by Paul G. Dangel
Standard Rules4.0 Sequence of PlayB. Initiative Determination Phase (5.1) (correction) The first bullet under step 1 incorrectly states that End Turn marker is moved when the diceroll is greater than the End Turn Number (ETN); the marker is moved when the diceroll is equal to or greater than the ETN. C. 1. Command Control Segment (6.0) (correction) Delete the last sentence of the first paragraph. Wing Leaders do not affect the die roll. C. 3. Fire Combat Segment (11.0) (correction) Delete the second sentence "Out Of Command units cannot initiate Fire Combat." They can. D. Rally Phase #4. (correction): Remove the word .'possibly". #5. (clarification): Return the Hour Marker to the current hour's box. (E.g. the "ll AM" box) 6.1 Command Range 6.1b (replace last sentence) If Activated and non-Activated units are present in the same hex that hex counts as I for tracing Command Range. 6.4 Command Effects 6.4b (add to first bullet) Note: this means that infantry may not perform functions that require a full movement allowance such as Back Up Movement (10.7), forming and leaving Square, Square movement, etc.. They may perform Rapid March which in most cases would restore full movement but with the increased Disorder Check penalty. 7. 1 d Square Movement: (change) A Square may move into an adjacent Clear hex at the cost of its entire movement allowance (i.e. the unit(s) involved cannot have expended MPs for anything else that Movement Segment). A Disorder Check is made after the Square has moved. 7.4d March Column/Line & Square (correction) It costs a unit its entire movement allowance to change from March Col/Line to Square and from Square to March Col/Line. 7.2 When Formations Change 7.2c (addition) A rallied unit may adopt any facing valid for its new formation. 7.2d (addition) If SP losses reduce a unit in Square to I or 2 SPs it automatically changes to a Disordered one-hex Line in the same hex facing any direction. If already Disordered it becomes Shaken/Disordered. 7.4f General Order Changes (clarification) It costs a unit its entire movement allowance to leave General Order, i.e. if it is to leave General Order if cannot have already expended any MPs in its Movement Segment. 7.5 Artillery Formations (addition) Artillery that limbers or unlimbers in an unoccupied hex may face in any direction at no extra cost. Artillery that limbers or unlimbers in a occupied hex must conform to the facing of the unit(s) already in the hex. 8.7 EZOC Effects On Facing/Formation (revision) 8.7a A unit that begins its Movement Segment in an EZOC may change its facing or formation once. A unit that does so may not expend any other MPs in that segment. If the facing/formation change results in the unit completely exiting the EZOC its movement is still completed for that turn. (For example, a 2- hex Line). 8.7b A units that changes facing/formation in an EZOC is subject to Opportunity Fire (11. 5) and/or Charges (14. 0). 9.2 Artillery Stacking 9.2b (change) Limbered artillery may only end its Movement Segment with other Limbered artillery and/or infantry in March Col formation. Likewise, only Limbered artillery and infantry in March Col. formation may end their Movement Segment stacked with non-moving Limbered artillery. For a Limbered artillery unit to end its Movement Segment stacked with a non-March Col infantry formation, it must have enough MPs remaining to unlimber. Prolonging artillery may stack only with non-March Col infantry and/or other unlimbered artillery. 9.4 Pass Through 9.4d (addition) A unit that enters an occupied hex, changes facing/formation and then ( the hex is subject to a Disorder Check using Different Formations Stacked (+ 10) modifier. 10.5 Formation Extension & Contraction 10.5c (clarification) For extension, each new hex of a Line costs the unit 2 MPs in add to the terrain costs of the hex extended and/or crossed. For contraction, each hex moved from a Line costs the unit 1 MP in addition to the terrain costs of the contracted into and/or crossed. The hex by extension or removed by contraction may be on either side of the original hex(es). 10.5d (clarification) For each hex a March Col's "column head" moves, the formation can increase its length by one hex and there is no additional MP cost for this extension. The new hex is added to the rear of the March Col. The only normal movement costs are applied. A March Col contracts by "pulling" its rearmost hex into the hex before it and pays the terrain costs for entering that hex. 10.5e (addition) Terrain features that cause Disorder Checks for movement (10.2e- f) that are entered/crossed by extension or contraction do not trigger a Disorder Check if the unit ceases movement immeditely upon completing the extension /contraction. If it continues to expend any MPs it may have to take the Disorder Check at the end of its movement.. 10.5f (addition) A unit's Strength Point distribution is adjusted immediately and automatically as each extension or contraction occurs. 12.0 Close Combat Procedure: 3) Cavalry Charge Movement (correction, first paragraph): Each charging cavalry unit (or stack) must attempt to move up to its full charge range and may only stop when:
b) it has an enemy unit in its ZOC in which case stopping is voluntary; c) it cannot move further because of occupied hexes or impassable terrain. If, at the end of its charge movement, however long, the cavalry cannot participate in a close combat (either because there is no enemy in its ZOC or because of impassable terrain), the cavalry unit is automatically disordered. 12.1 Attacker Designation 12.1d (clarification) Close combat initiation is voluntary. However, if one unit in a stack initiates close combat then all Activated units in the stack must participate, except artillery units. Non-Activated units stacked with Activated units cannot participate in the close combat. 12.2 Attacker Morale Checks 12.2b (clarification) When a stack checks only the Effectiveness Rating of the top Activated, non-artillery unit is used. If it fails no unit in the stack can attack. If it passes, all the Activated, non-artillery units will attack. Place all artillery and non-Activated units beneath the Activated attacking units. 12.4f Counter-Charge Movement (clarification) This section address only "Counter-Charge Movement" as a reaction not "CounterCharging" in particular. The second sentence/first paragraph should read "Counter-Charge Movement is a reaction and the cavalry attempting to do so may not be Routed, Shaken or Disordered." The last sentence/first paragraph should read "If the charging cavalry moves adjacent to the cavalry it may not Counter-Charge Move. " The first sentence/second paragraph should read "To attempt Counter-Charge Movement, the cavalry units makes a Morale Check. The third paragraph should read "A unit may not Counter-Charge Move if the front hex(es) it must enter to reach the charging cavalry already contains friendly units or terrain that the counter- charging cavalry could not enter or would require a formation change to enter. Cavalry performing Counter-Charge Movement may not change facing or formation. 12.5 Individual Combat Designations 12.5b (clarification) Attacking units in different hexes may combine for one close combat provided that all those attacks are adjacent to all the defenders. Units attacking from the same hex that are adjacent to multiple defending hexes cannot split up to create separate close combat attacks - all the defending hexes must be attacked as one close combat. 12.6 Defender Morale Checks 12.6c (addition) If the defender's hex his vacated due to failed Morale Check the attacker must advance at least one attacking unit into it as per Advance After Combat (13.6). Attacking cavalry that advances performs Pursuit (13.7) just as though a regular Close Combat resolution triggered its advance. Execute the Pursuit immediately after any advance. Units that advance may not initiate another Close Combat in that segment. 12.6d (addition) Routed defenders do not make a Morale Check but are automatically eliminated instead. A unit that Rout-Retreats because of a failed Defender Morale Check does so but if it cannot retreat at least one hex it is eliminated instead. 12.9 Attack Resolution 12.9b (correction) The "(B)" should be a " (2) ". 1) Average Close Combat Rating: (addition) Close Combat Rating of "0" and less are never halved. 5) Cavalry: delete the " +2" from the middle of the paragraph. (addition) The Charge Movement and Charge Modifiers can be applied only once to each side. If a side can apply more than one Charge Movement Modifier, use the one created by the largest unit that Charge Moved. In case of ties, use the best modifier. If more than one Charge Modifier applies, again, use the one for the largest unit and choose the best if there is a tie. Example One: Three charging cavalry units. One is a heavy cavalry unit with 10 SPs and it has charge-moved 3 hexes. The second is a medium unit with 12 SPs that charge-moved 2 hexes. The third is a light unit of 12 SPs that did not charge-move. The attacker would get the + I Charge Movement Modifier for the largest charge-moving unit, the 12 SP medium cav, and the +I Charge Modifier for the light cavalry because it is the largest charging unit involved. Example Two: Two charging cavalry units. Both have 7 SPs, neither have charge-moved but one is heavy and the other light. The player would get a +2 Charge Modifier for the heavy unit. 13.2 Strength Point Losses 13.2c (change) Defender SP losses must be taken from non-artillery units first and then artillery units. Attacker SP losses are never taken from artillery and non-Activated units, even if SP losses completely eliminate the attacking units. If SP losses completely eliminate the attacking units, any artillery and non-Activated units in the attacker's hex must take a Morale Check. (Use the standard Morale Check procedure using the top nonartillery unit's rating.) Example: A hex containing a stack of one Activated infantry unit (1 SP), an artillery unit and one non-Activated infantry unit close combat attacks an enemy infantry unit (2 SPs). The result is "2/2r". The attacker is eliminated, the defender takes no loss (as per 13.2a), there is no refight and the remaining SP losses are ignored. Because the attacker is eliminated the artillery and the non-Activated infantry unit take a Morale Check using the infantry unit's Effectiveness Rating. If there were no infantry unit present the artillery's rating would be used. 13.3 Disorder & Morale Check Results 13.3a (change) Some results require that the winning side's units be Disordered. This is not a Disorder Check but an automatic Disorder. If the unit is already Disordered it becomes 'Shaken/Disordered' (see 15.2c). Artillery and non- Activated units in the attacker's hex are not Disordered if all attacking units stacked with them advance after combat (13.6). 13.3c (change) A Rout result requires all affected units to Rout and make a Rout Retreat as per the Rout Retreat rule (17.2). If the attacker's hex contains artillery and/or nonActivated units those units must make a Morale Check just as though they were retreated through by friendly units. Defending artillery that Routs is automatically eliminated. 13.3d (addition) Cavalry is always automatically Disordered after Close Combat and it is applied after any Pursuit is completed. Note: If cavalry wins the combat and the result calls for the winning units to be Disordered, the result's Disorder is not applied but is still counted for determining the Pursuit length (see 13.7c). 13.6 Advance After Combat 13.6a (clarification) When one side's unit or stack vacates its hex due to a Close Combat Result, failed Defender Morale Check or Retreat Before Close Combat the opposing side has the opportunity to occupy that hex. 13.6b (clarification) Charging cavalry (including Opportunity Charging) must advance, if possible. Attacking infantry must advance, if possible. Defending infantry, non-Activated units and artillery cannot advance. If the attackers are composed of both infantry and cavalry, the cavalry units must be the ones to advance. If they cannot the infantry must advance, if possible. The number of units that advance is up to the owning player but at least one must advance if required and that one must be the one used for the pre-Close Combat Morale Check. If it did not survive the combat the owning player may select any eligible unit. 13.7 Cavalry Pursuit 13.7a (change) Whenever one side Routs or is completely eliminated because of a Close Combat or a Defender Morale Check, all winning non- Disordered cavalry units in Good Morale that advanced after combat must pursue. This includes units that Counter-charged and Opportunity Charged. Retreat Before Close Combat never triggers pursuit even if the retreating unit fails its Morale Check and Routs after retreating. 13.7f (addition) A unit has "pursued" only if it has moved at least 1 hex of pursuit. If a unit is successfully Recalled (below) before it pursues at least 1 hex it does not take the postPursuit Disorder Check. 14.0 Opportunity Charge 14.1a (clarification) A Shaken cavalry unit cannot Opportunity Charge. 14.1b (addition) A cavalry unit must have a LOS to the moving unit in order to Opportunity Charge it. 15.1f Special Skirmish Disorder should be 15. 1g. 15.1g Special Attack Col Disorder should be 15. 1h. 15.2 Disorder Effects 15.2a (Add to end of case) For Fire Combat the halving applies to the SPs that are eligible to fire from the hex. For example, in KOLIN, an Disordered Austrian unit of 9 SPs in a 2-hex Line would be able to fire 2 SPs from each hex instead of 3 and 4 from each hex. A Prussian stack of 10 SPs in a 2-hex Line would be able to fire 2 and 2 SPs instead of 4 and 4. 15.3 Disorder Recovery 15.3c (add to end of case) Treat 00-09 results simply as failures and NOT as Special Results. 16.5 Rout Effects 16.5e (addition) See section 7.2 for the effects of Rout and Rally on formation and facing. 17.2 Rout Retreats Retreat Guidelines: Rout retreating units should move in as straight a line as the hex grid permits, away from the enemy units that caused the retreat and towards their own army's rear. Enemy occupied hexes cannot be entered. Friendly occupied hexes can be entered and should not be avoided if entering it allows the retreating unit to get farther away from the enemy. Complete a unit's retreat movement BEFORE making any checks for other units that are caused by the retreating unit. A retreated unit does not check a second time if it is retreated through by a unit it caused to check and retreat. The exact retreat path rules up to the player's sense of "fair play" based of the principle "Where would I go if I were running for my life." 18.4 Leader Casualties 18.4d (addition) Returning leaders and replacement leaders enter the game the next time their Command is activated, at the very beginning of its Command Activation Phase. The Charts & Tables Stacking Chart: The notation "1 REGT" should appear in the "Cavalry" column in both the "Clear/Sunken Road" and "Woods/Village/Marsh" as stated in rule 7.1a. Austrian/Prussian Formation Change Charts (clarification) The MP costs for a calvary unit to change 1-hex, 2-hex, 4-hex 5-hex formations is the same as the 3-hex formation costs shown on the diagram. Use 1-hex/2-hex formation change diagrams for the unit orientation and the 3-hex diagram guideline for 4-hex/5-hex formation changes. Infantry costs and orientations are as they shown on the 1-hex/2- hex diagrams. Close Combat Results Table: Diceroll ferences greater than 10 use the + 10 or rows. Close Combat Modifiers: F) Enfiladed & G) Surrounded (correction) remove the words "apply for each enfiladed stack" from each modifier. These modifiers can only be applied once per side per combat. If G is used then F cannot be used for same side. Enfiladed/Surrounded Close Combat modifiers are applied only if enfilading/surrounding units are participating in that Close Combat. Game Turn Record Track Card: It is erroneously stated that End Turn conditions remain in effect until the end of the Hour; they remain in effect only until the end of the Turn. Infantry/Artillery Formation Fire Strength Chart: Disregard the General Order portion of the Fire Strength Chart. It is incorrect for KOLIN. The correct formula for KOLIN General Order Fire Strength calculation is: A max of 3 SPs per hex times the National Multiple -1. For example, an Austrian battalion of 9 SPs in GO has a Fire Strength of 6: 3 x NM-1 (2). GO fire is directed through 1 of the formation's front hexside and cannot be distributed among the 3. REMEMBER, Skirmish is always Skirmish and a Skirmish unit never goes into GO. Therefore, it fights, moves, etc as SKIRMISH and not GO when it terrain that triggers GO for infantry units. Fire Combat/Loss Modifiers: The Target Size Shifts are confusing. Spelled out completely.it should be 1-3 SPs, 1 Shift Left; 4-6 SPs, 0 Shift; 7-9 SPs, 1 Shift Right; 10-12 SPs, 2 Shifts Right; etc. Disregard the Target Shift modifiers for Square, Road Column and March Column. Given the modifiers for target size and doubled losses these are redundant. Fire Combat Results Table: There is a typo on the 4-1 Column. The "D" result occurs on a roll of 10- 19; a " I " occurs on a 20-70 roll. (Note: Earlier errata identified this as being on the 3-1 column when it should have been on the 4-1.) Special Results S pecial Recall Results (13.7) 0: (correction) "Disburse" should be "Disperse". Morale Check Summary Chart/Modifiers: Ignore Modifier L if the checking unit is in Square; use Modifier G instead. Add Modifier K to the RALLY modifiers. Disorder Check Modifiers Rapid March (correction): The "(+5)" is not used for Cavalry Charge Movement. It refers to the Special Marching Ability rules on page 1 of the KOLIN Special Rules & Scenarios booklet. Infantry & Cavalry Stacked/Unlimbered Artillery & Cavalry Stacked (correction): combine these situations into this Infantry/Artillery & Cavalry Stacked + 10 (+20) Disorder Modifiers Examples 1) Infantry/Artillery & Cavalry Stacked: A cavalry unit in Line enters and exits a hex containing an infantry Line that is also stacked with unlimbered artillery. An infantry unit in March Column enters and exits a hex containing a cavalry unit in March Column. A cavalry unit in Attack Column enters and exits a hex containing a Limbered artillery unit in Road Column (the Different Formations modifier would also apply here - Attack and Road Columns). 2) Different Formations Stacked: An infantry unit in Line enters and exits a hex containing an infantry unit in March Column. An infantry Line can enter and exit another hex containing an infantry Line from any angle/direction and NOT be subject to a Disorder Check provided it does not change facing while in the occupied hex. 3) Disordered & Disordered Stacked: A cavalry Attack Column in Good Order enters and exits a hex containing a Disordered cavalry Attack Column. 4) Routed & non-Routed Stacked: Routed units do not "move" but Rout- Retreat and cause Morale Checks when they move through non-Routed unit. Non-Routed unit can move through Routed ones causing the Disorder Check to the non-Routed units. 5) SPs Limit/Hex Exceeded: A 9 SP infantry Line enters and exits a hex containing a 6 SP infantry Line and 2 artillery SPs (counted as 8 SPS). Disorder Check Summary Chart (corrections) Attack Column Facing Change (8.4): In the Movement Segment when a unit (stack) in Attack Col formation makes a facing change of any number of hexsides. A stack uses the top unit for the check. The check is made as the facing change is made. Pass: No effect and the change is successful. Continue movement if desired. Fail: No facing change is made and the unit ceases movement. An Ordered unit becomes Disordered. A Disordered unit becomes Shaken/Disordered. Modifiers: None Close Combat Reaction (12.4): Delete the words " and a Disordered unit becomes Disordered/Shaken." for the "Fail" result. (Disordered units cannot make reactions.) Kolin Exclusive Rules Prussian Army Placement: 1:20 p.m. Katte's Command (correction) Wartenberg Hussars (WAR 24-7), Szekely Hussars (SZE 12- 7), Puttkammer Hussars (PUT 24-7): on the East map within 5 hexes of any Kaiserstrasse hex and north of E23xx (inclusive) Puttkammer's Command (correction) The Gemmingen Grenadier Battalion's values should be listed as 5-4 and not as 8-4. Austrian Army Placement: 1:20 p.m. Beek's Command (correction): The Kaiser Hussar Regiment's values should be listed as 2-7 and not 13-7. Starhemberg's Command (correction) The counter abbreviation for Haller's Fusilier Regiment is "HAL". Infantry & Cavalry Independent Units (correction): The counter values for the Soro Grenadier Detachment are "34". Cavalry Retreat Paths: Routing cavalry may retreat through Walled Farm/Church hexes but may not end their retreat there. Austrian Light Cavalry Attrition: SPs removed from these units do not count as losses for Austrian Army Morale purposes. Scenario 3: Include Artillery Group A to the Prussian set-up. The Austrian reinforcement hex should be E4633, not E4926. Optional RuleRoad Column Movement (a.k.a. Berg's First Law of Motion): Players who feel that units in Road Column should have a 100% chance of moving every turn should use the following rule. While it does not guarantee that Road Column units will moved every turn it does put the blame on the owning player if they don't and that's more in the spirit of the system design. Rule: Any unactivated unit in Road Column formation may be treated as an independent unit. That is, it may be activated along with any other activated command. These Road Col "independent units" are subject to all the same restrictions as regular independent units (see 5.6 Independent Units & Non-Command Leaders). In addition, the units must begin and end their activation in Road Column formation. Map Uncharacteristically, the Austrians launch an immediate coordinated attack to recapture Krechor.
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