The Movement Phase
Movement in Battleaxe is rich and complex, and vital to your victory. You will outmaneuver your opponent, you will get your archers into place for the ideal shot, you will set up flanking cavalry charges to ensure your foe crumbles and flees. Movement is how you dominate the battlefield!
The Movement Phase Sequence is broken down into sub-phases: Start of Turn, Charge!, Compulsory Movement, and Remaining Movement. We will cover all of this in this section.
Moving an army is an important and often decisive part of the Battleaxe game. When opposing commanders are well matched, movement can be as challenging and satisfying as a good game of chess. However, unlike a chessboard, the tabletop is not divided into exact squares. Instead, movement is determined using a measuring tape or ruler.
This section starts with the common rules for moving units on the tabletop and making basic maneuvers, before diving into the sequence of the Movement Phase itself. The same rules govern almost all movement.
Any exceptions that apply to chargers and fleeing troops are discussed in the relevant sub-phase. Also, a few units move in a special way (flying creatures, for example). These are exceptions to the usual rules which, for the sake of convenience, are discussed later in the book under Special Rules relevant to those units.
Comments