MatthewB wrote:One short question here (that didn't get addressed in the other thread on this topic - which I lost momentarily, which is why I created this one):
For MF... What kinds of differences are there between Drilled and Undrilled MF?
I know that MF are disordered in Difficult Terrain.
It seems that all Undrilled in terms of Moving less than the full movement allowance forward is more difficult than for Drilled Troops. And expanding frontage must be done while stationary, but contracting must be done while moving.
But are there any other things that affect only MF in terms of being Undrilled?
And... Why the bit about the expanding/contracting being impossible for Undrilled in certain situations?
MB
I'm also V1 only but hopefully can shed some light as I suspect the general principles havent changed that much.
First, drilled/undrilled affects three areas of the rules in the main; movement, Complex Move Test and cost of troops. Other than CMT, it doesn't affect impact, melee or shooting in that in those phases both drilled and undrilled perform in the same way.
Points cost is simple: undrilled are cheaper because they are less good.
CMT is relatively straightforward. Drilled MF need a 7 to pass, undrilled need an 8. So if the MF are shock troops they are mor likely to charge when you don't want them to. It they have a bow armed front rank they are less likely to charge if you want them to. Undrilled MF of any type are more likely to continue pusuit, looting, etc. In general, you could say that they are more likely to do what comes naturally than what you want.
Movement. This can be confusing, as there are concepts in the rules such as difficult moves and complex moves that sound similar but mean different things. The best thing to do is use the big chart in the general movement section (in V1 it's also in the summary section in the back):
It's got a left hand column identifying what move you might make and four other columns depending on what type of troops you are. Drilled MF use the 'drilled' column. Undrilled MF use the "other undrilled" column
The body of the table shows you three different results:
simple: you can do the move
complex: you need a CMT to do the move (and remember undrilled only pass on an

impossible: you can't do it
For some things, charges or advancing straight forwards your full move, for example, it doesn't make any difference whether you are drilled or undrillied.
However you'll see generally that moves requiring more than one brain cell are the drilled guys can just do but the undrilled need a CMT. For example, a move with two wheels in it. Or a 90 degree turn while stationary. Note that some moves, for example wheeling close to the enemy, the undrilled guys can do if a general is with them, but need a CMT if not: I imagine this is "follow me, the great man said".
Moves that are positively "fancy" the drilled guys need a CMT but the undrilled guys simply can't do. For example expand and move forwards.
The overall impact of this is that undrilled MF tend to like moving forward in a line and doing what comes naturally. To do anything else takes a bit of weork from the generals, helping with CMTs, wheels etc. And they still might not do it. But they do have numbers on their side. You tend to need to protect their flanks as they can't always turn or wheel to face a threat.
Drilled can also move straight forwards and do what comes naturally. However, if you do that you've wasted the points you paid for them to be drilled. Their added manouverability means less work for generals (so perhaps you need less points spent on generals) and that it's easier for them to react to the enemy.