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| Kim
Vejlin |
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The penalty for Hill Steep says "each
contour rise" so does that mean the penalty is
associated with crossing the border between hexes rather
than anything depicted in the actual hexes? |
| Yes..
for going up steep hills. |
When a counter moves between different levels then
a movement penalty of -1 hex is incurred, this relates
to the counter slowing its movement rate for going
up the hill, not when coming down the hill.
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| Kim
Vejlin |
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This modifier seems to represent
crossing the river, but is it correctly read that in
practice it is applied to all travel through river/stream
tiles? There's an exception in the rules regarding moving
along a river on a road, but could you not similarly
be moving along a river without a road present? |
| No..
for moving along the river/stream hex's, |
Each hex will incur the -1 movement penalty, the
terrain along the river/stream normally is broken
ground and so will slow and hinder any movement along
it.
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| Kim
Vejlin |
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On the Hoke's Run map there are two
hexes just below "Sulpher Springs" where two
rivers end. Is it correctly understood that rules wise
this gap between the rivers' ends might as well not
be there and there is no way to send troops through
that gap without paying the penalty for river crossings? |
| Correct..
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The whole hex must be treated as difficult terrain
if a river/stream ends within the hex. When two of
these hex's are next to each other treat both hex's
as difficult terrain and apply the -1 movement penalty.
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| Kim
Vejlin |
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Is it correct that a unit is unformed
if it ends it's movement in difficult terrain (woods,
houses, river, etc) but not in any other hex? How does
this work with treating transitions between hexes as
difficult terrain (elevation increases). If a unit uses
it's last two points of movement to go up a hill is
it then unformed? If it has enough movement to go up
a hill and then move one hex further is it then not
unformed? |
A counter that ends its move in a difficult terrain
hex will be unformed. Although a steep hill is classed
as a difficult terrain hex for the -1 movement penalty
its the transition between the hex's and not the hex
itself that causes the penalty. A unit of men going
through a wood would brake up and become unformed,
but walking up a hill will only slow the unit down.
They will still retain their present formation and
so are not unformed for going up the hill.
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| Kim
Vejlin |
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Is it correct that the unformed penalty
ONLY applies to situations where that unit attacks and
not when it is being attacked? |
A unit of men firing in a formed line is more effective
than a line that fires unformed, hence the -1 penalty
to the strength factor for firing. In this instance
the strength factor relates to the number of attack
dice the counter rolls, when its unformed its effectiveness
is less. Its unit strength is the same (i.e. they
are still 600 men in the unit, but only 500 might
be able to fire effectively), but when attacked they
are attacking the full strength of the unit.
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| Kim
Vejlin |
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If a model with stats 2-6-2 is "Not
In Command" but still gets to attack (melee) the
NIC penalty would increase the stats to 2-7-2. Does
this mean there is no chance of success or is a "6"
always a success? |
| The
later... |
Consider that a 6 is always a hit when rolling your
attack dice.
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| Kim
Vejlin |
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As we read the rules a unit that
"flinches" cannot move into a hex that is
in an enemy unit's zone of control. If there is no hex
to retreat to the unit surrenders. Then the rules state
that it takes at least 3 enemy units to box in a unit
like this. But as far as I can tell it's possible to
do with just two units if they are located directly
opposite each other from the flinching unit. Is this
an error or are we missing something? |
Once a gain you are correct, if you can get TWO units
directly opposite then you are Surrounded and will
Surrender, although this should be hard to do, hopefully.
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| Kim
Vejlin |
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Just to be completely sure we understand
this correctly. Melee works exactly like ranged attacks,
so the target still gets the benefit of cover and the
attacker still gets the penalty for being unformed.
Is this correct? If so it's nearly impossible to dislodge
units that are in cover. At least in the Hoke's Run
scenario you need to focus ALL of your units' fire to
have a reasonable chance of dispersing or even flinching
a strength 3 unit in a town. |
The American Civil War period didn't see to many
direct close combat (bayonet charges) with men fighting
hand to hand, a lot of the time they stopped tens
of yards a way and poured round after round of fire
into each other.
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| Kim
Vejlin |
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The road graphic stops whenever the
road passes through a town. We've been playing it like
the road is still actually there. So you can still move
along a road through a town and get the turnpike/local
road bonus, but pay the -1 penalty for going through
difficult terrain. Is this correct or would you not
get the road bonus because the road graphic terminates
at the town edge? |
If you start on the road and move only on the road
to get the movement bonus for roads, you are not penalised
for moving through a town, since once again like the
streams/rivers you move in a column of march to increase
you movement and never come off the road. If you stop
or end your movement in the town then you will be
Unformed for firing from the town. The road is considered
to run right through the town.
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| Martin
Brierley |
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The above answer contradicts the
rule of page 8 about receiving a -1 movement penalty
for moving through difficult terrain when traveling
along a road. |
| Clarification
to the rule is: |
When moving along a road to gain the movement bonus
of +1 for local roads or +2 for turnpike roads, you
will incur a -1 movement penalty for traversing up
each steep hill hex side and moving through a wood
hex. The later penalty is applied only once, even
if two or more wood hexes are traversed in a single
movement round. Towns, bridges and fords don't incur
a movement penalty for moving through or over them,
but you will be unformed if you stop on them.
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