Dear FOG addicts, there are a few areas where I am not sure how the game works. If you have worked it out please let me know.
1. Rally test - I think a unit in combat can rally and improve its cohesion and my guess is only if it did not have to test during the turn for losing a melee or impact combat. Is this the case? What if it tested for an adjacent rout during the turn, does this mean it cannot rally test?
2. Rally test - when do these apply? Do you get a rally test only for troops that did not have to test for other reasons during the turn? or do you get one also if they have tested but not dropped a cohesion during the turn i.e. disrupted unit is in combat loses but passes cohesion test, does it get a rally test at the end of turn? What about if a disrupted/fragmented unit tested for 2 shooting losses and passed, does it get a rally test at the end of the turn?
3. Generals and cohesion tests - as far as I can determine if a unit is in combat then generals within range does not count but general adjacent or with counts while the reverse is true if the unit is not in combat. Also in the later case an adjacent general has no additional benefit. Is this right?
4. Can anyone explain beyond what is in the Help file the subtleties of: support, break-offs and evades.
Thanks for your help.
Rules Questions
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davouthojo
- Sergeant First Class - Elite Panzer IIIL

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Re: Rules Questions
My understanding is that all units that did not drop a cohesion level during your turn can try to rally, just testing is no problem.CheAhn wrote:Dear FOG addicts, there are a few areas where I am not sure how the game works. If you have worked it out please let me know.
1. Rally test - I think a unit in combat can rally and improve its cohesion and my guess is only if it did not have to test during the turn for losing a melee or impact combat. Is this the case? What if it tested for an adjacent rout during the turn, does this mean it cannot rally test?
All rally tests are at the end of the turn, after anarchy and before rout moves - it is always fun to get your newly rallied unit routed through - particularly when it also routs its adjacent friends! See above for which units can rally.CheAhn wrote:2. Rally test - when do these apply? Do you get a rally test only for troops that did not have to test for other reasons during the turn? or do you get one also if they have tested but not dropped a cohesion during the turn i.e. disrupted unit is in combat loses but passes cohesion test, does it get a rally test at the end of turn? What about if a disrupted/fragmented unit tested for 2 shooting losses and passed, does it get a rally test at the end of the turn?
Yes. Different to the manual, adjacent general counts for combat, within command radius counts for all other tests. So no point getting your general adjacent to that routing unit!CheAhn wrote:3. Generals and cohesion tests - as far as I can determine if a unit is in combat then generals within range does not count but general adjacent or with counts while the reverse is true if the unit is not in combat. Also in the later case an adjacent general has no additional benefit. Is this right?
Support - any non-light unit in one of your two rear hexes (excepting: light can support light) gives +1 to cohesion tests.CheAhn wrote:4. Can anyone explain beyond what is in the Help file the subtleties of: support, break-offs and evades.
Cavalry breaks-off after 1 melee when they are adjacent to more undisrupted foot than mtd/steady foot. Where they go to still has a certain mystique, there was a good thread discussing it, with predictions.
