General Flashcards

1
Q

TuGs break on how many losses?

A
  • > 1/2 bases
  • Includes flexibles in skirmish formation

(p. 164, A2.1)

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2
Q

SuGs break on how many losses?

A

> 1/3 bases

(p. 164, A2.2)

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3
Q

Mounted flexibles break on how many losses in skirmish mode?

A

> 1/2 bases (same as in loose formation)

(p. 164, A2.2)

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4
Q

Armies break on how many UGs lost?

A
  • 1/2 of the on table TuGs.
  • This counts mounted flexibles in skirmish formation.
  • Camps do not count as TuGs, but a lost camp counts as 1 lost TuG.

(p. 165, A3)

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5
Q

What are the phases of a turn?

A
  1. Card
  2. Charge
  3. Shooting
  4. Movement
  5. Fighting
  6. End of Turn

(QRS)

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6
Q

What are the sub-phases of the Card phase?

A
  1. Discard; Reshuffle
  2. Deal
  3. Gift

(QRS)

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7
Q

What are the sub-phases of the Charge phase?

A
  1. Move SuGs/generals
  2. Declare charges
  3. Forced charges
  4. Counters/Intercepts
  5. Shoot chargers
  6. Move chargers
  7. Charge combat
  8. Outcomes

(QRS)

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8
Q

What are the sub-phases of the Shooting phase?

A
  1. Shooting
  2. Outcomes

(QRS)

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9
Q

What are the sub-phases of the Movement phase?

A
  1. Replacement of professional generals
  2. Option to align
  3. Prompted moves

(QRS)

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10
Q

What are the sub-phases of the Fighting phase?

A
  1. Option to align
  2. Melee combat
  3. Outcomes
  4. Break-offs
  5. Moves while in combat (MF1, MF2)

(QRS)

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11
Q

What are the sub-phases of the End of Turn phase?

A
  1. Recovery
  2. Replacement of instinctive generals
  3. Sacked camps

(QRS)

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12
Q

What causes a KAB tests on a UG and when do they occur?

A
  • 4 due to movement:
    • UG burst through. (2 tests if > 3 files) - immediate
    • SuG being pushed back more than normal move - immediate
    • TuG stopping at table edge after run away or skirmish response - immediate
    • Break off action with KaB notation (2 tests if > 3 files) - immediate
  • 3 due to deaths:
    • Killing a general - immediate
    • Breaking/destroying a TuG - during outcome phases or 6.3 breaking a camp
    • Sacked enemy camp. (2 tests if > 8 bases) - SP 6.3
  • 2 other combat related:
    • General voluntarily leaving combat - immediate
    • Guns and cannons per model firing vs. enemy charging - immediate

(QRS; guns & cannons: p. 185 C8)

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13
Q

Describe the specific rules for KaB tests on UGs caused by killing a general.

A
  • If the general is in your line of command,
    • and within 2 BW (or 6 BW for a legendary general)
  • Normal KaB test for the unit,
    • upgraded if for the loss of your army commander

(QRS)

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14
Q

Which UGs take a KaB test when another UG is broken, and at what range?

A
  • Broken SuGs do not cause KaB tests, otherwise
  • Range is 3 BW. All UGs in your army are potentially affected.

(QRS)

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15
Q

What causes a KaB test on a general and when do they occur?

A
  • Base loss on a file where the general is fighting in the front rank - immediate
  • With a UG broken by combat - immediate

(QRS, errata re: UG, not just a TuG for the latter)

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16
Q

What colored dice is used for a KaB test on a UG, including upgrades?

A
  • Based on quality: red (poor) to white (exceptional)
  • El and BWg are always white
  • Upgrade dice if testing for loss of army commander or breaking/destroyed El.

(QRS)

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17
Q

What are the results for a KaB test on a UG?

A
  • Skull = lost base
  • S&A = wound
  • S = 1 BW slowing

(QRS)

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18
Q

What colored dice is used for a KaB test on a general?

A

Based on current card allocation: red (2) to white (5)

(QRS)

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19
Q

What are the results for a KaB test on a general?

A
  • Skull = dead general. Keep cards and come back next turn one level lower. Considered out of command in the meantime.
  • S&A = wound. Card allocation reduced by 1. If allocation is 2 cards then stun result instead.
  • S = stun. Lose all cards.

(QRS; p. 93 - although rules for stun are missing)

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20
Q

How do you resolve a KaB test on a unit with bases of different quality?

A

Make the KaB test based on the worst grade and if a base is lost remove one of that grade.

(p. 52 - see 2nd bullet on the page)

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21
Q

When it is your go in a sub-phase, what actions can you take?

A
  • Play one or more cards for a prompted action.
  • Take a free action (if available)
  • Discard a card
  • Pass

(p. 77, #6)

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22
Q

When is a sub-phase completed?

A
  • When both players take consecutive passes.
  • When one player has passed twice and the other player has completed all their actions.

(p. 77, #10)

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23
Q

How many times can you pass in a sub-phase?

A

Two, after which you finished for the sub-phase and the other player has free rein.

(p. 77, #10)

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24
Q

Who is the active player on the first turn?

A

The invader.

(Glossary: “Invader”.)

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25
Q

Who goes first in any sub-phase?

A

The active player.

(Glossary: “Active Player”)

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26
Q

Where may a general be placed when with a UG?

A
  • With a specific file - either in front or in back.
  • If not with a UG it should not be touching any UGs.

(p. 78, #7)

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27
Q

When are command cards dealt face up?

A
  • For a general on a flank march that has not yet arrived.
  • For an ally general on the first turn.
  • For a hesitant ally general.

(p. 81, SP1.2)

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28
Q

What are the command ranges for generals?

A
  • 10 BW for a professional general.
  • 8 BW for an instinctive general.
  • 15 BW for a floating army commander gifting cards.

(QRS)

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29
Q

Who may gift cards, to whom, and how many?

A

A professional army commander can gift cards:

  • to professional non-allied sub-generals
  • if the general receiving the card is not in combat - or on a flank march that hasn’t arrived.
  • 1 card each if within 10 BW, but
  • any number if a floating commander and within 15 BW

(QRS)

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30
Q

What are the limits on the quality of your generals?

A
  • Only an army commander can be legendary (unless your army list has exceptions)
  • Only two generals can be talented or better.

(p. 90, B4)

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31
Q

When can a general prompt UGs that are not in their command?

A

Non-ally professional generals can do so for

  • Non-allied troops
  • Within their command radius
  • At the cost of an extra coloured card.

(p. 91, #9)

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32
Q

When are UGs assigned to generals?

A
  • When generals are placed on the table, except
  • An allied contingent is pre-determined

(p. 69, “Declaring Troops and Commands”, 2)

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33
Q

When are ambush cards allocated to generals?

A
  • At the same time as UGs - when generals are placed on-table.
  • However, if the general is in ambush, this is indicated on the sticky note with the ambush card.

(p. 92, C2)

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34
Q

What can a general do if all their UGs are lost?

A
  • All generals may fight with other troops (excepting allies and ally generals with other troops)
  • Professional generals may prompt non-ally troops
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35
Q

What is the replacement process for a dead general? (Ignore KaB tests)

A
  • The general’s figure is placed next to the camp.
  • No cards are lost, but until the general returns: - all prompted actions are out-of-command. - new cards are dealt out at the old general’s rate (asked on the forums)
  • A replacement general one grade lower (but can’t be worse than mediocre) arrives the next turn - SP4.1 for professionals, SP6.2 for instinctive.
  • The replacement arrives with any UG in their command - if no UGs remain then the general is lost.

(p. 93)

36
Q

What happens when a general is wounded?

A
  • They retain their current quality level
  • Their card allocations drops by 1 to a minimum of 2.
  • If already at 2 they are stunned instead.

(p. 93)

37
Q

What happens when a general is stunned?

A

They immediately lose all their cards.

(section is missing from p. 93)

38
Q

Describe the restrictions of allied generals and troops with regards to the rest of the army.

A
  • Allied generals can’t be gifted cards
  • Allied generals can’t prompt other troops & other generals can’t prompt allied troops
  • Allied generals can’t give combat bonuses to other troops & other generals can’t give combat bonuses to allied troops
  • Allied generals don’t cause KaB tests on non-allied troops & other generals don’t cause KaB tests on allied troops.

(p. 94)

39
Q

When is an ally general hesitant? How do they become committed?

A
  • An ally general initially dealt only white or black cards is hesitant.
  • They become committed by being dealt a red card, or by being dealt a yellow card after having been shot at or been in combat.

(p. 95)

40
Q

What are the effects of desertion and how is it caused?

A
  • Desertion occurs when a hesitant ally general is dealt only black cards (including the initial deal)
  • All UGs in their command suffer a KaB test. (The risk of desertion ends when they become committed.)

(p. 95; Glossary: “Desertion”)

41
Q

What are the restrictions on a hesitant ally?

A
  • They draw their cards face up.
  • If flank-marching, their first red card must be spent (and discarded) to become committed.
  • They are combat shy.
  • They may only shoot at enemy shooting at them.
  • They only make outcome and MF1/MF2 moves.
  • They may evade (this is an outcome move)

(p. 95)

42
Q

When a file of pikes is in melee combat, is the 4th rank considered to be engaged?

A

Yes. This is a an exception to the normal rule that only bases affecting combat factors are engaged.

(Glossary: “Engaged”)

43
Q

What are the rules for upgrading a general’s command card?

A
  • A card can be upgraded once per phase,
  • As part of a prompted action involving the general.

(QRS)

44
Q

If not aligned, how do you determine what terrain you are in for fighting?

A
  • You may choose either your front edge or the opponent’s front edge as the line of fighting.
  • You count the worst terrain (affected, badly affected) that this line of fighting is in.

(p. 152, M)

45
Q

How does a sacked camp contribute to breaking an army?

A

It counts as 1 TuG lost.

(p. 165, A3)

46
Q

When checking distances to broken UGs for purposes of who suffers a KaB test, do you include bases removed this phase?

A

Yes - and I presume for both the broken UG and the UG potentially suffering the KaB test.

(p. 165, A5)

47
Q

When a UG breaks with enemy UGs in contact in multiple directions, how does this affect routs and pursuits?

A
  • The broken UG does not rout - it is simply destroyed.
  • The enemy UGs in contact have the option to pursue directly ahead.

(p. 165, B2)

48
Q

What is the procedure for making a rout move?

A
  • Direction of rout: - Move as far away from enemy in contact or directly away from shooters. - If multiple units, owner decides - If broken by a KaB test, move directly towards your own rear edge
  • The rout uses a variable move distance.
  • Make an initial turn (not measured) and/or wheel (is measured), then move straight forward.
  • You may use the universal 1/2 BW shift to avoid other UGs.
  • If meeting an enemy it can’t avoid, it is removed.
  • After making the move, the routing UG is removed.

(p. 166)

49
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)

50
Q

What happens when routers meet enemies?

A

Routers are removed when they contact any enemies, including SuGs.

(p. 166, B7)

51
Q

If you are destroyed do you make a rout move?

A

No.

(p. 166, B8)

52
Q

If the enemy that you are fighting frontally breaks, but you are still in position to fight as a supporting file elsewhere, do you pursue?

A

No.

(p. 167, C1)

53
Q

If you were fighting enemy only to your flank/rear and they break, do you pursue?

A

No.

(p. 167, C2)

54
Q

If a UG was only fighting as a support file and the enemy UG breaks, do you pursue?

A

You have the option to pursue if the UG you were supporting pursues.

(p. 167, C3)

55
Q

Which troops never pursue?

A
  • Battlewagons
  • Artillery
  • Camps
  • Troops behind barricades or obstacles

(p. 167, C5.1)

56
Q

Which troops do not have the option to control pursuit?

A
  • Devastating Chargers
  • Charging Lancers
  • Tribal

(p. 167, C5.2; QRS)

57
Q

Under what conditions do you have the option to pursue?

A
  • Foot missile-focused troops.
  • Foot that were fighting Cv/Cm/Ch/El.
  • If fighting as a support file for a different UG and the UG you were supporting pursued.
  • If the enemy was fighting in multiple directions, you can pursue straight ahead

(p. 167, C3, 4, 5.4, & 5.5)

58
Q

What happens when a pursuing TuG contacts a SuG (other than the UG the TuG was originally pursuing) in good going?

A
  • If allowed, they may run away or skirmish,
  • Otherwise they are destroyed and the TuG continues its pursuit.
    • Unless the TuG is within 1 base of breaking
    • or are flexibles in skirmish formation

(p. 167, C5.6 & 8, p. 84 6.4, p. 186 J5)

59
Q

What distance is a pursuit move?

A

Normal - it is not a variable distance.

(p. 167, C6)

60
Q

How do you move pursuers?

A

Make an initial turn/wheel - whatever brings you closest to the routers. (I assume that a wheel is measured but a turn is not.)

(p. 167, C6.2)

61
Q

When do pursuit moves stop?

A
  • They meet friends they can’t get around using the 1/2 BW universal shift.
  • They meet enemies
  • They meet the table edge

If they meet terrain where they are affected or badly effected and have the movement distance:

  • They must continue if they are DC/CL,
  • otherwise they may choose to enter or to stop.

(p. 167, C7)

62
Q

What happens when pursuers meet enemy that can evade?

A

They may choose to evade but do not shoot.

(p. 167, C8)

63
Q

What happens regarding combat when pursuers contact enemy (that don’t subsequently evade)?

A
  • If contacted in the charge phase, immediately fight a charge combat, otherwise
  • Fight in the next charge phase.

(p. 167, C9)

64
Q

When a general is with a UG that breaks (and survives the KaB test), what happens?

A

They immediately get a free move.

(p. 171, B8.4)

65
Q

Can camps recover wounds?

A

No.

(p. 172, A3)

66
Q

Do camps restrict movement the way TuGs do - for example, restricting double moves within 4 BW?

A

No.

(p. 172, A3)

67
Q

How is shooting conducted against camps?

A

It’s not. Camps can’t be shot at. (Nor can they shoot.)

(p. 172, A5)

68
Q

Where is the close proximity zone of a camp located?

A

Camps don’t have close proximity zones.

(p. 172, A6)

69
Q

Are the side edges of a camp considered flanks?

A

No. All sides count as frontal.

(p. 172, A6)

70
Q

How many losses breaks a camp?

A

4 wounds.

(p. 175, E1)

71
Q

How do you handle base losses for a camp?

A

You keep track of wounds, but you don’t remove any bases until it breaks.

(p. 175, E1)

72
Q

What are the types of camps that an army can have?

A
  • Standard
  • Fortified
  • Flexible
  • Mobile
  • No camp

(p. 173, B1)

73
Q

What is a flexible camp deployed as?

A

A flexible camp is deployed as:

  • Fortified when defending
  • Mobile when invading

(p. 173, B1.4)

74
Q

What is No Camp deployed as?

A

The No Camp option is deployed as:

  • Mobile when defending
  • No camp when invading

(p. 173, B1.5)

75
Q

What quality is a camp?

A

The quality of a camp will be what you paid for it in the army list, which will be:

  • Poor
  • Average, or
  • Superior

(p. 173, B2)

76
Q

What are the benefits of a fortified camp?

A
  • It gains the claims and benefits of barricades.
  • You may only be attacked by infantry and elephants

(p. 175, E2 & 4.2)

77
Q

How does a mobile camp move?

A
  • They move at the speed of battlewagons.
  • They can move in any direction.
  • They may make a single move by playing a red card.
  • They may be prompted by any general, including ally generals.

(QRS; p. 174, C)

78
Q

Can an ally general prompt a mobile camp?

A

Yes.

(p. 174, C)

79
Q

What card is required to prompt a mobile camp and are they considered out of command?

A

Any general, even an ally general, can prompt them, although normal command distances apply. A camp requires a red card for any move, or a yellow if the general is with the camp.

(p. 174, C)

80
Q

A TuG takes a KaB test from a broken general and breaks. Do other UGs then have to immediately take a KaB test due to the broken TuG?

A

No, but they still have to take a KaB test for the broken TuG at the end of the phase.

(QRS)

81
Q

Does “within” 4 BW include exactly at 4 BW?

A

Yes. “Within” is equivalent to “<=”.

(Glossary: “Within”)

82
Q

Does “up to” 4 BW include exactly at 4 BW?

A

No. “Up to” is equivalent to “ < “

(Glossary: “Up to”)

83
Q

What does “contributing” mean and why is it important?

A
  • Any base is “contributing” if its presence is required for any current claim or claim cancellation in the claims table that is applying.
  • A contributing base may not be targeted for shooting unless it is fighting as a supporting file.

(Errata; p. 156, D8)

84
Q

What constitutes an “engaged” base?

A

Bases who will contribute to a fight as viewed at the current time and in the current formation. This can be by contributing ranks, enabling a claim, or cancelling an opponent’s claim. Additionally, the 4th rank of pikes is considered to be engaged.

(Glossary: “Engaged”)

85
Q

How do you handle multiple KaB tests on both sides when order matters?

A

Alternate 1 (and only 1) KaB test at a time, active player first.

(See https://mortem-et-gloriam.co.uk/smf/index.php?topic=1534)

86
Q

If both armies are close to breaking, and several “immediate” KaB tests are triggered by the same event, how are the KaB tests adjudicated? Can both armies be broken as a result?

A

All KaB tests generated by the event, and all immediate KaB tests generated by the results of such KaB tests, are completed. This may lead to both armies breaking.

(See https://mortem-et-gloriam.co.uk/smf/index.php?topic=1480.msg11691#msg11691.)