QUESTIONS & ANSWERS
1) Does 1 Campaign Turn = 1 Battle Turn?.
No! A Single Campaign Turn has a single Battle Phase for each side. Each Battle Phase
will be made up of as many battles as there are cities with opposing forces.
Each battle will be fought for a specific number of Battle Rounds; a minimum
of 3 and the maximum based on the HQ CVs of the attacker (could be a maximum
of 11 rounds). A battle may end before the maximum number of battle rounds
is fought, if one side is eliminated or vacates the city (voluntary withdraw
or retreat, or involuntary retreat/rout). Once all battles are concluded,
the Battle Phase for that side is over for that Campaign Turn. The next
Campaign turn may results in numerous other battles being fought.
2) Explain the limits on Non-Controlled Armies (e.g. Army of Virginia, Washington District);
Basically these armies can only move by Initiative Movement and are limited to where they may go.
Washington District units may only occupy Washington DC,
or any town adjacent to Washington, AoV is limited to Maryland cities and
Washington DC (i.e they cannot cross the Potomac River, nor the Mason-Dixon
line). Richmond District and AoWV may only occupy cities in Virginia - they
may not cross the Potomac into Maryland, nor cross the Mason-Dixon line.
3) Do Forced March stragglers catch up?
In the original rules no. However, in play test, and at the suggestion of the play testers, this is now allowed, at the cost of 1 HQ Command Point per straggler recovered.
4) Can Confederate's draw supply from captured towns?
No. Confederates only draw supply from Supply Wagons.
5) Does Fire ever lower CV?
Not exactly. Fire will only result in hits
that cause morale checks. A unit may lose CVs as a result of morale check
failures. This is unlike most other block games where a hit equals an
automatic step loss.
6) Can more then 1 unit move from the Reserve area on the battle board to
the same space?
During a Battle Round Movement Segment, a player may move a maximum of 1
Infantry unit from his Reserve into each of his BLPs using Reserve Movement. A total
of 3 units could be moved using Reserve Movement, each unit moving into a
different BLP. Note that if the BLP was occupied by enemy units, such a
move would have to be made using Assault move. There are no limits on the
number of units that may attempt an Assault move (nor a Withdraw Move). Cavalry and HQ movement is not restricted in this manner for Reserve Movement.
7) Can a unit move and join another space with a friendly unit? (on the Battle Board)
Any number of friendly units may occupy a single BLP. That's
essential for melee comabt to be successful - overwhelm the enemy!
8) Can Lee activate all sub-ordinate units within range?
Yes - as can Meade once he becomes available.
9) Can Cavalry retreat or move into an un-supplied state?
YES - but so can any other type of unit. There are no supply restrictions
on where you can retreat or move. You may isolate yourself. It would be
silly, but you are allowed.
10) Can a unit in Reserve be targetted by fire or assault?
No, except when using Pursuit Fire.
11) May Command points be spent during Battle Rounds to move more then 1 unit?
NO!
Command points may be spent at the beginning of a battle to start with more
then the maximum deployed units, but once the battle starts, no command
points can be spent to increase battle movement capabilities. The intent of
the rules sent out were to have no limits on the number of units that could
move during a Battle Round Movement Segment. The new rule on limiting
Reserve Moves (only) to 1 Reserve Moving unit per BLP, doesn't change this
interpretation on spending command points after the battle has begun. A
commander's skill is reflected on his ability to plan and coordinate BEFORE
the battle begins. Once the battle begins, his primary contribution is in
providing morale (while his lower level officers carry out his plans).
12) When withdrawing HQ and Infantry units (and Cavalry opposed by enemy cavalry) during the final battle turn, can you move them from a BLP directly to an adjacent town, or would you have to begin the withdrawal
one turn before the final battle turn and move from BLP to reserve, and then to an adjacent town on the final battle turn?
If the maximum number of Battle Turns have been played, then units may
withdraw from any BLP, not just the reserve.
13) During a battle turn, must you complete all firing from one BLP (or HQ
from reserve) before you begin firing in another position, or could you
'jump' around?
You can jump around, as long as no unit fires more than once.
14) For fire attacks, it seems that if the attacker declares an infantry unit is attacking, that the best choice of unit to defend is cavalry (if available) since it will get a -1 morale modifier. It also seems that if the attacker declares a calvary unit is attacking, that the best choice of
unit to defend is infantry (instead of risking a calvary unit who is valuable against infantry).
Question: does that make sense? Was that an intended effect?
Putting Cavalry into a BLP against opposing Infantry should be done if you
wish to use them as a screen. Cavalry are not that plentiful and too
valuable to be risked in battle, as your second point makes. If you are
going to use Cavalry in a charge attack with enemy Infantry opposing you,
you will learn the same painful lessons other Civil War commanders did.
Yes, this was intended. Whether or not it makes sense, depends on your
interpretation of history.
15) Is it possible for morale modifiers to render a morale check impossible to fail? Ex: one hit by an infantry unit (+1) on a cavalry unit (-1) in a BLP with an HQ (-1). So there is a net modifier of -1; the highest possible die roll is 6, so 6-1 = 5 which is no effect.
Yes, this was intended.
16) Last paragraph of IX.B.2.a.i. Encirclement Move .....those units (in the opponent's reserve area) become disrupted and are immediately moved into their own reserve area.
Question: If the units to become disrupted are in the reserve area already, how are they to immediately to mov into their reserve area??? and who moves to reserve-the moving units trying to encircle? and if so the one that failed or both?
If an encirclement movement fails, all units attempting to make the move are
disrupted and placed in their own reserve area. They are assumed to move by
the same rout they used to attempt the move, but for game purposes just move
them into the reserve area.
17) May moving units causing an encirclement (as well as units that have already fired) fire during pursuit (pursuit fire)?
Yes
18) Redeployment-You may move units from what was the battle town to
adjacent towns. Can you also move units from adjacent towns into what was the
battle town?
No
19) Do dummies require supply? If so, and they were out of supply are they eliminated?
Dummy units do not require supply, nor are they eliminated if out of supply.
This of course may reveal to the enemy that they are dummy units. The owner
has the option of eliminating them for any reason.
20) Are the road limits for Routing in addition to voluntary retreats/reinforcements done earlier in the turn?
No, limits are per Battle Round.
21) I realize that the Gettysburg scenario is for practice mainly, but where
does the cavalry HQ go? I assume all other HQs not mentioned are with the
Corps that they command.
Union Cavalry HQ may go in any town with Cavalry.
Yes - HQs go with their Corps.
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