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The blue player won Initiative. The blue
player chooses to activate his unit of archers. His archers
may move and fire or they may fire where they are at,
or his archers may move and brace. The blue player opts
to move and brace. We mark the archer with an orange
chit, stone or marker to indicate the unit is brace.
Both players then roll Initiative again. Note that it
is possible for one side to move all units first. In combat
no one ever knows who is going to go first.
In this case the red player wins Initiative. The red
player decides to send in his first infantry unit. He
attacks the archers. Because they are braced, they may
fire at infantry as they approach. The survivors may melee
the archers. After combat is resolved, both units are
marked with a green counter. This indicates that both
units have moved and fired this turn.
After combat is resolved, this round ends
and both players roll Initiative again. Blue wins initiative
and the hero declares on the second infantry unit.
The second infantry unit then declares upon the monster.
The monster declares on the second infantry. The
monster was the last to be declared upon so he must move
first. Combat is resolved after all movement.
When combat occurs, the infantry attacks
first with spears, the hero is second with his sword and
the monster who is using body weapons is last. The
order of this combat will reverse next turn, as the units
are already in melee.
Since the lancer is the only unit who has not moved,
no Initiative roll is necessary. The charger moves
into position and then crashes through the monster and
then the hero. The hero and monster may not reply
the attack as it happened at the same time as they were
attacking infantry 2. After the lancer punches through
the monster and the hero, it accidentally clips its own
infantry and must roll attacks against that unit.
Remember, once a charger commits to the charge, it cannot
turn or change it's movement. Now, the lancer is
marked with a green counter. Since all units are
marked, the turn begins again.
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