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Appendix
Posted: Thu Jul 26, 2007 8:32 am
by dvorkin
3) SHOOTING PHASE.
Resolve shooting – both sides shoot.
Resolve post-shooting cohesion tests, then death rolls.
After the above is completed for all shooting, resolve cohesion tests for seeing friends break.
Make initial rout moves for troops broken this phase. Make initial pursuits. Remove bases if pursuers remain in contact at the end of the rout move. Roll to inflict commander losses. Resolve cohesion tests for seeing commanders lost.
this is the appendix at the end of the rules, this is not really clear, could be interpreted by the fact that shooters can pursue.
Re: Appendix
Posted: Thu Jul 26, 2007 8:50 am
by lawrenceg
dvorkin wrote:3) SHOOTING PHASE.
Resolve shooting – both sides shoot.
Resolve post-shooting cohesion tests, then death rolls.
After the above is completed for all shooting, resolve cohesion tests for seeing friends break.
Make initial rout moves for troops broken this phase. Make initial pursuits. Remove bases if pursuers remain in contact at the end of the rout move. Roll to inflict commander losses. Resolve cohesion tests for seeing commanders lost.
this is the appendix at the end of the rules, this is not really clear, could be interpreted by the fact that shooters can pursue.
IIRC the description of "initial pursuit" says it is only for BGs in close combat with the routers.
Another question is "If a BG breaks as a resut of seeing a commander lost in a rout, does it now rout and trigger a pursuit?" The seqence as quoted above says implies not.
Re: Appendix
Posted: Thu Jul 26, 2007 9:23 am
by rbodleyscott
lawrenceg wrote:Another question is "If a BG breaks as a resut of seeing a commander lost in a rout, does it now rout and trigger a pursuit?" The seqence as quoted above says implies not.
Possibly, but implication is trumped by the rule that specifically says that troops whose close combat opponents rout must pursue.
Moreover "Resolve cohesion tests" implies resolving all effects thereof.
Surely the table is long enough already.

Re: Appendix
Posted: Thu Jul 26, 2007 9:57 am
by lawrenceg
rbodleyscott wrote:lawrenceg wrote:Another question is "If a BG breaks as a resut of seeing a commander lost in a rout, does it now rout and trigger a pursuit?" The seqence as quoted above says implies not.
Possibly, but implication is trumped by the rule that specifically says that troops whose close combat opponents rout must pursue.
Moreover "Resolve cohesion tests" implies resolving all effects thereof.
Surely the table is long enough already.

What, you don't think it needs to explicitly account for the possibility of a chain reaction in which the first commander routs and dies, causing the second commander to rout and die, causing the third commander to rout and die, causing the fourth commander to rout and die, causing another BG to rout?
Posted: Thu Jul 26, 2007 11:11 am
by terrys
What, you don't think it needs to explicitly account for the possibility of a chain reaction in which the first commander routs and dies, causing the second commander to rout and die, causing the third commander to rout and die, causing the fourth commander to rout and die, causing another BG to rout?
The rules do account for the possibility of a chain reaction in which the first commander routs and dies..... as in:
Test a battle group if a commander in line of command is lost within 3 MUs:
o At the end of the current phase after resolving all combats, post-combat cohesion tests, death rolls and tests for inflicting commander losses.
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If pursuits result in the loss of a commander, battle groups that have already tested at the end of this phase for breaks/lost commanders do not have to test again
Meaning that you continue to take tests as indicated in the rules (a chain reaction), but you don't test again for a commander lost in a pursuit if the BG has already tested.
Posted: Thu Jul 26, 2007 8:03 pm
by lawrenceg
terrys wrote:What, you don't think it needs to explicitly account for the possibility of a chain reaction in which the first commander routs and dies, causing the second commander to rout and die, causing the third commander to rout and die, causing the fourth commander to rout and die, causing another BG to rout?
The rules do account for the possibility of a chain reaction in which the first commander routs and dies..... as in:
Test a battle group if a commander in line of command is lost within 3 MUs:
o At the end of the current phase after resolving all combats, post-combat cohesion tests, death rolls and tests for inflicting commander losses.
-----------------------------------------------------------------------------------------------------------------
If pursuits result in the loss of a commander, battle groups that have already tested at the end of this phase for breaks/lost commanders do not have to test again
Meaning that you continue to take tests as indicated in the rules (a chain reaction), but you don't test again for a commander lost in a pursuit if the BG has already tested.
Sorry, missed the

off my message.