Movement

MOVEMENT (in inches)

Unit Move ROAD BONUS CHARGE MOVE MISSILE RANGE
Armored Foot 6 - 6 -
Heavy Foot 9 - 12 3*
Landsknechte/Swiss 12 - 15 -
Light Foot/Archers 9 - 12 15
Arquibusiers/Crossbowmen 12 - 12 18
Longbowmen 12 - 15 21
Turk Archers 9 - 12 21
Heavy Crossbowmen 9 - 9 24
Heavy Horse 12 3 18 -
Medium Horse 18 6 24 15
Light Horse 24 6 30 18**
Catapults/Cannons 6 3 - ***
Wagons 6 6 - -

* Troops armed with throwing axes and spears (such as Vikings and Saxons) fall into this category.

** Javelin armed troops such as the Spanish c 1200 have a 6" range.

*** Refer to the special sections for these types of weapons.

How to Move

Each player moves his units during either Step 3 First Movement) or Step 4 (Second Movement) of each turn. Units can be moved in any order the player desires charging units first however, all movement for a single unit must be completed before any other figure can -e moved. It is not legal to move some of the figures in a unit, then move a different unit, and then move the remaining figures of the first unit. The figures in a unit must be in formation (regular or irregular) when movement for that unit is completed, but the shape of a unit's formation can be altered during movement.

Each unit has a movement allowance (in inches) listed on its roster. This is the maximum distance that the figures in that unit can move during a turn. A ruler or tape measure is used to determine actual distances on the tabletop.

The distance of a move is measured from the front of a figure's base. For a simple move (for instance, traveling in a straight line with no change of facing or frontage), it is generally sufficient to measure the move for one or two stands of figures in a unit. Move those figures and then bring the rest of the unit up to join it, placing them in the same position relative to the moved figures as they occupied before the move. (See the illustration on the top of page 24.)

A player must declare what a unit will try to achieve with its move before he actually measures out the move. For instance, if he states that one of his units will move toward an enemy unit, intending to attack, but when he measures the move the target turns out to be an inch or two beyond the unit's movement allowance, he must still move his unit forward as far as possible.

Conversely, if he declares that a unit will move as far as it can in a certain direction but upon measuring the move he discovers that it brings the unit into contact with an enemy unit that he did not intend to attack, he must go through with the move as announced.

A player is not required to move any figures. He can move some, but not all, of the figures in a unit—as long as the unit continues to abide by the formation rules when the move is completed.

A unit cannot move through a space occupied by another unit, even if both units are on the same side. It's important to keep this in mind when deciding the order in which units are moved.

A unit that tries to move through a narrow gap between other units or between areas of impassable terrain may have to change frontage (see below) in order to be able to fit through the opening. If it does not have enough movement allowance remaining to make the frontage change, then it must stop and wait until the following turn to continue its movement.

IMPORTANT: As stated above— and emphasized here—it is strictly illegal to pre-measure movement distances (or any other measurement) without first declaring what action a unit will attempt to perform. Once the action is declared, the unit is committed to following through on it.


Articles under Movement


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