by Terry Gore
Questions submitted by Russ Lockwood I hope to make this into a regular column each issue. Please submit any rules questions either by mail or e-mail to 061815@msn.com. Now, on to the questions! 1) About the turn sequence on page 7:, 4a) does Excellent equal Exceptional?
2) Do I read Maneuver rule Pg. 10; (6. D. 2. a) correctly? That EACH turn of moving through light terrain with close order infantry they receive a Disorder Marker, so on the third turn they've picked up three Disorders and rout?
3) Since Leaders can spend multiple orders to issue an order to a unit outside the 12" command radius, can leaders therefore give multiple orders to a single unit within command radius? (i.e. issue multiple Recover orders to a disordered unit--see pg. 15 7C2b? Issue multiple move orders?)
4) With missile fire, can a 1/2 stand fire? (i.e., it says round up for close combat, but I didn't see a mention in missile fire for what happens when one disordered stand fires.)
5) I recommend using dummy order counters so that the opponent does not know which of your units are ordered and which are not.
6) When the Reveal Orders phase occurs, are ALL orders revealed for both sides?
7) Can you wheel more than once in a move?
8) On a normal move, what is the closest distance you can come to a unit?
9) Does a general's unit require an order?
10) Is a skirmisher (SC or SI) a "U" (Unarmored) target?
11) When does Countercharge and Morale tests for being Charged come in the turn sequence? Example: Player A, with initiative, launches a charge against B, which has its own Charge order. They are far enough apart to force a roll of the charge die for distance moved. Both have exactly the same units. Is it: a) A rolls for a charge, and IF he makes it, then B countercharges, or, b) A announces the charge and B announces a charge and they meet in the middle and there is no roll.
12) To continue this line of thought, and provide an example from our test play: A wants to do a Frenzied charge vrs. B, which also has a charge order. For Frenzy, A rolls for morale, but fails the morale roll, and so halts 1" away disordered from B. Sequentially, due to initiative, B then does his charge and can't help hitting A at such close distance. Can A countercharge B's charge?
13) When do Retirements occur during the sequence? In a continuing melee from the last turn, player A wants to Retire from B. B wants to move a second unit behind A to set up a charge for the next turn. B has elected to take the initiative. Does B's move come before or after A's retirement?
14) On the missile fire table, close range is 0-2", Effective is 2"-4" and Long is 4"-10" (for bows). The bow unit is exactly 2" away from the target unit. What range do you use?
15) A 6-stand bow unit is going to fire on a target. Four stands are at Effective range, but two stands measure out to Long range. There are no modifiers. Does this mean 4 dice for 8s and 2 dice for 10s, or because the majority are in Effective range, is it 6 dice for 8s (all rolled on a d10)?
16) What does 'Halt' mean after a morale check? Does that mean you cannot move the unit the next turn, or that the unit never moved in the first place?
17) In the example of play, last page, bottom illustration, unit A and B are flush up against each other in battle, and a corner of C is just nicking the corner of A. It says C counts in combat. So it appears the attacker is not required to conform to the defender in order to get into Close Combat. All you need to do is to nick a corner to initiate combat?
18) In a follow up, can you expand?
19) Can you kill a general during missile fire or close combat, so the side no longer gets those general's orders?
That's all for this issue. Back to Saga #61 Table of Contents Back to Saga List of Issues Back to MagWeb Magazine List © Copyright 1997 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |