Posted: Thu May 24, 2007 5:56 pm
Main Rules Update 24/5/07
1) VICTORY AND DEFEAT
“An army suffers an army rout if at the end of the current phase it has accumulated attrition points equal to its total original number of battle groups. Unless both sides suffer a simultaneous army rout, which is a draw, the enemy has achieved a Decisive Victory. “
2) Glossary
“Army Rout An army suffers an army rout if at the end of the current phase it has suffered Attrition Points equal to or greater than its initial number of battle groups.”
3) Shooting POAs
“Any, if one or more of the following apply. (Count only one -): Shooting
• in impact phase
• to rear (LH or LCh)
• at a battle group which is partly in close combat other than only as an overlap
• by a battle group which is partly in close combat other than only as an overlap”
4) Moves Distances and Disorder
Section reworded to avoid confusion caused by use of the term “speed” and to clarify Bugle999’s issues.
“The following table cross references troop type with terrain to show the effect on order and maximum move distances in MUs. For movement purposes, a terrain type is assigned one of four difficulty levels: open, uneven, rough or difficult. The effect of terrain types is covered in Appendix 2.”
• “The lower move distance applies to the whole move if any part of any base of the battle group is in distance-reducing terrain at any stage of its move. As a result, sometimes battle groups can reach the edge of a piece of terrain but not enter it. e.g. if cavalry have moved at least 3 MU in the open and meet rough terrain, they have already moved their maximum rough terrain distance, so cannot enter it.
• Troops in column move at +1 MU along roads or through any terrain if the indicated move distance is less than their move distance in open terrain.
• Battle groups with mixed troop-types have the move distance of the slower type.
• Battle lines have the move distance of their slowest battle group.
• Battle groups moving through more than one type of terrain are limited to the shortest move distance shown for any of those terrain types. Battle groups with mixed troop types use the shortest move distance that would apply to any base in the battle group, even if that base is clear of the terrain. e.g. heavy foot backed by a rank of light foot move at 2 MU in rough terrain, even if only the rear rank of light foot is in the rough terrain.”
• “Commanders, however depicted, have the move distance of light horse when not with a battle group.”
5) Evading
Clarify that evading (or routing) battle group cannot split into two sections to pass obstructions.
• “If an evading battle group encounters any obstructions, the following rules apply:
•
• It can shift sideways up to one base width to get past friendly troops it cannot interpenetrate, enemy troops, a camp or terrain, or to avoid leaving the table. All bases must end in at least partial edge contact with another base of the battle group. The battle group cannot split.”
6) Interception Charges
• “An interception charge must be directly forward (except as below) and can be up to the limit of the battle group’s ZOI. It cannot include any changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. Interceptors move before chargers. If, at the start of the interception charge, no part of the charging enemy battle group is in front of the intercepting battle group, the interception charge can include a wheel towards the chargers. No part of the front edge of the intercepting battle group can advance out of its original ZOI.
• Contact the flank or rear of the enemy battle group. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as described above. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.”
7) Movement chart and Simple & Complex Moves Chart
Colour key clarified by placing word on top of colour.
8 ) Terrain Set-Up
“Rivers and coasts can be removed, but not slid or pivoted.”
“No piece can be placed (prior to adjustment) closer than 4 MUs to any other piece except:
• Any piece can be placed close to a coast or river.
• A road can pass close to or over any terrain placed before or after.
• A village can be superimposed upon any hill placed after.
The use of open areas is to restrict the placing of other terrain. ”
9) Glossary
“Cover Plantation, forest, village, vineyards, enclosed fields. These give cover to bases wholly within them.”
10) Troops who may charge without orders
“The following additional rules apply to CMTs to avoid charging without orders:
• The CMT is taken by each individual battle group separately, even if it is part of a battle line. A commander cannot therefore be counted as “with” the battle group for the test unless he is actually with the battle group that is testing.
• Quality re-rolls do not apply.
• Mixed battle groups including any shock troops must test as if entirely shock troops.
1) VICTORY AND DEFEAT
“An army suffers an army rout if at the end of the current phase it has accumulated attrition points equal to its total original number of battle groups. Unless both sides suffer a simultaneous army rout, which is a draw, the enemy has achieved a Decisive Victory. “
2) Glossary
“Army Rout An army suffers an army rout if at the end of the current phase it has suffered Attrition Points equal to or greater than its initial number of battle groups.”
3) Shooting POAs
“Any, if one or more of the following apply. (Count only one -): Shooting
• in impact phase
• to rear (LH or LCh)
• at a battle group which is partly in close combat other than only as an overlap
• by a battle group which is partly in close combat other than only as an overlap”
4) Moves Distances and Disorder
Section reworded to avoid confusion caused by use of the term “speed” and to clarify Bugle999’s issues.
“The following table cross references troop type with terrain to show the effect on order and maximum move distances in MUs. For movement purposes, a terrain type is assigned one of four difficulty levels: open, uneven, rough or difficult. The effect of terrain types is covered in Appendix 2.”
• “The lower move distance applies to the whole move if any part of any base of the battle group is in distance-reducing terrain at any stage of its move. As a result, sometimes battle groups can reach the edge of a piece of terrain but not enter it. e.g. if cavalry have moved at least 3 MU in the open and meet rough terrain, they have already moved their maximum rough terrain distance, so cannot enter it.
• Troops in column move at +1 MU along roads or through any terrain if the indicated move distance is less than their move distance in open terrain.
• Battle groups with mixed troop-types have the move distance of the slower type.
• Battle lines have the move distance of their slowest battle group.
• Battle groups moving through more than one type of terrain are limited to the shortest move distance shown for any of those terrain types. Battle groups with mixed troop types use the shortest move distance that would apply to any base in the battle group, even if that base is clear of the terrain. e.g. heavy foot backed by a rank of light foot move at 2 MU in rough terrain, even if only the rear rank of light foot is in the rough terrain.”
• “Commanders, however depicted, have the move distance of light horse when not with a battle group.”
5) Evading
Clarify that evading (or routing) battle group cannot split into two sections to pass obstructions.
• “If an evading battle group encounters any obstructions, the following rules apply:
•
• It can shift sideways up to one base width to get past friendly troops it cannot interpenetrate, enemy troops, a camp or terrain, or to avoid leaving the table. All bases must end in at least partial edge contact with another base of the battle group. The battle group cannot split.”
6) Interception Charges
• “An interception charge must be directly forward (except as below) and can be up to the limit of the battle group’s ZOI. It cannot include any changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. Interceptors move before chargers. If, at the start of the interception charge, no part of the charging enemy battle group is in front of the intercepting battle group, the interception charge can include a wheel towards the chargers. No part of the front edge of the intercepting battle group can advance out of its original ZOI.
• Contact the flank or rear of the enemy battle group. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as described above. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.”
7) Movement chart and Simple & Complex Moves Chart
Colour key clarified by placing word on top of colour.
8 ) Terrain Set-Up
“Rivers and coasts can be removed, but not slid or pivoted.”
“No piece can be placed (prior to adjustment) closer than 4 MUs to any other piece except:
• Any piece can be placed close to a coast or river.
• A road can pass close to or over any terrain placed before or after.
• A village can be superimposed upon any hill placed after.
The use of open areas is to restrict the placing of other terrain. ”
9) Glossary
“Cover Plantation, forest, village, vineyards, enclosed fields. These give cover to bases wholly within them.”
10) Troops who may charge without orders
“The following additional rules apply to CMTs to avoid charging without orders:
• The CMT is taken by each individual battle group separately, even if it is part of a battle line. A commander cannot therefore be counted as “with” the battle group for the test unless he is actually with the battle group that is testing.
• Quality re-rolls do not apply.
• Mixed battle groups including any shock troops must test as if entirely shock troops.