For undrilled to contract they have to advance 3 MU's but in anything other than good going heavy foot only move 2 MU's
Hammy
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This has been pointed out before. We are happy with it.hammy wrote:Is it intentional that undrilled heavy foot cannot contract in anything othr than good going?
For undrilled to contract they have to advance 3 MU's but in anything other than good going heavy foot only move 2 MU's![]()
Move out of the terrain then contract later. (They can turn 90 or 180 degree so are unlikely to be stuck)sagji wrote:What about ud hf that end up fighting the terrain and want to get out again?
Battle wagons have a 3 MU move, so they can contract.What about battle wagons that can't contract even in open terrain?

So you think they would turn 180, move twice turn 180 contract and move (taking about 8 turns) to form column to advance through the terrain they have cleared rather than slowing forming column?rbodleyscott wrote:Move out of the terrain then contract later. (They can turn 90 or 180 degree so are unlikely to be stuck)sagji wrote:What about ud hf that end up fighting the terrain and want to get out again?
The requirement is a 3MU simple advance - BW have no simple moves and elsewhere the rules say that BW can't make a second move because they have no simple moves.Battle wagons have a 3 MU move, so they can contract.What about battle wagons that can't contract even in open terrain?
Ouch. We will need to give some thought to sorting that out. The intention is that they should be able to contract when moving forward.sagji wrote:The requirement is a 3MU simple advance - BW have no simple moves and elsewhere the rules say that BW can't make a second move because they have no simple moves.Battle wagons have a 3 MU move, so they can contract.What about battle wagons that can't contract even in open terrain?
No doubt I am missing something again, but why do they need to be in column to enter or move in the terrain?sagji wrote:rbodleyscott wrote:Move out of the terrain then contract later. (They can turn 90 or 180 degree so are unlikely to be stuck)sagji wrote:What about ud hf that end up fighting the terrain and want to get out again?
So you think they would turn 180, move twice turn 180 contract and move (taking about 8 turns) to form column to advance through the terrain they have cleared rather than slowing forming column?
A 90 turn and wheel works only if they are no more than 2 deep - so if they have supporting LF, are pike, or never got completely out of the column they were in to get into the terrain,

1) change it to an easy advance - specific line on the chart.rbodleyscott wrote:Ouch. We will need to give some thought to sorting that out. The intention is that they should be able to contract when moving forward.sagji wrote:The requirement is a 3MU simple advance - BW have no simple moves and elsewhere the rules say that BW can't make a second move because they have no simple moves.Battle wagons have a 3 MU move, so they can contract.
Any suggestions for rewording?

Because thay move so slowly in terrain that unless they are in column they will effectivly play no further part in the battle.rbodleyscott wrote:No doubt I am missing something again, but why do they need to be in column to enter or move in the terrain?sagji wrote:So you think they would turn 180, move twice turn 180 contract and move (taking about 8 turns) to form column to advance through the terrain they have cleared rather than slowing forming column?rbodleyscott wrote: Move out of the terrain then contract later. (They can turn 90 or 180 degree so are unlikely to be stuck)
A 90 turn and wheel works only if they are no more than 2 deep - so if they have supporting LF, are pike, or never got completely out of the column they were in to get into the terrain,
As you say this will allow them 2nd moves. We need to decide whether or not we want them to have to take a second CMT for a 2nd move, and amend the rules accordingly.• Light artillery and battle wagons must pass a CMT to carry out any move, whether simple or complex.
I submit that if they have gone into difficult terrain that is the player's own fault.sagji wrote:Because thay move so slowly in terrain that unless they are in column they will effectivly play no further part in the battle.
Good pointrogerg wrote:I prefer the proposed wording for the battle wagons and artillery moves. I believe it is easier to remember that you have to dice to move these troops than to have to think about what is an easy, simple or complex move. I don't really see why they should not get second moves. It keeps them consistent with everything else and the same logic must apply.
From the ease of play point of view, a second dice roll is not a problem. I suppose it will have to be explicitly stated that they will have to have successfully diced and moved for their first move before they can dice again for a second.
P.38 SECOND MOVES• Light artillery and battle wagons must pass a CMT to carry out any move, whether simple or complex.
• Light artillery and battle wagons must pass a second CMT to make a second move. They can only do so after first passing a CMT for, and making, a first move.

I think it is clear fromsagji wrote:Two potential issues:
How many rolls are made to make a complex move?
1 or 2 (pass a CMT to move, then pass another CMT to make a complex move)
that only one is required.Light artillery and battle wagons must pass a CMT to carry out any move, whether simple or complex.
This is a problem.When moving for a 2nd time a general moving with the BG or BL can't influence the CMT as he has moved.
How about:sagji wrote:When moving for a 2nd time a general moving with the BG or BL can't influence the CMT as he has moved.
To be able to influence a CMT a commander must be with the testers from the start of the phase.
"Limbering up" is not the only issue. We want to reflect the general difficulty of moving war wagons across normal terrain.Personally I think they should not have to roll to make a 2nd move - once they are "limbered up" to move then keeping moving is easy, and if they are sufficiently far from the enemy to move twice they may have been "limbered up" at the start of the turn.