Movement at a Glance
Distance
-
Units move in the Command & Initiative phase either by initiative or if they receive orders.
-
Units receiving one order after another are able to move up to three times during the Command phase.
Types Full Pace Half Pace Infantry
20cm
10cm
Cavalry
30cm
15cm
Chariots
30cm
15cm
Artillery
10cm
5cm
Monsters
20cm
10cm
Machines
Movement distances vary
Flying Units
100cm
10cm
Characters
60cm
60cm
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Charging units and evading units move at up to full pace. Units in regular formations of columns or straight lines move at up to full pace unless fortified. Fortified units and units in an irregular formation move at up to half pace.
Terrain
| Access | Protection | Penalty | |
|---|---|---|---|
Open ground |
Open to all |
||
Hills and slopes |
Open to all |
Infantry and artillery defended if higher |
|
Loose terrain, soft sand, fields |
Infantry, cavalry, monsters only |
No charge bonus |
|
Marshes and dunes |
Infantry, cavalry, monsters only |
No charge bonus |
−1 Command |
Woods and tall scrub |
Infantry only |
Infantry defended |
−1 Command, 2cm visibility |
Dense forest |
Infantry only |
Infantry defended |
Irregular formation, −1 Command, 2cm visibility |
Villages, towns, built up areas |
Open to all, all can pursue |
Infantry and artillery defended |
Irregular formation, −1 Command, 2cm visibility |
Individual buildings, terrain features, cliffs |
Impenetrable |
||
Rivers, lakes, deep water, ravines, deep pits |
Impenetrable |
||
Roads and tracks |
Enables crossing restricted terrain |
Infantry defended if crossing dense terrain |
|
Shallow rivers or streams |
Infantry, cavalry, monsters only |
No change bonus |
−1 Command to subsequent orders after crossing |
Bridges and fords |
Open to all |
||
Low linear obstacles |
Infantry, cavalry, monsters only |
Infantry and artillery defended |
|
City and fortress walls |
See Siege |