By William J. Keyser
I hope to answer most of the questions that I have received with the publication of this errata and clarifications. As always, if you have any other questions please email me at: Wkeyser@aol.com and I will endeavor to answer them. Please be patient as I will answer as soon as I am able. This compendium attempts to address each phase and any errata and then any clarifications and then any new rules etc. I will follow this lay out for afl the phases. At the end I will address specific frequently asked questions such as artillery fire, etc. - Bill 1. Table ErrataPage 3 of the cheat sheet book the first box on the second gray line of this table indicates CME. CME should read "Division". p.7 Movement Into And Within Built Up Area Table: The second column should be "<" That is if your unit is more than the indicated amount of movement from the built up area it will receive double the Ds indicated in the following tables. p.7 Movement Into And Within Built Up Area Table: For zones 3, 4 and 5 in the boxes for enter 2X Dis, change the 3/4 to 1/4 in all three boxes. Example. An infantry unit is more than half its movement from a zone 2. It can enter but it will get 4Ds not the 2Ds indicated on the table. Another unit is more than 114 of its move from a zone 4. It would normally receive 3Ds but since it is more than 114 form the zone it receives double the Ds. This would mean that it would receive 6Ds, however the max is 4Ds so it only gets 4Ds. p.8 Artillery Fire Artillery firing canister at 1-2 cav unit (squadrons) fire as if they are a 3-12 figure unit. They do not get the small modifier. The same applies to canister fire at small infantry units of 1-6 figs. The modifier for Light Cav E, V, L, charging a firing battery only applies if the artillery battery does not have both flanks secure. p.10 Cavalry Charge Reaction, Cav. Vs. Cav. + Inf. The Ds for infantry are listed as (-3) for attacker and +3 for defender. This should be (-2) and + 2 p.10 Cavalry Charge Reaction Results Cav. Vs. Inf. Not In Square Table. In the 9 - 10 line change it to 8 - 10 p. 16 Unit Morale Table On both 'the Morale and Rally sides for Friends at 1 50m Retiring etc. The maximum is 3 units for each category. i.e. 3 friends routing -9 then 3 friends retreating -6fora total of -15 p.16 Unit Morale Table On the Rally side the Div commander and Corps commander modifiers for being within 150 meters does not apply for town fighting. They do however, apply if the commanders are in physical contact with the unit taking the Built-up area morale check (this is the check for after two turns of engaged status). p. 16 Unit Morale Results Table. The morale side is also used in the Built up area morale checks. p. 16 Add A New Table
Town fighting morale modifiers:
If enemy Retires +4 If enemy Retreats and Routs +6 p. 17 Formation Morale Modifiers Table On the Division modifiers ADD these three lines at the bottom. These only apply if the Division must take a morale check due to one or more of its brigades routs. First: If the division's remaining brigades have taken less than 25% then - 40 is added to the modifiers. Second: If the divisions remaining Brigades have taken from 26% to 49% then -20 is added to the modifiers. Third: If the Division is checking and has less than 25% Casualties then -20. These modifiers are designed to help the division if a brigade of that division routs, and the remaining brigades are fresh. II. Rule Book ErrataPhase 1 p.4 Sequential Orders: The first order in a sequential order may not be an attack order. Division Orders p.9 Defend order, second paragraph begins "The Maximum size of the area..." The depth of all Divisions, with the exception of those indicated below, is now three times the command and control distance of the commander. So insert three instead of two times the commander's range p.10 Maneuver Order, add after third paragraph in this section: "Open order enemy units do not force a change in the Division's orders." Phase 2 p.15 Last Eample: In this example the Russians should be first. Phase 3 p.17 Exceptions to out of command: Units in a division whose commander is mediocre or worse must be in the command and control distance of their command to be in control. Ph ase 4 p. 19 Second column, second to last paragraph begins "The option of using ... : Add to the last line... ", or separated by more than 300 meters." In other words as long as the two cavalry units are within 300 meters of each other then they have the option to declare either charge. p. 20 First column, third paragraph begins, "if a formed...": Add to the last line.... "and does not count as a breakthrough move." p. 21 Second column, Reacting Cavalry During Breakthrough line states..."as long as the charging enemy pass through...": Add "or into" p.22 First column third paragraph, fifth line begins "...of the infantry.": Add after.... "If its was further away then 1/2 then it is not considered a rear. " p. 22 First column, last line in column: Change the second to last word from ,'move" to "movement." p.22 Second column, second paragraph, first line is "if the charge is declared upon the flank of heavy or..." Delete "heavy or." Also, the last sentence of this paragraph should read, "The other option to L~~ cavalry which has a charge declared on it's flank is to evade." p.22 Second column, fourth paragraph, first line should read: "Heavy cavalry which is charge from the rear or flank may not evade it's options are 1 about face, or wheel, and stand, 2 about face or wheel, and counter charge." Phase 5 p.23 The last sentence in the first paragraph on page 23 should read: "if the unit passes this check, it can charge or counter-charge." p.24 First column second to last paragraph should read: "Heavy cavalry cannot evade an enemy charge from the flank or rear even if is infantry charging. p.24 Second column: Delete first line of column. "Cavalry can evade." p.26 First column, second paragraph should read: "No units can move closer than 100m of visible enemy units with the following exceptions:" Add after sixth paragraph: "Units which are moving through a built up area which is not occupied by enemy units may do so even though adjacent zones are occupied by enemy units. They may also do so if there are enemy units out side a built up area and the movement through the town brings them closer than 100 meters." p.26 The last paragraph, first column begins "Units may also charge...": (Clarification) Note: this pertains to a charge reaction due to a charge being declared or a Breakthrough move by the unit. This does not pertain to a unit which was in a charge reaction or melee reaction and the result of this was the enemy unit Fall back, Retire, or Retreat. If this was the case then the following up unit can come as close to enemy on its flanks as it wants so long as it fits through the gap. p.27 Cavalry Charge Add "Ride around." A unit that rides around (as indicated by the tables on page 10 of the cheat sheet book) must attempt to split the unit into equal halves. Note: a unit must attempt to bring its center to the center of the defending unit. Once the unit is divided it must then move around and will join up on the other side of the square as long as there are not enemy units which hinder this. There could be enemy units close to one side or the other, forcing that halve to charge it. The half that is charging will count the other half as casualties for the charge reaction test. p.28 First column, second to last paragraph, first sentence should read: "If several batteries are in a line, and within 100m of each other, then..." Disorganization p. 28 Second column, second to last paragraph, add to the last sentence: "...value, if it is involved in any charge movement. Phase 6 Movement p.31 First column, fourth paragraph, add to the end of the paragraph: "see DISORGANIZATION table page 6 cheat sheet book." p.31 First column, fifth paragraph, first line should read: "Formed infantry units that are at 100 meters... " p.31 First column, sixth paragraph should read: "Cavalry and artillery can always move away from enemy that are at any distance." p.32 First column, first paragraph, add: "Also visibility, the prone unit if it is on a steep crest may opt to stand up when the enemy are at 50 meters, i.e. close range. This is only possible on hills #3, #4 and #5." p.32 First column, last paragraph, first sentence should read: "Open order troops can face to either flank with no cost to their movement. This will be done on the center of the Infantry Square p.33 Second column should read: "Infantry cannot change from a square, then change back to a square in the same turn." p.34 Second column, fourth paragraph, second sentence should read: "Infantry in single company column lose 1/2 move and pick up 1 D. " p.35 Second column, third paragraph, add to the last sentence: "... be activated, this order must follow all the requirements of order issuing." Phase 7 Fire p.39 Procedure Number 3 should read: "3: All fire" Smoke p.39 Sixth paragraph of this section should read: "An infantry units must move more than 150 meters to 'march out of the smoke,"' Ill. Compendium Erratap. 6 Infantry And Cavalry Movement Rates In Meters Table. The movement for Lt. Cavalry, and Line moving as skirmishers should be 800m, not 400m IV. ClarificationsPhase 1 p.4 Writing Orders The commander may only issue orders on events that he can see, or if a message was sent to him by another commander about an event that has occurred. This applies to all orders. To be seen the commander's figure must be able to see it or a courier who has been given a message from a commander who could see it. The orders issued may only be in reaction to what he can see or has been informed of, i.e.: a courier, etc. For example a specific event could be any of the following; a friendly formation of Division or larger is forced to retreat or rout. For these purposes a Cavalry brigade operating as a Division does not count. An enemy unit of Divi. sion or larger size Retires, Retreats, or Routs. A friendly formation of Division or larger captures a specific terrain feature. An order cannot be based on an assumption, such as when you the see enemy in trouble, when the enemy are disorganized, etc. Example: An enemy Division is defend ing a town behind a ridge that the commander does not know about. The gamer may not issue an order for his formation to maneuver over the ridge and attack the town. However, if he has a report from another commander, of equal or higher rank, stating that their are enemy in the town then he is free to issue a sequential order stating, maneuver over the ridge and attack the town. Order writing ideally should involve role playing by the army commanders regardless of how offensive that may be to some gamers. Orders should be written as a reasonable compromise between the player's role as a commander and the appropriate shorthand necessary for efficient communication. Players should not exploit either of these imperatives. An order stating, "Attack until the division in front of you is forced to take a brigade morale check, and if he fails continue the attack. If he succeeds break off the attack and defend your ground." would have absolutely no meaning in the field. Such an order is stated in terms of the game mechanics and exploits the need for efficient communication. Orders should be written in terms of the temporal and physical realities of the battlefield, and not in the nomenclature of the game mechanics. Obviously use of the letter designation of the orders themselves is appropriate. Ultimately, this is a question of style, and players may choose to impose a level of rigor with which all are comfortable. After the players have become familiar with the other aspects of the rules, it is recommended that players attempt to approach this aspect of the play rigorously. It is much more difficult than it first appears. However, the insights, regarding the problems of command and the skills required for success on the battlefield more than warrant the effort. Examples of Order Writing: (From 2nd Corps commander to 2nd division.): "You are to AA (All out Attack) the town to your front. Clear it of all enemy units and await further orders, your attack is to begin at 11am ( the order was issued at 9am)." This order is a valid order as it states every thing required on page 6 of the rules. (From 2nd Corps commander to 2nd Division.): "Your are to AA the town to your front. Once cleared you are to advance against the enemy behind the town." (This unit cannot be seen by the 2nd Corps). "Attack when you see an opportunity from a Brigade or Division Morale check by the enemy." This order is invalid. The Division must attack a town then attack the enemy behind the town. Being a sequential order it is not valid, due to the fact that its first order is an attack (see new rules) It is also invalid due to the fact that it has given the gamer the option to attack when he feels it is appropriate or due to a game mechanic. You must mention a specific time or a event that the Division commander can see. Finally the fact that the second enemy unit was not even seen when the order was issued invalidated that aspect. Timing of Orders When a player may issue a new orders is based on the delay that is indicated for that army and period. This delay is based on the time that the game started. If the game started at 9am, and an army may issue a order every 45 min then the next time after the first turn is going to by the 9.45am turn. After that it will be 3 turns (45 min) after the 9.45am turn, then again after 3 turns, etc. This does not mean that a gamer may issue an order and then wait 3 turns until he may issue another. The issuing of orders is based solely on two things. The first is the time the game began. On the first turn both sides may issue orders. Second is the delay. This is based on the first turn. That is a gamer must wait until the specified turn delay has elapsed until he may issue another. If he does not issue an order he must wait until the next time he may issue orders as determined by the turn delay. An order may, however, be issued stating that it is to be carry out later. Example: An order is sent at 9:30am to a Division commander. This order states that he is to launch an attack at 11:00am on the town to his front. Now the Division commander gets the order on the 9:45am turn and successfully activates the order. The order is now considered activated and the Division will operate on the order it had until 11:00am when the new order must be initiated. Attaching Assets Assets that belong to the Corps and are then assigned to Divisions before the game begins are considered the Division's units. If the Corps asset is to moved between commands during a game, an order must first be sent (from a commander higher in the chain of command) to the Division commander stating that the transfer of assets is to occur and to which unit they are then to be sent. If the Corps asset is to be attached to the Division then the Division commander must be issued an order which indicates the units to be transferred to it. Artillery units Battalion guns must remain within 100 meters of its parent unit or it cannot fire at enemy units unless they are charging the battalion guns. Brigade Guns Brigade guns must remain within the Brigade distance of other units (not only artillery units) of that brigade. If they do not then they lose unit integrity. The idea is that they belong to the Brigade and must be used as an integral unit of that brigade. You cannot take them and attach them to another Brigade or Division. This overrides the ability to transfer assets. You cannot move brigade artillery units around! Divisional Guns These must stay with the Division. These may assigned to other formations. However, this is only allowed if the Corps commander issues an order to the Divisional commander of the guns. This order must state to whom the guns are to be attached to and what they are to do, i.e., what order. Corps Guns These may be attached to a Division prior to the battle and will then be considered part of the Division. If the guns are held in reserve then players have these options:
2. They can be held in reserve and issued to Divisions as needed by the Corps commander, who can do this only on the turns that he may issue orders. This procedure does not need to have written orders but the gamers may do so if they wish to avoid any misunderstandings. 3. They can operate as an independent formation attached directly to the Corps commander. They must be issued orders and must have the corps artillery officer or an aide de camp for the French. The artillery in From Valmy to Waterloo is an integral part of the combined arms of the period, the gamer should be aware that by stripping away Division and Corps assets he greatly weakens his forces. His only gain is that the enemy will deploy in great depth when facing those guns. But if his troops are attacked by enemy infantry supported by guns he will be in severe difficulties. Just remember that during this period the commander was loath to give up assets to another commander if this would weaken his units. This still applies in today's armies. The best use of artillery is in combination with infantry and cavalry. On its own it can do damage to an enemy but while you are hurting him in one area he might have a substantial advantage over you in another. Cavalry Leaders For Grand Charges Please bear with me in that From Valmy to Waterloo is a work in progress. I plan to add scenario books, the first having been published in 1998. This will be in a very similar format to the scenarios included in the Compendium. Cavalry commanders will be indicated in the Scenario books as applicable. But for now Murat, and any French commander of a Cavalry Corps can lead a grand charge. The Grand Charge will only be for the French from 1805 to 1812 and then again in 1815. Advance Guards And Rear Guards The Brigade commander must hand over command as soon as the Division commander is within command and control distance of the brigade commander. In addition the Brigade commander's command range is 1.5 times the range of his divisional commander's, but only for the units in the advance guard. If any other units arrive then his command range is the normal Brigade distance for his army. Any units which are not of the advance guard will be considered out of control until the Division commander arrives and will thus suffer loss of integrity and any other negative modifiers to moral etc., as they apply. In addition the units of the advance guard which are moving on to the table will have their orders automatically activated, i.e.: they enter with their orders activated. Detaching Bases When a cavalry unit detaches bases, i.e., squadrons, under some circumstances those bases become a separate unit.
2. For Morale and charge reaction it is considered a separate unit. For unit integrity use one base (ideally one with an officer) to be the "command" unit and all questions of integrity are based on that unit. Example 1: If a cavalry unit of four bases is dispersed and three of the bases are a# within Brigade distance of one another, but, the "command- base is not within the brigade distance of any of the other three bases then only the command base retains integrity and the others have lost unit integrity. Example 2: The same four bases are dispersed. One command base has all three of the other bases to its left. The first squadron is within Brigade distance. However, the next one is not within brigade distance but the fourth base is within Brigade distance of the third. This means that the command base and the second base have maintained Brigade integrity, while the third and fourth squadrons have one loss of integrity. Wave Charges And Detaching Bases When a cavalry unit conducts a Wave Charge and the unit splits into two parts, then during the charge and until the unit recombines it is considered two units for all purposes. This includes counting as two units to enemy artillery fire. Recombining Cavalry Units The percentage loss of a cavalry unit that has been broken into two or more units is combined when the unit or parts of the unit combine. If the unit then detaches bases again then the unit will have the percentage casualties that it had when it recombined. Example: A cavalry unit has split up into three four figure units. Due to fire and charge reactions one unit has lost one figure, the second has lost two figures and the third has lost none. The units operate with the percentage loss as indicated until it recombines. If all three units recombine to make up its parent unit then this unit would have 12 figures but due to the casualties it now has lost a total of three figures which, using the percentage calculator indicates a loss of 25%. If only two of the detached units combine (those with the casualties) then it would be considered a unit of eight figures which has lost three figures, that is 30% casualties. The third unit still operates with no casualties. If at a latter time the unit wants to detach bases then it would operate with the percentage loss as it had when it recombined. So the original unit which had twelve figures and was recombined with 25% casualties detaches one base of two figures then that two figure unit would have 25% casualties if it had to react to any charge reaction, etc. What this does it makes it disadvantageous to detach and reattach more than once. A detached base of horsemen is extremely vulnerable. While it may be very hard to hit with artillery firing roundshot, especially in open order, one lucky shot and it is at 50% losses. This is living dangerously. Formation morale can be triggered carelessly by using these small units Pushing Open Order Troops Open order infantry must fall back in the face of formed units. However, they cannot be pushed back from linear obstacles, built up areas, light woods, medium woods, heavy woods. Open order troops are not pushed by charge movement. Open order troops either evade or stand and get what's coming to them. Firefights The requirement to close the distance between two units which engage in a firefight only applies in the open. If one of the units is behind a linear obstacle or in cover it does not have to close, but the unit in the open must do so if they have the initiative. Friendly Fire Friendly fire from the rear counts as enfilade fire for morale, charge reaction, etc. Fire At Cavalry As They Ride Around Squares Infantry in square that are ridden around by cav may fire at them as they pass by. The infantry gets 1/4 of its Fire Value and all other modifiers apply. Also note that if there are friends in the fire arc of the sides of the square then those units are potential victims of friendly fire. Leaving Built Up Areas A unit that exits a built up area but not on a road may be in any formation allowed to it at no cost above that of leaving the zone. French Debande Again this will be addressed in the appropriate scenario book. But it pertains to the French infantry (the blue coats) of 1792-93. Skirmishers And Semi- Skirmishers Sorry this was an over sight on my part. All units who can skirmish will be indicated in the appropriate scenario book. However, only the French and British as indicated will be considered skirmishers, all others will be considered semi skirmishers. But realize that all units which were called lights, jaegers, shutzen etc. did not necessarily fight as skirmishers in pitched battles. Most of the time these were intended for le petite guerre. Overhead Fire p.46 Once again, sorry. What I meant was to see page 36 of the rules for definitions of the hill ratings. No overhead fire is allowed in Eastern Europe. The only place that it is allowed is in the Peninsula and only when it was done historically in a battle. Wave Charges In a wave charge the second unit may conduct a charge on the enemy prior to the breakthrough in two situations. If the first unit of the wave is defeated, the second unit may charge the victorious enemy unit. Second if the first unit was victorious and has a result of 0 move. (a result of 0 to 1/2 counts so long as the unit does not move) then the second unit may then charge an opponent which is in the charge arc of the First unit. This "second" charge is not considered a breakthrough charge and is conducted by starting at Phase 4 Charge Declarations for the second units. This means that a unit which fired at the first unit may fire again at the second unit, just as it would do in a breakthrough (see Page 43). Artillery "can in fact during each Fire (Phase 7) that the turn has." The sequence of these charges is important in that the second half of the wave should be resolved before other breakthrough charges occur. The second wave charges and breakthrough charges permit units capable of fire to perform additional fire. However the second wave charge may only be fired upon by the target of the charge, whereas the fire phase after breakthrough charge movement permits any unit that is within range of a unit which is involved in a charge reaction to be fired upon. Accordingly, artillery which is providing supporting fire for the cavalry, may fire again after breakthrough movement so long as the target is also the target of a charge. While this is difficult to achieve, it can be done and applies to both artillery and small arms fire, both on the defense and the attack. Optional Wave Charge By Light Cavalry Light Cavalry can commit the second wave in the initial charge reactions in yet another way. The commander may operate as a vedette for the second unit of a wave attack and if the first line was victorious or became engaged in a melee the second unit may than charge any enemy unit that is in the commanders Charge arc (see p. 18 of the rules for the requirements of this charge declarations). The second unit of the Wave may not, however, interpenetrate the first unit if it is in melee. It may interpenetrate without any Ds if the first unit stood, and moved zero. Charge Movement A unit that was at 100 meters of an enemy unit at the beginning of the charge declaration phase, and declares a charge, but due to movement modifien.; it's movement is reduced to less thar 100 meters, may still charge and thE charge is calculated in the normal way, It may not, however, move over impassable terrain by this method. V. New RulesPhase 1 Orders p.6 Front Line Units Front line units of a division which have any kind of an attack order Must MOVE 3/4 of their column move until they gel closer than the defined distance as per the specific orders. Exception: Front line units of a linear army must move their full line movement, or 3/4 of their column movement until they get closer than the defined distance as per the specific orders. Defend Orders The size of the defended area for a division on a defend order is changed. Division with a commander of Mediocre or worse ability has a maximum frontage 1,000 meters and a max. depth of 1,000 meters (this is because some of the really big division like the Russians of 1807 could not actually deploy in the defined zone). However, the units in this area are not considered automatically to be in command and control. Any unit of a Division whose commander is Mediocre or worse must be in the command and control distance of the Division commander to be considered in command and control. This means that the units of these divisions are no longer considered automatically in command and control if they are under a defend order. The defend order as written creates some ambiguity in that the requirement for the location of the zone, i.e.: 400 meters from formed units is often misunderstood. What I intended is that once the Division voluntarily activates its Defend order then the area in which the orders applies is fixed. That is any units that are in command and control at the instant the order is activated has a zone that extends 400 meters from them. This means that in subsequent turns any units of that Division may move up to 400 meters from the spot that the unit occupied. This allows some flexibility in counter attacks and maneuvering to protect the position. An exception to the 400 meters is if a unit is forced into a defend order while it is on a maneuver or deploy order. Then the front line is the ground which the units are on. A division defend order can arise under no less than 5 distinct circumstances. These situations possess unique characteristics which require clarification. The five situations are as follows:
2. A division is given and activates a defend order after the initial issue and activate order phase; 3. A division achieves its initial objective, and the order is not sequential or no new order is received; 4. A division achieves its initial objective and activates a sequential order requiring the division to defend a zone; or 5. A division is moving on a maneuver or deploy order, but the enemy either attacks in the case of maneuver, or comes within 800 meters in the case of deploy, thus forcing the division onto a defend order. The following guidelines distinguish between the situations when the order is activated voluntarily, and when the division is forced upon the commander by the fortunes of war. If the division is given a defend order at the outset, all units must deploy within the zone. These units may deploy anywhere within the defense zone so long as formed units of the division are within 400 meters of the entire front of the zone. These same conditions apply to divisions on maneuver or deploy orders which are sequential with a defend order. Where the initial objective has been achieved, or where the change of order is voluntary, the gamer has a choice of methods to define the zone. First, the front of the defense zone must be within 400 meters of formed units of the division. Alternatively, the zone may be constructed in the same way as in the case of an involuntary defense zone (see page 9- 10), but the front may still be 400 meters forward of the front-line unit. All units of such a division which are not in the defense zone when the order is activated, must move into or towards the zone if they move at all. Units dropped off en route as garrison are not required to move or to rejoin their division, but may to join the division if it receives orders from the Division, or Corps commanders. Divisions which are forced involuntarily to adopt defend orders use the procedure on pgs. 9 and 10. Remember that the front of the zone is the front line unit when the zone is triggered. The front may not be extended beyond the 400 meters forward, although units may charge out as usual. Again, all units which do not occupy the defense zone must move into it if they move at all. Leader Casualties Commanders who are leading a charge will check once during the fire phase (if applicable) but if the enemy retires, retreats, or routs the commander leading the victorious unit will not check at the end of the phase. However, if his unit stands, falls back, retires, retreats or routs due to a charge reaction then he must check at the end of the charge reaction phase. All commanders leading units in melee must check at the end of the melee phase. These checks will be carried out for each breakthrough that occurs. In other words if you have a cav unit lead by a commander and he cuts through many units the above requirements apply for each charge phase, fire phase, and melee phase that occurs in a turn. Detaching Garrisons In some instances it may be desirable for the gamer to leave a garrison to defend a town, village ( a built up area) or a river crossing site. In this instance the gamer may override the mandatory movement of the divisional orders. The size of the garrison is left up to the gamer, however, the size of the garrison may not be more than 25% of the Division's units. The garrison must operate under a Defend order. It may not rejoin the main force unless an order is received by the Divisional commander, or the Corps commander. Charging Flank Or Rear If a unit is being charged on its flank then it only counts 1/2 its figs for mass in the charge and melee reactions. Applies to all units. Units Struck In The Rear Or Flank Ir Melee Units that did not mange to turn and are meleed from the rear have a MO (Morale value) of 0. Units struck in the flank lose 50% of their MO. Infantry In Line Or Column Charging Squares A square being charged by an infantry column or line only counts 1/4 of the figs in the square for the charge reaction and melee reactions. Artillery Artillery may only prolong to wheel or face a threat. They may not use wheel to advance on the enemy or withdraw. The artillery unit's center once it unlimbers must stay within 100 meters of the spot in which it unlimbered. Artillery Fore At Open Order Units Artillery may ignore as many open order units as they like. Single Company Column Attacking Built Up Areas An army that cannot use double company column may use single company column to attack built up areas, it will count all of the figures in the battalion for the charge reaction and any combat in the town. Changing Formation For an infantry unit to change from one company column to double company column or back costs 1/4 move. For cavalry to form echelon it must first be in a line formation. It costs 1/4 move. Squares Moving Fast Infantry which are Elite may move a square's full move and suffer no Ds due to this movement. ("Andy's rule"). Town Fighting Routers that rout through a fresh unit will only cause 2Ds on the fresh units. If the unit is very small (50% or less of the other unit's size) it will not affect the fresh unit at all. Morale Check Modifier Changes: Use the Rally portion of the Unit Morale table, p. 16 of the cheat sheets, when units must check morale after two turns of engaged status. In addition the unit which has taken the highest percentage of casualties the turn of the check must check first. If the casualties are the same then the unit with the lower training checks first. If the training is the same then the unit with the overall most casualties will check first. If the result is still the same each player roll 1 D10 and the highest roll checks first. If the unit which checks first suffers an adverse result apply the following modifiers to the unit which must check second. The bonuses for enemy engaged retreating routing, etc. are:
+4 enemy retires + 6 enemy retreats or routs Add this on the cheat sheets p. 16. Charging Through Open Order Troops When cavalry charge an open order unit and formed units are behind it in the charge arc and within range of the cavalry, these formed units are also targets. If the cavalry defeats the open order units it will not stop the charging cavalry, i.e.: it will not be considered a breakthrough for its movement. It will in essence (if it wins) just ride the open order troops down. Cavalry Halted To Take A Charge Cavalry that does not move and is charged will receive 2Ds in the charge move phase, (add this to the Disorganization table). This is in addition to the penalty for not moving more than 1/4 move. So a cavalry unit caught standing would not only have their officer cashiered but would also receive 4Ds. VI Some FAQSWith Reference To The Unit Cards: The unit cards are more accurate for the campaign that they are for. As I state on page 15 of the compendium under unit and commander ratings the scenario books with the appropriate unit cards will be more accurate then the general listing in the compendium. Some examples are the 57th French Infantry regiment. This unit was undoubtedly very good from 1805 to 1809 but probably just like most other units after the 1809 campaign. The same applies to commanders. Most got better with experience, but their ability did however in some instance decline with age. i.e., Massena. Blue and Gray Disorganization A unit may only have one type of Disorganization counter. It can be either blue or gray. The maximum numerical value is 4. The Gray disorganizations occur through movement and canister fire if the unit is not charging, counter charging, standing to receive a charge, or evading. The blue are for any Disorganization that occur if the unit is involved in any form of charge reaction. Example if a unit has 2D's due to moving over a stream last turn and halts its movement within 150 meters of the enemy. It can therefore not reform D's during phase 10 of that turn, so next turn it declares a Charge against an enemy battalion. The 2 gray D's are changed to a 2 Blue D counter, and then any other D's that occur are added to those 2 Blue D's up to a maximum of 4D's. When you reform D's all units with Gray D's are reformed first if the units are able, then any units with any number of Blue D's and able to reform change the Blue D to a same number Gray D. What this in effect means is that it takes an extra turn for a unit which has charged to reform. Artillery Fire Artillery prolong: if you roll and fail it has no effect on your firing. Russian artillery which attempt to limber may roll and if they fail it will have no effect on the artillery. If the Russian artillery is rolling to determine if it can unlimber than it must not move after it rolls if it does move the roll to unlimber will not count any previous modifies to the unlimber roll. Example: A Russian artillery battery has moved to the location indicated for it to unlimber the player has rolled in the two previous turns now when he rolls this turn the number needed would be five plus the two for the two previous turns, i.e., 7 or less to unlimber. If, however, he moves then he losses the two modifier for the previous turns of failing the roll. Russian artillery must when they reach the intended spot to unlimber must continue to roll each turn until they are successful in unlimbering. If a new order arrives stating a new position to unlimber then that will override the unlimbering rolls. Back to Art of War Issue #30 Table of Contents Back to Art of War List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |