Ars Victor
Ars Victor Rulebook
Table of Contents
Table of Contents
1: Introduction
1.1 How to Win
Your goal is simple: to reduce your enemy's Glory to zero.
Both players start with a marker on the Glory Track. There are several things you can do to knock it down:
- Kill their Units by attacking them with your own.
- Occupy Capture Points with your Units.
- Have the HQ Advantage by having the only HQ on the board.
The game ends the instant that one player's Glory is reduced to zero or below. It can also end when both players run out of cards – but this is unlikely, even with the most hesitant or cowardly commanders.
In this case, the player with the higher Glory is the winner.
1.2 Parts of the Game
There are a few different types of pieces in Ars Victor. Let's introduce you to them.
1.2.1 The Map
The battle will take place on a map that you and your opponent will build each time you play. You build the map during Mission Setup, when you perform Scouting.
Map Tiles
There are nine different double-sided Map Tiles. Each tile depicts forests, cities, and other bits of terrain. The hex grid is used to regulate movement and combat.
Capture Points
There are a handful of single-hex pieces with purple borders. These are Capture Points, used to designate spots on the board that you need to occupy. They are placed during Mission Setup, and do not move during the game.
End Caps
You will also see two puzzle-piece End Caps. One of these has the Glory track on it. The other simply provides symmetrical harmony.
1.2.2 Units and Banners
You and your opponent will each start with a handful of Units. When placed on the board, each Unit receives a Banner, which is placed beneath it.
Unit Counters
There are a dozen different types of square Unit Counters. A different unit is depicted on the front and back. Each counter shows a unit's capabilities:
- Hit Points. The large number on the shield in the lower right shows how much Damage a unit can sustain before being destroyed.
- Attacks. The framed boxes in the left side corners show the unit's Close Combat and Ranged attacks. The colored dots show the dice that are rolled for each type of attack. The number in the hexagon shows how far away the Ranged attack can strike.
- Walk and Run. The colored arrowheads on the left-hand side show how many hexes a unit can move. Walk movement is shown by green triangles, Run moves are yellow, and Jump moves are blue.
- Special Abilities. On the left side of the counter are any Special Abilities that the unit has.
- Cost. In the lower right corner, the number in the yellow box shows the point cost of the unit.
Banners
Each player has their own set of rectangular Banners. These are placed underneath units to show which side they belong to, and which suit they are.
HQ Banners
There is a single HQ Banner for each player. This is placed in between a unit counter and a regular banner, making a tasty and nutritious "HQ Banner sandwich".
1.2.3 Command Cards
There are two decks of Command Cards, one for each player: Red and Blue.
Each deck contains 24 cards, consisting of four suits. For each suit, there are six cards, numbered two through seven. The number on the card shows how many Command Tokens you receive when you play the card. The card's suit affects the cost to issue Orders to your units.
1.2.4 Other Markers
There are a few other miscellaneous markers.
- Damage Markers. There are lots of small circular damage markers, showing the numbers 1 to 4. They are placed on units to show that they've taken hits.
- Command Tokens. These seven circular tokens are used to help you keep track of the orders you issue each turn. They are shared between players.
- Glory Markers. Each player has a Glory Marker that matches their color. This is used on the Glory track to indicate which player is closest to humiliating defeat.
1.2.5 Attack Dice
There are four dice of each color: White, Red, and Blue. The faces are either blank, or are stickered to indicate a result. Each color has a specific population of result faces. The different faces are described in Combat rules.
Applying Dice Stickers
Ars Victor comes with twelve dice and a sheet of stickers that you apply to them. Put the stickers on the dice as follows: Blue Dice, Red Dice, White Dice.
2: Mission Setup
Mission Setup can make or break your game! For your first few matches, we recommend you try some pre-generated missions.
2.1 Overview
Sit at a table, with your opponent across from you, and all of the components in reach. Follow these steps to start a bowel-clenching game of Ars Victor:
- Initiative. Determine who plays Red or Blue.
- Muster. Each player secretly chooses their army.
- Scouting. Starting with Blue, both players alternate placing map tiles to build the map.
- Draw. Each player starts with five cards.
- Vanguard. Starting with Red, each player places four units on the board.
Play then begins with Red taking the first turn.
2.2 Initiative
A game begins when you hand a blue Attack Die to your opponent and utter the fateful words: "Roll for Initiative." If they roll a skull, they choose sides – otherwise it's your choice.
- Red is the attacker. They set up their forces first, and they take the first turn.
- Blue is the defender. They set up second. They also place the center map tile during Scouting.
Each player takes the Command Card deck, Banners, Glory Marker, and HQ Banner for their color and places them nearby.
2.3 Muster
Next, you and your opponent each choose a roster: a list of units that you are going to use in the battle. Your roster choice also determines your starting Glory, and indicates which unit is your Headquarters.
Budget
A roster can contain up to 80 points worth of units. Each unit has a cost, shown in a yellow box in the lower right corner. You can't spend more than your budget – but you probably want to spend less!
Choose HQ
A roster also designates one unit as your Headquarters. Your HQ is a special scoring piece. You are rewarded for pushing it out on the board, but punished if it dies. The HQ designation does not give a unit any additional combat power, survivability, or mobility. Think of it like your King in chess.
Starting Glory
You start with Glory points equal to whatever you don't spend on units. You lose when you run out of Glory – so bringing an army that is too expensive can actually cost you the game.
Custom Rosters
When you start playing with your own rosters, build them before the game starts.
The free on-line Players Guild application lets you build and print rosters, or you can simply use shorthand on a piece of scratch paper: "4x SCAV, 4x AI, 1xLI/HQ = 24G"
Reveal
Once you've both selected your rosters, reveal them simultaneously, and prepare your forces:
- Place all your units in front of you, next to the map edge. This is your Reserves.
- Place the unit you chose as your Headquarters on top of your HQ Banner.
- Put your colored Glory Marker on the Glory track on the proper number.
2.4 Scouting
Now, you build the battlefield on which your fearless troops can be slaughtered like pigs.
Shuffle the nine map tiles and place them in a stack to the side of the table.
Blue draws the first tile and places it in the center of the table, choosing which side to place face-up. If the first tile is a "short tile", place it on the bottom of the stack and use the next one.
Continuing with Red, both players then alternate placing map tiles in valid positions on the table. When you place a map tile, it must:
- be placed in contact with a map tile that has already been placed.
- conform to the final map shape.
- not prevent the valid placement of any other map tile.
When the map is complete, it should have three rows of three tiles each, with the players sitting at the long edges. Refer to the diagram below to see an example.
Valid Map Layouts
When you place a Map Tile, it must always be in a position that builds a valid map. The center row must have three full-sized tiles, and each outside row must have a "short tile".
These are the only valid map layouts, when you take into account rotational symmetry.
Short Tiles
There are two "short tiles" in the set. They must be placed in the outside rows. Conversely, you cannot place three regular tiles in the outside rows – you must leave room for a short tile.
Place Capture Points
For each map tile in the center row, place a Capture Point in the center hex. Use a Capture Point with terrain that matches the underlying hex.
2.5 Draw Cards
Shuffle and cut each player's deck of Command Cards. Each player draws a hand of five.
2.6 Vanguard
Starting with Red, each player places four of their units on the board. This is your Vanguard.
- Your Vanguard units may be placed anywhere in the two hex rows closest to your board edge.
- Your HQ may not be in your Vanguard.
When both players have placed their Vanguard, Mission Setup is complete.
Mission Setup: Complete
Here's what a table looks like after Mission Setup has been completed.
3: Your Turn
You and your foe alternate playing cards to move and attack with your units. Continue doing this until one of you is toast.
3.1 Sequence of Play
On your turn, you will perform the following steps:
- Score Glory. Reduce your opponent's glory if you control Capture Points or have HQ Advantage.
- Play Command Card. Play a card from your hand and take Command Tokens.
- Order Units. Spend your Command Tokens to move and attack with your units, one at a time.
- Draw Card. Draw a replacement Command Card to bring your hand back up to five.
When you finish, it is your opponent's turn.
3.1.1 Score Glory
Before you do anything else, reduce your enemy's Glory. There are two ways to score here:
- Occupying Capture Points. Score one for each Capture Point that you occupy with a unit. Score one more if your HQ holds a Capture Point.
- Headquarters Advantage. Score one if you have the only HQ on the board. This is true if the enemy HQ is in Reserves, or has been destroyed.
3.1.2 Play Command Card
Choose a card from your hand and play it face-up into your discard pile. Take Command Tokens equal to the number on the card. Note the suit of the card: it affects how many Command Tokens it takes to Order your units.
Order Types
There are two types of Orders that you can issue: Advance and Assault. The different orders have different costs and allow you to do different things with your units.
- Advance orders cost one, and let you use Walk and Run to move.
- Assault orders cost two, let you Walk, and then Attack.
| Advance | Assault | |
|---|---|---|
| Cost | 1 | 2 |
| Moves | yes | yes (Walk only) |
| Attack | no | yes |
3.1.3 Order Units
Spend the Command Tokens you just received to issue Orders to your units:
- Place Command Tokens on the unit equal to the cost of the order.
- Move the unit.
- Attack with the unit, if you gave an Assault order.
Repeat this until you have spent all your Command Tokens or do not wish to issue any more Orders. Discard any unused Command Tokens at the end of your turn: use 'em or lose 'em!
Suits and Order Costs
The listed order costs apply to units that are "on-suit": they have the same suit Banner as the Command Card that you played. For the rest of your units:
- On-Color units match the Command Card's color but not its suit. You can order those units at the cost of one extra token.
- You cannot order units that are Off-Color: if they don't match the color of the Command Card you played, you cannot use them this turn.
Example: Orders
Red plays a 6 Diamonds and takes six Command Tokens.
She spends three to give an Assault order to her Heart-bannered Scavengers.
She spends two to give an Assault order to her Diamond-bannered Scavengers.
She gives her last Scavengers in Reserve another Diamond banner, and spends her last command to give it an Advance order.
3.1.4 Draw Card
Finally, draw a replacement card from your deck of Command Cards and put it in your hand. Your turn is now over.
Empty Deck
If there are no cards left in your deck, you do not get a card. If both you and your opponent have played all your cards, the game ends.
3.2 Movement
Both Advance and Assault orders allow you to move a unit. You are never required to move a unit that you ordered. Sometimes, you will be prevented, and other times, you just won't want to.
Moving a unit allows you to traverse from hex to adjacent hex, up to the limit of the unit's available moves. You cannot move into hexes occupied by other units, nor can you move a unit off the map.
Move Types
Units have two different types of movement: Walk and Run:
- Walk moves are indicated by green triangles on the unit counter. You can use a unit's Walk moves with any order.
- Run moves are indicated by yellow triangles. You can only use a unit's Run moves if you gave it an Advance order.
Example: Movement
Red is moving some of her units:
She moves her Scavengers next to Blue's Heavies. It must stop because it is now Engaged.
Her Lancers move three spaces. It must stop in the final Slow hex, but that's its last move.
She moves her Conscripts one hex into the Rough. It must stop because it entered Slow terrain.
Reserves
In the beginning, most units are off the map, in Reserves. You may only give them Advance orders. When you do, assign a Banner of your choice and move them on the map, as if they started in a hex directly off your map edge.
Engaged
A unit that is next to an enemy unit is Engaged. A unit becomes Engaged immediately upon moving next to an enemy unit. A unit that is Engaged cannot use its Walk or Run movement at all.
Slow Terrain
Some map hexes contain terrain that has the Slow effect. When a unit moves into a Slow hex, it must immediately stop. A unit that starts its move in a Slow hex can move, but it has to stop again if it enters another Slow hex.
3.3 Combat
When you give a unit an Assault order, you can use it to attack. After any movement you wish to do, you may choose to attack.
3.3.1 Attack Types
There are two different kinds of attack: Close Combat and Ranged. Every unit has a Close Combat attack. Some units also have Ranged attacks.
Close Combat Attacks
These are attacks with sword and fang, and short-range weapons like pistols and grenades. Close Combat Attacks:
- May only be used against adjacent enemies.
- Are affected by Impeding terrain.
Ranged Attacks
These represent attacks with longer-range single-man or squad-portable firearms. Ranged attacks:
- May be used against enemies 2 or more hexes away. The max range is on the unit's piece.
- Require a clear Line of Sight to the target.
- May not be initiated if Engaged, but may always be used to Counter-Attack.
- Are affected by terrain that provides Cover.
Heavy Weapons
Ranged attacks with a blue background are Heavy Weapons. They have additional restrictions:
- May not be used at all if the unit moved this turn.
- May not be used at all if Engaged, even to Counter-Attack.
Line of Sight
Ranged attacks can be made against targets that are multiple hexes away. However, you must have a clear field of fire!
Trace a line from the center of each hex. Any hex you pass through can interfere.
Units of both sides and Blocking terrain prevent a ranged attack.
Tracing down a hex edge is OK if either adjacent hex is clear.
3.3.2 Attack Dice
When a unit attacks, you roll one or more colored dice. The number and type of dice rolled are shown on a unit's counter below a colored bar that corresponds to the attack type.
- White dice are the weakest; they have one Weak Hit face and one Push face.
- Red dice are stronger. They have one Hit, one Weak Hit, and one Push face.
- Blue dice are the strongest: they have three Hit faces and one Push face.
Example: Combat
Red is attacking Blue's Lancers with her Scavengers. She gets three red dice in Close Combat. She rolls two Hits. Blue places a "2" Damage Marker on the unit.
He Counter-Attacks, rolling a Push and a Hit on three white and one blue die. Red's Scavengers receive a "1" Damage Marker.
3.3.3 Attack Resolution
To attack, choose the type and target of the attack. Roll the dice indicated on the attacking unit's counter. Apply the results of each die as follows:
- One damage for each Hit.
- Every Push causes a single Fall-Back move.
The blue skulls and yellow "bang" backgrounds are used by the Tough and Bug Out abilities.
Fall-Back
For each Fall-Back, move the unit into one of the two hexes directly behind it.
- "Behind" in this context is always towards the back row of the owning player. It is not affected by the location of the attacker.
- Units executing Fall-back moves ignore Slow terrain and being Engaged. They are still blocked by other units or the edge of the map.
- You must take a Fall-back move if a legal option exists. Otherwise, each Fall-Back move that cannot be taken results in one point of damage.
Because of the Push result, Red makes her Scavengers Fall-Back one hex.
Follow-Up
After a Close Combat attack, the attacker may have the option of occupying the victim's hex.
If the victim of an ordered attack is no longer in the hex it was in at the beginning of the attack, the attacker may Follow-Up. Like Fall-back moves, a Follow-Up ignores terrain and adjacent enemy units.
There is no Follow-Up move for Small Arms or Heavy Weapons attacks, or for Counter-Attacks.
Hits & Death
When a unit takes hits, place a Damage Marker on the spot on their Banner Counter.
Damage does not affect a unit until it equals its Hit Points; then, it is eliminated:
- Remove the unit counter from the game.
- Return the Banner Counter to the owning player.
- Reduce the owning player's Glory by the cost of the unit.
Counter-Attack
If, after an ordered attack is resolved, the defender is still in the hex they started in, they may make a free Counter-Attack.
A Counter-Attack is resolved just like an ordered attack, with a few exceptions:
- A Close Combat attack results in a Close Combat Counter-Attack.
- Small Arms and/or Heavy Weapons may be used to Counter-Attack against a Small Arms or Heavy Weapons attack.
- There is no Follow-Up after a Counter-Attack.
- There are no further Counter-Attacks after the first one.
3.3.4 Terrain Effects
Certain terrain affects different kinds of attacks in different ways.
Cover
Some terrain provides the Cover effect to units that are in it. When you use Small Arms or Heavy Weapons against a unit in Cover, you are less effective: replace any dice you throw with White dice.
The Cover effect only applies when the target of the attack is in a Cover hex. It applies to both ordered attacks and Counter-Attacks.
Impede
Most terrain is Impeding, and makes it difficult to fight hand-to-hand. The Impede effect applies to your Close Combat attacks, reducing them to half dice, rounded up. You choose which dice to discard.
The Impede effect applies to any ordered attack or Counter-Attack made where the defending unit is in Impeding terrain. Both the initial attack and the Counter-Attack will be at half dice if the defender is in Impeding terrain. The hex of the unit that has been ordered to attack does not matter.
Block
Other terrain is Blocking. This simply means that you cannot use Small Arms or Heavy Weapons to attack through it. You can still shoot at targets that are in it.
4: Special Abilities
Most of the units in Ars Victor possess one or more Special Abilities that give them exceptions to the general rules. These abilities can dramatically change a unit's effectiveness in different circumstances. Understanding how to use them is an important part of making good tactical decisions.
4.1 Using Abilities
A unit's abilities are indicated by special icons on its counter. They can be found on the left side of the counter, under the attack bars, or with the movement arrows.
All special abilities are inherent to the unit that has them, and can be used whenever appropriate. There is no other cost; they are "always on".
4.2 Movement Abilities
4.2.1 All-Terrain
Units with the All-Terrain ability ignore Slow terrain. They may continue moving as if the hex were clear. All-Terrain also affects a unit's Close Combat dice; see the entry under Attack Abilities.
4.2.2 Jump Moves
Jump Infantry have blue Jump move arrows instead of normal Walk or Run arrows. They use this to hop around the battlefield like death-wielding bunny rabbits.
Jump moves are a special kind of Walk move, and can be used with an Advance or Assault order. Jump movement has some special capabilities:
Ignore Intervening Hexes
Jump moves treat the hexes they move through as empty. They ignore whatever is in them: friendly units, enemy units, terrain, toll booths, etc.
Ignore Engaged
Jump moves ignore the effects of being Engaged: they can be used when they're next to an enemy.
Hazard Rolls
Bouncing around the battlefield is dangerous. If the final destination of a Jump move has terrain, you must make a Hazard Roll:
- Roll one white die for each hit point that the unit still has. If the unit has already taken damage, this will be less than its starting hit points.
- Every Hit results in a single point of damage, as some unlucky fool pulls a Sonny Bono and ends his military career head-first in a tree.
Hoof It
Units with a Jump move may forgo its use, and walk around on their own two feet like the rest of the units. When you order a unit with Jump, you may take a single Walk move instead.
4.2.3 Insertion
When in Reserve, a unit with Insertion can move to any hex next to a friendly unit. Units on the board may not Insert. This is a two-step process:
- Beacon. Buy an Advance order for a unit on the board, to act as a Beacon. It may not move.
- Insert. Buy an Advance order for the Inserting unit. Place it next to the Beacon unit.
Hazard Rolls
Units that insert into terrain must make a Hazard Roll, just like Jumping units do.
4.3 Attack Abilities
4.3.1 All-Terrain
In addition to the movement effects described above, units with All-Terrain ignore the "half dice" effect of Impeding terrain. This applies when the unit is attacking or defending.
4.3.2 Marksman
Units with the Marksman ability ignore the "white dice" effect of Cover terrain. They attack as if their target was in the clear.
4.3.3 Aim
Several units have the Aim ability. This lets them fire their Small Arms one hex further, but only if they did not move. They always get the extra hex range when Counter-Attacking.
4.3.4 Indirect Fire
A Heavy Weapons attack with Indirect Fire ignores intervening hexes. It always has Line of Sight to its target.
Example: Insertion
Red has played a 3 Hearts, and wants to Insert her Assault Infantry somewhere unpleasant.
She spends one command to buy an Advance order for her Heart-bannered Scavengers. She declares they are acting as a Beacon.
She gives her Assault Infantry in Reserve a Diamond banner, then spends two commands to buy an Advance order for it. She places it next to the Scavengers, in the Forest hex.
She makes a Hazard Roll of four white dice. She only rolls Push and miss results: safe!
4.4 Defensive Abilities
4.4.1 Tough
Units with the Tough ability ignore certain types of hits:
- Blue skulls affect Tough units normally.
- It takes two White skulls to deliver one damage.
4.4.2 Take Cover
Units with Take Cover have the ability to avoid taking damage and take an additional Fall-Back move instead.
If a unit with Take Cover is attacked or Counter-Attacked, its owner may choose to use this ability. She can trade one damage for a single Fall-Back.
4.4.3 Standfast
This is the opposite of Take Cover: a unit with this ability ignores a Fall-Back move and takes extra damage instead.
This is used just like Take Cover, except the owner can exchange a single Fall-back for an additional point of damage.
4.4.4 Bug Out
The Bug Out ability allows a unit to avoid a lot of damage at the cost of additional Fall-Back moves.
When you attack a unit that has the Bug Out ability, you must ask your opponent if they want to use it before you roll the attack dice. If they decline, you roll the dice and the attack is resolved normally. If they choose to use Bug Out:
- They automatically take two Push results, no matter what is rolled on the dice.
- Only hit faces with a yellow background have any effect.
Failing to Ask
If the attacker fails to ask the owner of the defending unit about Bug Out, the defender may choose to apply it after the dice are rolled.
Example: Bug Out
Red attacks Blue's Cavalry with her Field Gun. She asks if he wants to Bug Out. He says yes. With four blue dice, she rolls two Pushes and two Hits. The Hits aren't yellow, so they're ignored. The Pushes are also ignored. The Cavalry takes two automatic Pushes.
5: Rosters & Missions
This section contains pre-generated missions and rosters, so you can skip over Mission Setup.
Death from Above
Use the Scavengers and Lancers to gain ground, and drop your Assaults at critical spots.
| Qty | Unit | Cost |
|---|---|---|
| 2x | Scavenger (2x Van) | 6 |
| 2x | Lancers (2x Van) | 8 |
| 1x | Light (HQ) | 4 |
| 4x | Assault | 40 |
| (9) | Total / Glory | 58 / 22 |
Choppy and Meaty
Use the Conscripts to pin enemy units, while you concentrate the heavy hitters at weak spots.
| Qty | Unit | Cost |
|---|---|---|
| 3x | Conscripts (2x Van) | 9 |
| 2x | Cavalry (HQ, 2x Van) | 14 |
| 2x | Jump | 14 |
| 1x | Heavy | 7 |
| 1x | Field Gun | 10 |
| (9) | Total / Glory | 54 / 26 |
The Big Guns
Conscripts serve to keep the enemy away from your Field Guns. Use Jumps to press the advantage.
| Qty | Unit | Cost |
|---|---|---|
| 6x | Conscripts (Van, HQ) | 18 |
| 2x | Jump | 14 |
| 2x | Field Gun | 20 |
| (10) | Total / Glory | 52 / 28 |
Jungle Boogie
A wealth of All-Terrain units; don't be afraid to Scout the board full of trees! Be careful about open fields of fire.
| Qty | Unit | Cost |
|---|---|---|
| 2x | Brutes (2x Van) | 20 |
| 3x | Scavengers (2x Van) | 9 |
| 1x | Conscript | 3 |
| 2x | Jump | 14 |
| 1x | Light (HQ) | 4 |
| (9) | Total / Glory | 50 / 30 |
Wall of Dakka
Sacrificial Lancers give you time to put your Heavies into good firing positions. Use the Cavalry as a mobile reserve.
| Qty | Unit | Cost |
|---|---|---|
| 3x | Lancers (2x Van) | 12 |
| 4x | Heavy (2x Van) | 28 |
| 2x | Cavalry (HQ) | 14 |
| (9) | Total / Glory | 54 / 26 |
Cheap and Cheerful
A sampler platter with a lot of flexibility. A solid line of Medium Infantry lets you go toe to toe with most enemies. Lots of Glory means you can take a lot of losses!
| Qty | Unit | Cost |
|---|---|---|
| 2x | Mortars (2x Van) | 6 |
| 6x | Medium (2x Van) | 24 |
| 1x | Cavalry (HQ) | 7 |
| 1x | Assault | 10 |
| (10) | Total / Glory | 47 / 33 |
Mission #1
Red: Death From Above — 22 Starting Glory
It's vital to get your Lancers and Scavengers down field, so you can drop your Assaults in the middle of the battle and minimize their exposure to Blue's long-range attacks. Don't be afraid to lose those units if it gets your Assaults where you want them to be!
Blue: Choppy and Meaty — 26 Starting Glory
It is critical to pin Red's Vanguard and prevent them from getting too close. Use your Jumps and Cavalry for sneaky flanking moves that block enemy Fall-Back moves. Block in those Assault Infantry and watch them die like dogs!
Mission #2
Red: The Big Guns — 28 Starting Glory
Get the Conscripts out as far as possible and secure good fields of fire for your Field Guns. There are several good options on this map. Use your Jump Infantry as a mobile reserve to add some extra oomph to your line.
Blue: Jungle Boogie — 30 Starting Glory
There are some nice blobs of terrain, but there are also some scary open spaces. Stick to cover to mitigate the fearsome firepower of Red's Field Guns. Use the Jumps to get through to Blue's backfield and threaten the guns up close and personal.
Mission #3
Red: Wall of Dakka — 26 Starting Glory
Use your Vanguard to gain as much ground as possible, and then set up your Heavies in good long-range firing positions. You start with a significant Glory disadvantage, so be aggressive with your Cavalry HQ and hold those Capture Points!
Blue: Cheap and Cheerful — 33 Starting Glory
You've got a nice Glory advantage and plenty of units. Don't be afraid to be aggressive with your horde of Medium Infantry; you can afford to lose a couple. Try and engage Red's Heavies with your Mediums in Close Combat. It's an even fight, but Red's units are almost twice as expensive.