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zooooma
05-21-2003, 07:50 AM
Just got Battle Cry, I like it!
Leadership - The card says that the unit is ordered to move and attack with the General. Does this mean that the unit can move three spaces (with the General)? Can Artillery move and attack with this card? Can the artillery move three spaces with the general and then attack?
Hit And Run - If I have more than one cavalry unit, do they all move, then all attack, then all move again? The order is unclear.
Bombard - The oreder is unclear in this one two. suppose I have three artillery, a, b, and c. a wants to shoot, b & c want to move. what is the correct order? each b & c move once, then each moves again, then a shoots twice? Please explain the ordering rules.
Thanks.
-Luke
VonEpp
05-21-2003, 08:57 AM
Luke
Reference to your question on "Leadership Cards":
This card allows the player to move any unit(s) on the battlefield that is attached with a general.
The attached general must be in the same hex with the unit for the "Leadership Card" to activate that particular unit.
You may activate as many units you have attached genrals.
Leaders never increase a units movement and/or combat range. They only add combat die to your roll.
Reference to the Artillery Unit: You would be permitted to move 1 hex or fire, but not both if a general was attached to this unit. Remember, generals do not add their combat modifier to artillery attacks.
Reference to the "Hit and Run" battle card: You may move all of your cavalry units on the battle field. You would move one, battle, then move again with same piece. Then move second, battle and move again and so on until you have moved all of the cavalry units you wanted to move.
Reference to the "Bombardment" card:
Consider the same as your cavalry units above. You can take the first artillery unit and move twice, or move and fire or fire and move or fire and fire. Once that particular unit has performed the two actions, then move to the second artillery unit and so on.
I hope this helped...
Doug
smile.gif
[ May 21, 2003, 12:00 PM: Message edited by: Doug ]
zooooma
05-21-2003, 02:01 PM
Hi Doug. Thank you for the reply, however I'm afraid that it didn't help much.
By the wording on the Leadership card, it is the general, not the unit which receives orders. The unit is ordered to "move and battle with the general".
Now, normally a general only attacks if he is in the same hex as a unit which has itself been ordered that turn. With the Leadership card, it is only the (attached) general who is ordered, and it's the unit which moves and battles with the general. You may be correct in your interpretation, but the card is poorly worded and will be debatable until such time as an official ruling is issued.
Your comments on Hit And Run (and Bombardment) are contrary to the normal rule wherein all movement must be completed before any combat. Of course, Hit And Run necessatates an exception to that rule, But it is not clear that one unit may attack before the others have made their first move. It is simply unclear. Also, you seem to be missing the rule that an artillery can never move and attack on the same order - this is explicit even on the Bombardment card.
Again, I do appretiate your willingness to (promptly) assist me with any questions I have. However, I beleive I have stumbled across a couple genuine abiguities and incomplete rules. Only an official word can resolve this, unless there is something explicit in the rules or on the cards which I have missed.
I wait patiently...
-Luke
Y2UAsk
05-22-2003, 12:28 PM
Leadership -- some of this is addressed in the FAQ. Specifically,
Leadership -- Does this card allow a general to move and attach to a unit, or does it only apply to generals that are already attached when the card is played?
The wording on this card is unclear. Here’s how it works. Every general receives an order, whether he is attached or not. If the general was not attached, he can move to a unit and become attached. If the general was already attached, the unit can move with the general. In either case, attached infantry and cavalry units can battle and use two extra dice (one for the general and one for the Leadership card). Attached artillery can use one extra die (for the Leadership card).
Leadership -- Does this card override the normal restriction against attaching a general to an artillery unit?
There is no restriction against attaching a general to an artillery unit. Players are free to attach generals to artillery units if they choose. The restriction is only that an attached general does not increase the artillery unit’s battle dice. The Leadership card doesn't really lift this restriction, but it does allow the artillery unit to attack with one bonus battle die if it has a general attached. The extra die is for the card, not the general, but the general must be there in order to claim the card's bonus. On Hit and Run and Bombardment -- In most cases I don't think the sequencing is going to matter much. However, even though these are "special order" cards, they work much like regular order cards; the only differences are that they issue orders to a specific type of unit regardless of location, and they give a bonus. There's nothing on the cards or in the rules to indicate that they completely negate the normal sequence of play. Our interpretation has always been that Hit and Run, for example, lets you move all your cavalry units, then attack with all your cavalry units, and then move all of them again. HOWEVER, in most cases, one unit's actions can't possibly have any effect on another's (because they're too far apart on the board), so we just go ahead and do the first unit's move, battle, and second move all at once, and then move on to the next unit, for the sake of simplicity. If two or more cavalry units wanted to gang up against a single enemy or try to effect a breakthrough, then the sequence would be important.
With bombardment, all movement should be completed before any battles, as usual.
These are just my interprations, not official rulings. I'll see if we can get something official and incorporate it into the FAQ.
Steve
zooooma
05-22-2003, 01:33 PM
Thank you Steve. I'm not sure, but you may have missed the nature of my question regarding the Leadership card. from the FAQ:
"If the general was already attached, the unit can move with the general."
It sounds like the unit can move with the general,the full three spaces that the general moves. If this is the rule, that is fine, but it is unclear to me.
As for Bombardment, It came up that I wanted to move two artillery units - one into hex a then hex b, the other into hex a , then hex c. This is only legal if I may move one Artillery twice, then the other artillery twice. It has already been made clear that the artillery move twice, they do not move two spaces once (so they may move into a woods, and then out, for instance). So it is not clear to me whether what I wanted to do was legal.
Thanks very much for all your help.
-Luke
Y2UAsk
05-29-2003, 02:07 PM
A unit with an attached general is limited by its usual movement allowance, even when it's activated with a Leadership card. Infantry can't move three hexes just because the general says so.
Interesting twist on the movement sequence with a Bombardment card. I'd say that the first unit finishes both of its moves before the next one begins because that's most in keeping with the spirit and letter of the standard move sequence.
Steve
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