KNIGHT HACK:
Official Errata and Clarifications


Clarification 1

In the Turn Sequence

  1. Charge Phase
    1. Charges. Both players declare all charges.
    2. Missile fire. Any target that is in range may be fired at by missile units including those being charged this turn. Missile fire can stop charges in some cases. Also the missile fire maybe executed as the players wish. Should it be necessary players may roll a die with the high die roll doing all his shooting or letting his opponent shoot first. But it must all be done in this phase of the turn.
    3. Morale tests for missile fire and charge/evade move. If a unit charging receives 2 casualties it will test. If a unit's morale value is over 100 then this may not be necessary as they cannot fail morale - this realization may save you some time. If a unit is receiving a charge it may have to test to figure out if it receives the charge in good order or disorder. Units that are of a lower morale class than their opponents have to test unless they are fanatics.

      All evades are made and the units charging are actually moved.

  2. Movement Phase - Initiative roll determines which player goes first. The high roller determines who makes regular moves first. In some instances it can be beneficial to permit your opponent to move first. It is important to have your units facing the direction you wish them to move at the top of the next turn, especially if you wish to charge. Moving second will permit you to follow up on you opponent's actions which might be mistakes. Sometimes it is better to react than act. The movement is simultaneous but physically it is move counter move within the movement phase. So this means the player going first makes all his units' normal moves and then the second players moves all his units.
    1. evolutions/normal moves/evolutions/ambushes. Units wishing to make facing or formation changes do so at this point and then move the normal distance up to full for their type. An additional evolution may be made at the end of a unit's normal move if it can perform more than 1 evolution. This is based on Unit Class. Now ambushes may be executed if the enemy are within reach.
    2. Players who wish to stop a routed friendly units will perform a morale test for that or any number of units in rout they wish. Players can save routers only during their movement. This done only one time - those units not stopping rout are removed. A player may perform this test only during his movement and during any following turn in his movement phase providing his units in question do not leave the table.

  3. Melee Phase

    The only comment here is to remind players that the side winning movement initiative determines which melees are fought first. This may be in any order the player with the initiative wishes. This may be every other melee or from left to right or right to left. Each melee is fought to conclusion during that turn or up to three rounds. Each melee can be fought to up three rounds within the turn until one unit wins or a draw occurs. Some melees can continue into the next turn. Units may loss melee but continue to fight because they make their morale.


Clarification 2 - Morale Levels

Computing Basic Morale Level page 15. The Basic Morale Level of any unit is the cost per figure times the number of figures in the unit plus the Basic point cost for the unit by troop type. So 12 heavy infantry C Class cost 3 points each plus 40 points per troop type which works out to 76 points for their morale level. To this add or subtract the modifiers on page 15.


Clarification 3 - Inflicting Casualties

Computation of melee casualties. Whole figures are removed when inflicted. To inflict melee casualties find melee factor by type of combatants add to this all applicable modifiers. The number you need to roll with percentage dice to inflict casualties is that number or less. If your roll was half the number you required then you inflict an additional casualty. If the number rolled is also half the number required to inflict the second casualty then you inflict a total of 3 casualties. This is all done from the original roll and not rolled 3 times. A melee phase may go up to 3 rounds. Sometimes 1 or 2 casualties are automatic as displayed on the Melee Casualty Chart.


Clarification 4 - Rally

Rally. Units rally automatically during the rally phase when evading during the turn they evaded. Pursuers rally after they are out of contact with the enemy. These require an entire turn to rally and return to good order. This is understood to mean an entire turn after they were out of contact. For example in turn two of a game a unit charges a unit of open infantry archers. This destroys the unit of open or light infantry. The unit which destroyed the open infantry must begin rallying in turn two unless it is fanatic in which case it charges any one within charge reach. But there are no such targets. During turn three the unit continues to rally and is able to proceed in good order during the movement phase of turn four. If it is charged during turn three it can counter charge disordered. Units charging and evading which are not in contact at the end of these actions are considered rallied at the end of the turn.


ERRATA Change Page 13
Rally Moves

Rallying represents regrouping of disordered units. Units which broke off, successfully evaded a charge, successfully tested to cease pursuit, charged and did not make contact or were routed and recovered from rout with a morale test will rally in the rally phase. Close formation troops will rally in place. Other troops may rally in place or fall back up to a full normal move and rally, but any facing changes count as evolutions. Rallying units are allowed evolution as normal. A rallying unit rallies in any formation it wishes but must face enemy who can change them next charge phase. All fanatics rally forward.


ERRATA Change Page 11
Evolutions

Normal movements may be preceded by or concluded with evolutions. Evolutions are defined as all movement other than wheeling or straight ahead movement and consists of the following activities with open having 1 additional evolution:

  1. changing facing to any direction
  2. contacting or expanding frontage by up to 4 figures (excluding figures in melee)
  3. mounting or dismounting or disembarking, disembarking from boats
  4. formation changes, facing changes, moving back facing enemy

ERRATA Change Page 12
Charge Moves

The only way for units to come into contact is from the result of a charge. Charges are not written down but are announced simultaneously during the designated phase. The object of a charge must be within normal move when the charge is declared. Charge moves are normal movement plus a charge D6 die roll. If the object evades and another unit can be contacted, the charge continues and makes contact providing it is within reach. Open never charge as melee is not their function except for javelin armed in ambush and eastern open mounted. A charging unit may wheel for only 1/4 of its charge move distance; without expansion or evolution. Infantry cannot charge mounted except skirmishers or mounted already in melee or flank or rear or if it is fanatic unit or in ambush. After initial contact a unit is disordered until it rallies. If a unit has declared a charge and passes its morale test it will charge and not end its move until it has used its maximum charge distance or has contacted the enemy. Charges are straight ahead without expansion or evolution.

If a unit charges and does not make contact it rallies forward and this unit is required to declare a charge the next turn on the closest enemy unit. If there are no enemy within reach it will rally at its option of forward (its maximum distance) or rallies where the enemy position was.

Charges contacting the rear of an open order unit immediately destroys the unit if 1 casualty is inflicted. Any unit which declared a charge but is itself the object of a different unit can opt to cancel its original charge and charge the new opponent or elect not to charge but stand and face.


Last Updates
23 May 1997page first published
Thanks to the publisher for permission to reprint this official rules update
Comments or corrections?