Turn Sequence
As a battle rages on, warriors become embroiled in a swirling maelstrom of clashing swords and a desperate fight for survival against constantly changing odds. Arrows rain down upon the battlefield, monsters rampage through enemy lines and mighty heroes lead their followers forward to glory.
To bring a sense of order to the action that goes on in a battle, a game is divided into a series of turns; the exact number of which will depend on the Scenario that is being played. Sometimes a Scenario will state that a game lasts for a set number of turns, whilst others may require a specific condition to have been met before the game ends. Whatever the situation, it will be clearly listed in the Scenario's description.
TURNS
During each turn, players will have the opportunity to use their models, allowing them to Move, Shoot any Missile Weapons, Charge into Combat, use any special abilities and Magical Powers, or anything else their models are allowed to do. Each turn is divided into five phases, with each one focusing on a different aspect of the battle. The order of these phases along with a brief description of what they do is provided opposite.
PRIORITY PHASE
In the Priority Phase, players roll off to determine which of them has Priority for that turn.
MOVE PHASE
Both players get the chance to Activate each of their models in turn, allowing them to Move and use any Magical Powers or special rules they are allowed to use in the Move Phase. The player with Priority Activates all of their models first, followed by the player without Priority.
SHOOT PHASE
Both players get the opportunity to Activate each of their models again to make a Shooting Attack with any Missile Weapons they may possess. The player with Priority Activates all of their models first, followed by the player without Priority.
FIGHT PHASE
In the Fight Phase, any models that are Engaged in Combat will fight. The player with Priority will decide the order in which the combats are resolved.
END PHASE
Finally, in the End Phase resolve any effects that remain until the end of a turn, and then clear any stray dice or tokens away before starting the next turn.