Movement Flashcards

1
Q

What are the movement distances and terrain effects for close infantry?

A

3 BW in Good Going
3 BW in Rough (Affected)
2 BW in Difficult (Badly Affected)

(QRS)

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2
Q

What are the movement distances and terrain effects for loose infantry?

A

3 BW in Good Going
3 BW in Rough
3 BW in Difficult (Affected)

(QRS)

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3
Q

What are the movement distances and terrain effects for skirmish infantry?

A

4 BW in Good Going
4 BW in Rough
3 BW in Difficult (no effects in any terrain)

(QRS)

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4
Q

What are the movement groupings for Cv/Cm?

A
  • Close Cv/Cm or those with ArmHrs
  • Other loose Cv/Cm
  • Skirmish Cv/Cm

(QRS)

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5
Q

What are the movement distances and terrain effects for close Cv/Cm (or with ArmHrs)?

A

4 BW in Good Going
2 BW in Rough (Badly Affected)
1 BW in Difficult (Badly Affected)

(QRS)

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6
Q

What are the movement distances and terrain effects for loose Cv/Cm (excl with ArmHrs)?

A

5 BW in Good Going
3 BW in Rough (Affected)
2 BW in Difficult (Badly Affected)

(QRS)

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7
Q

What are the movement distances and terrain effects for skirmish Cv/Cm?

A

6 BW in Good Going
4 BW in Rough
3 BW in Difficult (Affected)

(QRS)

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8
Q

What are the movement groupings for chariots?

A
  • Close chariots or those with ArmHrs
  • Other loose chariots

(QRS)

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9
Q

What are the movement distances and terrain effects for close chariots (or with ArmHrs)?

A

4 BW in Good Going
1 BW in Rough (Badly Affected)
not allowed in Difficult

(QRS)

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10
Q

What are the movement distances and terrain effects for loose chariots (excl with ArmHrs)?

A

5 BW in Good Going
2 BW in Rough (Badly Affected)
not allowed in Difficult

(QRS)

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11
Q

What are the movement distances and terrain effects for elephants?

A

4 BW in Good Going
3 BW in Rough
2 BW in Difficult (Affected)

(QRS)

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12
Q

What are the movement distances and terrain effects for battlewagons and mobile camps?

A

2 BW in Good Going
1 BW in Rough (Badly Affected)
not allowed in Difficult

(QRS)

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13
Q

What are the movement distances and terrain effects for artillery SuGs?

A

2 BW in Good Going
1 BW in Rough (Badly Affected)
not allowed in Difficult

(QRS)

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14
Q

How large a block can a general prompt?

A

2 to 5 UGs for mediocre -> legendary.

(QRS)

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15
Q

What modifiers are there when determining evade distance with a variable move distance roll?

A
  • -2 BW if skirmish response
  • -1 to die roll if poor
  • -1 to die roll if cantabrian or african
  • +1 to die roll (optional) if superior or exceptional

(QRS)

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16
Q

In what direction can you make a skirmish or run away response?

A
  • away from charge
  • to front
  • to rear

(QRS)

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17
Q

What happens when a standing alone general is contacted by friends?

A

It is displaced the minimum necessary to make room.

(p. 79, #7)

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18
Q

What happens when a standing alone general is contacted by enemies?

A

It gets an immediate free move.

(p. 79, #7)

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19
Q

What happens when a general with a UG is contacted by another UG (either friend or enemy)?

A

In order of preference:

  • Shift to the other side of the current file
  • To the nearest file with space available
  • Treat as with original file and replace when space becomes available

(p. 79, #7)

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20
Q

When with a UG, what free moves can a general choose to make?

A

None for elective moves. You move, you pay a card.

(p. 79, #7)

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21
Q

Can a general move to join a UG in the charge phase and then prompt them to charge?

A

No, a general only gets one move in a phase.

(p. 79, #8)

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22
Q

What happens to a general with a UG if that UG moves off the table?

A

The general stops at the table edge.

(p. 79, #8)

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23
Q

When can you apply a general’s colour upgrade?

A
  • Once per phase
  • For a prompted action they are involved in.

(p. 79, #9)

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24
Q

When can you hold more cards than your allowance?

A
  • A professional general can hold one more than their allowance at the end of a turn.
  • When a general is killed, their card allowance drops by 1 (unless mediocre - but then your are stunned and do lose your cards), but you don’t have to lose any cards as a result.

(p. 79, #10; p. 93, D3)

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25
Q

When can UGs violate the normal formation rules.

A
  • When in combat, they may end up any any formation as dictated by the combat mechanics.
  • They can also contract 1 rank during a charge as long as they remain at least 2 files wide.

(p. 79, #11; p. 119, penultimate bullet)

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26
Q

What prompted actions are allowed for UGs when in combat?

A
  • MF1/MF2
  • Breakoff moves F2-F4

(p. 79, #11)

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27
Q

What is a legal formation when out of combat?

A
  • At least 2 files wide
  • No more than 4 ranks deep

(p. 80, #12)

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28
Q

If a UG is not in a legal formation, when does it reform?

A

Immediately when out of combat. (And so before executing a pursuit after their opponent has routed.)

(p. 80, #13)

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29
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)

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30
Q

When can you simply displace friendly SuGs?

A

A TuG may displace a friendly SuG:

  • up to 1 BW
  • for any movement
  • if the SuG can not thereby target a new enemy,
  • or charge a new SuG

(p. 80, #16; p. 114 K)

31
Q

When can you push back enemy SuGs?

A

You are a TuG during the movement phase and

  • You are not in terrain,
  • It is not the second move of a double move
  • They are not defending barricades or obstacles
  • They are not in “close combat”. Note: as supporting files are not “fighting” they can be pushed back.

(p. 80, #17; p. 111 9.3.I, p. 210, 19.9 & 20.7, Clarifications regarding fighting.)

32
Q

What interpenetrations are normally permitted without penalty?

A

Except on a charge, counter-charge, or intercept:

  • Infantry Sugs may pass through any in any direction.
  • All may pass through foot SuGs in any direction
  • Special cases as specified by the army list

(p. 81, #18; p. 110 H5)

33
Q

When charging, do you push back enemy SuGs?

A

No - they block your movement.

(p. 81, #19)

34
Q

What is the specific protocol for reforming back into legal formation?

A

* Choose a file on which to reform.

  • Move all files facing the same direction by the minimum necessary to join it.
  • Turn and move all other bases by the minimum necessary to join these.
  • If necessary, adjust width and depth create a legal formation.

(pp. 98-99, C1)

35
Q

How does reforming impact further movement?

A
  • A unit that reforms and then pursues may not make further moves that turn.
  • If you reform but do not pursue, you are free to make normal moves that turn.

(p. 99, C2-3)

36
Q

Mixed TuGs are affected by the worst of their troop types for movement. Is this still true if all bases of a given type are lost?

A

Yes. The rationale is that not all of those troops would have been lost.

(p. 100, A4)

37
Q

What are the requirements for a SuG to be eligible for the “TuG a SuG” move?

A
  • All bases of the SuG are entirely within 3 BW of the TuG.
  • All bases of the TuG and SuG are facing the same direction.
  • The SuG is in at least partial edge contact with the TuG.
  • Note: They do not need to belong to the same command.

(p. 104)

38
Q

If taking part in a “TuG a SuG” move, may the SuG make another move that turn?

A

No, taking part in the “TuG a SuG” is their prompted action for that turn.

(p. 104)

39
Q

Which prompted actions can be done as a block move?

A

All except MF1/MF2 moves. (And I assume “recover wounds”).

(p. 105)

40
Q

What are the requirements for a UG to be part of a block?

A
  • All be in at least partial side edge contact with each other
  • Be part of the same command
  • Be entirely infantry, battle wagons, and/or elephants, or
  • Be entirely cavalry, camelry, chariots and/or skirmish infantry
  • Not contain any artillery

(p. 105, E)

41
Q

What cards are required for a block move?

A
  • One card for the most difficult move within the block,
  • Plus a green card.

(p. 106, E1)

42
Q

How many UGs can a block move contain?

A
  • 2 to 5 UGs for a mediocre -> legendary general.
  • SuGs being TuG’d do not count against this limit.

(p. 106, E2)

43
Q

When is a UG considered out of command for prompting actions?

A
  • Entirely outside the command range (8 or 10 BW) of the general.
  • Belonging to a different command than the general. (Professional generals only, but must be in the command range of the general. Can’t involve allies.)
  • The general is fighting with a different UG.
  • Their general is dead and awaiting a replacement.

(p. 108)

44
Q

What is the cost for prompting an out of command UG?

A

The action requires an additional colored card.

(p. 106)

45
Q

How does terrain and visibility affect command ranges?

A

They don’t.

(p. 108, F, 1st bullet)

46
Q

Can the universal 1/2 BW shift be combined with a Move and Shift?

A

Yes.

(p. 109, G2)

47
Q

What can pass through a camp?

A

Nothing.

(p. 109, H2)

48
Q

What happens during a prompted action when you are allowed to pass through another UG but don’t have enough movement to do so?

A
  • TuGs can invoke the universal move a SuG rule,
  • TuGs may displace infantry SuGs to their rear if there is room,
  • otherwise the move is not allowed.

(p. 80, #16; p. 109, H3)

49
Q

May you wheel and turn while passing through friends as a prompted move?

A

Yes, if room allows.

(p. 109, H3.4)

50
Q

May you wheel and turn while passing through friends as an outcome move?

A

No. (But you may use the 1/2 BW universal shift.)

(p. 110, H4.1)

51
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.

(p. 110, H4.2-3)

52
Q

What happens when a unit interpenetrates a friendly unit during an outcome move but does not have enough movement to pass completely through?

A

The UG continues through to the other side if there is room. If there is insufficient room beyond the unit being interpenetrated:

  • SuGs are destroyed. (Evades, Push Backs, Routs)
  • TuGs stop at first contact with friends, causing KaBs on both themselves and those they would have burst through. (Evades, Routs)
    • Note that for Push Backs this question is moot for TuGs as they can’t be pushed back.

(p. 110, H4.4)

53
Q

What is an outcome move?

A

It is an unprompted move that may allow you to pass through friends. These are run away, skirmish, rout, or a SuG being pushed back. It does not include pursuits. (Note that pursuits do not allow you to pass through friends.)

(p. 109; https://mortem-et-gloriam.co.uk/smf/index.php?topic=1484)

54
Q

What UGs are normally allowed to pass through what other UGs?

A
  • Infantry SuGs may pass through any UG in any direction.
  • All troops may pass through infantry and artillery SuGs in any direction.
  • Those explicitly permitted by an army list.

(p. 110, H5)

55
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, including foot SuGs
    • 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 (TuGs only):
    • Passing through a SuG destroys it.
    • Passing through a TuG causes a KaB test on both.
  • Push Backs (SuGs only, not listed as a burst through, but acts like one)
    • Mounted SuGs cause a KaB test on all but foot SuGs

(pp 110-111, H6; p. 166, figure for B7)

56
Q

When is an enemy SuG not pushed back by a TuG?

A
  • It is not in good going
  • It is defending barricades or obstacles
  • It is in combat
  • It is a TuG’s second move.

(p. 111; p. 210 19.9 & 20.7)

57
Q

If contacted by an enemy TuG during the movement phase, what can a SuG choose to do?

A
  • Run away (as per normal run away rules but without any shooting)
  • Be pushed back

(p. 111 I.3)

58
Q

If making a run away move as a result of being contacted by an enemy TuG during the movement phase, does a SuG shoot during the run away response?

A

No. Shooting from run away responses only occurs during the charge phase and never during the movement phase.

(Clarifications: shooting is not mentioned in the turn sequence for the movement sub-phase.)

59
Q

What are the mechanics of a TuG pushing back a SuG? (Movement only - not interpenetrations.)

A

The owner of the SuG chooses to either:

  • Align the SuG 1 BW away and opposite the base that first contacted it, or
  • Slide the SuG (keeping its facing constant relative to the table edges) so that it ends 1 BW away as measured from the TuG to the point first contacted on the SuG.

(p. 111, I3.2)

60
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)

61
Q

Can a pushed back SuG make a prompted move later that turn if it has not already done so?

A

Yes.

(p. 113, I5)

62
Q

Where is the close proximity zone and who does it affect?

A
  • The CPZ is 1 BW ahead of the front of all units.
  • TuGs affect all enemy units
  • SuGs only affect other SuGs

(p. 113, J1-2)

63
Q

What are the restrictions when in a close proximity zone?

A
  • No restrictions on charges
  • Prompted moves can’t cross the line extending the front edge or penetrate deeper across it.

(p. 113, J3)

64
Q

What moves are subject to a variable move distance?

A
  • Run away
  • Skirmish
  • Routs

(p. 114, L)

65
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)

66
Q

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

A

Everything!

(QRS)

67
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)

68
Q

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

A
  • Advance
  • Advance with Wheel
  • Advance and Contract
  • Expand while Stationary

(QRS)

69
Q

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

A

Advance - that’s it!

(QRS)

70
Q

What is the rule for pressing forward in charge movement?

A

Once the charging UG has made contact, files not in contact must continue to advance up to 1 BW if by doing so they contact enemy.

(p. 131, L3)

71
Q

How do you conduct a breakoff move when contacted in multiple directions?

A

You don’t - the breakoff move is prohibited in this situation.

(p. 150, K1.5)

72
Q

AB (B are chariots 1 BW in depth)
AB

Can unit B turn 90° to the right and move away?

A

Only if unit A is a SuG that can be pushed out of the way on the turn. The initial 90° turn must fit or else it can’t be done.

(See https://mortem-et-gloriam.co.uk/smf/index.php?topic=1492. Note that displacing SuGs is limited to 1 BW (universal rule #16) and additional restrictions on no new units targetable by the SuG.)

73
Q

Can a UG fighting only as a supporting file move away from combat?

A

Yes. Since you are not fighting in frontal combat you may move away.

(Common Questions)