Rule 1 - Basics Flashcards
What are the ground, time, troop and artillery scales?
One inch = 100 yards; one turn = 1 hour; 1 SP = 500 infantry or cavalry; 1 SP artillery = 6 guns. (1.1, pg1)
What is the basic sequence of play?
One turn is two identical player turns. In the first player turn, one is the attacker, the other the defender; reverse for the second player turn. (1.2, pg1)
What are the six parts of the Sequence of Play?
Command Determination; Movement; Rally; Morale Tests; Combat; Exhaustion. (CMRMCE) (1.2, pg1)
What happens under Command Determination?
The attacker determines which of his units are in command and which are not. (1.2, pg1)
What happens under Movement phase
The attacker moves any or all of his UN-ROUTED units, as desired. (1.2, pg1)
What happens under the Rally phase
The attacker rallies any routed units in contact with corps or army commanders. (1.2, pg1)
What happens in the Combat Phase?
All combat is resolved in the order determined by the attacker (1.2, pg1)
What happens in the Exhaustion phase
Each player checks to see if any divisions have become exhausted during the turn. If so, remove any stationary markers from all stands of the division. Test for morale collapse on all exhausted divisions. (1.2, pg1)
What are the four possible troop states?
Close Order, Open Order, March Order, Routed (1.4, pg1)
What is Close Order defined as
All infantry and cavalry, other then skirmish stands, routed stands, and stands in march column. (1.4, pg1)
What is Open Order defined as
Includes all skirmish stands not in march column, and all unlimbered artillery.
What is March Order defined as
Includes all limbered artillery and all stands in march column. (1.4,pg1)
What is Routed state defined as
All infantry and cavalry stands while they are routed (1.4,pg1)