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Author: Greg Borisko
Article Type: Board Game Review
Publication Date: February 1, 2003
Publisher: GMT Games
Developer: Marty Arnsdorf
Design: Ben Hull
Related Categories: Strategy, Medieval
Introduction
This Accursed Civil War is the first game in the new Musket and Pike series from GMT Games. This Accursed Civil War covers five key battles in the English Civil War that occurred between 1642 and 1645 and were instrumental in determining the outcome of the conflict: First and Second Newbury, Edgehill, Marston Moor, and Naseby. If this first entry in the series is any indicator, designer Ben Hull not only understands the subject manner but how to present the complexity of 17th century warfare in a clear and understandable manner. The game is easy to learn, the system is well-tuned, play is fast paced and tense, and is tremendously fun. I highly recommend This Accursed Civil War to anyone interested in a simulation of the period or in board wargames in general.
Presentation and Components
This Accursed Civil War uses two sheets of glossy paper printed on both sides for the five easy-to-read, colorful maps detailing the English country side where the battles took place. The one drawback of the maps is that the terrain codes are not included on both sides of each sheet. Consequently, unused sheets have to be used if questions with regard to terrain arise.
Three counter sheets are included with the game (635 total). The unit counters are color-coded, and easy to read, representing each army in the war — green for Scottish, red for Parliament and blue for Royalists. A number of the major leaders of the period are also included and rated for capability. Enough information for each marker is included to handle even the largest scenarios. A ten-sided die completes the package.
Game Scale
The following are the relevant games scales used in This Accursed Civil War.
Turn: 20-30 minutes
Hex size: 100 yards
Artillery units: 3-4 guns
Each heavy infantry strength point: 80-100 men
Heavy infantry counters: 400-2000 men
Cavalry units: 200-500 men
Light infantry units: 100-300 men
Rule Set
The rule set in This Accursed Civil War is excellent. The rules are laid out well, clear, and easy to understand. For those that have questions about the rules, GMT’s website offers an errata sheet with clarifications and frequently asked questions (FAQ). Most questions deal with game play and are useful resources.
An extensive playbook is included. In addition, the playbook provides scenario backgrounds, a set-up for laying out scenarios, and background notes for each scenario, and designer notes for the whole system. Scenario set-up reflects the practice of the time when armies were divided into wings, each under a separate commander but under the overall direction of an army commander. There are usually three wings with the center being strongest, consisting mainly of heavy infantry, and the outer wings made up primarily of light infantry and cavalry. The extensive bibliography and the inclusion of historical notes describing weapons and tactics are nice touches.
Game System
This Accursed Civil War is the first entry in GMT’s planned Musket and Pike series. Games in the series will use the core set of rules featured in This Accursed Civil War though each game will include modifications appropriate to its particular time period. The two most important aspects of the rules are a unit’s formation and its morale. When a unit is in good formation, the unit is more effective in combat because it does not suffer from negative die roll modifications. Once a unit’s formation becomes Shaken (bad-the counter is flipped to the reverse side) or Broken (worst-a broken marker is applied to the counter), the unit’s chances of success in combat decrease as penalties are applied to its die roll result. A unit’s formation can be restored if either the wing is under proper orders or the unit to be restored is stacked with the army commander when that unit’s wing is active.
Close combat is an important part of battles and occurs often because the muskets of the era were of limited range and accuracy (range of one hex in the game). The key to winning close combat lies in amassing sufficient positive die roll modifiers. Close combat can still be conducted with only a +1 or +2 modifier, but it is risky. Any result of four or less is a loss for the attacker. The closer to zero the roll, the worse the impact for the attacker while the closer the roll to 10, the better the outcome.
Morale is an intrinsic part of close combat. Morale is affected either by losses due to musket fire, artillery bombardment, or from losing a round of close combat. If losses are inflicted because of musket fire, a morale check can ensue. Morale checks can arise each time a unit suffers strength point losses. However, most are passable until a unit reaches its ‘casualty threshold’. The casualty threshold is the point where a unit has lost half its strength. Once reached, the unit’s printed morale is reduced by one for the rest of the game. A failed morale check causes a unit with full morale to become shaken, reducing its morale by one. Once shaken, a unit is less capable of engaging in close combat. The ease with which morale can be restored is dependent on the type of orders the unit’s wing is under. For example, a unit cannot rally when its wing is under Charge orders. Once a unit’s morale is broken with a loss in close combat or with a second failed morale check, the unit must rout toward the map edge. It is eliminated unless it rallies before exiting the map. With the very existence of units at stake, morale is a crucial element of the game.
Just as critical are initiative and the activation of wings, from which the fluidity of the game is derived. Initiative is determined by comparing the orders that each wing is given. The player with the most aggressive orders wins the initiative and moves first followed by the player with less aggressive orders. Orders that a wing of an army may be under are (from most aggressive to least aggressive) Charge, Make Ready, Receive Charge, and Rally.
For example, Army A gives two wings Charge orders and one wing Rally orders. Army B gives two wings Receive Charge orders and one wing Rally orders. Army A is able to activate its two wings with Charge orders first, followed by Army B’s two wings with Receive Charge orders. After Army B activates its wings, Army A activates its wing with Rally orders followed by Army B’s wing with Rally orders.
The player whose wing has the initiative may begin moving, conduct fire attacks, and engage in close combat with units from that wing. Once the wing completes a sequence of play, the player may attempt to continue the wing’s activities by rolling for ‘continuation’. The player rolls a die and compares the result to its entry on the Continuation and Preemption Table. Modifiers apply depending on the type of wing involved and the ratings of the wing’s leader. Continuation can take place twice and has two effects. First, ground can be rapidly covered between two opposing armies. Second, once an attacking wing has closed with the defender, continuation can devastate a defending army. The ability to conduct two phases of an attack can break even the stoutest defending wing, especially if the previous phases caused formation or morale losses to the defenders.
A player under less aggressive orders may choose to attempt ‘preemption’. A player that rolls a preemption result on the Continuation and Preemption Table may move that wing of his army before the player with the more aggressive orders. Similar to a Continuation attempt, modifiers apply depending on the type of wing and the ratings of the wing’s leader. A wing that fails preemption does not lose its turn; it may activate and function normally on its turn.
The activation phase follows a distinctive sequence. The wing may attempt to change its orders, and units in the active wing may then perform a number of actions. Actions available include movement, fire, rallying, and reforming, although the actions that a unit can perform are limited by the orders a wing is under. Receive Charge and Rally orders limit actions the most but offer the most flexibility when attempting to defend with or reform a wing.
Within a normal sequence, the defender may conduct reaction fire regardless of orders. Reaction fire occurs whenever an enemy unit moves into a hex adjacent to a defending unit on either its front or flank. The active player may then perform fire combat as a precursor to undertaking close combat. Next, units of the active wing that are adjacent to enemy units may engage in close combat. Once all close combat attacks are resolved, the active wing can attempt continuation. If successful, the defender may attempt preemption (as explained above). If, on the other hand, the owner of the active wing fails to achieve continuation or wishes to end the wings’ activation phase, the phase passes to the next wing as determined by the wings’ orders.
Gameplay
From the start of play, This Accursed Civil War challenges players. The approach of the attacking armies provides the initial hurdle. The attacker must take care to ensure that advancing units have a clear path of retreat if the attack fails. Although there are some exceptions, combat units cannot retreat through each other. For the most part, defenders are static, remaining in their starting positions. Moreover, the defenders’ starting orders often limit what they can do.
Once the approach of an attacking army is complete, play becomes tense. Each side must be aware of a wide variety of factors and considerations that come into play. It is vital that the attacker drive opposing cavalry wings from the field. Failure to do so will leave the enemy’s cavalry available for close combat assaults on advancing heavy infantry. Heavy infantry, though the dominate force on the battlefield, is vulnerable to close combat attacks by cavalry if it is caught in any formation other than the hedgehog (roughly equivalent to the square of Napoleonic times). However, once forced into a hedgehog, heavy infantry cannot conduct reaction fire and suffers extra losses when fired upon. Driving opposing cavalry from the field is therefore an important first step to gaining a significant tactical advantage.
Next, the attacker has to hope that his advancing formations can survive the defender’s ability to conduct reaction fire whenever the attacker moves adjacent to a defending unit. Losses and failed morale checks can greatly weaken an attacking line. If a unit emerges relatively unscathed, the attacker can then undertake fire of his own. Success softens the defender for the coming round of close combat. However, there is a further wrinkle in close combat. If desired, the defender may conduct reaction close combat assaults. To do so, the unit must not be designated as a target of a close combat attack. If successful, a key series of close combat assaults can be disrupted and vital units possibly eliminated from the battle.
Two factors seriously limit the effect of close combat. First, a successful assault conducted by a cavalry unit, particularly by the Royalists, raises a strong possibility that the cavalry unit will pursue the defender off the map. Pursuing cavalry units that follow routing units off the map are not eliminated, and thus don’t count toward the opponents victory points, but they are unable to return to play.
The second consideration is die roll modifiers. A wide range of modifiers impact close combat including strength and morale differentials, formation status, commanders, and types of units involved in close combat. Negative modifiers are favorable to the defender while positive modifiers favor the attacker. Without a significant positive modifier, the attacker runs the risk of having an attack blunted and thrown back in disarray with low die roll results.
The defender’s options mirror those of the attacker. A crucial moment for the defender is the transition from defensive to offensive orders. In particular, there is always the temptation to change a wing’s orders so that it can take a more active role, either during an attacking wing’s advance or during initial rounds of combat. A wing weathering an attack from a wing that becomes disorganized can quickly turn the successful defense into an overwhelming counterattack if it was given Charge orders. However, this strategy can backfire if the defending line proves less resolute. If the defending wing has Charge orders and suffers a number of morale and formation hits, the impact can be devastating. Unless the wing can change orders, it will not be able to reform easily and can be readily destroyed. The attacker faces the same challenges too, though his task is more straightforward. Success warrants no changes, while failure means a quick change to stave off a potential rout.
Obviously, play of This Accursed Civil War is fluid, engaging, and intense. The game system simulates the many variables of 17th Century warfare well.
Multi-player Suitability
In theory, up to eight people can play This Accursed Civil War. Three wing commanders and an overall army commander could exist on each side. The dynamics of this type of command structure could make for some very interesting play.
Miscellaneous
Solitaire suitability is Medium because there is no fog-of-war provisions.
Conclusion
Ben Hull and GMT have produced an excellent product in This Accursed Civil War. The proof is in the game play. The scenarios are well-balanced, fast paced, engaging, and fun to play. Re-playability is high given the number of variables that can impact the outcome of each game. GMT has a great foundation for its Musket and Pike series; I’ll certainly be looking forward to upcoming titles in the series.
Suggested Reading
English Civil War by Elliot-Wright, Philipp
All the King’s Armies: A Military History of the English Civil WAr by Reid, Stuart
Scots Armies of the English Civil Wars by Reid, Stuart
Matchlock Musketeer 1588-1688 by Roberts, Keith
Soldiers of the English Civil War 2: Cavalry by Tincey, John
The English Civil War by Young, Peter and Richard Holmes
About the Author
Greg Borisko has been wargaming since the early 80′s. He started playing board games (especially Squad Leader) and proceeded to computer games. He is something of a military historian, actually getting Master’s in the field, though nobody in the real world really cares. So, Greg went back to technical school to learn electronics. He’s married, the father of a dog who may not be of this world and, in January, the father to a real live human being. Plans are already in the works to indoctrinate the child to be a fan of the Boston Bruins and Red Sox-just like his/her dad. Greg recently took a job as a research technician at the University of Saskatchewan where he will be working on radar systems.
This Accursed Civil War Errata and Clarifications
as of 10 May 2002
I. Glossary
Light Infantry include Musketeers, Commanded Muskets and Dragoons.
II. Basic Rules
[5.1.2] Should read for clarity … MOVE: An AC has a movement allowance of 8. He may move with a unit he is stacked with advances after Close Combat or Retreats. He may move with a unit that advances or retreats through his hex (swept up in the advance or retreat). Then 5.2.2 should read … MOVE: An WC has a movement allowance of 8. He must move with a unit he is stacked with advances after Close Combat or Retreats. He must move with a unit that advances or retreats through his hex (swept up in the advance or retreat).
[5.4.3] Out of Command effects. The second point is confusing and will be dropped. The effects are: must move to be in command, may not move adjacent to an enemy unit and may only reaction fire. The ability of the AC to reform and rally as his action is not affected by a unit being out of command.
[5.6.1] CHARGE : All units MUST end their activation at least one hex closer to an enemy unit. If already adjacent to an enemy unit the unit may not move other than to change facing or wheeling. (The fire requirement was left over from when infantry had a 2 hex range, but this was dropped in play test for historical accuracy, and it contradicted 9.1.1).
[5.6.3] Units under Receive Charge orders may move 1 hex, but not adjacent to an enemy unit.
[6.3.3] Open Order – For Fire and Close Combat all units in Open Order are treated as if they are Formation-Shaken.
[Diagram page 8] The diagram at the bottom of page 8 is incorrect. Light infantry do not take a formation hit when crossing the hedge/berm.
[7.6] Orders restriction on moving in relation to enemy units still applies (5.6).
[9.6] Fire combat is asynchronous and results are applied immediately.
[10.3.4] Casualties are deducted from a unit’s strength when calculating strength ratio in Close Combat. Odds are rounded in the defender’s favor.
[10.4.5] Unable To Retreat table – A Stand Result returns the unit to Morale-Shaken, in essence a “free” rally.
[11.4.3] Morale Broken units have no formation. They may not perform any action except Rally. When Rallied the player may choose the unit’s facing.
[11.4.3] The references are wrong. 10.4.2 should be 10.4.5 and 12.3 should be 12.4.
[11.5.2] Should read for clarity: EFFECTS: Units that reach their casualty threshold immediately lose one morale level (11.4.1). They may never be rallied past Morale Shaken. They must take a MC when they suffer any hits in a subsequent Fire Combat (9.6.4).
[12.2.1] The reference in rule 12.2.1 should be 12.3 not 12.4 .
[12.3.2] The rules have two 12.3.2.
III. Playbook
The marker removal phase is missing from Sequence of Play on the back of the playbook. It should be at the end.
IV. Counters
] The last Parliamentary musketeer unit on sheet 2 is missing its “FS” on the reverse side.
V. Charts
Terrain Effects Chart – The Hedge Lined Berm is a Hexside Feature, not an in Hex Feature, Treat as a Hedge Hexside.
VI.Scenario Errata
Edgehill
Edgehill is 10 turns long (the Playbook is incorrect).
Byron Cavalry is 4-6 not 4-7. The counter is correct.
Belasyse is 20-7 not 18-7. The counter is correct.
1st Newbury
Byron is 18-8, not a 15-8. The counter is correct.
I, II, III Bryon counters are in fact I, II, III Byron
The Tumuli (Roman Era Burial Mounds) are treated like a hedge-lined road hex, but d not block LOS.
Marston Moor
Warren 5-7 is actually Moore 4-7 Counter (Warren was the Colonel, Moore was the Lt. Col and the one present).
The Dragoon unit on the Parliament Right (T. Fairfax’s Wing) is an English Dragoon (Red) not Scottish (Green) (It is Fairfax’s Northern Association Dragoons).
The Slope of the hill is quite gentle and does not effect movement, the only effect is to stop grazing fire.
The Ditches are for historical reference only and have not effect on play.
The Allied Center Replacement Leader Hamilton was dropped from the counter mix as he was fourth in line and was never used in play testing.
Second Newbury
Douglas’ 2-5 is a Commanded Musket unit that is indeed missing, a 2-6 Dragoon unit will fill in nicely.
Naseby
I/1 and II/1 New Model Horse are 3-7s not 3-8s. The counter is correct.
I/Fiennes is a 3-6 not a 2-6 (I incorporated a troop of the Associated horse into the counter to eliminate stacking). The counter is correct.
Maurice 3-7 and Maurice LG 2-8 were originally for Naseby, but they were consolidated into one Maurice 3-8, based on the latest troop strength data. The two counters are now extras.
Kings LG/Rupert’s Bluecoats setup in 1517 & 1518 not 1516 & 1517.
Clarifications
You can use your own choice of orders at the start of a battle. The only exceptions are 2nd Newberry and Marston Moor, at least for history’s sake. Note this is not clearly stated in the rules or playbook.
The York Contingent in Marston Moor and Col. Okey’s Dragoons at Naseby are both independent wings, they have their own orders and are treated the same as any other wing.
Questions and Answers
Q. The Charts indicate that the “+1 WC adjacent to enemy unit (not morale broken)” drm applies to both Continuation and Preemption, but the rules (4.3.3/4.4.4) only mention it for Preemption. Does the drm indeed apply to both Continuation and Preemption attempts? Also I may just be rusty with the system here, but 5.1 states that the active Army Commander can “Influence a Continuation or Preemption”, but a Preemption is only attempted by an inactive Wing Commander. So how does an active AC influence an inactive WC’s Preemption attempt?
A. The Army Commander may influence both continuation and preemption. Influencing a preemption is only slightly different as the wing doing so is not currently active, the attempt if successful constitutes the AC’s 1 action that he can perform. For example: at Naseby say T. Fairfax is adjacent to Skippon. When Skippon is Active, Fairfax may do 1 thing – he chooses to influence a continuation. The next turn they are still adjacent and Astley is due to activate, Skippon attempts to Preempt with the influence of Fairfax, he succeeds, but Fairfax’s 1 action is already done, but Skippon continues his activation normally. Obviously influencing a failed preemption is a freebie…
Q. For the purposes of 7.4.2 (Facing Change) and 7.4.4 (Withdrawal), does one use the MPs the enemy unit has left at the time the reaction is triggered or use its printed MP?
A. The movement used for reaction is the movement allowance available to the moving unit, thus a cavalry with a formation hit has 4 MPs.
Q. One question we had in all that action was the effect of a Close Combat D-Elim result on a musketeer unit stacked with the eliminated cavalry?
A. Commanded muskets have no effect on close combat but share the fate of the cav unit they are stacked with (thus any formation hits, retreats etc.)
Q. Morale Broken units must move during the Rout Movement Phase, but it doesn’t say whether they can or cannot move during their wing’s activation.
A. Morale broken units can ONLY move in the rout movement phase
Q. [7.5.1] says that cavalry can attempt to intercept if a unit is in its “Front or Flank arcs.” How is the flank arc traced? That is, assume there’s a cav unit in hex 2505 facing the vertex between 2405 and 2406. Is hex 2604 in its flank arc?
A. No, the ‘flank arc’ is through each side of the unit. In the example above, straight down the 25xx hexrow.
Q. On the Continuation table, the modifier for being adjacent to an enemy unit is in the section that applies to both continuations and preemptions. However, in the text of the rules in 4.3.3 and 4.4.4, this modifier applies only to preemptions. Does it, indeed, apply also to continuations?
A. Yes
Q. Since roads and tracks aren’t on the TEC, I assume they should be ignored. Thus, even if a cav unit is going down a road, if it crosses a hedge hexside it will still take a formation hit, yes? (This affects the Royalist Right at Edgehill.)
A. Roads/tracks have no effect
Q. The command rules [5.4] discuss infantry and cavalry. Do they also apply to artillery units? That is, do arty units have to be in command to perform non-reaction fire?
A. Artillery can fire without being in command
Q. [10.7.1] says that cavalry can ignore pursuit when the broken unit is a light infantry unit. I assume this also applies when the eliminated unit is a light infantry unit, yes?
A. Yes
Q. Under [10.3.6], a cavalry attacker gets a momentum modifier if he moves straight the last two hexes. What if two cavalry units attack, and only one meets this restriction? Does the attacker still get the modifier?
A. [10.1.4] has the defender picking the modifiers most advantageous to him
Q. 10. The Leader Replacement Table [5.3.3] on a result of 1 says that the original leader returns next turn. Does he appear during the Marker Removal Phase at the end of the turn?
A. Yes
Q. Morale Broken units must move during the Rout Movement Phase. But it doesn’t say whether they can or cannot move during their wing’s activation. If they could, they’d be bouncing back and forth, which seems odd. Can they indeed move during their wing’s activation?
A. Morale broken units can ONLY move in the rout movement phase
Q. A combined cavalry/light infantry stack takes a casualty. Who takes the hit?
A. Owner’s choice
Q. [8.2.1] says that when a stack of cav and light inf is in a close combat, to ignore the inf. So what happens if the cavalry unit is eliminated?
A. If the cavalry unit is eliminated so is the light infantry.
Q. While a leader is off-map for a turn recovering, his generic replacement is eliminated. I assume this counts as 10 VPs, even though the replacement wasn’t gonna stick around very long, yes?
A. Yes.
Q. 15. If a leader’s entire wing is wiped out while he’s off map recovering, I assume that he doesn’t count for VPs and just doesn’t return to the map.
A. Yes
Q. If a unit retreats into the reaction zone of an enemy unit not involved in the close combat causing the retreat, can the enemy unit execute reaction fire?
A. Yes
Q. The Rout Movement rules say that units whose morale state is broken have no formation state. So when a morale broken unit rallies, does it also automatically reform to formation state Good.
A. They should be in Formation Broken after rally.
Q. The rules don’t seem to explicitly state this, but I assume that casualties are taken into account when calculating close-combat odds.
A. Yes
Q. It seems that in a lot of cases, inactive infantry units could either use reaction movement or reaction fire. I’m assuming the player decides which, and that the unit cannot do both.
A. Only 1 reaction for any trigger so it is either fire OR move
Q. [9.7.1] describes the “reaction zone” as being the front or flank hexes. Do the units turn before firing or do they fire “sideways”?
A. All units can fire through their flank (except artillery) – for heavy infantry there is a different column on the table, for Cav and Light Infantry there is a modifier.
Q. Do formation hits from terrain effect retreating units from combat? (Yes?)
A. Yes.
Q. In cavalry pursuit [10.7.1] Pursue and Eliminate: If the pursuer is intercepted and stopped, does the retreating unit still eliminated? Pursue off map, is the retreating unit eliminated?
A. Yes, Yes.
Q. [9.7.2] says to apply a -1 DRM to reaction fire against moving cavalry. This modifier appears on the Musket table, but not on the light inf/cav table. Does is also apply to the latter type of fire?
A. No – It is a difference in how these formations fired
Q. [10.7.2c] implies you can roll for leaders that left the map as if they were casualties. If you roll a 2 or greater, does that mean the pursuing leader is considered eliminated for VP purposes?
A. No – In this case you are merely seeing if he is coming back, historically this happened to Thomas Fairfax at Marston Moor
Q. If the pursuit roll result is 2+ (pursue off map), I assume that the loser and any leaders stacked with him are considered eliminated, yes?
A. Yes – A Pursuit result eliminates the pursued, including leaders.
Q. When a broken units attempts to rally, does it roll against it’s original moral, or it’s broken morale of one? Does shaken morale effect rally?
A. When rallying the die roll is against the adjusted morale so morale shaken is printed morale less one, and morale broken is 1…
Q. The rules and charts are contradictory on whether units under charge orders can reform or rally. The chart along with 5.6.1 say no. 5.1.2/12.3.2 say no order restriction. Which is it?
A. Units in a wing under charge orders can’t reform or rally unless the Army Commander is stacked with the unit and uses his activation. That is the reference to 5.1.2 and 12.3.2
Q. Can cav reform formation and reload with one reform action?
A. No, each takes a separate reform action.
Q. What’s the difference between Commanded Muskets and Musketeers? Especially in regards to fire.
A. Commanded muskets are considered light infantry and use the light infantry fire table. Some of the counters list then as musketeer
Q. There are no restrictions on Salvo fire except once per turn and only by heavy infantry right? So I first fire with one side and then salvo fire with the other side.
A. If you salvo fire with one side of the counter, the entire unit is marked salvo fire and gets the -1 modifier.
Q. Which takes precedence? Move 1 hex closer due to Charge command or move to be in command due to OOC.
A. Move to be in command.
Q. Does a morale broken unit which can retreat one hex only retreat that hex and then check on the Unable to Retreat table?
A. Yes.
Q. Can advancing fire trigger reaction movement? The rule specifically mentions that it will trigger reaction FIRE, but we were unsure if it counts as “movement” or not.
A. The original intent was for reaction movement to be at a range of 2 hexes, the “within” is this case was meant to be going from a range of 3 to 2 hexes.
Q. Can a unit withdraw after a unit moves adjacent? The rules say “within 2″, but we couldn’t decide if that means “just 2″ or “1 or 2″.
A. Advancing fire is a reaction trigger, it was assumed most folks would want to return fire but given the situation you may use reaction facing – since the unit is also moving adjacent reaction movement is not permissible per question 1.
Q. Reaction movement allows two-hex infantry to turn “2 hexes”. Is this true even if the unit is FS and therefore doesn’t technically have enough MP to pull this off?
A. The original intent is that all reaction types are constrained by the movement allowance (including the effects of formation hits at the beginning of movement) so in this case the infantry unit would have insufficient movement to wheel 2 hexes, but could wheel 1 hex.
Q. Must a unit make a morale check just for reaching it’s casualty threshold?
A. The is no morale check when the casualty threshold is reached, the unit is immediately and permanently Morale Shaken.
Q. Charge orders require a unit to move “1 hex closer to an enemy unit”. Does this refer to ANY enemy unit or the closest?
A. Go as written, you can charge to the rear if the enemy is in your rear and it gets you closer an enemy unit… It doesn’t have to be the closest enemy unit.
Q. Are there any circumstances where a unit can move AND reform without using the AC?
A. Each unit may perform only one action: move, fire, rally or reform. But remember that command is judged at the moment the unit is activated, so you could move the WC or other units to bring an OOC unit into command then it could reform.
Q. A unit is Formation Broken, it’s fired on by artillery and receives a formation hit. It has no effect, right?
A. In the case of artillery fire, units that are formation broken and receive a formation hit take a casualty.
Q. Can a cavalry unit reform and recover a pistol reload in the same reform action?
A. Nope, each requires it’s own reform action. You can’t reload when you are busy moving your horse back into line.
Q. Can a rallied Formation Broken unit automatically change facing (so as to face the enemy again) or must it wait for another activation?
A. When Rallied from Morale-Broken to Morale-Shaken, a unit is automatically in Formation-Broken. Morale-Broken units have no formation, they are a mob trying to run away, thus they have their full movement allowance for rout movement. When rallied they get rebuild their formation with any facing the owner player chooses. Think of it as an officer grabbing the colors and saying ‘fall in on me!’ and the mob begins to coalesce around the colors, he would naturally be facing the enemy.
Q. Can the AC reform or rally a unit that has moved on the current turn?
A. Yes, the AC can reform or rally a unit that has moved or will move in a subsequent activation. This ability is very important in sustaining attacks…
Q. Are morale broken units treated as formation broken for melee combat?
A. Morale Broken has no formation, the Morale of 1 is a huge disadvantage as the morale differential will usually give the attacker a +5 to +7, and any result is adverse result is an elimination. Adding in Formation Broken is piling on too high.
Q. Can morale broken units fire.
A. Morale Broken can’t do anything except rally and do rout movement in that phase.
Q. Leaders need to _start_ an activation with units to influence formation and morale change, they’re unable then to move. It’s tough to be in the right spot at the right time
A. Correct, the Leader gets to do 1 thing, so you must try and anticipate where he is needed, move there in an activation, then rally/reform the next. Again continuation is import to make a sudden difference here.
Q. At the end of a close combat, several things happen: What order are these done in? If the leader check comes first, then that will affect any unit stacked with Cromwell.
A. #1 Both sides check for leader casualties; #2 Both sides take a formation hit; #3 The winner checks for pursuit. Yes!
Q. Am I right in thinking that a wing in a Make Ready order with a wing commander that does not and will not move in this activation, may reform all units adjacent to him that have not and will not move in this activation? I want to be sure he’s not limited to only one unit like the AC.
A. The Make Ready order allows reform actions by any/all units adjacent to or stacked with the commander, Receive Charge allows Rally actions by any/all units adjacent to or stacked with the WC. So yes it is different than Army Commander. However, if this is done the Wing Commander may not move (as he is busy reforming/rallying the troops)
Q. 6.2.2 Special movement. Do the two moves (180 degrees and Back Step have to be used together as in the illustration on page 8)? Follow on question. If the answer above is no can a HI/LI unit use its full movement allowance to back step (i.e a HI unit back up 2 hexes and an LI three?) Follow on question. Can backstep be used in a withdrawal reaction move?
A. 6.2.2 No the two do not have to be done together, we merely for space illustrated both with one graphic. Follow On, question – Yes, you can back step up to you full Movement Allowance. And yes it can be used as a reaction withdrawal
Q. [8.2] Does a LI/Cav stack with a combined movement allowance of 6 use this when judging eligibility to do a reaction withdraw? If no, can the cavalry withdraw leaving the LI to face a cavalry charge alone?
A. Cavalry / Light Infantry Stacking – The Combined Movement Allowance is 6, and is used for calculating reaction (This formation was defensive in nature and was meant to receive a charge with the augmented firepower)
Q. Can a unit that has failed an intercept roll (enemy 4 hexes distance) then withdraw when the enemy is two hexes distant?
A. Yes, a cavalry unit that fails an intercept attempt, though barred from another intercept attempt that activation, is eligible for reaction movement/fire on subsequent reaction triggers.
Q. Reaction Fire is without limit (9.7.1), so Inactive units may fire each trigger. Thus, if I have a solid line of 4 Musketeers, each can potentially get multiple shots over the course of an activation as different enemy units move next to the line to engage it, correct?
A. Correct, the effect is quite intentional, it is part of not having ZOC rules
Q. If a Army Commander is stacked with a unit which is part of a wing that has charge orders. When the wing activates does the AC ability to perform rally/reform override the requirement for the unit to move one hex closer to the enemy i.e. can it stay in place and use the AC to reform/rally instead?
A. 1. Yes, The AC overrides the order restrictions.
Q. When a unit sets up in hedged road hex (e.g. as is the case in 1st Newbury) do they have to take a formation hit?
A. No, it is assumed that they arrived and reformed prior to the onset of play.
Q. A WC can be stuck in a charge command. On his first move, the WC moves to the rear in such a way as to put his wing out of command. This effectively negates the charge command, the wing retreats to get back into command. I simply state that you cannot do that. I don’t know how I’d write a rule to disallow it.
A. On the “running away” technique, I would also most vociferously disallow it, but just how to construct a rule. One approach may be what I do by default, but haven’t forced in the rules is that a WC must always be stacked with a unit of his wing, thus the unit based restrictions still apply…