A pocket-sized tabletop war between the Bushtail Clans and the Coil of Ssithra.
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Five rounds. Hold the glowing objectives at the end of each round for victory points, or wipe the other side off the table. Drag to orbit ¡ right-drag or WASD to pan ¡ scroll to zoom ¡ Shift-drag to select several.
A mirror match: the east army takes its race's other colours.
Players alternate whole turns for five rounds. Each turn runs through five phases:
| S vs T | S âĨ 2T | S > T | S = T | S < T | 2S ⤠T |
|---|---|---|---|---|---|
| needs | 2+ | 3+ | 4+ | 5+ | 6+ |
Blast weapons drop a circular template. On a hit it lands on the target; on a miss it scatters D6+1" in a random direction. Every model under it takes a hit â friends included, so a template dropped into a fight (or scattering into one) can catch your own units, and the shot's odds name any of yours under it â and the blast damages scenery: walls lose blocks (and the blocks above fall into the gap), trees topple into logs, hedges, crates and mushrooms burst. Rubble and logs still give cover. Rocks are forever.
Line of sight is real: walls block it, one tree or hedge in the way gives cover, two block it. Indirect weapons can fire without sight at â1 to hit. Heavy weapons are â1 to hit after moving. The Constrictor Brute simply walks through walls.
The powder keg (the Powder keg battle size: a Skirmish fought round one). A barrel of black powder at the centre of the table, its four objectives clustered round it. It goes off when it breaks: a template or acid landing near it (the acorns only crack it; a second one does it), or the Brute walking through it. Its blast is a 3" template of its own, S5 AP1 D2, that hits everyone under it, friend and foe, and wrecks the scenery round it; a keg under its blast goes off in turn. Whoever set it off is the one the fallen are counted to, and their own catch it like anyone else. Hold the objectives from their far side if you can.
Lobbing. A blast or indirect weapon throws farther from high ground, and shorter firing up at it, as a thrown thing does: the Trebuchet's 36" reaches 37.9" from a 2" rampart and 33.9" up at one. Direct fire and spells reach their range from anywhere. The range ring and the shot's inches show the reach.
Drag to orbit, right-drag or WASD to pan, scroll to zoom. A battle opens behind your own army (side-on when you watch, or share one screen); đ§ or V steps through the other views, and Home shows the whole board from above. With đĨ on the camera follows the other side's moves, shots and charges, a human opponent's too, never your own. On a Field or Grand board the battle opens behind your half, the keys pan faster the farther out you are, the đē minimap and the roster down the left reach the rest, and after you press End the camera comes back to where you were for your next phase. Units moved together (an AI's turn, a group order, catching up) walk together, and a side's shots and blows play in one tray; â makes them go one at a time.
| Mouse | Keys | Touch | |
|---|---|---|---|
| Pick up a unit | click it | Tab: the next to act | tap it |
| Select several | Shift-drag a box ¡ Shift-click one | Q: every one still to act | â Select, then drag one finger ¡ hold a finger on one |
| All of one kind | double click (a third: the table) | Ctrl-1âĻ9 saves a group, 1âĻ9 calls it | â |
| Pin a formation | click the ground ¡ Alt-drag a line | Enter sends it, Esc drops it | tap the ground, then the flag |
| See before you act | point: the path and inches, the odds ¡ Alt: a move as far as it goes that way | â | hold a finger on the ground or an enemy, slide, lift to act ¡ đ Aim: any drag |
| The camera | drag orbits, right-drag pans, scroll zooms | WASD or arrows pan ¡ V the views ¡ Home the whole board ¡ Space the group | two fingers pan and zoom |
| Elsewhere on the board | click or drag the đē minimap ¡ a row of the roster (its header folds it) | M the minimap ¡ R the roster | tap the minimap ¡ a chip |
Orders on a unit's label: â March ¡ đ¯ Attack ¡ â Hold ¡ âŗ Autopilot ¡ â none. On End: âŗ 3 units will act. A white ghost ring arrives, an amber one falls short; a cyan ring is a unit under orders.
Click one of your units to pick it up, then click where it goes, or the enemy it shoots or charges. Shift-drag a box round several (Ctrl or Cmd as well: add to them), or Shift-click to add or drop one; on a touch screen press â Select and drag one finger (two still pan and zoom), or hold a finger on a unit to add or drop it. With a unit (or a group) picked up, hold a finger on the ground or on an enemy until it ticks: the camera holds still, and as you slide it shows what the mouse would (the path and inches, the odds, a charge's spot, the formation); lift to do it there, or put a second finger down (or slide off the board) to call it off. đ Aim makes every one-finger drag such an aim, no hold needed (two fingers still pan and zoom); it and â Select take turns, switching one on switches the other off. Aimed beyond a unit's reach (or pointed with Alt held), a move goes as far as it goes that way. A double click on a unit picks every one of its kind on screen, a third the whole table. Q or Ready N picks every unit still to act, Tab the next one, Space takes the camera to the group, Ctrl-1âĻ9 saves a group and 1âĻ9 calls it back (twice: the camera goes there).
With a group picked, a click on the ground (in the deployment, or the movement phase) pins a formation there: white rings arrive, amber ones fall short. Alt-drag instead to spread it along a line. Click its flag, press Enter or â to send it (a double click pins and sends); Esc, a right click or â drops the pin. +D6 in the group bar makes a move advance first. In the movement phase a click on an enemy pins an approach (shooters to where it is in range and sight, the rest as near as they can get): click it again, press Enter or â to send it. In the shooting phase every member that can fires at the enemy you click (stopping once it falls), and in the charge phase every member that can charges it. đ¤ Auto these lets the AI play the group's moves, shots or charges this phase, leaving the rest of your army to you (đ¤ Auto plays the whole phase and ends it). Once the table catches up, the members that can still act stay picked.
Standing orders stay with your units from turn to turn: â March (G, then click where to), đ¯ Attack (T, then click the enemy: they go for it until it falls), â Hold (H: stand and shoot), âŗ Autopilot (P: the AI plays them) and â (X: back in your hands), from the group bar, the unit card or the keys. They act when you press End (it reads End Movement ⸠¡ âŗ 3 when three will act), after whatever you played by hand; âļ Go carries them out now and leaves the phase open. A unit you move by hand has simply done its order's work for the phase. A march that arrives holds, one that can get no nearer for two turns comes back to you, and an attack whose target falls goes on autopilot. Orders N picks up every unit holding one.
âļ Undo (Ctrl-Z, â-Z on a Mac) takes back your last placement, move or charge's end, one a press, back to your last End or dice roll, in a game played on this screen (not online); and a click on a line of the battle log shows the battle as it stood before it, âļ playing on from there and Live coming back.
Fog of war (a choice on the battle-setup panel against the AI, or the host's in an online lobby): you see only the enemy units your own units can see, and the scenery as you last saw it. Where an enemy was last seen a grey figure stands until you see it again or see that it has gone. It is a courtesy: the AI sees everything, and the battle's log holds it all.
At the end of every round, each objective goes to the side with the most OC (objective control) within 3" â 1 VP each. Most VP after round 5 wins; wiping out the enemy wins at once.
Both players press Ready, and the host's page starts the battle. Anyone else who opens the link watches.