By Kevin Zucker
Q) 3.24 "Supply line blocked by vedettes" -means
it's enemy vedettes, I suppose Q) Do the tracks count as roads for LOC
purposes? 4.33 Optional Rule: Discretionary Attack Combat units adjacent to the enemy are NOT required to attack. However, if they do close to combat range, (meaning that forces are within musket range and are no longer as far as one mile apart), then they (or other friendly forces) must attack everyone adjacent. Units still may not move from one EZOC to another (see also 11.73 below). 5.15 Buelow, Hill, Orange and Uxbridge Q) The Prussian Leader Zeiten acts exactly like the
above. Their corps are always in command as long as units are
within command range. He may place one unit from another
formation in command. Am I right? Q) Why does Orange have a (2) for command rating?
Can he place two other units in command? Q) What about Wellington, does he have to spend a
command point to put the RES into command, or is that
automatic? Q) What does Collaert command? Q) Cavalry may retreat from a non-cavalry force. So can
you retreat from a mixed force of infantry and cavalry?
Q) Am I right? Count up the odds, roll the die on the
'Elan' table, and if one or more attacking units fall below the
result, then all the attacking units retreat. Even the units good
enough to attack. 5.14: Do the Napoleon bonus apply to both
Bombardment then subsequent regular attack ? 8.13 Forced March Q) Since "a Force March" may not
be played two turns in a row by the same player," does this in
any way effect the ability of a player to issue a march order to
reinforcements that enter on the turn on which "forced march"
may not be played? Q) If a player commences a scenario of 3 days duration
(12 game turns) with, say, 4 chits in his hand, is he only
permitted to force march during 4 movement phases max during
the scenario? Q) Are the chits returned to the cup along with the
regular movement chits? 8.2 March Orders Q) This paragraph refers the reader to the definition of "force" in the glossary. According to the glossary a "force" is: "a group of combat units that are combining their combat strengths in order to attack the same hex." Does this mean that only units (other than reinforcements) which have first moved into enemy zones of control in order to make an attack, are permitted March Orders? This definition does not appear to describe the
permissible composition of the "group" of units that is to be
given a march order. Shouldn't 8.2 refer the reader to the
definition of "formation" rather than "force?" If not, pray tell me
what units (other than reinforcements as per 8.2 1) are permitted
to compose a "force" for this purpose. 8.21 Reinforcements Q) Is there any limit to the
number of reinforcing units and/or formations that may be
placed under a "march order," on any given turn?
8.24 Restrictions on March Order Movement "...A
force given the march order must move at its maximum
Movement Allowance each turn.." Q) Is that the maximum MA
as drawn by the chit or max MA. as on the counter?
8.42A Road March Restrictions Q) Why isn't there a
combat penalty for being attacked while in road march? I can
imagine you saying that each turn represents several hours,
but why do I want to keep units in "normal" movement when
road march is not penalized when attacked. Q) If a road march unit is repulsed, must it attack during
the combat phase? I think they have to but am not sure...
This security of marching infantry columns depends upon the presence of vedettes to their front. This is why there is no effect on a unit defending-because the lead formation falls back on troops marching up from behind. Therefore it concentrates in half the time while it makes itself impossible to hit. A hex is one mile. Troops can normally cover 8 miles of road in a turn. Cross- country rate is half that. When a force leaves road march to prepare for battle, its men must leave the road, to fan-out perpendicular to the road (or in any case marching feet must leave the road). The road column must be envisioned as several hexes long. First regiment in line is able to deploy immediately. For a defending unit drawing back upon its reserves, this change of formation can happen more quickly than for an attacking unit. 8.43 Removing Road March Markers
Q) May a unit that leaves a road hex, continue to move with
a Road March Marker on it even thought it has left the
road?
Actually there would be a "super-road-march" column of as few as 1, 000 men per mile for a force moving administratively with no fear of encountering the enemy. The reason to remove the road march marker is to be able to attack. 11.46 Advance After Combat If a Bombardment result vacates the enemy hex, may a
friendly non-Artillery force which was designated for a
regular subsequent attack against this hex do any of the
following:
be switched to attack any other adjacent hex or
advance in the hex vacated by the Bombardment alone ?
11.3 1 Terrain Effects on Combat / Towns Example, last line: (change) Towns only increase a defender by 50%, not double. 11.41 French Old Guard Does Not Exchange
Q) Don't you find the change from Ex to De or Ae is a bit
too much? It is possible to lose several Prussian Corps
attacking the Guard at 6 to 1 or more.
(change 4th sentence): "In other words while attacking units at least equal to the strength of the non-guard unit would be removed also." Note: When Old Guard attack Chateaux, "De" results do NOT convert to Exchanges. 11.41 Do all the provisions refer only to Old Guard or
to all Guard units? The heading is clear but the text underneath
then refers just to "Guard". 11.51 Grand Batteries (addition) Horse and Foot artillery must be from the same corps in order to combine their fire together in a single bombardment attack. EXCEPTION: The French may select one target hex to receive the combined fire of foot and horse artillery units from different corps. This is considered a "Grand Battery." The French player may have only one Grand Battery on any given turn. Q) 11.52 states that Bombardments are considered
attacks. 11.53 states that an enemy force may be the subject of a
bombardment and an attack during the same combat phase.
11.1 & 11.46: If the Bombardment result vacates the enemy
hex, may the friendly non-Artillery force which was designated for
a regular subsequent attack against this hex do any of the
followings: be switched to attack any other adjacent hex or
advance in the hex vacated by the Bombardment alone ?
11.54 A. Resolving Bombardments (change) Ar, EX and Ae are treated as "no effect" (delete balance of sentence). 11.54 B. If the target hex contains fewer than 10 SPs, shift one to the left; if more than 18 SPs shift one to the right; if something in between, no shift. 11.6 Chateaux What happens in a combat where one
unit in a chateau is stacked with other units outside. Say the
attackers obtain 3:1 odds. Is the combat result read on the 3:1
column for units outside the chateau but 2:1 for the unit in the
chateau? Q) Chateaux.
11.61 and 11.63 appear to be in conflict. The first states
that when stacked in a chateaux only one unit gets the
benefit. The second implies the benefit only applies when
one unit is alone in the hex.
11.7 Optional elan Q) I'm not clear on what happens
when a stack fails the elan roll and must disengage back to the
hex it came from. What if this creates an overstack because
other units moved up behind them? Q) What happens if I have 2 attacks (call them A and
B) going and B fails its elan check? Have I to employ some
forces from attack A to engage the enemies of B or is the rule
satisfied with the 'tried' attack? Q) You can include any adjacent units in the elan
check (even ones that were already in ZOC), so long as all
units included participate in the attack. What happens to an
adjacent unit who you chose not to include if the elan check
fails. Does it retreat one hex? 11.73 Optional Rule: Exhausted Effect (Use with optional
4.33 above.) Q) 13.0 Vedettes
Do vedettes move like cavalry (i.e. a chit drawn of 4/6 let
them move only up to 6 MPs) or like Leaders (with their
value of 9)? 13.21 Vedettes and Retreat (add to the
end) 15.1 Entry of Reinforcements Q) This rule states that
reinforcements may move and attack freely on the turn of entry.
However, the first sentence makes a parenthetical reference to
rule 8.2 1. Does this mean that in order to move on the turn of
entry, all reinforcements must be placed under a "march order" on
the turn of entry? 16.2 Cavalry Retreat Before Combat (add)
16.34 COMMENTARY: PARTIAL UNIT ELIMINATION No unit could continue to fight in the face of 40% casualties, or less, depending on its morale condition. It's out of the battle. Most of a division is in reserve at start of battle, at least 75%. These reserve "increments" should not be counted as contributing to the combat power of the unit.
ONE BRIGADE IN CONTACT:
ONE REGIMENT IN CONTACT This means only about one-quarter of the troops begin any battle engaged with the enemy. If Reserves are fed into battle as losses occur, the front line firepower of the unit remains unchanged. What is perhaps missing is "high-stakes" attack where you commit your reserves to clinch the battle. Problem is, your defenses are also more brittle if the attack fails. The Player should be able to "stake" any of his corps. 16.34 OPTIONAL: HIGH-STAKES ATTACK (add) The Player may "stake" any corps to increase the chances of a decisive result (one way or the other). These "staked" units get the "irresistible" benefit (16.32), for that turn only. If they do not achieve De or Dr in the ensuing combat result, THEN add one to the die as it stands. Example: 3-1 odds, Attacker rolls a 4; Defender must retreat one hex. However, if Attacker rolled a 5 ("Ex") he would add one and must himself retreat. In this example, NO 5 result is possible. 16.4 Reorganisation of surrounded units Does this
override 11.44 (Units Unable to Retreat)? 20.12. Controlled Friendby Supply Source The heading is incorrect, the text says 2 VPs (correct). 20.2 Scenario Two: Waterloo Note: Ney, d'Erlon, and Napoleon begin the scenario in enemy ZOCs. (The French move first.) The above are not required to attack or be attacked on the 0400 turn. Treat them as having all failed their Elan check (due to mud). See optional Discretionary Attack rule, 4.33 and optional Exhausted Effect, 11. 73 above. Back to Wargame Design Vol. 2 Nr. 5 Table of Contents Back to Wargame Design List of Issues Back to Master Magazine List © Copyright 2000 by Operational Studies Group. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |