Order Costs

The first thing that happens when a move order is to be given is that the costs for that order are paid. This includes pushing, so a pushed figure's icons are not considered ready when the move order is given. A move order costs 1 order point to give to a sortie base, and 2 order points to give to a formation base.

Next, a check for a breakaway attack is made.

Breakaway

If an enemy unit is adjacent to a formation being given a move order, the controller of the enemy unit may give their unit a close combat order targeting the moving unit that costs no order points. Breakaway attacks are optional; a player can always decline to make a breakaway attack. When a player decides to make a breakaway attack, they give a close combat order to their unit that will target the unit given the move order. Breakaway attacks may not be made against sorties. After the breakaway attack is made, movement continues on as normal.

Breakaway attacks are made after the move order is given, but before the unit moves. Thus, the order points for the move order are already spent before the breakaway attack happens, and any movement icons on figures lost during the breakaway attack do not contribute to the unit’s movement points.

If multiple enemy units are adjacent to a unit being given a move order, each of the enemy units gets a breakaway attack. The owner of those units decides which order those attacks are made, but does not have to make every attack. They may attack with all, none, or some of their adjacent units. If multiple players control the adjacent enemy units, then the active player is the first to act, followed by the next player in the turn order, then the next player in the turn order, and so on through the turn order of players until each adjacent enemy unit has handled their breakaway attack. (Note that usually the active player will be the one attempting to move a unit, and thus will have no breakaway attack decision.)

Moving

When a unit is given a move order it gains movement points equal to the number of ready movement icons it has. The unit can then spend those movement points to move in one of two ways:

  1. The unit can move up to one step forward, backward, or sideways.
  2. The unit can make a turn off of a side.

The unit can keep performing either of these actions as many times as desired, usually until the unit no longer has any movement points remaining. A unit is not required to use all of their given movement points, but at the end of movement all excess movement points are removed; movement points do not carry over from one move to another.

Lateral Movement

A unit can move up to one step either left, right, forward, or backward. A step is the basic unit of measurement in Arcane Legions, and it is equal to the length of a sortie base. (This is also equal to the short side of a formation base.) When a unit moves it does not have to move a full step; partial steps are an option. The cost of that move, in movement points, is found on the codex of the unit.

These numbers are called the directional costs of that unit. For example, with the codex shown here a unit would have to send one movement point to move a step forward, or two movement points to move a step backwards. The move can't be made unless all costs for that move are paid, and a partial move, such as only moving half of a step, costs the same as moving a full step.

In order to physically make a lateral move we use extra formation bases as guides. A formation base is equal to the size of two sorties placed side-by-side. For this reason an extra formation base makes a good guide for lateral movement. To make this basic maneuver, place the long side of a formation base next to your unit, along a side perpendicular to the direction you want to go. Make sure the center notch of your measuring base lines up with the leading edge of the moving unit. Simply slide the unit forward until the leading edge of the moving unit lines up with the edge of the measurement base. This will move your unit one step (the length of a sortie base). Remove the measurement base and you're done.

Collision

When a unit would move into the space that another object occupies, those objects collide. An object is considered a unit or a piece of terrain. The moving unit then snaps to the other object and then has the option to slide to a notch or side, as detailed below. Collision ends movement.

Snapping To

The first thing that happens in collision is snapping to. When a unit collides with an object at an angle (they do not share a flat edge) then the moving unit must snap to the other object on the smaller angle by pivoting or the collision point. This causes the two objects to become adjacent. If both angles created by the moving unit are equal (there is no smaller angle) then the controller of the moving unit decides which angle to snap to. Snapping to is not optional if collision occurs.

In the Standard game most angles should be 45 degrees (as created by the turning tool or snapping to standard terrain). However, variations in the standard game may cause other angles to be created, and the smaller angle rule is applied.

Sliding

The second step of collision is to slide. If the moving unit collided with another unit and is now adjacent (meaning it could have snapped or simply collided adjacent) then the moving unit can slide until one of its notches or sides is aligned with an edge or notch of the adjacent unit. The unit can slide in either direction until a notch or slide aligns, but must stop sliding once a notch or side aligns. A unit can't slide in a direction that would cause the units to no longer be adjacent. Sliding is optional. Units do not slide on terrain.

Turning

The turning tool can be used during movement to turn the unit 45° or 90°. Using the turning tool costs movement points equal to the direction cost of the side the unit is turning off of. The move also costs movement points equal to the direction cost of the side the unit is turning off of for each step the unit is beyond the turning tool after the turn is made.

Making a 45° Turn

To make this maneuver, place the movement tool flat on the table with the Angle Turn edge against your unit. Make sure the bevel on the edge of the tool slots into the notch on the edge of your base. Pick up the unit-- leaving the movement tool in place-- and set it back down so any one of the notches on your base slots into the bevel of either the Left Turn or Right Turn edges of the movement tool. Remove the movement tool from the table and you're done.

Making a 90° Turn

To make this maneuver, place the movement tool flat on the table with either the Left Turn edge or the Right Turn edge against your unit, depending on which way you intend to move your unit. Make sure the bevel on the edge of the tool slots into the notch on the edge of your base. Pick up the unit-- leaving the movement tool in place-- and set the unit back down so that any one of the notches on your base slots into the bevel of the opposite edge of the tool. Remove the movement tool from the table and you're done.

Collision from Overlap

Turning makes the snapping to function work a little differently because instead of colliding with the outside edge of another unit, the moving unit will be overlapping it.

If a turning unit would end its movement overlapping another object, the turning unit creates two angles; one on each relevant side of the other object. The turning unit will snap to the side with the smaller (i.e., narrower) angle, just like normal snapping rules. Similarly, if the angles are the same, the unit can snap to either side. However, the pivot point for the unit is a little different. Instead of pivoting on the corner of collision, the unit pivots on the point where its side crosses the side of the other object.

If a turning unit ends its movement overlapping two corners of another object, it will snap to the edge that lies between those two corners.

If the turning unit overlaps multiple objects, the player turning that unit decides which object to snap to.

Sliding occurs as normal after snapping from an overlap. (Units do not slide on terrain.)

Limits on Turning and Snapping

There are a few limits that might make turning impossible in tight situations. First, if the turning tool can't be placed, the turn can't be made.

If a unit that is snapping would collide with another unit, that snap can't be made. The unit must then try to snap in the other direction, even if that would be to the bigger angle.

If no snap is possible and the moving unit is not overlapping another object, then the unit remains at the angle it collided. This will likely leave the unit at an angle to the object, meaning they are not adjacent to each other.

If no snap is possible and the moving unit is overlapping another object, then that move can't be made. Return the unit the unit to its last legal point in movement and continue movement.

For a video walkthrough, see the Snap-To video.

Once a unit has snapped to and slid into place (if desired), its movement ends and the unit loses any remaining movement points. Snapping only happens to an actively moving unit. If a unit is moved without being given a move order and it collides with a corner of another base or a piece of terrain, it merely stops.

If a collision creates a situation in which the moving unit cannot snap to the other base without causing it to collide with something else (another unit or piece of terrain), then it does not snap to. Because it does not snap to, its movement does not end, so the unit may continue spending movement points to move.