Author Topic: Annotated Turn Sequence with Rules Clarifications  (Read 1844 times)

Professor X

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Annotated Turn Sequence with Rules Clarifications
« on: January 29, 2016, 11:23:57 AM »
Dear Folks.

As indicated in my earlier posts, I'm new to this game.  The rules are quite a stumbling block to me, however.

I've drafted an annotated turn sequence with certain rules clarifications included.  (I've added one house rule - I allow a disrupted unit to be rallied just like a routed unit for 1 command action / cut or ignore that if you wish).

I'd be thrilled to hear feedback from the game's veterans.  

With regard to the courage checks (the hardest part for me), I've tried my best to streamline the process by including only what appears conceivable for a given check.  For example:   if I understand correctly, the first round of courage checks would only affect units that are ENGAGED; as such I've not mentioned how an unengaged unit would handle the situation (with regard to movement for example).  

I'll make this document available as a Word file if I get it right!
Thank you.



I.   MOVEMENT AND COMMAND PHASE
Change Standing Orders (1 command action)
   H       = Hold
   C       = Close
   R       = Range (R/S = short range (<7”); R/L = long range (>14”))
   C [e.g., C3.5]   = movement Cap
•   Can be used to avoid move-and-shoot penalty if:
o   Movement cap is -1 MC for non-cavalry units
o   Movement cap is -3 MC for cavalry unit
Direct Control (1 command action)
Draw Command Card (1 command action)
Rally Routing Unit (1 command action) (unit given a Hold order)
Rally Disrupted Unit (1 command action) (unit given a Hold order)
   Reorganize Disrupted Unit (2 command actions) (unit may be given order of choice)
Recall Skirmishers (1 command action)
Stand the Charge (all available command actions)

II.   PRE-COMBAT COURAGE PHASE
First Rout (Courage) Checks
•   Check if pinched by a new army
•   Effect of failure:  
o   Unit becomes ROUTED
o   Erase standing order (leave space blank)
o   Turn unit around / face the opposite direction
o   Unit suffers FREE ATTACKS from all enemy units eligible to make an ENGANGED attack (routed unit is not automatically destroyed by these attacks)
Second Rout (Courage) Checks for units suffering from FREE ATTACKS
•   Check if ROUTED units:
o   Are knocked into the Yellow or Red
o   If suffered damage while in the Red
•   If already-ROUTED unit fails this check, it is DESTROYED
Rout Movement
•   full movement allowance away from engaged unit
•   Routed unit is DESTROYED if it is engaged at end of rout movement
•   Routed unit STOPS moving if it moves into contact with a friendly unit during rout movement
o   If, before moving, routed was already in contact with friendly unit, and its rout movement would take it through that unit’s space, pick the routed unit up and move it to the opposite side of the friendly unit
?   The friendly unit cannot fire or move this turn
?   The friendly unit must now make a rout (courage) check of its own
•   If routed, follow all the procedures following “Effect of failure,” supra
Fear (Courage) Checks
•   Check if units becomes engaged with a Fearsome or Terrifying unit
•   Effect of failure:  unit becomes FRIGHTENED (suffers (-1)-1/-1 to its attack ability this turn)
?

III.   COMBAT PHASE
Choose attackers and defenders
Active player resolves all his/her attacks in whatever order he/she decides
Non-Active player resolves all his/her attacks in whatever order he/she decides
•   Non-Active player may not make ranged attacks
Remove all units destroyed in the combat phase

IV.   POST-COMBAT COURAGE PHASE
First Rout (Courage) Checks
•   Check if unit has been:
o   knocked into the Yellow or Red
o   suffered damage while already in the Red
•   Effect of failure if unit had been ENGAGED:  
o   Unit becomes ROUTED
o   Erase standing order (leave space blank)
o   Turn unit around / face the opposite direction
o   Unit suffers FREE ATTACKS from all enemy units eligible to make an ENGANGED attack (routed unit is not automatically destroyed by these attacks)
•   Effect of failure if unit had not been ENGAGED:  
o   Unit becomes DISRUPTED
o   Erase standing order and replace with “D”
o   Turn unit around / face the opposite direction
Second Rout (Courage) Checks (for units suffering from FREE ATTACKS)
•   Check if ROUTED units:
o   Are knocked into the Red
o   Suffered damage while in the Red
•   If already-ROUTED unit fails this check, it is DESTROYED
Rout Movement
•   If engaged full movement allowance away from engaged unit
•   If unengaged, full movement allowance toward owner’s table edge
•   Routed unit is DESTROYED if it is engaged at end of rout movement
•   Routed unit STOPS moving if it moves into contact with a friendly unit during rout movement
o   If, before moving, routed was already in contact with friendly unit, and its rout movement would take it through that unit’s space, pick the routed unit up and move it to the opposite side of the friendly unit
?   The friendly unit cannot fire or move this turn
?   The friendly unit must now make a rout (courage) check of its own
If routed, follow all the procedures following “Effect of failure,” supra
« Last Edit: January 29, 2016, 11:26:18 AM by Professor X »

RushAss

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #1 on: January 29, 2016, 11:33:52 AM »
I'll work my way through this when I get a chance later.  The quick question is where do you live?  It's possible that a Battleground player may be living right around the corner.
"Chase the Sun around the World I want to look at life
In the available light"
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RushAss

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #2 on: January 29, 2016, 11:41:41 AM »
I.   MOVEMENT AND COMMAND PHASE
Change Standing Orders (1 command action)
   H       = Hold
   C       = Close
   R       = Range (R/S = short range (<7”); R/L = long range (>14”))
   C [e.g., C3.5]   = movement Cap
•   Can be used to avoid move-and-shoot penalty if:
o   Movement cap is -1 MC for non-cavalry units
o   Movement cap is -3 MC for cavalry unit
Direct Control (1 command action)
Draw Command Card (1 command action)
Rally Routing Unit (1 command action) (unit given a Hold order)
Rally Disrupted Unit (1 command action) (unit given a Hold order)
   Reorganize Disrupted Unit (2 command actions) (unit may be given order of choice)
Recall Skirmishers (1 command action)
Stand the Charge (all available command actions)

OK, I'll start here.  Pretty solid so far.  An important omission for the Movement and Command phase above is the use of your faction ability or abilities.  Most of them are a check box on the card but a few of them like Undead Reanimation or Orc Lash don't have a check box, you just perform the action if you've paid the command action for it.

Keep in mind that there are some unit abilities like Troll and Hydra regeneration that occur in the M&C phase.  And some command cards are played during the M&C phase as well.  These instances are printed on the cards so it's pretty clear.

The last one should be "sound the charge" but close enough  :)
"Chase the Sun around the World I want to look at life
In the available light"
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Professor X

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #3 on: January 29, 2016, 11:43:06 AM »
Thank you - I certainly want to add / fix those.
Most appreciated
« Last Edit: January 29, 2016, 12:03:27 PM by Professor X »

Zelc

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #4 on: January 29, 2016, 02:07:47 PM »
I'd be happy to run you through a game on VASSAL, if you like :)

P.S. The rulebook is not great for teaching the game, and I really wish there was a quickstart guide.
« Last Edit: January 29, 2016, 02:17:05 PM by Zelc »

Professor X

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #5 on: January 29, 2016, 04:37:36 PM »
Thank you for the VASSAL invitation!  That's quite kind.  I feel as though I've imposed enough already.
I'm a bit of a gamer, so I'm not TOO worried.  I just wanted to clarify all these moving parts.

Zelc

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #6 on: January 29, 2016, 04:49:25 PM »
No, seriously, I'd love to demo the game for you. I'd also need help testing VASSAL out, so there's a win-win here if you're willing to tolerate some missing polish :). I'm free now, so send me a PM if you're up for this.

Zelc

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #7 on: January 30, 2016, 12:15:26 AM »
•   Routed unit STOPS moving if it moves into contact with a friendly unit during rout movement
o   If, before moving, routed was already in contact with friendly unit, and its rout movement would take it through that unit’s space, pick the routed unit up and move it to the opposite side of the friendly unit
I just reread the rules and I don't think 1.4.7.7.2 is very clear, thanks to part of the rule being in a different spot (1.4.7.4):
Quote
1.4.7.4 The Tiny Gap Rule
For the purposes of forced movement, it is assumed that friendly units don’t march tight-packed like sardines. If one of your units routs, for example, and its path of retreat is blocked by a friendly unit, it is assumed that there was a tiny gap between the two units, enough to allow the routing unit to withdraw (and perhaps rally) rather than be automatically removed. This rule applies only between friendly units, so a unit can still become trapped by enemy units or impassable terrain.
I'm also pretty sure #2 does not apply on the initial rout move.

So here's how I think it works in practice:
1. It's the Hawkshold (blue) player's turn, and the Orc Swordsmen rout. They survive the free attacks. Even though they were previously backed up by the Goblin Raiders and it looks like there's no room for the Orc Swordsmen to move away, it has withdrawn from combat and it survives.


2. On the Orc (orange) player's turn, if he does not rally the Orc Swordsmen, they will move to the other side of the Goblin Raiders.
« Last Edit: January 30, 2016, 12:17:18 AM by Zelc »

Kevin

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Re: Annotated Turn Sequence with Rules Clarifications
« Reply #8 on: January 30, 2016, 09:52:39 AM »
That's basically right, except that in the upper drawing you'd need other units (or movement-slowing terrain) left & right to prevent the routing Orcs from going to the totally open areas.
However beautiful the strategy, you should occasionally look at the results. - Winston Churchill