"A. Activation Phase
• If this is a Free Activation, choose a Battle, Army Activation
(6.1), Standard (15.2), or Pass (6.1). If Pass is chosen, the
non-Active player gets a Free Activation; the Time marker
may be moved (16.1).
• If a Standard is Activated skip to Phase D or move the
Standard and skip to Phase E (15.2).
B. Move/Fire Phase
During Army Activation, Activated units may only Move (7.0).
During a Battle Activation any or all units of the Activated
Battle may Move (7.0) and/or Fire (11.0).
• Place any replacement leaders (5.5).
• Before any unit is moved or fires, first the Non-Active
player plays any Battle Cry or Unsteady Troops Seizure
counters, then the Active player plays any Battle Cry or
Unsteady Troops Seizure counters (6.3).
• Before any unit is moved or fires check Command status
for all Activated units (5.2 & 5.3).
• A foot unit armed with missile weapons may fire only at the
end of its move. Light Cavalry Archers, Medium Cavalry
Archers, and Genitors units may fire before, during, or at
the end of their move. A unit may fire without moving.
• Each unit must finish its movement/firing before another
unit may begin to move/fire.
• The Non-Active player’s units may qualify for Reaction/
Return fire (11.2) or Counter-Charge (13.9) depending on
the Active player’s actions.
• After movement in an Army Activation skip to Phase E.
C. Shock Phase
During a Battle Activation, after all movement/firing for the
activated Battle is complete, Shock combat (12.0) and Charges
(13.0) may be initiated.
1. The Active player designates which of his units are
attacking which defending units, including Charges (13.0).
2. Pre-Shock activities:
a) One at a time, the Active player places each Charging
unit adjacent to its target. Any Reaction Fire caused by
this is resolved (11.2).
b) Roll for terrain-induced Disorder checks for attackers;
apply automatic terrain-induced Disorders.
c) Roll for Shock/Charge Reluctance (13.5).
d) Any Retreat Before Combat (12.2) by the defender is
resolved.
e) The defender attempts any Counter-Charges (13.6) of
which he is capable.
3. The Active player resolves all his Shock and Charge
attacks, in any order he wishes. The Charge Table is used
as long as at least half of the units in an individual attack
succeeded in Charging (not Disordered by Reaction Fire
or Counter-Charged); otherwise the Shock Table is used.
Continued Attack (14.7) markers are placed and Advances
(12.4) are taken.
Exception: Attacks by a single attacker against multiple
defending hexes are resolved at the same time, and they are
considered to be going on simultaneously, with results (which
can be cumulative for the attacker) applied after both attacks
are resolved.
4. All Continued Attacks (14.7) are now resolved. Begin again
at Step 1, except that only units marked with Continued
Attack markers Shock and they must declare a Shock attack;
Charging and Counter-Charging are not allowed.
D. Rally Phase
During Battle Activation, Rally (15.0) any Disordered units that
did nothing for the entire Activation and that are currently not
adjacent to an enemy unit. If a Standard was Activated, Rally
(15.0) any Retired unit belonging to that army in or within one
hex of the Standard, and not adjacent to an enemy unit.
E. Continuation Phase
Make any Battle Flight rolls, and then any needed Pursuit rolls
(14.8 and 14.9). If the completed Activation was a Free Activation, both players make a Loss Check (3.0). If the game does
not end due to Loss Check, Pass or choose to Continue with a
Battle or Army Activation (6.2).
• This cannot be the Battle that just Activated, unless the
Active player has only one Battle.
• Army Activation can only follow an Army Activation. A
Battle Activation can follow Activation of a Battle, Army,
or Standard.
• The Non-Active player may attempt to Seize Continuity
(6.3). If so, he plays a Seizure Opportunity counter
and chooses one of his Battles to Activate. The Active
player may play a Seizure Negation (6.3) counter and the
Continuation attempt is then resolved, otherwise the NonActive player makes a Seizure DR attempt. If successful,
he Activates that Battle and proceeds from Phase B with
that Battle. If not, the Active player gets a Free Activation,
proceed to Phase A; this Free Activation may even be used
to Activate the Battle that just completed Activation.
• If no Seizure attempt occurs, make a Continuation DR attempt
(6.2). If successful, Activate that Battle or Army and proceed
from Phase B. If not, or the Active player Passes, the NonActive player gets a Free Activation and proceeds to Phase A"
As you can see, there are no real 'turns' for each player. The first player can continue to activate his troops if he is lucky enough with his die rolls. The second player can attempt to stop him using a 'seizure counter' to begin activating his own units. However, the first player can also use a 'seizure negation counter' to stop the second player from taking initiative control. Victory in each battle is achieved by eliminating named leaders and enemy units. One very interesting Special Rule is that of 'Timed Engagement'. This is meant to make one side act historically and force them to attack within a certain time period, rather than maneuver about the battlefield. During many of these battles knights became 'fire and forget' weapons that just launched themselves at the first enemy they saw. This would include complete loss of brain function and force the knights to attack at the worst possible time and place. Roughly this equates to when a male elephant goes into 'musth' from a huge testosterone boost. The knights would only think of striking an enemy and being the first to do so. Hence, the wall of dead seen in front of the English archers in many of the Hundred Years War battles.
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Do you like Long Odds?
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The individual Battle Books are amazing in the historical detail and all of the information needed for setup and play for each battle. There are also some funny quips added to the mix, "Say goodnight Gracie" being one of them. To say that I really like the series is a complete understatement. I think that this is one of the finest designs that Richard Berg ever came up with. I would love to have an ancients game using this system. I normally do not mention prices, but this game is a true steal at under $100. All three games were probably in the $70 range when released, so you really get some bang for your buck. Even if you do not know a York from a Lancaster these games will be an excellent addition to your collection. Easy rules, relatively short game times, and a small map footprint mean that you will have them on your table in no time. The choice of battles in Europe and Outremer is incredible in its scope. Thank you so much GMT Games for letting me review this new edition of this Berg masterpiece.
Robert
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