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Historical Background

In the Battle of Aintab in August 1150, a Crusader force commanded by King Baldwin III of Jerusalem repelled the attacks of Nur al-Din Zengi of Aleppo and evacuated the Latin Christian residents of the County of Edessa. This was both a tactical victory and a strategic defeat for the Crusaders.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

War Council

Oghuz Turk Army (Use Tan blocks)

• Leader: Nur ad-Din
• 5 Command Cards
• 3 Inspired Action tokens

Crusader Army (Use Purple blocks)

• Leader: King Baldwin III
• 6 Command Cards (player may select 1 "Leadership Center" card)
• 4 Inspired Action tokens
• Move First Move First

Victory

6 Banners

Special Rules

Crusader Baggage Train Units

  • Capabilities: Baggage Trains function similarly to Leaders. They cannot attack, defend, or fire missiles.  
  • Movement: They may only move 1 hex and can only be ordered via a Section card or a Mounted Charge card. They do not need to be in the specific section indicated by a played card to be ordered. They cannot enter a hex occupied by another unit, unattached leader, or baggage train, and they may not move if a unit/leader currently occupies their hex.  
  • Stacking & Combat: Any unit or leader entering a Baggage Train hex must immediately stop moving. Crusader units may retreat or evade onto an empty Baggage Train hex. A unit sharing a hex with a Baggage Train rolls one fewer die in close combat and missile fire. They block line of sight.  
  • Taking Fire: Baggage Trains can be targeted by missiles; they are hit on Sword or Helmet symbols. A missile hit does not destroy the baggage but prevents it from being ordered on the very next Crusader turn.  
  • Destruction: Enemy units can move directly into a Baggage Train's hex to attempt destruction. A Baggage unit is destroyed at the start of the Turk player's turn if a Turk unit occupies its hex and no Crusader units are adjacent to it.  
  • Baggage Scoring: The Turks score 1 Banner for each Baggage Train they destroy. The Crusaders score 1 Banner for each Baggage Train they successfully order to exit the map through their baseline (Row A). 

Oghuz Turk Tactical Restrictions

  • No Skirmish Tactics: The Turk Army may not use the "Feigned Retreat" or "Light Cavalry Swarm" rules in this scenario.  
  • Command Hesitation: At the start of the Turk turn (before playing a Command Card), the player must roll 1 die.  
    • If a Sword or Helmet is rolled, Turk units may be ordered into close combat normally.  
    • If any other symbol is rolled, only ONE ordered Turk unit may conduct a close combat attack (including Momentum Combat) this turn. 

Crusader Combat Restrictions

  • Crusader Crossbows (MXB) have a maximum range of only 3 hexes for this scenario.  
  • During the very first Crusader turn of the game, no Crusader units may be ordered to initiate close combat against Turk units.  
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