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Turning to flank (Challenge 2)
Posted: Thu Apr 09, 2009 9:14 pm
by pbrandon
Apart from the BWg marked (forming part of a 4 deep column of BWgs) all bases are of HI. Blue are friends, red enemy. All blue bases point up the page. Blue is already engaged to it’s front when the red HI flank charge the blue HI in the flank and contact the BWg that is lined up with them.
Page 56, last bullet says that bases contacted by a flank charge are turned to face provided they are not already in contact with an enemy to front, so what happens here?
Paul
Posted: Thu Apr 09, 2009 9:44 pm
by SirGarnet
The example at p167 confirms that the HI don't turn if there is no room, although they can still fight at --. So it appears the troops stay as they are. Red has 1 base in Impact, Blue has 3. My guess is that Blue chooses the BWG as the one to fight at Impact.
Posted: Sat Apr 11, 2009 12:40 pm
by sagji
The charge must have been a valid flank charge to have contacted the HI.
The front HI doesn't turn as not all contacted bases have enemy already in contact to their front.
The BWg doesn't turn as it is a BWg.
The rear HI doesn't turn as the it uses the normal rules for turning and there isn't room.
The HI have been contacted on the flank by a valid flank charge, so loose a cohesion level.
In the impact phase red has 1 base in contact, and blue has 2 HI and 1 BWg - thus the red base fights, and blue can choose any of the 2 bases, but the HI will fight at -- for the flank charge while the BWg will fight at whatever the POAs are.
In the manoeuver phase it will conform to the BWg if it fought the BWg, otherwise it will remain where it is. You conform to front edge to front edge unless fighting the flank of bases which couldn't turn.
If red conforms to the BWg then the BWg gets an overlap against the flank charger, and the blue HI fights against the other red HI which has an overlap.
If red conforms to the HI then the BWg fights without an overlap, the blue fights against the other red HI which has an overlap against. The rules don't say how you determine how red can allocate the dice from its flank charger - my guess would be 1 against each as it is fighting multiple BGs.
The blue HI doesn't suffer the -1 for fighting in two directions - the requirement is that if be facing in two directions and it is in melee with different BGs in different directions. As it hasn't turned it doesn't meet the requirements.
Posted: Sun Apr 12, 2009 11:25 pm
by lawrenceg
Where does it say you don't turn if there is no room? I don't have my rules with me, but IIRC the rules on turning to face a flank charge say that one base must turn regardless of anything else.
Posted: Mon Apr 13, 2009 11:33 am
by sagji
lawrenceg wrote:Where does it say you don't turn if there is no room? I don't have my rules with me, but IIRC the rules on turning to face a flank charge say that one base must turn regardless of anything else.
P56 last bullet point says that bases contacted to flank or rear by a flank or rear charge are immediately turned 90 or 180 degrees
using the normal rules for turning. It also provides additional constraints - a base doesn't turn if is already in front edge contact with enemy - unless all contacted bases are so restricted in which case one base turns.
P44 covers turning, the last sentance on the page is the key "If the above is not possible due to obstructing troops or impassable terrain, the turn cannot be made."
In the above example the BWg is obstructing troops as it doesn't turn, so doesn't move.
P167 shows an example of bases being unable to turn 90 degrees - in this case it is the enemy that block the turn.
Posted: Mon Apr 13, 2009 12:28 pm
by grahambriggs
The blue HI lose a level for the flank charge.
They can't turn (p44 - the front corner stays still but the BWG are in the way hence turn not possible due to obstructing troops)
Blue player decides whether his heavy foot or BWG will fight the red flankers (p91 last bullet, unequal numbers of bases so blue, who has more decides who fights). I imagine in most circumstances you'd fight with the BWG.