The rules
Enough to play your first turn without stopping. Not the whole game — just enough to start.
- A turnWhat happens during your turn, in order.
- The Command phaseA CP, a test of nerve, and one word that means three things.
- MovingHow far your models can go.
- ShootingOne complete shot, with real numbers.
- ChargingHow to get into contact — and in what order.
- FightingMelee: one attack, end to end.
- The Fight phaseWho strikes first, and what a unit does when its turn comes.
- ObjectivesHow you win — and it is not by killing.
- StratagemsWhat they are, and when not to play one.
The numbers on these pages come from the unit datasheets.