Further Review Flashcards
What happens when routers meet friends they can’t avoid?
- TuGs destroy SuGs and are then removed.
- TuGs cause a KaB test on other TuGs and the routers are then removed.
- Mounted SuGs cause a KaB test on any they meet and are then removed.
- Infantry SuGs pass through without causing any KaB tests.
(p. 166, B6 & 7; p. 110, H5 & 6)
General #49
When can you employ the universal 1/2 BW shift and for what purposes?
With any move to:
- Align with or join to friends to form a block or overlap
- Avoid friends
- Avoid terrain
- Avoid the table edge
- Avoid non-charging enemy if doing a skirmish, run-away or break-off move.
(p. 80, #15)
Movement #29
What happens when a charging TuG catches a SuG?
If in good going:
- You fight if:
- the TuG was within 1 BW of breaking
- the SuG is a flexible in skirmish formation
- otherwise the SuG is removed and the TuG continues with its full charge move.
(p. 84, 6.4; p. 186, J5)
Combat #61
What are the exceptions to 1 prompted action/turn for UGs?
- After stopping a charge with a C2 move, you may later move.
- After a charge you may do an F1-F4 action (control pursuit, break off)
- After a skirmish/run away, UGs can do a limited M2, M9, or M10 move.
- You may do as many MF1/MF2 actions as you have cards
(p. 80, #14)
Prompted Actions #37
What happens when a pushed back SuG meets friends?
- The SuG pops out the other side if there is room and is destroyed if there is not.
- Infantry SuGs do not cause KaB tests, nor do Mounted SuGs passing through foot SuGs.
- Otherwise, mounted SuGs cause a KaB test on the UG passed through.
(p. 113 I4; p. 110 H5.2, 5.2, & 6.1)
Movement #60
Who may not charge?
- Battlewagons
- Artillery
- Camps
- Troops behind barricades or obstacles
- SuGs vs. TuGs
- unless the TuG is within 1 BW of breaking
- Hesitant allies
- Units in Cantabrian or African
(p. 119 first 2 bullets, p. 95 5, p. 206 9.4 & 10.4)
Combat #38
In shooting, what are the upgrades/downgrades for armor?
Upgrade except for Art:
- Unprotected TuG
- Unprotected SuG at <= 1 BW
Downgrade:
- Any except Art or FA vs ArmHrs
- Any except Art or FA; or PBw or XBw <= 1 BW vs FArm foot or FArm El
(QRS)
Shooting #23
What happens during an outcome move when you start to pass through friends but don’t have enough movement to clear them?
- SuGs are destroyed
- TuGs stop at friends and create KaBs as if they had burst through - so on both themselves and the UG burst through.
- Routers cause a KaB/destroy skirmishers and are then picked up in any case.
(p. 110, H4.2-3)
Movement #51
Which cases are considered as bursting through friends, and what KaB tests do they cause?
- Skirmish infantry never burst through friends
- Run away and skirmish moves:
- Mounted SuGs cause a KaB test on UGs being passed through.
- Mounted TuGs cause a KaB test on both themselves and the UGs being passed through.
- A routing UG:
- a routing TuG destroys a SuG.
- otherwise causes a KaB test on the UG passed through
- Forced charges:
- Passing through a SuG destroys it.
- Passing through a TuG causes a KaB test on both.
(pp 110-111, H6; p. 166, figure for B7)
Movement #55
What prompted moves can be included with a double move for drilled troops?
- Advance
- Advance with Wheel
- Advance with Double Wheel
- Advance with Shift
- Advance and Contract
- Expand while Stationary
- Turn on the spot
(QRS)
What moves are limited by proximity to the enemy?
- Within 4 BW of enemy TuGs:
- Full Ahead With Shift
- Contract On The Spot
- Double Move
- Within 2 BW of enemy TuGs:
- Double Wheel
- Advance and Contract
(QRS)