In the Turn Sequence
All evades are made and the units charging are actually moved.
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.
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.
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.
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.
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.
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:
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 | |
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23 May 1997 | page first published |
Thanks to the publisher for permission to reprint this official rules update | |
Comments or corrections? |