Pre-Battle System Flashcards

1
Q

What is the general sequence for the pre-battle system?

A
  • Determine invader/defender
  • Determine territory type
  • Set battle location (on PBS map)
  • Select and place terrain
  • Outscouting
  • Deploy army (includes flank marches and ambushes)

(QRS)

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2
Q

How do you determine invader/defender?

A
  • Roll a white to red die for mediocre to legendary army commander, rerolling ties.
  • Winner chooses to be invader/defender.
  • If won with a skull, winner can choose a strategic intercept as invader.

(QRS)

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3
Q

How do you determine the territory type?

A
  • After invader/defender selected, each draws PBS cards as indicated by the army builder.
  • Each the secretly chooses one which are revealed simultaneously.
  • Winner choose a territory type from the defender’s list, ties go to defender.

(QRS)

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4
Q

During the pre-battle system, when are played cards returned to the pack?

A

After the entire pre-battle system has been completed.

(QRS)

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5
Q

How large are compulsory terrain pieces?

A

From 6 BW x 6 BW to 10 BW x 10 BW.

(QRS)

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6
Q

How large are optional terrain pieces?

A

From 4 BW x 4 BW to 8 BW x 8 BW.

(QRS)

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7
Q

How wide is a deep water secure flank?

A

Up to 6 BW.

(QRS)

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8
Q

How wide are the flank sectors?

A

10 BW.

(QRS)

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9
Q

What is the order of terrain selection and placement?

A

* Defender places a secure deep water flank, or:

* Defender followed by invader place secure flank terrain pieces. These are on player's own side, compulsory sized, not moved, and may touch each other. * Choose compulsory items alternately, starting with defender. * Place compulsory items alternately, starting with defender. * Choose optional items alternately, starting with defender. * Place optional items alternately, starting with defender.

(QRS)

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10
Q

How many terrain pieces are selected for the Very Dense terrain type?

A
  • Compulsory: 2 Rough/Open Area and 2 Difficult
  • Optional: Up to 3 any per player

(QRS)

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11
Q

How many terrain pieces are selected for the Dense terrain type?

A
  • Compulsory: 1 Rough/Open Area and 2 Difficult (total)
  • Optional: Up to 2 any (each player)

(QRS)

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12
Q

How many terrain pieces are selected for the Normal terrain type?

A
  • Compulsory: 2 Rough/Open Area/Difficult (total)
  • Optional: Up to 2 any (each player)

(QRS)

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13
Q

How many terrain pieces are selected for the Open terrain type?

A
  • Compulsory: 1 Rough/Open Area/Difficult (total)
  • Optional: Up to 1 (each player, no impassable)

(QRS)

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14
Q

How many terrain pieces are selected for the Featureless terrain type?

A
  • Compulsory: none
  • Optional: Up to 1 (no impassable)

(QRS)

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15
Q

When dicing for terrain placement, where do you place terrain based on the die roll?

A
  • 1/2 = left flank (from rolling player’s perspective)
  • 3/4 = center
  • 5/6 = right flank
  • odd = must touch edge

(QRS)

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16
Q

When rolling to move terrain placed by your opponent, what do the various die rolls allow you to do?

A
  • 1-3 = no change
  • 4 = move up to 6 BW
  • 5 = or pivot
  • 6 = or remove

(QRS)

17
Q

What are the placement restrictions for compulsory and optional terrain pieces?

A
  • They must fit entirely in the given flank/center sector.
  • When placed, they must be at least 2 BW away from all other terrain pieces except deep water.
  • If moved, they may touch but not overlap other terrain pieces.

(QRS)

18
Q

Describe the outscouting process.

A
  • Keep and or discard any cards left over from determining terrain density and secure flank.
  • Deal new cards to bring you up to your total for outscouting listed on the army builder.
  • Compare totals of 5 best cards:
    • red = 40%
    • yellow = 20%
    • green = 10%
  • Difference is the amount one army has been outscouted by the other. If equal, no outscouting occurs.

(QRS; p. 65 9; p. 68)

19
Q

Describe the general deployment zone (excluding camps and ambushes).

A
  • All must be placed >= 6 BW from center line on own side.
  • Except for secure flanks, only SuGs can be placed within 5 BW of a side table edge.

(QRS)

20
Q

Ignoring terrain restrictions, where can camps be placed?

A

On the rear table edge, entirely within 6 BW of center, or between the center and a secure table edge.

(p. 174, D3)

21
Q

Describe the deployment process.

A
  • An outscouted army places their camp and the outscouted % of their army.
  • Both players place ambushes and flank marches.
    • Generals are placed on flank march/bluff cards.
    • Generals in ambush are not placed yet.
  • The outscouting army places their camp and the same outscouting % of their army.
  • If there was no outscouting then the defender followed by the invader places their camp and 1/3 of their army.
  • Thereafter, the players alternate placing 1/3 of their army.
  • Defender, then invader, place generals and declare which UGs (including ambush cards) are in each general’s command.
    • Generals placed on bluff cards reveal the bluff card.
    • Generals in ambush are placed on the rear table edge.

Note: As UGs are placed they are described - except if they are allies or not. Allies are indicated in step 6.

(QRS)

22
Q

In what order must the camp and UGs be placed?

A
  1. Camp
  2. UGs with barricades/obstacles (excl BWg)
  3. Artillery
  4. Expendables
  5. All other UGs

(QRS; p. 69)

23
Q

Who initially positions the army marker on the terrain map during the pre-battle system?

A

The invader if they have a strategic intercept, otherwise the defender.

(QRS)

24
Q

During the 5-day pre-battle sequence, are you allowed to pass and not play a card at any time?

A

Only if you start with fewer than 5 cards. (And you must eventually play them all.)

(QRS)

25
Q

After the 5-day pre-battle sequence, can you discard any cards before drawing for out-scouting?

A

Yes.

(p. 68 #2)

26
Q

Is a terrained hill covered in forest allowed as a compulsory difficult terrain item?

A

No. Specials (terrained hills, impassable hills, and deep water) are only allowed as optional items.

(p. 66, 3)