Further Review Flashcards

1
Q

What happens when routers meet friends they can’t avoid?

A
  • 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

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2
Q

When can you employ the universal 1/2 BW shift and for what purposes?

A

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

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3
Q

What happens when a charging TuG catches a SuG?

A

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

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4
Q

What are the exceptions to 1 prompted action/turn for UGs?

A
  • 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

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5
Q

What happens when a pushed back SuG meets friends?

A
  • 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

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6
Q

Who may not charge?

A
  • 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

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7
Q

In shooting, what are the upgrades/downgrades for armor?

A

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

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8
Q

What happens during an outcome move when you start to pass through friends but don’t have enough movement to clear them?

A
  • 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

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9
Q

Which cases are considered as bursting through friends, and what KaB tests do they cause?

A
  • 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

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10
Q

What prompted moves can be included with a double move for drilled troops?

A
  • Advance
  • Advance with Wheel
  • Advance with Double Wheel
  • Advance with Shift
  • Advance and Contract
  • Expand while Stationary
  • Turn on the spot

(QRS)

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11
Q

What moves are limited by proximity to the enemy?

A
  • 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)

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