Maybe some rewording required?rbs wrote:xavier wrote:In the manoeuvre phase, we ended up with BG “A” fragmented partially in front of BG “B” steady, and BG “C” steady next to “B”.
Due to shooting, “A” and “B” had to pass a cohesion test. Both failed, so “A” went down to broken and “B” went down to disrupted.
After all shooting results and consequent cohesion tests, “B” had to test again due to “A” just being broken. It failed again going down to “fragmented”.
Then “A” had to do its initial rout. It could not shift enough to avoid clipping with “B”, therefore it had to burst through. It could not completely clear “B” so it was destroyed and removed from the table.
At the same time, “B” had to drop another cohesion level due to being burst through by friendly routers. It was then down to “broken” as well.
I’m pretty sure we did right up to this point, but here comes the tricky question:
Once “B” became broken, should “C” also test for close friendly BG being broken, or does it only apply when the friendly BG is broken due to combat result? (either impact, shooting or melee)
We opted for stopping the “cohesion testing chain” there, so that a BG only tests for cohesion if the nearby BG is broken as a result of combat, but not if the nearby BG is broken as a result of having to test due to another BG being broken, due to a general being lost or due to being burst through…
C should certainly test if it has not already tested for seeing a rout in the same phase.
The rules aren't entirely clear whether C should test again if it had already tested for seeing a rout in the same phase. It wouldn't test if B broke as a result of the cohesion test for seeing A break, but the rules are not clear whether it should do so in this case, as B broke as a result of a burst through rather than as a result of seeing A break. I would say that the intention is that it shouldn't.
Multiple causes
— If a battle group must test for multiple breaks due to charges, or multiple breaks or lost commanders at the end of the phase, it only tests once but with a -1 adjustment to the dice for “more than one reason to test”.
Testing multiple battle groups
— If several battle groups have to test at the same time for seeing friends break or commanders lost, their side’s player decides which order to test them in. If further battle groups break as a result, those that have already tested do not have to test again. If pursuits result in the loss of a commander, battle groups that have already tested at the end of this phase for breaks/lost commanders do not have to test again.
Note that the reason we didn't simply say you don't test twice in the same phase is that in the Impact phase it is possible for BGs to break during the movement part or after combat resolution, and we didn't want to have to remember for half the phase which ones have already tested.
