I
thought I would let you see the tips for players that I produced for the players
before The Great Game in Glasgow. Here
is the first of the four of them. The others will
follow over the coming days.
Introduction
It
may be glorious to get all of your units heavily involved in the action but
that may well not allow you to get to day 2 of the Great Game with some of your
units intact. We want as many players as
possible to get to Day 2. This is not
tactical advice on formations/reserves etc. - its all about what you can use in
the rules.
It
is important to know how you can withdraw your units and how to recover their
strength. Firstly understand when to
retire your units which have heavy casualties especially once they get to a
Shaken state i.e. Casualties equal to their stamina, as any further casualties from
shooting will make them take a Break test and they are vulnerable in hand to
hand combat. Secondly understand how to
recover casualties from units and make full use of it
Note
that units in Hand to Hand combat cannot be Ordered including Rallying Pg 67.
How to disengage
Retire
under Initiative
A
unit which is unengaged can use an initiative move to retire facing the enemy
Pg 36. They can interpenetrate friendly
units with no penalty Pg 37. You can
also attempt to order them to make multiple moves away from the action but that
is not guaranteed.
Disorderly
Retreat
An
unengaged disordered unit within proximity range of the enemy can use an
initiative order to make a Disorderly Retreat Pg 51. This allows them to retire facing the enemy
but they do not recover disorder at the end of their turn – their disorder
lasts to the end of their following turn.
Best to represent this with a 2nd disorder marker and simply
remove 1 at the end of their turn. This is new in version 2.
Fall
Back
A
unit which in hand to hand combat makes all of its engaged opponents Break or
Retire can make a move to its rear even if disordered.
How to Rally
Infantry
battalion and cavalry regiment commanders plus Brigadiers & Divisional
Generals can issue a Rally Order to one of their units each turn if it is within
12” of the command figure. “Rally round
me lads!” Pg 34.
If
successful the commander moves to the unit, joins them and removes a casualty
from them. It is the last command that
the commander issues in the Order phase.
A unit with one casualty cannot
be given a Rally order so the final casualty can never be removed.
The
command figure remains with the rallied unit until the end of their opponents
turn. This does make the commander risk
being a casualty if the unit suffers excess casualties pg 74 or being lost if the unit breaks as the result
of a break test pg 74.
The other way to lose
Units
Also
remember that units which Retire from Hand to Combat have to make a full Retire
move and if they end up on top of a friendly unit at the end of their move they
get to make a 2nd Retire move.
If this 2nd move also ends up with them on top of another friendly unit
they Break and are Destroyed. So be
aware of the available space behind your units.
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