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REQUISITION ORDERS
|
UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
Armies are engaged accross wide areas and warriors are in short supply. Commanders face the prospect of having some of their forces called to other fronts.
None used.
1 Players roll a D6 each. The player with the highest score chooses a table edge to deploy along & places one unit within 12" of this edge. The other player will deploy along the opposite edge of the board. Players take turns to place units within 12" of their table edge.
2 Players each roll another D6. The player with the highest score goes first.
3 As the battle proceeds, some units may be requisitioned for a more pressing battle. At the start of each Player's turn the player will roll a D6 for each unit. On a result of '1' the unit must be withdrawn. Remove the unit from the board. Units with a member within 12" of an enemy may ignore requisition orders (i.e. there is no need to roll a D6).
Players win by capturing board quarters (see 'Cleanse' in the rule book).
Reserves are not used.
The game lasts 6 turns.
Units falling back do so towards their own board edge.