Arsenals & Relays

Arsenals radiate lines of communication. They are immobile and have no
defense but can be occupied by friendly units. Occupation by the enemy
means the arsenal is destroyed, and the elimination of both arsenals
means the game is won.
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All units must remain in direct connection with their own lines of
communication, or be adjacent to a friendly unit in communication. If
not, the unit goes offline and becomes inert. Units are free to move
out of communicative range, but once offline they may not move,
attack, or defend themselves. (However any nearby friendly units will
still lend their defense to offline units.) Relay units are an
exception: they may move freely in and out of communication, yet will
only relay the arsenal's signal if in direct line of sight.
Lines of communication are blocked by mountains and by enemy units.
However communication passes freely through mountain passes and is not
blocked by enemy relays.
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Relays have a defense of 1 and cannot attack. They move 1 square per
turn.
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Swift relays are identical to normal relays, except that they can move 2
squares per turn.
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Combat Units
Each player begins the match with 9 infantry, 4 cavalry,
1 cannon, and 1 swift cannon.

A sturdy combat force, infantry attack for 4 points and have a base
defense of 6. They move 1 square per turn and have a combat range of 2.
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Fast and powerful, cavalry have a base attack of 4 points and a
defense of 5. Their range and movement are limited to 2. Cavalry
possess a special "charge" ability, which
increases attack to 7 when adjacent to the enemy.
The charge can stack with multiple cavalry in a column
each adding 7 to the attack.
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With a range of 3 squares, cannons are build for siege. They attack for
5 points and have a base defense of 8. The cannon moves 1 square per
turn.
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The swift cannon moves 2 squares. Otherwise it is identical to the
normal cannon in attack, defense, and range.
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Mountains & Fortifications

Passes allow transport through mountains. They give a defensive bonus of
2 to infantry and cannons (swift and normal).
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Fortresses can be occupied by either faction and offer a defensive bonus
of 4 to infantry and cannons (swift and normal).
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Mountains are untraversable. They block attacks and lines of communication.
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Next: (3) Movement & Attack
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