Some rule questions
Posted: Fri Aug 02, 2013 11:41 am
I've been re-reading the rules again and have a few questions:
1) What are the exact rules for determining whether a shock unit will anarchy charge (apart from it being in charge range)? My understanding was that shock units wouldn't charge into a terrain hex, or against an enemy unit that was in a terrain hex, that would lead to a disordered combat (and I haven't noticed anything different in practice).
However, the rules say a Complex Move Test is applied to shock troops in the following circumstances:
2) Are these following cases the only instances where the facing of a charged unit makes a difference?
- if a unit is attacked in the rear.
- a unit with missile weapons will only get an advantage if it's charged in its front two hexes.
- if a unit is unable to face its attacker. So if an enemy unit is already in combat and you charge its side you get an additional bonus? This is the only case I can think of where a unit wouldn't be able to face its attacker.
3) Does how much better (or worse) armour an opponent has make any difference in combat apart from it being better (or worse)? For example, an unprotected unit would have the same armour modifiers whether it were fighting against a protected, armoured or heavily armoured unit?
4) What are the rules for determining whether a routing unit will disappear from the game upon being routed or whether it will retreat (and possibly interpenetrate and disorder friendly units)?
5) What are the rules for determining whether a unit will pursue a routed unit? It seems that shock troops always pursue, non-shock troops often don't? The rule book mentions CMT tests are involved. What are the details of this?
6) Can cavalry units catch evading enemy light horse? It seems that it should be possible per the rules, although I haven't seen it in action. Basically, is a javelin-armed light horseman able to fire against enemy cavalry and always be able to evade successfully on being charged by it (if there is space for it to do so)?
7) Is there a disadvantage in combat to the unit actually in a ditch, stream or bridge hex? For example, two medium foot are fighting, one in a stream hex the other on a clear hex - both are disordered and they are equal in advantages? Or does the one in the stream incur a penalty?
8) The rules are wrong about rear attacks in that they can be initiated from behind the line shown in the included illustrated diagram. Is there any actual difference to the rolls of a rear attack if the charge is initiated from the wrong side of the line the rules show?
9) Are both light and heavy chariots capable of anarchy-charging?
1) What are the exact rules for determining whether a shock unit will anarchy charge (apart from it being in charge range)? My understanding was that shock units wouldn't charge into a terrain hex, or against an enemy unit that was in a terrain hex, that would lead to a disordered combat (and I haven't noticed anything different in practice).
However, the rules say a Complex Move Test is applied to shock troops in the following circumstances:
Am I right to assume the rules have just left out the wording that heavy and medium foot will only charge if the enemy is in open terrain? If so, does that mean medium foot shock troops won't anarchy-charge if they themselves are in non-open terrain (and so can therefore be used to hold a position defensively in these circumstances)?FoG Rules wrote:- Mounted and the nearest enemy is in open terrain.
- Heavy foot and the nearest enemy is also foot.
- Medium foot in open terrain and the nearest enemy is also foot.
2) Are these following cases the only instances where the facing of a charged unit makes a difference?
- if a unit is attacked in the rear.
- a unit with missile weapons will only get an advantage if it's charged in its front two hexes.
- if a unit is unable to face its attacker. So if an enemy unit is already in combat and you charge its side you get an additional bonus? This is the only case I can think of where a unit wouldn't be able to face its attacker.
3) Does how much better (or worse) armour an opponent has make any difference in combat apart from it being better (or worse)? For example, an unprotected unit would have the same armour modifiers whether it were fighting against a protected, armoured or heavily armoured unit?
4) What are the rules for determining whether a routing unit will disappear from the game upon being routed or whether it will retreat (and possibly interpenetrate and disorder friendly units)?
5) What are the rules for determining whether a unit will pursue a routed unit? It seems that shock troops always pursue, non-shock troops often don't? The rule book mentions CMT tests are involved. What are the details of this?
6) Can cavalry units catch evading enemy light horse? It seems that it should be possible per the rules, although I haven't seen it in action. Basically, is a javelin-armed light horseman able to fire against enemy cavalry and always be able to evade successfully on being charged by it (if there is space for it to do so)?
7) Is there a disadvantage in combat to the unit actually in a ditch, stream or bridge hex? For example, two medium foot are fighting, one in a stream hex the other on a clear hex - both are disordered and they are equal in advantages? Or does the one in the stream incur a penalty?
8) The rules are wrong about rear attacks in that they can be initiated from behind the line shown in the included illustrated diagram. Is there any actual difference to the rolls of a rear attack if the charge is initiated from the wrong side of the line the rules show?
9) Are both light and heavy chariots capable of anarchy-charging?