by Dave Bonk
1. The Mongol Evade MoveSkirmish Cavalry, if charged, must pass a morale test to evade charge. Trained units get a +1 to morale. If the unit passes morale they turn 180 degrees and move full move away from enemy. Unit will suffer terrain penalties as appropriate. No disorder for trained units. Trained units can evading can fire at charging unit with no penalty. Unit may chance facing at beginning of next turn with no penalty. Mongol Horse Archers Treat composite bow as a long bow. Mongol cavalry suffer no penalty to firing and moving. Feigned Flight Requires new order marker, "FF". Only skirmish cavalry can conduct feigned flight. Upon initiation of feigned flight the charging unit moves to within 2" of target and stops. No roll is made for charge bonus. Unit may fire bows. At 2" distance the unit turns 180 degrees, and moves remainder of normal movement distance plus a D6. The charged unit must check morale (see below). Uncontrolled Charge Units must check for uncontrolled charge under two circumstances. If enemy unit executes a feigned flight order (see above) and advances to within 2" the target must check morale. Any cavalry unit that suffers one casualty from skirmish cavalry moving and firing. Units passing morale check do not charge and implement any orders normally. Units that fail morale check must charge immediately, following normal charge procedure. Any other orders for that unit are canceled. Modifiers to Uncontrolled Charge:
-3 Elites/Fanatics -2 Veterans -1 Average +1 Poor +2 Rabble +1 Each Disorder -1 Each casualty inflicted by charger If the Commander is within 9":
Exceptional -1 Support of Feigned Flight ChargeNew order necessary. Units under these orders are intended to support units which initiate feigned flight. These units are intended to charge the flank or rear of enemy units drawn into an uncontrolled charge. Charge is triggered by uncontrolled charge of enemy. If charge is not triggered unit reverts to normal hold order. Mounted Move and Fire Skirmish cavalry may move and fire. Fire occurs at whichever point the moving unit wishes rather than at end of turn. Mongol skirmish cavalry suffer no penalty to fire when moving. Firing unit cannot come closer than 3" to target. Target unit may return fire per chart below (Roll d10 per stand):
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