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== Measuring Distance == Distances (in cm and in range bands) are measured with a ruler. Any ruler will do, but the RACKHAM tape measure has been designed for miniature games and makes measuring ranges easy. Th e distances must be measured from the edge of one element to the edge of another. It can be either the edge of a miniature’s base or the edge of a terrain element. When one unit shoots at another, the only measurement taken is from the edge of the leader’s base to the edge of the enemy leader’s base. Any terrain element or fi ghter that is only partially within a certain distance is always considered to be in the shorter of the two distances. Important! You are not allowed to measure any distance before declaring an action. Th e action is declared fi rst and any measuring performed afterwards. == Units == All the fi ghters in Confrontation are part of units, groups of one or more fi ghters sharing the same category (infantry, cavalry, creature, war machine or titan; see below). Each unit is represented by a card (see p. 84), which lists their main ingame characteristics. Th e combination of all a player’s units is known as his company. Each unit includes a leader, indicated by the player at the beginning of the game. Th is fi ghter is a standard fi ghter (see below); he has the same characteristics as the other members of the unit. He is used as a reference point when measuring distances. When the leader is eliminated, he is replaced by another fi ghter in his unit. Th e player designates the standard fi ghter (see below) closest to the former leader to become the new leader. If there are only special fi ghters left, the closest to the former leader becomes the leader. Incarnates (see p. 112) are always the leaders of their unit. '''Unit formation''' Inside a unit, the positions of the miniatures obey strict rules. Th is is called the formation. • Scattered formation: Each fi ghter has to be within 10 cm of the unit leader and each fi ghter has to be within 2.5 cm of another fi ghter in the unit. Th is formation only needs to be checked at the end of the unit’s movement. Any fi ghter who is in contact with an opponent does not need to stay in formation. *Close formation Each fighter has to be within 10 cm of the unit leader. Th e miniatures are supposed to be in contact and form ranks as equal a possible. Th e fi ghters must remain in formation during their whole movement. '''Category of troops''' There are five troops Categories: *Infantry includes all foot soldiers. *Cavalry includes all mounted fi ghters, no matter their mount, and centaurs of all kinds. *Creatures includes all the animals and monsters that occasionally join an army. *War machines are all the engines of destruction and siege weapons known for their terrifying power. Fortifi cations are also included in this category. *Titans are the most massive and powerful fi ghters, strong enough to crush entire armies on their own.Some Categories (infantry, cavalry and creatures) are also split into three Ranks. *Rank 1 fighters represent the majority of the troops fi ghting on the battlefi eld. Enrolled from the population in the more organized nations or trained traditionally for combat in the more warlike cultures, their strength lies as much in their numbers as in their combat skill. *Rank 2 fighters are the most experienced and dangerous warriors among their people. Th eir better training and equipment means their intervention is often decisive. *Rank 3 fighters are death embodied. Their names are universally known across Aarklash. Th eir presence on the battlefi eld warms the hearts of their allies and chills the soul of their enemies. '''Type of troop''' Th e type of a unit is determined by the name of the standard fi ghters that it is composed of. Example: A unit whose type is “conscripts of the Griffi n” is mostly composed of conscripts of the Griffi n standard fi ghters and conscripts of the Griffi n special fi ghters. '''Special fighters and standard fighters''' Some fi ghters have specifi c roles (see “Incarnates”, “Mystics” and “Morale” chapters). They are called special fi ghters, as opposed to standard fighters. The term “special fighters” designates… *Incarnates: Every army has its heroes, famous characters who inspire courage in the troops and sow panic in their enemies’hearts. Most of the time they are strategic geniuses and exceptional fi ghters, chosen by the gods themselves to serve as their champions. Death has no power over them! An Incarnate is identified by a personal name on his card. Each company has to include at least one Incarnate. *Mystics: Magicians cast spells and faithful can call upon the gods for miracles to support their comrades or smite the enemy. Th e presence of either in a company’s ranks shows that excellence in combat can be combined with the mastery of the mystic lore of Aarklash! *Standard bearers and musicians: These special fi ghters are in charge of fuelling the troops’ morale and fi ghting spirit. Th ey signify hope and victory to those in their ranks. The sight of a standard, the clear sound of a horn or the deep beat of a drum are a way of reminding the soldiers that courage is the fi rst weapon of any army! *Specialists: As their name suggests, specialists are fi ghters that have mastered a particular fi eld. In game terms, they trigger special eff ects. == Moving Miniatures == A unit can change formation at the beginning of its activation. A unit can move in any direction. Th e maximum distance it can travel depends on the fi ghters and the movement type selected (see Activation phase, pp. 90-97). A free unit can change formation after any movement. Other fi ghters and impassable terrain elements constitute obstacles that need to be skirted around. Even a knight in heavy armor cannot ride through a stone wall. When a fi ghter moves, his base must be able to pass between all the obstacles in his way. Infantry and cavalry units on the same side and in scattered formation do not hinder each other’s movement and they do not need to be skirted around. However, enemy units cannot “move through” them. If the unit does not have enough movement to move entirely through another unit or an obstacle, the moving unit stops 1 cm in front of it. == Field of vision and line of sigth == All miniatures have a 360° field of vision. Soldiers are capable of turning around when something threatens them from behind or from the side – a whole unit could hardly miss the “sneaky” approach of a group of enemy soldiers! A fi ghter has a line of sight on an element when he can see it. Obstacles can prevent a unit from seeing enemies. When 2D terrain is used (a gaming poster for instance), a fi ghter has a line of sight if it is possible to trace an imaginary line between the fi ghter’s base and the base of the targeted element, without crossing any obstacle. When 3D terrain is used (hedgerows, etc.), the player adopts the point of view of the fi ghter, by getting down to the miniature’s level and “looking through its eyes”. If the miniature can see any part of the target the fi ghter has a line of sight.
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