12.01Start of Fight Phase
with all units that can, Rules that are triggered at the start of the Fight phase are but you don’t have to resolved now. pile in or consolidate with a unit if you don’t want to.
Fights First, pile-in moves, alternating activations and consolidation.
with all units that can, Rules that are triggered at the start of the Fight phase are but you don’t have to resolved now. pile in or consolidate with a unit if you don’t want to.
Both players make pile-in moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, follo by their opponent. Each unit cannot make more than one pile-in move during this step.
MAXIMUM DISTANCE: 3" ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit: ▪ It is engaged. ▪ It made a charge move this turn. ▪ It was selected to make an overrun fight this phase (12.06). EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select pile-in targets: ▪ If your unit is engaged, select every enemy unit it is engaged with. ▪ Otherwise, select one or more enemy units within 5" of your unit. WHILE MOVING: ▪ Models in base‑contact with one or more enemy models cannot be moved. ▪ Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible. 12 AFTER MOVING: ▪ Your unit must be engaged. ▪ Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. wed START OF FIGHT PHASE Terrain Objective PILE-IN MOVES Each model Terrain Objective Fights First un 2½" moves up to 3". Because both RED units made charge moves this turn, they are both Fights First units this phase and are both eligible to it make pile-in moves, even though the MONSTER is unengaged as it destroyed its charge target in the Charge phase using the Crushing Impact stratagem (15.06). Fights F 1. The RED player makes pile-in moves first. 2. The BLUE player makes pile-in moves next, but as their model is in base-contact with enemy models, it is not moved. irst unit FIGHT PHASE Fight types are marked with this icon. OVERRUN FIGHTS When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it: ▪ It is engaged, or it was engaged at the start of this step. ▪ It made a charge move this turn. Players resolve the following sequence until all eligible units have been selected to fight and their attacks have been resolved: 1. R esolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights Firs unit that is eligible to fight; that unit is selected to fight (below). If this is not possible: ▪ If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit. ▪ Otherwise, the other player selects their next unit. 2. R esolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit selected to fight. If this is not possible: ▪ If there are no units that are eligible to fight, the Fight step ends. � Otherwise, the other player selects their next unit. After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step. WHEN A UNIT IS SELECTED TO FIGHT Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can b one listed below, or one presented elsewhere:
ELIGIBLE IF: Your unit is engaged. EFFECT: Your unit fights as described in Making Attacks (04).
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase. EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04). see NORMAL FIGHT Players alternate selecting units to fight. Fights First units must be selected before any other eligible units. Fights First Terrain Objective OVERRUN FIGHT 3. The BLUE player has no Fights First units, so the RED player selects their next unit. Terrain Objective 1. T he RED player selects their MONSTER to fight. It makes a normal fight, destroying the TRANSPORT. Fights First unit unit 2. The embarked unit makes an emergency disembark move. After doing so, it is unengaged. 4. The RED player selects another Fights First unit. This unit is unengaged, but was engaged with the TRANSPORT at the start of the Fight step, so can make an overrun fight. It first makes a pile-in move to engage the unit that disembarked, then fights, destroying two enemy models. 5. The BLUE player’s unit fights back, but inflicts no damage. FIGHT PHASE NEW FOES TO FACE While using the engaging consolidation mode, your unit can end its consolidation move engaged with enemy units that have not yet fought this phase. If so, each of those enemy units will have an opportunity to fight your unit, so think carefully about how aggressively you want to move your unit using this mode.
Both players make consolidation moves (see below) with all of their eligible units they choose to move. The ‘Eligible If’ sect describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, follo by their opponent. Each unit cannot make more than one consolidation move during this step.
MAXIMUM DISTANCE: 3" ELIGIBLE IF: It is the Fight phase and your unit was eligible t fight this phase. EFFECT: Your unit moves as described in Moving (03). BEFORE MOVING: Select consolidation mode: ▪ O ngoing Consolidation: If your unit is engaged, you must select this mode and select every enemy unit it is engaged with. ▪ E ngaging Consolidation: Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units. ▪ O bjective Consolidation: Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives. WHILE MOVING: ▪ Ongoing Consolidation: Models in base‑contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible. ▪ Engaging Consolidation: Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible. ▪ Objective Consolidation: Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not. AFTER MOVING: ▪ Ongoing Consolidation: Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. ▪ Engaging Consolidation: Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04). ▪ Objective Consolidation: Your unit must be within range of the selected objective.
Rules that are triggered at the end of the Fight phase are resolved now. ion wed ONGOING CONSOLIDATION Terrain Objective OBJECTIVE CONSOLIDATION Terrain Objective The RED player makes consolidation moves first. All engaged units and all units that were eligible to fight this phase can make a consolidation move. Each model moves up to 3". Models in base-contact with enemy models cannot be moved. No enemy units are within 3" of this MONSTER unit, but an objective is within 3", so it moves within range of that objective. BATTLEFIELDS AND TACTICS TERRAIN This section provides r an interactive, themati life and introduce a vi CREATING YOUR OWN BATTLEFIELD Don’t worry if your battlefield doesn’t match a mission’s terrain category requirements; just do the best with the terrain features you have. If a mission does not provide you with guidance, it will be up to the players to decide how to create their battlefield. When doing so, keep in mind that dense terrain features have the greatest impact on visibility and movement. Battlefields with too few dense terrain features can advantage armies that rely on shooting, or disadvantage armies that rely on melee. Also remember to leave sufficient room around dense terrain features for larger models such as MONSTERS/VEHICLES to manoeuvre, especially near the edges of the battlefield. ules for using terrain to transform your gaming table into c battlefield. These rules help to bring your battlefield to tal tactical dimension to your games.