few questions after a second game

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dvorkin
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few questions after a second game

Post by dvorkin »

1) - Is Wavering Cavalry affects firing unit in 6MU?
- Is Cavalry in contact affects firing unit in 6MU?

2) A unit of infantry disordered declares an assault on artillery at 4MU after a CMT, receives 2 hits during defensive fire so take one cohesion and drop to wavering. Is this unit after a CMT can continue the assault.

3) What's happen to a broken unit of a non-active player, after retire and out of contact of enemy unit,
next turn can it move or just wait for recovery phase and try to rally
BrettPT
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Re: few questions after a second game

Post by BrettPT »

1) - Is Wavering Cavalry affects firing unit in 6MU?
- Is Cavalry in contact affects firing unit in 6MU?
Yes, there doesn't seem to be any restriction on this (ie even broken cavalry, facing the wrong way, on the other side of impassable terrain would give you a -2 dice). I think they have gone for simplicity on this one.
2) A unit of infantry disordered declares an assault on artillery at 4MU after a CMT, receives 2 hits during defensive fire so take one cohesion and drop to wavering. Is this unit after a CMT can continue the assault.
There is a general rule on page 42 that a wavering unit must not move closer to an enemy unit that I would say applies here. So no point wasting a command point on attempting a CMT as even if this is successful, the troops will not advance.
3) What's happen to a broken unit of a non-active player, after retire and out of contact of enemy unit,
next turn can it move or just wait for recovery phase and try to rally
Your units that broke in the enemy bound will do another rout move in the movement phase of your own following turn. (see page 71). So they will move again (backwards) before they get their chance to rally in the recovery phase.
dvorkin
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Re: few questions after a second game

Post by dvorkin »

thanks for quick reply.

A last question:

combat between 2 units of cavalry, the two units take each one cohesion.
so the cavalry of non active player retires and what do the cavalry of the active player
halt or retire
deadtorius
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Re: few questions after a second game

Post by deadtorius »

wavering units can not charge and have to take a CT if charged, if they fail they break. You want to get your wavering troops as far away from the enemy and close to a general as you can. (think fragged it has the same affects like the other FOG rules if that helps and you are familiar with them)

for your second question, you follow the results on the combat resolution table. You both use the same line so start with the non-active player and his cav will retire. Move to your right and you see it says "Active player" then "Halt-no pursuit" So the active players cav stays put.
I am assuming that both units were steady at the beginning of the combat.
SirGarnet
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Re: few questions after a second game

Post by SirGarnet »

dvorkin wrote:thanks for quick reply.

A last question:

combat between 2 units of cavalry, the two units take each one cohesion.
so the cavalry of non active player retires and what do the cavalry of the active player
halt or retire
So both are now Disordered by combat. The Combat Resolution Table says the Non-Active Player cavalry retires disordered and the Active Player cav halts without pursuit. The retirement distance is D6+2 per the Cavalry line of the Outcome Table and the column labeled "Disrupted", which should read "Disordered." (typo for erraata)

BTW regarding the earlier question there is also p28col2 "Wavering units may not assault."
dvorkin
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Re: few questions after a second game

Post by dvorkin »

thanks all
Chasseur
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Re: few questions after a second game

Post by Chasseur »

Hi,

For 1) I think it is a reasonable simplification. The common infantry man in Napoleonic times was dead scared of cavalry. Through the smoke of battle a bunch of horseman milling about would often look the same threat to an infantryman - whether they were Steady, Disordered, Wavering or Broken. And it would only take a few horsemen to take out a few skirmishers, so they would not want to stray too far from the main body in case the cavalry quickly reformed and rode them down.

Cheers,
John Shaw
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