Turn Sequence I. Movement and Command (in any sequence) - Change Standing Orders (1AP) - Direct Control (1AP) - Rally Routing Unit (1AP) - Use Army Ability (1AP) - Draw Command Card (1AP) - Sound the Charge (All APs) - Maneuver according to Standing Order II. Pre-Combat Courage sequence 1. Rout Checks 2. Fear Checks 3. Other Courage Checks 4. Free Attacks 5. Rout Movement 6. Courage Cleanup (from free attack damage, et al.) III. Combat sequence 1. Choose Attackers & Defenders 2. Active Player Attacks (ranged & melee) 3. Non-Active Player Attacks (melee only) 4. Remove Destroyed Units IV. Post-Combat Courage sequence 1. Rout Checks (in the yellow, or any red) 2. Free Attacks 3. Second Rout Checks (in the yellow, or any red) 4. Rout Movement Effect Notes Roads +1MC Wheeled: +2MC Forest -1MC Wheeled, Large, Colossal -3MC Soft Cover vs Ranged LOS Depth 2.5" Low Brush -1MC Wheeled: -3MC Shallow Water -2MC Large -1MC Colossal No Effect Deep Water Impassable Large: -2MC Colossal: -1 MC May not shoot out of deep water Very Deep Water Impassable Colossal: -2 MC May not shoot out of deep water River Rapids Impassable Large: -3MC Colossal: -2MC May not shoot out of river rapids Swamp -2MC Shoreline Large: -1MC Colossal: -0 MC, no Cover Wheeled: Impassable Soft Cover vs Ranged High Ground vs Water Wet Ground -1MC Wheeled: -2MC Sand -1MC Wheeled: -2MC Rough Ground -1MC Cavalry -2MC Wheeled -3MC Very Rough Ground Stakes -2MC Cavalry & Wheeled: Impassable -1MC (into) Cavalry: -3MC and -1 MC to move out of Wheeled: Impassable Behind: Soft Cover Hedge, Fence, Low Walls -1MC Large & Colossal: No effect Wheeled: Impassable Soft cover vs non-Large/Colossal Hills (uphill) -1MC High Ground Fortifications Impassable Hard Cover Orders Hold Close Range Advance to Long Range (14”) Advance to Short Range (7”) Follow Airborne Modifier: Maximum Move Modifier: Objective Movement Categories Inches 0” 1.25” 1.75” 2.5” 3.5” 5” Card Sides ½S ½L S L SS Inches 6” 7” 8.5” 9.5” 10.5” Card Sides LS LL LSS LLS LLL Special Maneuvers About Face Sideways Terrain Type H C R L S F (A) # # -1MC -1MC Backwards Reform -2MC -2MC Melee Combat Modifiers Unit Status In the Yellow In the Red Shaken Frightened Advantages in Engagements Charging Impact Hit(s) on Charge Flank Attack Rear Attack Pinching (per unit) Disadvantages in Engagements Attacking to your Flank Attacking to your Rear (-1)+0/+0 (-2)+0/+0 (-1)+0/+0 (+0)-1/-1 -1 -2 (+0)+0/+1 Extra Damage Die/Dice (+0)+1/+0 (+0)+1/+1 (+0)+1/+1 cumulative (-1)+0/+0 (+0)-1/-1 Ranged Combat Modifiers Long Range (7.01”-14”) Extreme Range (Over 14”) Cavalry Target Fast-Moving Target (7”+) Move and Shoot Engaged Target Large Target Colossal Target (+0)-1/+0 (+0)-2/+0 (+0)-1/+0 (+0)-1/+0 (+0)-1/+0 (+0)-1/+0 (+0)+1/+0 (+0)+2/+0 Combat Terrain Modifiers High Ground (shooting down) Low Ground (shooting up) Soft Cover Hard Cover (+0)+1/+0 -2.5” (+0)-1/+0 (+0)-2/+0 +2.5” Battleground: Fantasy Battles Master Reference Sheet for Rules v3.0 Updated from the original by Aron Clark & Brian Miller (2006) by the Schenectady Wargamers Association http://www.swa-gaming.org Hosts of one of the biggest Battleground tournaments in the USA Last update: February 23, 2011