Labyrinth of Crete

Deep in the heart of Crete, a new power is rising and a weapon of great power is rumored to be hidden away deep in the mythical labyrinth of Crete. Much can be gained by acquiring this weapon but beware of the mythical guardians charged with protecting this sacred site.

Battle Size

7000 points, Each army must include at least one Commander unit. Standard army building rules apply.. 8 order points per turn. 4 order points for the ambush turn. 21 victory points to win.

Victory Points


Terrain Setup

Battlefield is set up as shown in the diagram. No additional terrain is placed.

Special Rules for this Combat

MINOTAUR GUARDIAN PLACEMENT At the beginning, the ambush player rolls a d6. If the player rolls a 1-4 place the Minotaur Guardian sortie on the appropriate marker 1-4. If the player rolls a 5 or 6, that player chooses on which marker to place the Minotaur Guardian. At the beginning of each players turn, check to see if the Minotaur Guardian is still in play. If it is not, roll a d6 to place the Minotaur Guardian back on one of the starting markers as per the rule above. If a marker is occupied (a unit is covering the center point) the player chooses an open marker to place the Minotaur Guardian sortie on. If all markers are covered, the Minotaur Guardian cannot return to the field.
MINOTAUR GUARDIAN RULES At the beginning of each player's turn, check to see if the Minotaur Guardian is in play. If so, you may control the Minotaur Guardian by issuing one move order and one close combat order. These orders must take place at the start of your turn. You can issue the move and close combat orders in any order (ie. move then attack or attack then move). The unit can never push to repeat an order and if eliminated, is never worth Victory Points. Also, if the Minotaur Guardian eliminates a unit, no player scores Victory Points. The Minotaur Guardian Sortie can be found on the Arcane Legions site: http://arcanelegions.com/basecards/13456
MYTHIC FRENZY Heightened magical energies enrage mythic units. Mythic units get +1 attack dice and -1 defense dice during close combat.

Terrain Items

Control1 Acts as control terrain for both players. Units can move through this terrain. Snapping is optional.
Blocking3 Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight.
Blocking4 Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight.
Blocking2 Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight.
Mark1 Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield.
Mark2 Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield.
Mark3 Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield.
Mark4 Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield.