After playing a Command card, announce which corresponding unit(s) you choose to order.

Only those units that are issued an order may move, battle or take a special action, during this turn.

Units on a hex with a red dotted line running through it may be ordered from either section.

You may only give one order to each unit during the course of a single game turn. 

If a Command card allows you to issue more orders in a given section of the battlefield than you currently have units in that section, those additional orders are lost. 

ANATOMY OF A UNIT

Figures grouped together on the same hex form a unit. A unit's most important member is its Banner Bearer, who proudly carries the unit’s colors into combat. Each banner displays many characteristics, making it easy for both sides to rapidly identify the most distinctive capabilities of each unit in play.

The Banner type (Standard banner and Pennant banner shapes, respectively) and Banner pattern (fleur-de-lys and lion’s head) confirm which camp a unit is allied with, something that becomes quite handy in the midst of heavy Melee combat! 

 

The color of a banner’s background field or Banner undertone, reveals that unit’s Troop type – or level of military training. Its Weapon Symbol indicates the weapon this unit wields in combat.

More details about each level of military training can be found in the sidebar on Troop Types, on p.16 of Chapter 3Movement, and more details on weapons are in the Anatomy of a Weapon sidebar on p.22 of Chapter 4Combat.

A Banner Bearer is always the unit’s last figure to remain on the hex during combat. Its elimination marks the defeat of the unit, and the gain of a corresponding Victory Banner for the opponent. 

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