Formation Unit 2

Kill Sortie Unit 1

Down Commander 1

Control Terrain 3 per turn

OrdersOrdersOrdersOrders & Movement& Movement& Movement& Movement…………

CombatCombatCombatCombat & Victory Points & Victory Points & Victory Points & Victory Points…………

Victory PointsVictory PointsVictory PointsVictory Points…………

In a standard game…

• Players take alternate turns

• Player have 8 order points

Game setup

• First turn is decided by a 2D6 roll off – highest goes

first (Player going first gets an ‘Ambush turn’ – 1/2

order points)

• Deployment MUST touch base edge, and be no

more than 1 ‘Formation’ base length onto table

• Alternate deployment of units

Units can be ‘pushed’ once per turn to repeat the same

(non ‘Special’) action twice (p.16)

NB: If a unit is pushed – it loses one figure as a casualty

REMEMBER TO MOVE & MEASURE

‘NOTCH TO NOTCH’

Missile range – 3 Formation base lengths...

‘Phantom’ Die Roll – Base of 2

SORTIES DO NOT

DRAW BREAKAWAY

ATTACKS (p.21)

IF MOVE OUT OF

COMBAT –

OPPONENT GETS FREE

BREAKAWAY ATTACK

(P.21)

SNAP & SLIDE - ‘NOTCH TO NOTCH’

MISSILE FIREMISSILE FIREMISSILE FIREMISSILE FIRE MODIFIERS MODIFIERS MODIFIERS MODIFIERS

Ref:

pg 24

Ref:

pg 19

Ref:

pg 27

Ref:

pg 23

Ref:

pg 15

Ref:

pg 17

REGROUPING

For 1 order point

Change units facing

AND

Move figures on base

subject to rules…

Moving figure must

conform to OUTLINE

COLOUR, FOOTPAD

SIZE and PEG COUNT

Ref:

pg 11

Ref:

pg 16