Battalions: Battalions are made up of a semi-typical Heroscape army of up to 400 points. A Battalion must have at least 1 Unique (not uncommon) hero to lead it. The Army Cards of a Battalion must be arranged in the order you wish to take its turns in, with the Leading Unique Hero being the first. Common Units of the same type must be grouped together, and unlike Standard rules you must have separate Army Cards per Unit (even though they are all by each other).
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An example Battalion could have Taelord the Kyrie Warrior (180) and two squads of Minions of Utgar (220). Because Taelord is the only Unique Hero in this Battalion he must be the Leader. The Minions of Utgar have their 2 Army Cards after Taelord, together.
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Order Markers: Orders Markers may be used on entire Battalions or on a certain unit within a Battalion excluding the Leader of the Battalion. A Battalion can only stay organized long enough for one massive strike, so you may only place one Order Marker on a Battalion each round. Fortunately, since you will often have multiple Battalions, this is a non-issue.
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To continue with our example, you decide that Taelord's Battalion will take a Battalion turn this round. You place the Order Marker on Taelord's Army Card. You also feel the need to place your X Order Marker on a squad of Minions. You place the X on 1 of the Minions cards.
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Order Marker Removal: Due to the nature of Battalion rules, Order Marker removal is very potent. A Battalion may lose its Order Marker if the Leader would lose it. If a member of the Battalion would lose its Order Marker(s), simply skip that Army Card's turn(s). All common squads and common heroes are connected to all of their appropriate Army Cards (as they always have been), but only 1 Army Card will lose Order Markers. However, if a Battalion Leader loses their Order Marker the entire Battalion loses its Battalion turn.
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With our example Battalion, your opponent notices that you have an Order Marker on your Minions of Utgar. With Dund, they target and successfully remove the Order Marker on the Minion's Army Card and once the Minion's Battalion does take its turn, that Army Card is skipped.
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Battalion Turns: When it is your Battalion's turn, reveal the Order Marker on its Leader's Army Card. Then, you proceed to take turns with every unit in that Battalion in the order you had set the Army Cards in. Common Units that have their Army Cards grouped together will take 1 massive turn, being sure to factor in casualties on the Army Cards in the Battalions. Bonding Powers will only allow you benefit 1 Army Card's worth of units, but you may have several different Unit types in your Battalion all bond with different things (or the same things for certain units). Bonding Powers may benefit units from other Battalions or those not in Battalions at all.
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With our example, we can see that Taelord will take a turn first. You can choose to position him so that the 3 minions who actually do get to move this turn can attack and hopefully kill Dund. Then, since one Army Card's worth of Minions is getting skipped, you move any 3 Minions you do control to into an attack position against Dund. Had Dund failed, you would have moved all 6 Minions and then attacked with all 6 Minions.
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Squad Casualties: When members of squads are destroyed (and eventually entire Army Cards), you must place them on an appropriate Army Card. This signifies that Battalions using that Army Card get 1 less actual activation, instead of still receiving full activations. You may scatter casualties across different Army Cards, but when an Army Card has the total number of its respective unit on it, that Army Card should be discarded. If you are using units that come back from the dead, you do not need to discard that Army Card and its figures altogether, but you should move it away from any Battalions.
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The Minions lose 2 members of their esteemed squad. In order to minimize losses cross-rounds, you opt to place 1 Minion on each Army Card in their Battalion. You may wish to regroup them for the next round, after all.
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Regrouping Battalions: At the end of each round, players may shift Army Cards around from different Battalions and units not in Battalions, placing one unit in one Battalion and taking another unit and putting it into another. There is no limit to the number of Battalions you may have as long as they all have a Leading Unique Hero and do not exceed 400 points worth of Army Cards. Partial Scoring is not used, but you may combine two Army Cards with Casualties on them to make 1. You may not acquire additional Army Cards to split up a squad amongst different Battalions, but you can have already existing Army Cards for a Common Squad type in different Battalions. There's no reason 2 Battalions can't have basic infantry after all.
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Its time to regroup! You decide to have Taelord's Battalion give up 1 Army Card's worth of Minions (as of now, only 2 figures can be activated from that card), in exchange for Agent Carr from another Battalion. You also had Isamu sitting around without a Battalion, so you decide to have Taelord lead him into battle as well. You are now ready for the next round!
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Destroyed Leaders: For a Battalion, the Leading Unique Hero is the one the Valkyrie gave the strategy to and is the one everyone turns to for overall fearlessness. But, a Battalion's Leader may get destroyed. If they are, check to see if that Battalion had another Unique Hero in it. If it did, place its Army Card at the top of the Battalion (Order Markers will carry over, just try to remember which ones were specifically for that Hero). If there is more than one alternative, you may choose who goes up top.
In the event your Battalion does not have another Unique Hero in it, when it is that Battalions turn, all members in the Battalion suffer -3 Movement and units with a Range of 4 or more suffer -1 Range. This only applies to the Battalion Turn, not any individual Unit turns (or turns where a Unit receives Bonding Benefits or whatnot).
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During your opponent's Battalion turn, Protectors of Ullar swarmed Taelord and tore him to shreds with thanks to their Combined Arbalest. Its a good thing Agent Carr is a Unique Hero too. You choose to have Carr lead the Battalion and then your units proceed to hit hard right back.
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Temporarily Exceeding Point Caps: Some units have the powerful ability to gain control of enemy units, or the useful ability to revive lost units. When you do succeed in getting new units (even if its only temporarily like the Mind Flayer Mastermind), place their Army Cards at the end of the Battalion where the unit who instigated this is in. That Unit will indeed take a turn this round with your Battalion, even if the Battalion turn is currently going on. At the end of the round, if the Army Card is still under your control, it must adhere to the 400 point limits of Battalions.
Unit Special Abilities Rules and Changes: Battalion Rules put a strain on a handful of existing units. This spoiler contains all of the units who have new rulings or flat out changes tied to them
while they are in a Battalion.
As new units are discovered to be confusing with Battalion rules, this list will be updated.
"After revealing an Order Marker" Abilities
Ornak
Shades of Bleakewood
Shiori
Wyrmlings Bonding
Zombies of Morindan