Scalable City Walls

(use rampart terrain hexes for scalable city walls)

Movement:
Foot units (except War Machine) and Leaders: To move onto a scalable city wall hex, a foot unit or leader must start its move from a hex adjacent to the Scalable City Wall hex. A foot unit or leader that enters a scalable city wall hex must stop and may move no further on that turn. A foot unit or leader that moves off a scalable city wall hex may only move onto an adjacent hex and may move no further on that turn. Retreating or Evading Foot units do not have to stop when entering a scalable city wall hex.
Mounted Units and War Machines: A scalable city wall hex is impassable terrain for a Mounted unit or War Machine. Both may Close Combat adjacent units on scalable city wall hexes if they begin their turn adjacent to the scalable city wall hex. Neither type of unit may retreat into a scalable city wall hex, and Mounted units cannot evade into a scalable city wall hex.

Battle:
CLOSE COMBAT:
• When battling an enemy unit on a scalable city wall hex or a unit on a scalable city wall hex battling out, the unit rolls a maximum of 2 battle dice in Close Combat.
• Any unit defending on a scalable city wall hex disregards one sword symbol and may disregard one flag rolled against it when attacked from any adjacent hex.
A defending unit on a scalable city wall hex that cannot evade, or elects not to evade, will battle first (treat the defending unit as if it possesses a First Strike card, and treat the combat as a First Strike combat) when being attacked in Close Combat unless the attacking enemy unit is also on an adjacent scalable city wall hex.
RANGED COMBAT: A unit defending on a scalable city wall hex may disregard one flag rolled against it. Standard line of sight rules apply, and adjacent enemy units prevent Ranged Combat.
A Command card or leader that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.

Line of Sight:
A scalable city wall hex blocks line of sight to units behind the scalable city wall hex and vise versa. Line of sight is not blocked between units on the same scalable city wall looking along the scalable city wall hexes.


Fortified City Walls

(use rampart terrain hexes for fortified city walls)

Movement:

Fortified City Walls are normally considered impassable terrain for all units, unless siege rules are in effect, as noted in the scenario special rules. When siege rules are in effect, the attacking foot units have scaling ladders, and fortified city walls are treated as scalable walls, see above.

Battle:
No battle possible unless siege rules are in effect for the scenario.

Line of Sight:
A fortified city wall hex blocks line of sight to units behind the fortified city wall hex and vise versa.