A tactical move is a voluntary move that normally uses up
PIPs and happens before shooting and close combat.
A legal tactical move cannot be taken back once the
element has been placed unless the initial location is marked and/or the
opponent agrees.
Single Element Tactical Move
·
Can be in any direction
·
Can pass through any gap its leading edge (not
necessarily its front edge) can fit through.
·
Can end facing in any direction
·
Cannot be made by an element in close combat
Dismounting Knights, Cavalry, Camelry and Light Horse
·
Only if army list allows
·
Uses full tactical move of mounted element
·
Uses 1 PIP per element
·
Front edge of foot element placed in position of
mounted element it replaces
·
Cannot dismount if in contact with enemy or in
enemy Threat Zone (discussed later)
Group Tactical Move
·
A group is a contiguous set of elements all
facing in the same direction with each in edge and corner-to-corner contact
with another, or in corner contact if part of a wheeling column
·
Can only move straight forward, to wheel
(pivoting on a front edge corner), or slide to conform in a Threat Zone
·
Moves at the speed of its slowest member
·
Elements maintain position while moving
·
If in column, they follow the lead element
·
Cannot move that bound if joined by other
elements
·
Allied elements can only form a group with other
elements of their contingent
·
Can only move in a column to gain road movement benefit
·
Must move in a column if in BAD GOING (unless
entirely of Psiloi)
Reducing Frontage
·
A group can reduce its frontage to form a column
or for any other reason
·
Lead element(s) move forward and others follow
on behind as if by single element move
·
A following element’s front edge must not end up
further to the rear than their original position
·
Elements that are unable to follow on behind a
column that bound are no longer part of the group
Tactical Move Distances
Movement is measured in a straight line from the starting
point of the furthest moving FRONT CORNER of the single element or group and
that corner’s final position.
If the element is following a road or deviates to avoid
another element or enemy TZ, measure its path.
A move can be up to:
·
4BW if Light Horse, Cavalry, OR Scythed Chariots
and only in GOOD GOING
·
3BW if
Knights, Elephants, Camelry, or any mounted infantry and only in GOOD GOING
·
3BW if “Fast” foot in any type of going
·
2BW if “solid” Auxilia or “Solid” Warband in any
going
·
2BW if any other “Solid” foot and only in GOOD
GOING
·
1BW if any other than “Fast” foot, any Auxilia
or any Warband and in BAD or ROUGH GOING for any part of their move
·
1BW if the front edge of any single element or
group is in a non-paltry river for any part of its move
Artillery and War Wagons may not be deployed or move
off-road in BAD GOING.
Second or Subsequent Tactical Move in the Same Bound
Elements or groups that have already moved this bound can
make a second or subsequent move if:
·
there are enough PIPs
·
does not start or go within 1BW of enemy (unless
moving along a road)
and is entirely by:
·
Light Horse or mounted infantry and making a
second or third move entirely in GOOD GOING
·
Psiloi making a second move either in their
side’s first bound of the game or if every element starts entirely within GOOD
GOING and ends at least partly in BAD or ROUGH GOING
·
Troops moving along a road and making a second
or subsequent move
Crossing a River
The first element to try to cross a river off-road during
the game must dice for its state, which then applies along the entire length for
both sides, for the rest of the game.
·
A score of 1 or 2 indicates the river is paltry
and has no effect on movement or combat.
·
A score of 3 or 4 indicates it slows movement
and the banks aid defence.
·
A score of 5 or 6 is treated as 3 or 4, but also
indicates elements must cross singly or as a column.
Troops that enter a river:
·
cross at the same angle to its course as they
enter
·
divert by the minimal increase to line up in
close combat with an enemy element.
Interpenetration
If making a tactical move or fleeing,
·
Mounted can pass through friendly Psiloi.
·
Psiloi can pass through any friends.
Must be enough room for moving element to occupy, and if:
·
Starts partly directly in front and ends up
lined up behind.
·
Starts lined up behind and ends lined up in
front.
Recoilers pass through friends facing exactly in same
direction to clear space behind first element met, but only if:
·
Mounted recoiling into friends except Pikes, Hordes,
or Elephants
·
Blades recoiling into Blades or Spears
·
Pikes of Bows recoiling into Blades
·
Psiloi recoiling into any except Psiloi
One rear corner may pass through an element base, a TZ or
a terrain feature if its front edge pivots about one corner.
Threat Zones
Is an area 1BW square in front of an element.
A War Wagon has a TZ on each face.
A camp, city or garrisoned fort exert a TZ for 1BW all around
them.
The front edge and corners count as part of the TZ, but
the sides do not.
An element even partly within, or whose front edge enters
an enemy TZ may only move to:
·
Advance to line up with one enemy
·
Advance into or towards contact with the enemy
·
Move straight back if a single element
TZ do not affect outcome moves.
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