Re: FOG N 2nd Edition - it's back!
Posted: Tue Jun 20, 2017 3:39 am
Some things I've noticed. Things I can't find may well be in there. Some things are notes I made as I read the rules from the start and felt confused but were explained elsewhere.
Pg 14:
Troops allowed to assault - "You must be able to see the target..." I can't find how you actually determine this. i.e. Tracing a line from where to where. Do we use the shooting rules?
Assaulting Buildings,Obstacles and Redoubts - You count as defending a linear obstacle if you're in front edge contact. Should this also be both front corner contact like with rivers or can you not for example defend the inside of a curve on a raised road?
Pg 15:
Wheeling during an assault move - 2nd bullet point says wheel only as far as necessary. 3rd bullet point seems to suggest that you can wheel past this point up to where unit centres are lined up (as in V1).
Pg 16:
Irregular Light Cavalry - Counter charges are only allowed if they pass a CT. When reading the rules from the start I wasn't sure how it resolves if you fail. It's in the cohesion test table. Perhaps worth mentioning here that if the CT is failed it evades and doesn't drop a level.
Pg 20:
Reserves, reinforcements and flank marches - it may be worth reiterating what's in the turn sequence chart that off table arrivals all move first in the movement phase.
Reserves, reinforcements and flank marches - "Roll 1 dice in turn 1, 2 in turn 2 and so on until successful, requiring a 5 on 1 of the dice to arrive." Should be 5+ or 5 or more. Alternatively you could have a notation thing at the front of the rules.
Reserves, reinforcements and flank marches - Reserves just come on and you don't have to say where in the previous turn? It appears it's written that way and probably correct.
Pg 22:
Moving Backwards - What counts as an "intervening unit" between the unit wanting to back up and the enemy within 6 and behind its flank?
Pg 23:
Changes of facing - I believe you used to be able to change facing freely within 2MU to align with the nearest enemy. You can't do this in V2. This is probably my poor memory rather than anything wrong but worth checking.
Changes of formation - There's a typo, "To form Extended Line, the front bases remain stationery". Should be "stationary"
Changes of formation - Also under that bullet "but the original front line must be fully covered". It's not really ambiguous but should probably be consistent with "rear rank bases" and so "front rank bases".
Pg 24:
Moving through friendly units - The bullets are written (to me) as if you can only go through one unit or perhaps you need to test for each unit. Clarification would be helpful. Could reasonably happen if part of a second rank of units passing through units that are in side edge contact.
Pg 25:
During other phases - "A Commander may not join and Lead, or leave, a unit in already in contact with enemy." The addition of lead makes it seem like you can join and not lead but the glossary leads me to believe this is not the case.
Pg 26:
Moving into and out of Buildings - "however no CMT is required once Occupying to leave the building." perhaps add "except as a second move" May be unnecessary though.
Pg 27:
Making complex moves beyond 6MU of enemy - I believe there's technically no entry for a 3rd complex move which can happen if you do a complex and then a second complex. Arguably the 2nd complex move is still only 1 move but requires 2 tests and the cost for a test for a 2nd move is 1CP. Not sure changing this is going to clear anything up that much though.
Pg 29:
Units allowed to fire - "It must not have changed formation or retired as a reaction to an assault or firing earlier this move." I think if you say "either changed formation or retired" is would make it more clear that you can change formation and fire just not if you changed formation as a reaction to an assault.
Pg 32:
Supporting fire - "Use the quality of the primary unit for all support fire." What happens if you only have support fire as in the assault phase if cavalry without artillery is being charged?
Pg 34:
The effects on firing table - There's an asterix next to Driven Back to 3MU. I can't find the associated note. It appears to be 3rd bullet in the first box of bullets in the table.
Pg 36:
Dice Additions and Losses table - May be worth mentioning uphill is defined in the glossary. May be unnecessary and hard to fit though.
Pg 40:
Combat Resolution Table - According to the table it seems to me that only one unit retires if both units break. This is cleared up on page 41. Perhaps remove "contact" from the "then active player" bit. There shouldn't be any other broken not in contact units to mess up the sequence? Need to be sure though.
Pg 43:
Retiring units (prev page) - Third bullet "If the unit becomes Broken, or is already Broken, then it is Destroyed." I think destroyed isn't defined anywhere. It's used in a few places but maybe add it to the glossary that you remove the models (immediately?). Should be self evident though.
Meeting Obstructions in a Retire Move - "If it cannot avoid the obstruction by sliding, refer to the following table:" Avoid the obstruction or avoid all obstructions?
Pg 44:
Pursuers whose Original Target has moved out of reach - This section says within 2MU of the retiring unit's path of retirement. I'm pretty sure the assault chapter said 2MU of original position
Pg 45:
Eligibility to Pass Through - 1st bullet, 3rd sub-bullet, "Blocking wavering units break" and immediately outcome move? That may be written elsewhere but it would be consistent with the previous bullet and easier to look up.
Pg 46:
3rd bullet - "A broken unit led by a commnder is contacted by an enemy unit" I can't work out which bit of the casualties to commanders table to use. I assume it's the broken under 3 hits from combat but we don't roll dice so it's not technically correct.
This same section - Also, test when "A unit led by a commander takes 3 or more hits in a single Firing or Combat Phase." and "A broken unit led by a commander is contacted by an enemy unit." This means newly contacted, not currently in contact, so you don't take two tests for being broken in combat after taking 3 hits, or do you?
Pg 49:
Spent Units - "A Spent unit requires the expenditure of a Command Point to declare an assault or an intercept move unless they are Shock Cavalry or Guard Infantry." This is different to who needs to CMT in the table on 27 "Assaulting while Spent unless you are: Shock; assaulting a flank or rear; or assaulting waverers." Do you need an extra CP if you're not shock cav or guard inf plus a test (and so another CP) unless you're shock, assaulting flank or rear or assaulting waverers"
Pg 55:
Bridges and Fords - "If their move only gets them partially across the bridge or ford, they do not a 2nd CMT in the following turn to complete the move." Should probably be "they do not NEED a 2nd CMT".
Pg 60:
Superimposing terrain features - From front to back this is I believe the first spot you find that large can be more than one selection. It's explained later (Pg 64) but perhaps should be in the selecting terrain bit on 57-58.
Pg 66:
Cover - "The following terrain is considered to provide cover to bases entirely within them:" This contradicts how some only require 3 corners of each base.
Defended, Obstacle - As mentioned earlier, what about two front corners
Pg 68:
Points of Advantage - These seem to not be mentioned in the firing rules but are mentioned here that they're used in the firing phase. Maybe a copy/paste issue from V1. Chapter names are also different, maybe.
Pg 69:
Support Area - The firing and combat areas seem to be explaining the same thing in two different ways. Diagrams would clear things up but the text should perhaps be reexamined.
Pg 14:
Troops allowed to assault - "You must be able to see the target..." I can't find how you actually determine this. i.e. Tracing a line from where to where. Do we use the shooting rules?
Assaulting Buildings,Obstacles and Redoubts - You count as defending a linear obstacle if you're in front edge contact. Should this also be both front corner contact like with rivers or can you not for example defend the inside of a curve on a raised road?
Pg 15:
Wheeling during an assault move - 2nd bullet point says wheel only as far as necessary. 3rd bullet point seems to suggest that you can wheel past this point up to where unit centres are lined up (as in V1).
Pg 16:
Irregular Light Cavalry - Counter charges are only allowed if they pass a CT. When reading the rules from the start I wasn't sure how it resolves if you fail. It's in the cohesion test table. Perhaps worth mentioning here that if the CT is failed it evades and doesn't drop a level.
Pg 20:
Reserves, reinforcements and flank marches - it may be worth reiterating what's in the turn sequence chart that off table arrivals all move first in the movement phase.
Reserves, reinforcements and flank marches - "Roll 1 dice in turn 1, 2 in turn 2 and so on until successful, requiring a 5 on 1 of the dice to arrive." Should be 5+ or 5 or more. Alternatively you could have a notation thing at the front of the rules.
Reserves, reinforcements and flank marches - Reserves just come on and you don't have to say where in the previous turn? It appears it's written that way and probably correct.
Pg 22:
Moving Backwards - What counts as an "intervening unit" between the unit wanting to back up and the enemy within 6 and behind its flank?
Pg 23:
Changes of facing - I believe you used to be able to change facing freely within 2MU to align with the nearest enemy. You can't do this in V2. This is probably my poor memory rather than anything wrong but worth checking.
Changes of formation - There's a typo, "To form Extended Line, the front bases remain stationery". Should be "stationary"
Changes of formation - Also under that bullet "but the original front line must be fully covered". It's not really ambiguous but should probably be consistent with "rear rank bases" and so "front rank bases".
Pg 24:
Moving through friendly units - The bullets are written (to me) as if you can only go through one unit or perhaps you need to test for each unit. Clarification would be helpful. Could reasonably happen if part of a second rank of units passing through units that are in side edge contact.
Pg 25:
During other phases - "A Commander may not join and Lead, or leave, a unit in already in contact with enemy." The addition of lead makes it seem like you can join and not lead but the glossary leads me to believe this is not the case.
Pg 26:
Moving into and out of Buildings - "however no CMT is required once Occupying to leave the building." perhaps add "except as a second move" May be unnecessary though.
Pg 27:
Making complex moves beyond 6MU of enemy - I believe there's technically no entry for a 3rd complex move which can happen if you do a complex and then a second complex. Arguably the 2nd complex move is still only 1 move but requires 2 tests and the cost for a test for a 2nd move is 1CP. Not sure changing this is going to clear anything up that much though.
Pg 29:
Units allowed to fire - "It must not have changed formation or retired as a reaction to an assault or firing earlier this move." I think if you say "either changed formation or retired" is would make it more clear that you can change formation and fire just not if you changed formation as a reaction to an assault.
Pg 32:
Supporting fire - "Use the quality of the primary unit for all support fire." What happens if you only have support fire as in the assault phase if cavalry without artillery is being charged?
Pg 34:
The effects on firing table - There's an asterix next to Driven Back to 3MU. I can't find the associated note. It appears to be 3rd bullet in the first box of bullets in the table.
Pg 36:
Dice Additions and Losses table - May be worth mentioning uphill is defined in the glossary. May be unnecessary and hard to fit though.
Pg 40:
Combat Resolution Table - According to the table it seems to me that only one unit retires if both units break. This is cleared up on page 41. Perhaps remove "contact" from the "then active player" bit. There shouldn't be any other broken not in contact units to mess up the sequence? Need to be sure though.
Pg 43:
Retiring units (prev page) - Third bullet "If the unit becomes Broken, or is already Broken, then it is Destroyed." I think destroyed isn't defined anywhere. It's used in a few places but maybe add it to the glossary that you remove the models (immediately?). Should be self evident though.
Meeting Obstructions in a Retire Move - "If it cannot avoid the obstruction by sliding, refer to the following table:" Avoid the obstruction or avoid all obstructions?
Pg 44:
Pursuers whose Original Target has moved out of reach - This section says within 2MU of the retiring unit's path of retirement. I'm pretty sure the assault chapter said 2MU of original position
Pg 45:
Eligibility to Pass Through - 1st bullet, 3rd sub-bullet, "Blocking wavering units break" and immediately outcome move? That may be written elsewhere but it would be consistent with the previous bullet and easier to look up.
Pg 46:
3rd bullet - "A broken unit led by a commnder is contacted by an enemy unit" I can't work out which bit of the casualties to commanders table to use. I assume it's the broken under 3 hits from combat but we don't roll dice so it's not technically correct.
This same section - Also, test when "A unit led by a commander takes 3 or more hits in a single Firing or Combat Phase." and "A broken unit led by a commander is contacted by an enemy unit." This means newly contacted, not currently in contact, so you don't take two tests for being broken in combat after taking 3 hits, or do you?
Pg 49:
Spent Units - "A Spent unit requires the expenditure of a Command Point to declare an assault or an intercept move unless they are Shock Cavalry or Guard Infantry." This is different to who needs to CMT in the table on 27 "Assaulting while Spent unless you are: Shock; assaulting a flank or rear; or assaulting waverers." Do you need an extra CP if you're not shock cav or guard inf plus a test (and so another CP) unless you're shock, assaulting flank or rear or assaulting waverers"
Pg 55:
Bridges and Fords - "If their move only gets them partially across the bridge or ford, they do not a 2nd CMT in the following turn to complete the move." Should probably be "they do not NEED a 2nd CMT".
Pg 60:
Superimposing terrain features - From front to back this is I believe the first spot you find that large can be more than one selection. It's explained later (Pg 64) but perhaps should be in the selecting terrain bit on 57-58.
Pg 66:
Cover - "The following terrain is considered to provide cover to bases entirely within them:" This contradicts how some only require 3 corners of each base.
Defended, Obstacle - As mentioned earlier, what about two front corners
Pg 68:
Points of Advantage - These seem to not be mentioned in the firing rules but are mentioned here that they're used in the firing phase. Maybe a copy/paste issue from V1. Chapter names are also different, maybe.
Pg 69:
Support Area - The firing and combat areas seem to be explaining the same thing in two different ways. Diagrams would clear things up but the text should perhaps be reexamined.