(Dwarfen Mountain Holds) : AME Role Pts Optio S
(Dwarfen Mountain Holds) : AME Role Pts Optio S
Armour Description
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base 50
Armour Runes Description
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save
Rune of
against any wounds suffered. For each additional Rune of Shielding, this Ward save is
Shielding improved by 1.
Unit Troop Type Unit Size
Anvil of Doom War machine 1
Spell Number Type Casting Value Range Effect
If the Bound spell is cast with a casting result of 8 or
Rune more, the target friendly unit may re-roll any failed
Armour Save rolls. If this Bound spell is cast with a
of
Enchantment 8+/11+ 24’’ casting value of 11 or more, the target friendly unit
Oath & may re-roll any failed Armour Save rolls and improves
Steel its armour value by 1 (to a maximum of 2+). This
spell lasts until your next Start of Turn sub phase.
Rune
of The target enemy unit suffers 2D6 Strength 4 hits,
Magic Missile 9+ 27"
Wrath each with an AP of -2.
& Ruin
Rune
of Hate If the target friendly unit is not fleeing and has
& Conveyance 10+ 24" already moved during the Movement phase, it may
Urgency immediately move again.
Rune
Until your next Start of Turn sub-phase, all friendly
of
Enchantment 8+ Self Dwarf units within 21’’ of the Anvil of Doom gain the
Hearth [Immune to Psychology] special rule.
& Home
Special Rule Hatred (Orcs & Goblins), Magic Resistance (-3), Resolute, Rune Lore,
Ancestral Shield, Gromril Armour, Gromril Weapons, Immune To Psychology,
Skirmishers, Unbreakable, Strike the Runes, Immovale Object
Categories Characters, War Machine
312 PTS KING
Models Options
Full Plate Armour, Hand Weapon, General, Shield, 2x Rune of Shielding, Rune of
1x
Fortitude, Rune of Passage, Master Rune of Swiftness, Rune of Cleaving, Rune of Might,
King
Shieldbearers (Hand Weapon)
Model M WS BS S T W I A Ld
King 3 7 4 4 5 3 4 4 10
Shieldbearers 3 5 - 4 - (+3) 2 3 -
Weapon R S AP Special Rules Notes
Hand Weapon Unless specified otherwise, all models are assumed to be
Combat S - -
(x2) equipped with a hand weapon.
Armour Description
Full
Plate Armour Value 4+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base[1] 25x25
Base[2] 50x50
Weapon Runes Description
Master Rune of The wielder of weapon inscribed with the Master Rune of Swiftness gains the [Strike
Swiftness First] special rule.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour
Rune of Cleaving
Piercing characteristic is improved by 1.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their
Rune of Might
Strength characteristic.
Armour Runes Description
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save
Rune of
against any wounds suffered. For each additional Rune of Shielding, this Ward save is
Shielding improved by 1.
Rune of For each Rune of Fortitude inscribed upon their amour, a model has +1 modifier to its
Fortitude Toughness characteristic (to a maximum of 10).
Special Rule Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute, Stubborn,
Ancestral Grudge, Gromril Armour, Gromril Weapons, Rallying Cry, General,
Borne Aloft
Categories Characters, Heavy Infantry
145 PTS RUNESMITH
Models Options
1x Hand Weapon, Full Plate Armour, Shield, 2x Rune of Stone, Rune of Shielding,
Runesmith Master Rune of Calm
Model M WS BS S T W I A Ld
Runesmith 3 5 4 4 4 2 2 2 9
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be
Combat S - -
Weapon equipped with a hand weapon.
Armour Description
Full
Plate Armour Value 4+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base 25x25
Armour Runes Description
Rune of Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single
Stone failed Armour Save roll.
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save
Rune of
against any wounds suffered. For each additional Rune of Shielding, this Ward save is
Shielding improved by 1.
Talismanic Runes Description
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power
Level of 2.
Hex, 8+/11+, Self : If the Bound spell is cast with a casting result of 8 or more, enemy
Master Rune of Wizard that are within 18’’ of this model when attempting to cast a spell must increase
Calm that spell’s casting value by 2. If this Bound spell is cast with a casting value of 11 or
more, enemy Wizard that are within 36’’ of this model when attempting to cast a spell
must increase that spell’s casting value by 2. This spell lasts until your next Start of Turn
sub-phase.
Unit Troop Type Unit Size
Runesmith Heavy infantry 1
Spell Number Type Casting Value Range Effect
If the Bound spell is cast with a casting result of 8 or more,
enemy Wizard that are within 18’’ of this model when
Master attempting to cast a spell must increase that spell’s casting
Rune Hex 8+/11+ Self value by 2. If this Bound spell is cast with a casting value of 11
or more, enemy Wizard that are within 36’’ of this model when
of
attempting to cast a spell must increase that spell’s casting
Calm value by 2. This spell lasts until your next Start of Turn sub-
phase.
Special Rule Forgefire, Hatred (Orcs & Goblins), Magic Resistance (-2), Resolute, Stubborn,
Armour Bane (1), Gromril Armour, Gromril Weapons, Rune Lore
Categories Characters, Heavy Infantry
243 PTS THANE
Models Options
1x Full Plate Armour, Hand Weapon, Handgun, Shield, Master Rune of Bursting Flame, Rune
Thane of Rapid Fire, Rune of Accuracy, Battle Standard Bearer (Master Rune of Grungni)
Model M WS BS S T W I A Ld
Thane 3 6 4 4 5 2 3 3 9
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be
Combat S - -
Weapon equipped with a hand weapon.
Armour Bane (1),
Handgun 24" 4 -1 -
Ponderous
Armour Description
Full
Plate Armour Value 4+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base 25x25
Standard Runes Description
Battle Standard Bearer only. A unit carrying a standard inscribed with the master Rune of
Master Rune Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6’’ of
of Grungni the model carrying this standard, friendly units have a 6+ Ward save against any wounds
suffered during the Shooting phase.
Unit Troop Type Unit Size
Thane Heavy infantry 1
Engineers' Weapon Runes Description
Master Rune of Bursting If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits
Flame to the target enemy unit, rather than the usual one hit.
A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot
Rune of Rapid fire
special rules.
Rune of Accuracy A weapon inscribed with this rune does not suffer any negative To Hit modifiers.
Special Rule Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute, Stubborn,
Ancestral Grudge, Gromril Armour, Gromril Weapons, Rallying Cry,
Battle Standard Bearer
Categories Characters, Heavy Infantry
235 PTS DWARF WARRIORS
Models Options
20x Dwarf Warrior Hand Weapon, Heavy Armour, Shield
1x Veteran
1x Standard Bearer Rune of Courage, Rune of Battle
1x Musician
Model M WS BS S T W I A Ld
Dwarf Warrior (x20) 3 4 3 3 4 1 2 1 9
Veteran 3 4 3 3 4 1 2 2 9
Weapon R S AP Special Rules Notes
Hand Weapon Unless specified otherwise, all models are assumed to be
Combat S - -
(x20) equipped with a hand weapon.
Armour Description
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base 25x25
Standard Runes Description
Rune of A unit carrying a standard inscribed with the Rune of Courage automatically passes any
Courage [Fear] or [Terror] tests it is required to make.
When calculating its combat result, a unit carrying a standard inscribed with the Rune of
Rune of Battle
Battle may claim an additional bonus of +1 combat result point
Unit Troop Type Unit Size
Dwarf Warriors Heavy infantry 5+
Special Rule Close Order, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute,
Gromril Weapons, Shieldwall, Venerable, Veteran
Categories Core, Heavy Infantry
168 PTS RANGERS
Models Options
12x Ranger Hand Weapon, Heavy Armour, Shield, Great Weapon, Crossbow
Model M WS BS S T W I A Ld
Ranger (x12) 3 4 4 3 4 1 2 1 9
Weapon R S AP Special Rules Notes
Hand
Unless specified otherwise, all models are
Weapon Combat S - -
assumed to be equipped with a hand weapon.
(x12)
Great
Armour Bane (1), Requires
Weapon Combat S+2 -2 -
Two Hands, Strike Last
(x12)
Crossbow Armour Bane (2),
30" 4 - -
(x12) Ponderous
Armour Description
Heavy
Armour Value 5+
Armour
A model that carries a shield improves its armour value by 1. For example, a model equipped with
light armour has an armour value of 6+. Should that model also carry a shield, its armour value
Shield would be improved by 1 by lowering the target number from 6+ to 5+.
Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot
also use a shield.
Base Base Size
Base 25x25
Unit Troop Type Unit Size
Rangers Heavy infantry 5+
Special Rule Dwarf Crafted, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute,
Move Through Cover, Scouts, Skirmishers, Open Order
Categories Core, Heavy Infantry
60 PTS GYROCOPTERS
Models Options
1x Gyrocopter Full Plate Armour, Hand Weapon, Steam Gun
Model M WS BS S T W I A Ld
Gyrocopter 1 4 3 4 5 3 2 2 9
Weapon R S AP Special Rules Notes
Hand Unless specified otherwise, all models are assumed to be
Combat S - -
Weapon equipped with a hand weapon.
Breath
Steam Gun N/A 3 -1 -
Weapon
Armour Description
Full Plate Armour Armour Value 4+
Base Base Size
Base 50x50
Unit Troop Type Unit Size
Gyrocopters Monstrous Cavalry 1-6
Special Rule Dive Bomb, Hatred (Orcs & Goblins), Swiftstride, Skirmishers, Fire & Flee, Fly (9),
Impact Hits (D3), Vanguard, Magic Resistance (-1)
Categories Cavalry, Monstrous Cavalry, Special
96 PTS IRONDRAKES x2
Models Options
5x Irondrake Drakegun, Full Plate Armour, Hand Weapon
1x Ironwarden Trollhammer Torpedo
Model M WS BS S T W I A Ld
Irondrake (x5) 3 4 4 4 4 1 2 1 9
Ironwarden 3 4 5 4 4 1 2 1 9
Weapon R S AP Special Rules Notes
Armour Bane (2), Dwarf
Drakegun
18" 5 -1 Crafted, Flaming Attacks, Quick -
(x5) Shot
Unless specified otherwise, all models are
Hand
Combat S - - assumed to be equipped with a hand
Weapon (x5) weapon.
Trollhammer Cumbersome, Flaming Attacks,
24" 5 -3 -
Torpedo Multiple Wounds (D3)
Armour Description
Full Plate Armour Armour Value 4+
Base Base Size
Base 25x25
Unit Troop Type Unit Size
Irondrakes Heavy infantry 5+
Command Champion
Special Rule Close Order, Hatred (Orcs & Goblins), Magic Resistance (-1), Resolute,
Gromril Armour, Stubborn, Detachment, Runes of Warding
Categories Heavy Infantry, Rare
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in
the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special
rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit
loses this special rule.
An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic
of its weapon is improved by the amount shown in brackets after the name of this special rule.
For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour
Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.
Armies often include a Battle Standard Bearer – a trusted warrior who holds aloft the General’s personal heraldry.
A Battle Standard Bearer is a rallying point for the army, from The Battlecan Standard which friendly soldiers take
heart and draw strength.
The Battle Standard Bearer Model
A Battle Standard Bearer is a heroic model carrying a particularly impressive banner, and it will be presented as
an option in your chosen army list. The Battle Standard is carried by a character model and, unless specified
otherwise, the model that carries the Battle Standard cannot be the General.
Unlike normal standards, the Battle Standard is lost if the bearer is slain – other models cannot pick it up, even if
they are in the same unit.
Combat Result Bonus: A Battle Standard grants a bonus of +1 combat result point. Unlike other standards, a
Battle Standard grants this bonus even if another standard is present.
If, by some unusual circumstance, there are two Battle Standards on the same side in the combat, you can only
count the bonus for one.
“Hold Your Ground”: To represent the Battle Standard’s steadying presence, unless your Battle Standard Bearer is
fleeing, friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Panic or Rally
test. In addition, friendly units within the Battle Standard Bearer’s Command range may re-roll the 2D6 when
making a Break test. However, you must accept the result of the second roll, even if it is worse than the first.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers –
occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has
a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact
with a champion can direct attacks against that champion if they wish. Champions can issue and accept
challenges in the same manner as a character.
A unit consisting of models with this special rule may adopt a Close Order formation.
A unit with this special rule can be fielded as a ‘detachment’ (see page 282).
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is
not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the
Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits,
each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made
when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge
reaction.
If the majority of the models in a unit armed armed with missile weapons have this special rule, the unit may
declare that it will ‘Fire & Flee’ as a charge reaction:
Fire & Flee: The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this
special rule is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it
will Fire & Flee. The unit will Stand & Shoot before turning tail and fleeing from the charge. However, due to the
time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the lowest
result. If both dice roll the same result, discard either.
Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the
charging unit, this unit must either Hold or Flee.
Except when following up or pursuing, a model with this special rule can choose to move by flying through the
air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’
characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to
move by flying:
May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that
they are able to pass freely above other models, units and terrain features without any penalty, and they can
march whilst within 8" of an enemy unit without first having to make a Leadership test.
May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on
top' of impassable terrain or another unit, or within 1" of an enemy unit.
Models that can Fly must begin and end all their movement on the ground. A character with this special rule
cannot join a unit without this special rule, and vice versa.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should
this character leave a unit it has joined for any reason, that unit loses these special rules.
Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your General is
fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own
(so rally your General first!).
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand
weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special
rule ceases to apply.
A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first
round of combat.
Which enemies are hated varies from model to model and will be shown in brackets after the name of this special
rule. Some models hate 'all enemies' meaning they hate all enemy models equally.
Once a Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew
during Remaining Moves sub-phase.
Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and
may make a follow up move as normal.
If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or
Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit
cannot choose to Flee as a charge reaction.
Note that this special rule does not make a unit immune to any test made against Leadership not stated here.
The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of
this special rile. Often, this is determined by the roll of a dice.
Impact Hits can only be made by a charging model that moved 3" or more and that is in
base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen
during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and
use the unmodified Strength of the model making them.
The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models
with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the
highest modifier.
Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through
difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making
Dangerous Terrain tests.
“Onwards To Victory!” If, once the combat result has been calculated, both sides have the exact same number of
points each, the side that has a musician in the front rank of one or more of its units may claim a bonus of +1
combat result point.
If, however, the opposing side has a musician also, the redoubled efforts (and almighty clamour) cancel each
other out and neither side may claim this bonus.
Steadying Rhythm If a fleeing unit contains a musician, it may apply a +1 modifier to its Leadership characteristic
whenever it attempts to rally, up to a maximum of Leadership 10.
Quick Time Should a unit that contains a musician wish to march whilst within 8" of an enemy unit, it may apply
a +1 modifier to its Leadership characteristic, up to a maximum of Leadership 10, when making its Leadership
test.
Musicians As Casualties If a musician model is slain, another rank and file model belonging to the same unit, but
that is not a command group model, will retrieve the fallen instrument and take their place. Therefore, a unit
cannot lose its musician unless it, the standard bearer and the champion are the only remaining models in the
unit. This applies even if the musician is targeted by an attack that allows a specific model within a unit to be
targeted, or finds themselves lying underneath a template.
If the only other remaining models in a unit are the champion and standard bearer, the musician must be
removed as a casualty before either.
A unit consisting of models with this special rule may adopt an Open Order formation.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a
single fleeing friendly unit that is within their Command range. The nominated unit immediately makes a Rally
test. If this test is failed, the unit may attempt to rally again as normal during the Rally sub-phase.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a
minimum of 1).
A model with this special rule may be nominated to attempt a Wizardly Dispel as if it were a Wizard. However,
unlike regular Wizards, models with this special rule do not have Levels of Wizardry with which to determine their
Dispel range or modify their Dispel rolls. Instead:
An Anvil of Doom has a Dispel range of 24" and may apply a +3 modifier to its Dispel rolls.
A Runelord has a Dispel range of 21" and may apply a +2 modifier to their Dispel rolls.
A Runesmith has a Dispel range of 18" and may apply a +1 modifier to their Dispel rolls.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack
that has the Flaming Attacks special rule.
Units with this special rule may be deployed after all other units from both armies. They can be deployed
anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts
cannot declare a charge during their first turn.
If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then
alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Once per game, during a turn in which it was charged, a unit with this special rule that is arrayed in a Close
Order formation, and that is equipped with and chooses to use shields, may Give Ground rather than Fall Back in
Good Order.
A unit consisting of models with this special rule may adopt a Skirmish formation.
If a unit includes a standard bearer, it may claim a bonus of +1 combat result point.
If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy unit, its standard
is claimed as a trophy. Standards claimed in this way are worth bonus Victory Points at the end of the battle.
Once a standard has been lost in this way, it cannot be reclaimed.
An Anvil of Doom can cast the following Bound spells, with a Power Level of 2:
Rune of Oath & Steel
Rune of Hearth & Home
Rune of Hate & Urgency
Rune of Wrath & Ruin
The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in
Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A
unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character
cannot use this special rule whilst part of a unit that is not Stubborn.
A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3"
and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.
If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will
automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join
units that are, and vice versa.
After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move
moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march.
If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving
their Vanguard units one at a time, starting with the player who won the roll-off. Units that make a Vanguard
move cannot declare a charge during their first turn.