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- Select Game Size
- Muster Army
- Determine Mission
- Read Mission Briefing
- Select Agendas
- Create Battlefield
- Determine Attacker and Defender – Roll off winner decides
- Place Objective Markers – Mission will instruct how many and where. Unless otherwise stated markers can be on a terrain feature as long as it lays flat and doesn’t hang over.
- Choose Deployment Zone – If the zones are not marked, the Defender chooses DZ.
- Declarer Reserves and Transports – secretly mark down what units will start in Strategic Reserves and what units will be embarked on transports. NO more than 1/2 the total number of units can be in Reserves and/or Reinforcements AND must be less than 1/2 PL. Some missions will make changes.
- Deploy Armies – Alternate setting up no Strategic Reserves units on the battlefield beginning with the Defender
- Determine First Turn – Roll off winner decides if the want first or second.
- Resolve Pre-Battle Abilities
- Begin Battle
- Ending the Battle – 5 rounds unless otherwise stated
- Determine Victor – Max of 90 points on mission objectives; plus 10 point Battle Ready army
- Update Crusade Cards
- If taken out of action
- Devastating Blow – no XP from game, plus loose d6 XP
- Battle Scar
- Update XP
- Determine Battle Honors
- Update Combat Tallies
- Update Order of Battle