I · Command
Every squad waits for its order
Squads act down the turn bar in the order their Sergeants' Leadership sets. When it's one of yours, the Sergeant turns to you: Hold, Advance, Attack or Outflank. Then every blow is rolled: a d20 against armour, initiative, morale, the ground underfoot.
- Attack or defend: attackers must reach the enemy before the Heralds call the field
- Rivers, fords, woods, mud, ruins and palisades, each with its own rules
- Skirmishes, small jobs and grand battles of three companies a side
- Rival commanders with doctrines: the Bowmaster, the Bloodthirsty, the Ironclad






















































