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HIGH ANCIENTS TURN 1 ATTACKS

HIGH ANCIENTS CAMPAIGN RULES

  1. A Turn is split into seasons which are Spring, Summer, Autumn & Winter. Armies may not move or declare any battles in Winter.
  2. Players start with 3 Primary Territories.
  3. The initial Army raised is called the Primary Conquest Army and is raised in turn 1. Subsequent armies will be referred to Secondary, Tertiary, etc.
  4. New armies can only be raised in turns 4, 8, 12, 16, etc and can be raised in any owned Territory.
  5. You require 3 Territories to support an army. If you lose a Territory that is supporting an army it is then reduced by 350 until a third Territory is gained. 2 Territories can support an army but 1 Territory alone cannot support an army, it must disband.
  6. An army can only attack an adjacent Territory (including dotted lines across water). They may cancel a declared attack to defend their own Territories.
  7. An army may move through 2 owned Territories to attack an adjacent Territory.
  8. When an army loses a battle it ceases to exist.
  9. The victorious army always claims the losers Territory NO EXCEPTIONS.
  10. If one of the Primary Territories is attacked then a Capitol army is raised to defend them, only 1 Capitol army can be raised & only once.
  11. A Capitol Army may claim a Territory of a defeated enemy but will not step inot it but must remain to defend the 3 Primary Territories.
  12. If Capitol army is defeated then the nearest army must return to defend the remaining 2 Primary Territories.
  13. If a player loses all 3 Primary Territories then he must nominate 3 new adjacent (to each other) Territories. These new Territories are not capable of raising a Capitol defence army.
  14. A victor of a Battle rolls dice and nominates a Commander to receive a bonus ‘Gift’ ability. Once all Commanders in that army have been Gifted then this may be transferred as a unit.
  15. A victor of a Battle who is control of the Significant Terrain Feature may roll for the nearest Unit to receive a ‘Gift’. This unit bonus is not given if the above bonus is applied, for full details on the STF please refer to the HAFAT main rules.
  16. A single Gifted unit may be transferred to another army and boost its points cost above the 1500 starting value. The Gifted unit may move up to 3 owned Territories to join an army which can also move as per normal.
  17. Players who border a Mountain range have a Secret mountain pass (per mountain range) that they can allocate during any Season at any time, however, if two players have their Primary Territory opposite each other over the mountain range then the first to place it denies the other the ability to nominate their own. If both the players decide to place in the same season then the higher die roll decides and this mountain pass is known to both players. Once allocated it cannot be switched.
  18. Players that conquer a territory that contains a mountain pass my only discover it on a 6 when they first take it, next season a 5+, next season a 4+ etc.
  19. When there are only two players left in the campaign a final battle is played out on a double size table and at 3000 points, winner takes all. fin…