ACTIVATION
EXAMPLE
WEAPON REACH
BLOODSHED
COURAGE
THE TURN
FATE
ARMY LISTS
PROJECTILES
CHARGERS
MAGIC
 
 

Battlestorm Basic

Activation Example

 

Here's a quick sample of how the activation system works.

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.Round 1

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.Round 2

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.Round 3 (End of Turn)

 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.bbd4.gif (11485 bytes)