(They are a Fortified Levels(Marsh) See (R#10.1) Somerset Hex :FH) Levels Movement +3 on Combat Result, Beach hexes are only Victory points and Beach entered by land to create Town a siege they take 1MP 1 movement Pt. per hex. Or in a direct (They are a FH) sea assault by Vikings.(#11.4) +2 on Combat Result, Victory points and 7.4 Partial Hex’s Religious 1 movement Pt. Area (They are a FH) the bottom Coast line of Wessex from hex +1 on Victory points #209 to #1708 there are partial land hexes, these are and re-supply has no all to be treated as Full Hex’s-as long as a hex has Village Combat value. green land in hex it is a normal hex. The same applies to hex’s along the Safern Sea from hex # 102 to #1100 Iron Age Forts have no Iron Age Factor number but have Forts to be breached or placed 8.0 THE SEQUENCE OF PLAY under siege as per all [1] Re-supply (If Applicable) FH. 1 movement Pt. [2]Movement [3]Combat No combat value, Takes [4]Adjust RSP Chart Ancient 1 Movement Pt. to move Roads into and through any Once both players have completed this the turn is Hex that the Road over passes through. 9.0 RE-SUPPLY No Combat value, takes Re-Supply takes place when designated on the Hills 2 movement pts. To game turn chart. move through. Place the RSP counters for the Saxon, Britons and Vikings on the Re-supply chart (found on the game turn chart), these can be moved along as Re-supply No Combat value, takes points are gained or lost during game play. 2 movement pts. to move through. At the commencement of the game -The Saxons start on 83 RSP. -The Vikings start on 3RSP. No Combat or -The Britons have none at start. Temes Movement except for Viking sea Each turn you have re-supply you use up to the movement.(R#10.2) amount of RSP points you have on the chart and Grass No Combat takes 1 purchase counters. movement pts. To move Counters cannot be re-supplied into a Fortified Hex through. that is under siege.
(They are a Fortified Hex :FH) Town +3 on Combat Result, Victory points and 1 movement Pt. (They are a FH) Religious Area +2 on Combat Result, Victory points and 1 movement Pt. (They are a FH) Village +1 on Victory points and re-supply has no Combat value. Iron Age Forts Iron Age Forts have no Factor number but have to be breached or placed under siege as per all FH. 1 movement Pt. Ancient Roads No combat value, Takes 1 Movement Pt. to move into and through any Hex that the Road passes through. Hills No Combat value, takes 2 movement pts. To move through. No Combat value, takes 2 movement pts. to move through. Temes No Combat or Movement except for Viking sea movement.(R#10.2) Grass No Combat takes 1 movement pts. To move through. Levels(Marsh) See (R#10.1) Somerset Levels Movement Beach Beach hexes are only entered by land to create a siege they take 1MP per hex. Or in a direct sea assault by Vikings.(#11.4) 7.4 Partial Hex’s the bottom Coast line of Wessex from hex #209 to #1708 there are partial land hexes, these are all to be treated as Full Hex’s-as long as a hex has green land in hex it is a normal hex. The same applies to hex’s along the Safern Sea from hex # 102 to #1100 8.0 THE SEQUENCE OF PLAY [1] Re-supply (If Applicable) [2]Movement [3]Combat [4]Adjust RSP Chart Once both players have completed this the turn is over 9.0 RE-SUPPLY Re-Supply takes place when designated on the game turn chart. Place the RSP counters for the Saxon, Britons and Vikings on the Re-supply chart (found on the game turn chart), these can be moved along as Re-supply points are gained or lost during game play. At the commencement of the game -The Saxons start on 83 RSP. -The Vikings start on 3RSP. -The Britons have none at start. Each turn you have re-supply you use up to the amount of RSP points you have on the chart and purchase counters. Counters cannot be re-supplied into a Fortified Hex that is under siege.
RulesDemoATG2WGD.docx