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Napoleonic Wars OnLine
Gathered In Their Masses
Rule Book
Last modified July 23, 2008
This document provides the rules of Gathered In Their
Masses
(GITM),
the land combat module of the Napoleonic Wars OnLine (NWOL). A player
who
has read and understood these rules should be able to command units in
GITM.
New players should start with the rules
summary before going through this document. More details of the
rules
aree available for those seeking more information about the mechanics
of GITM by clicking on the "More Details" links in this page.
The basic rules are divided into twelve sections:
1. Strategic
Map
1.1. GITM takes place on a
strategic map
of Europe,
120 columns wide by 80 rows high. Each square on the strategic map is
approximately
15 miles square. Each column is referred to by a letter and number; the
westmost column is A0, the next is A1, and the eastmost is L9. Each row
is also referred to by letter and number; the northmost row is S0, the
next is S1, and the southmost is Z9. A given square is referred to by
its
column and row, separated by a dash. Thus, G7-V8 is Venice.
1.2. Each strategic square has a
particular
terrain.
There are seven possible types of terrain; open, water, hill, forest,
mountain,
high mountain, and swamp. Some strategic squares also contain cities.
Squares
with water, high mountain, and swamp are impassible.
1.3. Each strategic square belongs to
one of
the
eleven NWOL nations: France, Great Britain, Prussia, Austria, Russia,
Spain,
Portugal, Holland, Naples, the German states, or the Italian states.
Each
city is controlled by one state. Clicking on the city icon will display
its name, the state that controls it, and the amount of supplies
available
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Sample strategic map: northeastern Italy
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1.4. Strategic squares which contain one or
more
units are marked with flags. Blue flags represent active troops of the
player's side and
active troops of actively-allied sides,
red flags represent active hostile troops, and gray flags represent
active neutral troops.
A square may be marked with more than one flag if it contains troops of
more than one of these categories, and a black flag indicates all three
types are present. Clicking on a flag will reveal the
state
or states of the troops present in the square, and their approximate
number
and branch of service (infantry, cavalry, artillery, headquarters). The
reported number of neutral or enemy troops may be somewhat higher or
lower
than the true number of units there. The reported number of same-side
and actively allied
units
will be accurate. During a campaign, a strategic square cannot contain
more than 200
active brigades and two inactive brigades (in cities the limit is three
inactive brigades). In
peace or truce, a strategic square cannot contain more than three
brigades if it contains a city and cannot contain more than two if it
does not. Militia units in their home city and units in forts do not
count
against the limits on inactive units (note: the latter is not yet
coded). If a square contains only inactive units, it will
be
marked with a blue, red, or grey tent icon depending on whether they
are actively allied, hostile, or neutral. If a square contains only
shattered
units, it will be marked with a boxed S of the appropriate color.
Click
here for map legend
2.
Tactical Maps
2.1. Each strategic square on the
GITM
strategic
map has an associated tactical map, 15 columns wide by 15 columns high.
Each square on each tactical map is approximately one mile square. Each
column and row is referred to by a number. Column 0 is the westmost
column
and column 14 is the eastmost column; row 0 is the northmost row and
row
14 is the southmost row. Each square on a tactical map is referred to
by
column and row, separated by a dash. For example, 14-1 is the tactical
square directly below the upper right-hand corner of a tactical
map.
2.2. Each tactical square has a
particular
terrain.
There are ten possible types of terrain; open, hills, high hills,
river,
ford, mountain, pass, water, forest, and town. Tactical squares with
river,
mountain, and water terrain are impassible.
2.3 Rivers and mountain ranges join
continously
across the edges of adjacent tactical maps. For example, if tactical
square
0-5 is a river square in a given strategic square, then tactical square
14-5 will also be a river square in the strategic square west of the
given
one.
2.4. Each tactical square has a
defensive
terrain
rating from 0 to 4 indicating the general suitability of that square
for
defense. A rating of 0 indicates poor defensive terrain; a rating of 4
indicates excellent defensive terrain.
2.5. Tactical squares which contain one
or
more
units are marked with flags in the same way as strategic squares are.
Clicking
on a flag on a tactical map will reveal the identity of the units
present
in the tactical square. A tactical square cannot contain more than 24
brigades, and cannot contain more than 12 units allied to one another.
2.6.
City tactical squares may have forts. Forts are rated for strength (1
to 5, 5 being strongest) and capacity (measured the same way as
transport capacity: 1 per man for infantry and HQs, 3 per man for
cavalry, 2 per man for artillery, brigades with attached batteries
count 100 men as artillerists). Clicking on a city will show the
strength and size of its fort,
and units in forts have an F appended to their unit IDs.
2.7.
A city can be besieged (with or without a fort). If the city is
besieged, there will be a note at the bottom of the tactical map noting
that it is, and the movement of units and supplies into and out of the
city tac square will be limited.
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Sample tactical map showing river with
ford, hills, forest, town, and four brigades
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3. Units
3.1. The basic unit of GITM is the brigade.
Brigades
come in ten types; infantry, light infantry, heavy cavalry, medium
cavalry,
light cavalry, heavy artillery, medium artillery, light artillery,
siege artillery, and
militia. Each brigade has a nationality and a number within that
nationality,
and its unit ID is composed of its nationality, number, and type. Thus,
FR3LI is the French 3rd Light Infantry Brigade. There are also two
types
of headquarters units, army headquarters and corps headquarters. Each
brigade
is composed a number of men and a number of attached artillery
batteries
(possibly zero).
3.2. Each brigade is rated for
quality,
experience,
morale, and fatigue. Quality represents the innate abilities of the
officers
and men of the brigade. Experience represents their exposure to combat
over the course of previous campaigns. Morale represents their elan and
willingness to fight. Fatigue represents their endurance and ability to
execute orders. Most actions a brigade can take increase its fatigue [More
Details]. At the end of each turn, cavalry, light artillery, and
headquarters
units regain 4 points of fatigue; other units regain 3.
3.3. Each brigade is located in a
particular
strategic
square and a particular tactical square within that strategic
square.
3.4. Each brigade has an commander and
a
deputy
commander, both of whom receive reports from the unit and |
FR1IN
| Commander: Louis Davout |
Deputy: Andre Massena |
| Location: G8-V5 strategic, 0-2
tactical |
| Strength: 3000 |
Batteries: 0 |
| Quality: Very Good |
Experience: 8 |
Morale: 6 |
Fatigue: 0 |
| Supplies: 0 |
Ammunition: 1 |
| Supply: FR1CQ |
Communications: FR1CQ |
Sample unit status report
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can send orders for it. Commanders and deputy commanders are assigned
by
the Minister of War of the brigade's state, or by the commander of any
army headquarters unit of that state. Note that commanders of army
headquarters
cannot assign commanders to units of different state than the state of
the
army headquarters unit. Each player has a password that identifies him
or her as the commander or deputy commander of his or her brigades.
3.5. A state can merge of its units into
another
if they are of the same type (IN, MC, etc). If the combined unit
exceeds the maximum size allowed for that type (4000 for infantry,
2000 for cavalry, 400 for artillery, 3000 for militia, no more than 1
battery
or 4 batteries for artillery) then the excess manpower returns to the
manpower pool at the end of the following season, and if the units are
on foreign soil, 40% of the manpower is lost and casualty VPs apply.
HQs and militia units may
not be combined. The units must be in the same strategic
square, and if there is an enemy unit present in the strategic
square, then they must be in the same tactical square. If BR1IN
is merged into BR2IN, then the combined unit will be BR2IN,
its commander and location will be those of BR2IN, its strength
and batteries will be the sum of the strength and batteries of
the two merging units, its quality, experience, morale, fatigue,
and ammunition will be the average of the two merging units
weighted by their strengths, and the new unit will be carrying
a supply only if both units were before the merger. Merger
will happen during the supply phase (before movement and combat).
3.6.
Units gain experience by fighting in battles, 1 to 5 points in each
tactical phase of combat depending on the odds of the battle, receiving
more points in battles with even odds. They also gain experience by
marching, 1 point per turn, until they reach 8 experience,
at which point further marching does not increase their experience. At
the end of each campaign, units lose a fraction of their experience,
reflecting turnover of men within the unit and the effects of
inactivity if they have not been gaining experience by fighting and
marching.
3.7.
Units gain morale by being in winning battles or by being close to
them. They lose morale by being in losing battles or by being close to
them. Larger battles produce greater increases and decreases in morale.
Units that capture cities, or are near them, gain morale, and units
near cities that are captured lose morale. Morale starts at 50 for each
unit and moves up or down. Each turn morale tends to return towards 50
if the unit has not gained or lost morale from battle or city
capture. [More Details]
4.
Detection
4.1. During a campaign, on the strategic map,
active
units can detect same-side and actively allied units up to 3 squares
away, except army
headquarters units which can detect same-side and actively allied units
up to 5
squares
away. Units can detect all other units up to 1 square away, except
light
cavalry
brigades which can detect other units up to 2 squares away. Inactive
units do not detect other units at all.
During peace or truce turns, active units detect
same-side and actively allied units up to 5 squares away except for
army headquarters units
which detect same-side and actively allied units up to 10 squares away,
and detect other units up to 3 squares away. Position reports will
display all squares within 5 squares of an active unit. Number of enemy
and allied units will be reported only approximately. Units reported
as "brigades" normally have 2-3 units, "division" have 3-5,
"divisions" have 6-8, and "corps" has more than 8. If more than one
corps is reported, the number of units is approximately 12 times the
number of corps reported. Reports will also have the letters I,C,A,H to
indicated infantry, cavalry, artillery, and headquarters units, and
these letters are also only approximately correct. Militia will be
reported as infantry in this instance.
4.2. On the tactical map,
units can detect all
same-side units, all actively allied units, and the nearest enemy unit
(or units if two or more are equally
close)
in each of the eight directions (north, northeast, east, southeast,
south,
southwest, west, northwest). Headquarters units (army and corps) do not
sight units nor block sight by enemy units (this prevents them from
taking
advantage of their immunity from combat to do screening or
reconnaissance
- see rule 9.2 below).
4.3.
Units in the strategic square of port cities (whether in the city
tactical
square or not) will receive reports of the ships in the port (both
harbor and coastal waters).
Ships located in the port will automatically report the identities of
GITM units in
that
port's tactical square, and have a chance to report the identities of
GITM units in the port's strategic square but not in its tactical
square.Garrisons of off-GITM-map ports will report
the
presence of ships and frigates in those ports to the Naval Minister
with
a one-turn delay.
4.4. During a campaign,
when units move
tactically,
their movement
is reported to all same-side and actively allied units in the same
strategic square. If the
start and end points of their movement are visible to any other unit
in the strategic square, the movement is reported to all other units
in the square as well. If only the end point is visible, then only
the end point is reported; if only the start point is visible, then
only the start point is reported. If neither the start point nor
the end point of the movement is visible to a non-actively allied unit,
then
the movement is not reported to non-actively allied units. A movement
through
a waypoint is treated as two separate movements for the purposes
of this rule.
4.5. During a campaign, if
a unit moves
strategically, its
departure is reported to all same-side and actively allied units in the
square it is
departing from, and if the unit is visible to any non-actively allied
unit, then the departure is reported to all non-actively allied units
in the square. Its arrival is reported to all actively allied units
in the square it is arriving in, and if its arrival point is
visible to any non-actively allied unit, then its arrival is reported
to all non-actively allied units.
4.6. On the strategic map,
each player can see
only
what is visible to the units assigned to his personal command. On the
tactical
map, each player can see what is visible to any same-side or actively
allied unit on the
same
tactical map.
4.7. Each side's War
Minister will receive two
types
of additional information about enemy dispositions. First, he will
receive
occasional reports of the location of headquarters units; second,
he will receive reports of the location of non-actively allied troops
on his nation's
territory and not within sight of that nation's troops. The locations
of
these reports will be one turn out of date and may contain errors,
sometimes
large ones.
5. Turn
Sequence
5.1. GITM is played in turns. One campaign consists
of 15
campaign turns,
unless all hostilities end earlier. Peace and truce seasons consist of
a single turn.
5.2. Campaign turns are divided into a supply
phase,
tactical
phases, and strategic phases. Combat occurs during tactical phases,
after
tactical movement is completed. Tactical movement happens first and
strategic
movement happens subsequently, with three exceptions. First, at the
start of the turn, units in squares where battles were fought the
previous turn can make a strategic move to withdraw from the battle.
Second, in the middle
of tactical movement, there is one phase of strategic movement, to
permit
brigades to join a battle in progress if they are in an adjacent
strategic
square. Third, after strategic movement there is a final phase of
tactical
movement, to permit arriving units to deploy on the tactical map. Each
turn has five tactical and six strategic phases. Thus, a GITM turn
begins
with a supply phase, followed by strategic withdrawal, followed by two
phases of tactical movement, then
one phase of strategic movement, then two more phases of tactical
movement,
then five more phases of strategic movement, ending with a final
tactical
phase in which combat does not occur. The following diagram shows the
exact
sequence of a campaign turn.

In peace and truce turns, there is no supply phase, and there
is no
division into tactical and strategic phases; instead all movement
happens simultaneously.
5.3.
At the
end of each turn, every player will
receive
two reports. The first one contains a list of all events that happened
during the turn that were observed by the player's units. The second
one
contains maps and unit status reports showing the positions of the
player's
units at the start of the following turn.
6. Orders
6.1. Units send orders for each brigade, for each
turn,
at
the GITM Order Desk. Orders may be sent by the commander of the unit or
the deputy commander of the unit. No other player may send orders for
the
unit unless it is reassigned. If multiple orders are sent for a unit,
the
last one sent by the commander is accepted; if the commander did not
send
orders, then the last order sent by the deputy commander is accepted.
The orders sent govern the actions
of the brigade during the turn. During campaign turns, players submit
orders using the campaign order submission form, which is divided
into
six sections.
6.2. In the first section, players type the
ID
of the unit which they wish to send orders, and their password to
identify
themselves as commander or deputy commander.
6.3. In the second section, players send
orders
for strategic movement. Players can specify a path for movement, and
can
also indicate that the unit should pursue enemy units moving
strategically,
or should move to the nearest adjacent battle square. They may also
specify
an entry square, and indicate whether they wish the unit to halt its
movement
if it encounters an enemy unit during strategic movement, in the case
that
it moves into an enemy-held square (halt on detection) or an enemy
moves
into its square (halt on enemy entry).
6.4. I n the third section, players specify
tactical
movement. They can specify a destination square and an intermediate
waypoint
(they do not need to specify the entire movement path), and the
tactical
phase for movement to take place. They can specify that a unit should
not enter a fort if it enters a city with a fort (units will enter the
fort unless ordered not to). They can also indicate that the unit
should engage an enemy combat unit in its strategic square, and the
tactical
phases in which it should do so. They also specify the line in the
battle formation
in which the unit should attempt to place itself (first line, second
line,
or rear) if it finds itself in combat.
6.5. In the fourth section, players specify
the
unit's reaction to the movement of other enemy units. Units can give
support
to battles in nearby squares if combat takes place, or can move to
intercept
enemy units moving nearby. In both cases, units can specify the area in
which they wish to react, by specifying its center tactical square and
its radius, and the tactical phases in which they wish to react.
6.6. In the fifth section, players indicate
the
offensive and defensive postures they wish their units to take, in a
range
between seeking combat and avoiding it.
6.7. In the sixth section, players indicate
the
amount of supplies they wish their units to carry, and the source from
which they wish to draw supply, if they desire. A unit need not specify
a supply source; if it does not, the closest available source will be
used. It is only necessary to specify a source if there are two or more
available
sources and it matters to the commander which source is used. If a unit
does not wish to draw supply at all, it can enter "None" and it will
not draw supply.
6.8. In general, players may submit orders in
all
sections in any combinations they desire.
6.9. If a unit fails to send orders, default
orders
will be carried out for the unit. The unit will not move, will use
skirmish
formations on attack and defense, will seek the front line in combat,
will
support a same-side or actively allied brigade in combat within 2
tactical squares of its
start-of-turn
position, and will draw one unit of supply.
6.10.
During peace or truce turns, players send orders using the peace/truce
order submission form, which has only one section, in which players
specify the unit ID, their password, and the strategic and tactical
locations to which they wish to move the unit.
6.11. On all turns, if a unit is reassigned
during
a turn, or
its commander or deputy changes passwords during a turn, then orders
for
the unit submitted before the reassignment or password change was
submitted
are evaluated using the old assignment and passwords, and orders for
the unit submitted afer the reassignment or password change was
submitted
are evaluated using the new assignment and passwords. [More
Details]
7.
Strategic
Movement
Rules
7.1 through 7.15 apply to campaign turns: rule 7.16 applies to peace
and truce turns.
7.1. Units can move one square on the strategic map in
each
phase of strategic movement. Infantry units, heavy and medium artillery
units, and corps headquarters have a normal movement allowance of three
squares per turn; light artillery units, cavalry units, and army
headquarters
units have a normal allowance of four squares per turn. Siege artillery
have a normal movement allowance of two squares per turn. Militia have
a
normal movement allowance of two squares per turn; they may not move to
a strategic square outside their home nation. German militia may mvoe
anywhere in Germany, and Italian militia may move anywhere in Italy.
Units pay one point of fatigue for every strategic square moved, or
two if moving into a mountain terrain. Units with fatigue in excess
of 18 may not move strategically.
7.2. A unit's normal movement allowance is
decreased
by one square if it is carrying supplies, as it is compelled to remain
with its wagon train, and is decreased by one square if it is not in
communications (see rule 10, Communications
and Supply, below).
7.3. A unit can move one strategic square beyond
its
normal allowance as a forced march, but pays three fatigue points (four
points, if cavalry or light artillery), rather than one, for the
additional square of movement. Militia may not force march.
7.4. Units specify the path they wish to take in
strategic
movement in the strategic movement section of the orders page, one
square
per box. Diagonal movement is permitted, except that diagonal movement
between E0-T3 and D9-T4 is blocked by the water squares at E0-T4 and
D9-T3 (movement between F7-V0 and F8-U9 is permitted, however).
For example, a unit moving four
squares (in four strategic phases) could move G4-V6 G5-V6 G6-V7 G7-V8.
If a unit is ordered to move to a strategic square not adjacent to the
one it is in, it will halt its movement at that point. Example: a unit
ordered to move G4-V6 G5-V6 G7-V8 will halt in G5-V6 because G7-V8 is
not adjacent to G5-V6.
7.5. A unit in a strategic square where a
battle
was fought on the previous
turn may make a strategic withdrawal during the strategic withdrawal
phase. Units making strategic withdrawal cannot move to a strategic
square containing active hostile combat units at the start of the
turn. A unit that makes a strategic withdrawal does not move in
strategic
phase 1, having made its first move in the strategic withdrawal phase,
but
continues moving normally in strategic phase 2 and later. It pays two
fatigue points rather than one for making a strategic withdrawal move,
and will lose some stragglers; 10% to 20% if an enemy unit is in an
adjacent tactical square, 0% to 5% if not. Units can skip a phase of
strategic movement
by leaving a blank box in the strategic movement sequence; it can still
movent its full movement allowance as long as it fills in at least
three (four for LC/MC/LA) of the boxes.This
permits units can choose in which of the six phases of strategic
movement
they wish to make their three or four moves, as long as they make only
one in any given phase.
7.6. Units move in random order in each
strategic
phase, and the order is different in each phase of the turn.
7.7. A unit cannot make a strategic
movement
unless it
has a path to the edge of its current tactical map which is free of
enemy
units (see illustration). Neutral units block movement in this way only
when in their home nation. [More
Details] Units cannot march strategically if to do
so, they must pass diagonally between two non-actively allied units
adjacent to them on their present tactical map. Units in besieged
cities may not move strategically. If a unit's move is blocked in one
strategic phase, it will attempt to make the move again in the next
strategic phase, and will continue the rest of its movement orders,
each one phase later than ordered (including any phases skipped).
7.8. If a unit is in the presence of enemy
combat
units
(that is, non-HQ units) at its turn to move, then
it cannot make a strategic movement that requires it to cross a river
or mountain range. It must first cross to the proper side of the
river/range
in tactical movement. Neutral combat units block movement in this way
only
when in their home nation. [More
Details]
7.9. If a unit selects the "halt on
detection"
option
in strategic movement, it will halt strategic movement when it moves
into
an enemy-occupied square. If it does not, then it will attempt to
continue
its strategic movement (the enemy unit may block its further strategic
movement under rule 7.7).
7.10. If a unit selects the "halt on enemy
entry"
option
in strategic movement, it will halt strategic movement upon detecting
an
enemy unit entering its strategic square. If it does not, then it will
attempt to continue its strategic movement (again, the enemy unit may
block
its further strategic movement under rule 7.7).
7.11. A unit can select the "pursuit" option
in
strategic
movement. If it does so, then if an enemy unit leaves its strategic
square,
it will attempt to follow that enemy unit. It may fail due to rule 7.7.
If a unit has both a strategic movement path and the pursuit option
selected,
it will follow the strategic path and attempt pursuit until it
makes
a successful pursuit, at which time its strategic path will be
cancelled
and it will exclusively pursue for the rest of the turn. A unit in
pursuit
mode will make a forced march to pursue if it can do so.
7.12. A unit can select the "march to battle"
option
in strategic movement. If it does so, and does not have a specified
strategic
move to make, then it will find the largest battle (strategic square
with
at least one same-side or actively allied unit and at least one hostile
unit present) in or adjacent to its
own
strategic square. If the largest battle is in its own square, it will
not
move. Otherwise it will move to the square with the largest battle,
force
marching to do so if necessary. If there are no battles in the same or
adjacent square the unit will not move. A unit with a specified
strategic
path will not march to battle until it completes its specified
path. |
For a unit at U to move
strategically,
the
appropriate colored squares (red for
north,
gray for northwest, etc.) must be clear
of
enemy units to the edge of the tactical
map
|
7.13. When units move strategically, they are
placed
on the tactical map in their new strategic square along the first four
rows or columns of the edge of the map in the direction from which they
entered. For example, a unit that moved north will be placed on the
south edge of its new tactical map (ie, in rows 11 to 14), or a unit
that moved east will be
placed on the west edge (in columns 0 to 3). A unit that moved
northeast can
enter in the west half of the south edge, or the south half of the west
edge, and similarly for the other diagonal movement directions. A unit
can specify an entry tactical square for its strategic movement. If it
does not, the coordinates of the tactical square in which it begins the
turn will be used. The unit will enter
the tactical map as close to the entry square as possible. For example,
if the unit specifies the entry square 5-4, then the unit will enter at
5-3 if moving south, at 3-4 if moving east, at 11-4 if moving west, at
5-3 if moving southeast (closer to 5-2 than the alternative choice of
3-4),
and so forth. A unit cannot enter the map in a tactical square
containing
an enemy unit, nor one with an enemy unit between it and the map edge.
The entry square will be adjusted as necessary to prevent this. [More Details]
If a unit is moving from one strategic square with mountain
or river terrain to another, then if enemy units, or neutral units on
home soil, are present in its starting strategic
square, then it must enter on the same side of the
river/range that it was on at the start of its strategic movement. If a
unit in such a situation tries to move strategically along a river or
mountain range and attempts to enter on the opposite bank/side than it
starts on, then its entry square
will be adjusted to keep it on the correct bank/side. [More
Details]
7.14. If a unit attempts to move diagonally,
so
that it passes between two squares adjacent to its current square, then
its movement may be blocked by an active (not inactive or shattered)
enemy unit in one of the adjacent
squares
the moving unit is passing between. The unit will be charged one step
of
strategic movement and be assessed fatigue points. However, in the next
strategic phase it will attempt to continue its movement to its
original
destination square, and in subsequent strategic movement phases will
attempt
to remain on its planned movement path. [More
Details]
Neutral units block movement in this way only when in their home nation.
7.15. Movement into the squares of the
Ottoman
Empire is forbidden.
7.16. During peace and truce turns,
non-militia
units, whether they are active or inactive, may move to any strategic
square in their home state or in an allied state. [At the moment they
may not even move to a city they control in another state. Exceptions
can be made by the GA on a case by case basis.] Non-militia units that
are not in their home state or an allied state may remain where they
are. Squares in Germany
and Italy belong to the state that controls the nearest city. [More Details] They are not limited by
distance or by movement paths;
they need only specify the strategic square in which they wish to be
placed, and the tactical square. (Note: a distance limit may be added.)
If the tactical square is left blank, the current tactical square will
be kept if it is passable terrain in the new strategic square. If the
strategic square is left blank, the unit will move to a new tactical
square in its current strategic square. Movement into the Ottoman
Empire remains forbidden since the Ottoman Empire can never be allied
to a unit's native state. Militia units can only move to their home
cities in peace or truce turns. Militia not in their home city will
be moved to their home city automatically during peace or truce turns.
7.17.
Units (except militia) may board transports and move with the
transports according to the PATE rules for moving ships, then land at
another part of the map or at off-map ports. See PATE
rules section 9 for details. [More
Details]
8.
Tactical
Movement
Rules 8.1 through 8.11 apply to campaign turns; rule 8.12
applies
to peace and truce turns.
8.1. Units can move on the tactical map in each phase of
tactical movement. Light and medium cavalry and light artillery ("fast
units") and army headquarters units can move up to six tactical squares
in each tactical phase. Other units, including corps headquarters
units,
can move up to four tactical squares in each phase. If there are
hostile units in their strategic square, units pay one
fatigue point for each phase in which they move tactically; otherwise
tactical movement does not incur fatigue. Units with fatigue in excess
of 8 may not move tactically if enemy units are present in their
strategic
square.
8.2. Units moving tactically specify the tactical
square
to which they wish to move and, optionally, an intermediate waypoint to
move through en route. If no waypoint is specified, then units move in
a straight line to the destination square; if a waypoint is specified,
units move in a straight line to the waypoint, then in a straight line
to the destination from the waypoint. They can also specify the
tactical
phase in which they wish the movement to begin. Movement will commence
in the specified phase (in the first phase if no starting phase is
specified). If the unit can reach its destination in one phase, it
will complete the move; if not the unit will move as far as it can
along the straight-line path to the destination, and will continue
moving in later tactical phases until the movement is completed
or the turn ends.
Units can also specify not to enter a fort if they move into a
fortified city tac square. Units currently in forts wishing to exit, or
currently in tactical squares with forts wishing to enter the fort, can
do so by sending an order to move to their current tactical square (the
fort's tactical square) and checking or not checking the "Do not enter
fort" order, as appropriate. Units moving in and out of forts, but not
moving to a different tactical square, will move before any unit which
is moving to a different tactical square.
8.3. If a unit encounters an enemy unit during its
move,
either at the destination or prior to the destination, then its
movement
is halted, as is the movement of the enemy unit or units it
encountered,
and a combat begins. [More Details]
When units of more than one state are in the destination square, each
state fights on one side in the battle according to whether it is
allied to, or hostile to, the unit which initiated the battle. [More Details] A unit which is in evade
offensive mode and cannot attack an enemy
unit this way, or a unit which cannot enter combat for other reasons,
will instead halt one square short of the enemy unit. If a unit's
movement calls for it to encounter a neutral unit, then it will
not move at all.
8.4. Units inside a
besieged city may not move
out of
the city tac square unless they move only 1 tactical square and they
move to attack a besieging unit. Units outside a besieged city that are
not hostile to the side controlling the city may not enter the city tac
square. Units that are hostile to the controlling side may enter the
tac square of the city and a combat will result.
8.5. If a unit is in the same strategic
square as
an
enemy unit, then if its path to its destination or waypoint square in
tactical movement crosses through impassible terrain, or crosses a
cliff (a
border between a high hill tactical square and a non-hill tactical
square)
then the unit's path is blocked and it does not move at all. This rule
applies when the moving unit is in the same strategic square as a
neutral only if the neutral unit is in its home nation or a nation
with which it is actively allied.
This limitation is not applied if there is no enemy or neutral unit
present in the square. [More Details] If
a unit moves in more than one tactical phase, and an enemy or neutral
unit enters the square between tactical phases (either between tac
phases 2 and 3, or between phases tac 4 and 5) then the limitation
will apply in the tac phases after the enemy or neutral unit enters.
8.6. In each tactical phase, all fast units move,
then all other units move. Within each group, units move in a random
order, and the order is different in each tactical phase of the turn.
8.7. Units may not cross from one side of a river
or
mountain range to another in tactical movement unless they use an
appropriate ford or pass square as the waypoint for the movement;
units ordered to cross without using a ford/pass waypoint will
not move.
8.8. Units may also be ordered to engage the
nearest
enemy combat unit. Units may be ordered to engage in specified starting
and ending
phases. If a unit has two or more enemy units that are equally near, it
will attack the one requiring the fewest diagonal moves. If a unit has
both an engage order and a destination or waypoint order, it will move
to the waypoint and destination, and begin to engage the nearest enemy
unit in the tactical phase after the one in which it reaches its
destination.
Units will not engage an enemy headquarters unit unless there is no
enemy combat unit available to engage. If a unit fails a morale
check, it will cease attempting to engage enemy units.
8.9. Units can specify the line in which they wish
to
fight if they enter combat during tactical movement. A unit cannot
occupy
the second line or rear unless another unit occupies the line or lines
in front of them; if not, the unit will automatically move forward as
required.
They can also specify the attitude they wish to take if they find
themselves
attacking or defending in combat. Assault and last-ditch defense mode
represent
extreme effort in combat resulting in increased combat strength, but
heavier
losses. Skirmish mode represents a lighter form of combat, and evade
mode
represents leaving a screen in front of the position while keeping the
majority of the unit disengaged.
8.10. Units can indicate the desire to support
same-side
or units in combat. If a unit has an order to support, then
after
all other tactical movement is finished, the unit will move to join a
battle
in progress. Units must specify a location at which to support and a
radius
around that location. For example, if a unit specifies support location
10-5 and a radius of 2, then the unit will move to support any combat
in
the box between columns 8 and 12 and between rows 3 and 7. If there are
two or more combats in side the support radius, then the supporting
unit
will move to the closest one; if two are equally close, it will move to
the one in which the odds against its side are the worst. Support moves
cannot be longer than two tactical squares, or three tactical squares
for LC/MC/LA units.
8.11. Units can also move to intercept the movement
of
other units. If a unit has an order to intercept, then it specifies an
interception location and a radius around that location in the same
manner
that it specifies a box for a support order. If an enemy unit moves
through
the specified box, or if a neutral unit does so when the given unit is
in a strategic square controlled by its own state, then the unit with
the intercept order will move to
engage the enemy/neutral unit if it can do so. Interception of enemy
units will result in a combat. Interception of neutral units will not,
but will halt the neutral unit's tactical move at the intercept point.
The interception will take place when the moving unit reaches the edge
of the intercepting unit's intercept box if possible; if not, it will
be made
at the first possible point of contact, which may or may not be inside
the intercept box. If the enemy/neutral unit is moving only one square,
then
interception is not possible.
If two units attempt to intercept the same enemy/neutral unit, then the
first
one to move in interception determines the point of interception, and
all subsequent interceptions must take place at that point. A unit may
move
to intercept an enemy/neutral unit whose point of interception is
farther away
than the unit's movement allowance (4 or 6 squares depending on branch)
but if the interception requires the unit to move more than its tac
movement allowance, it will move only to its allowed limit, and will
not intercept the enemy/neutral unit. A unit which has selected evade
as its
attack mode may not intercept the movement of enemy/neutral units.
8.12. During peace and truce turns, tactical
movement is
automatic and unlimited. See rule 7.16 for more details.
9. Combat
9.1. During a campaign turn, if at the end of a
tactical
movement phase, two or
more
units hostile to one another are in the same tactical square, combat
begins. Combat cannot occur on peace or truce turns.
Combat occurs in two segments, a firing segment and a melee segment.
9.2. Army and corps headquarters units do not
engage
in combat. If an enemy unit enters their tactical square, there is a
small chance that they will shatter (see section
12 below). If they do not shatter, they will
fall
back before the attacking unit and take no further part in the battle.
If they cannot fall back from the attack they will shatter. If a corps
HQ is
carrying supplies when it is shattered or forced to fall back, the
supplies will be destroyed.
9.3. At the beginning of combat, units place
themselves
into lines according to their orders. There must be at least one unit
in
the front line, and there cannot be a unit in the rear unless there is
at least one in the second line. If no unit wishes to be in the first
line,
or the second line when a unit is needed there, a unit is selected
randomly
and placed in that line.
9.4. The number of units that can fit in the front
line
depends on the size of each unit and the length of the battle line. If
the attacking side entered the tactical square where the combat
occurred
from one direction, then the front line can contain up to 6000
infantry,
or 2000 cavalry, or 750 artillerists, or combination thereof where 1
infantryman takes up 1 space, 1 cavalryman takes up 3 spaces, 1
artilleryman takes up 8 spaces, and 6000 spaces total are available. If
an infantry or cavalry brigade has a battery attached, then 100 of its
men count as artillerists. For example, an infantry unit with 3000 men
and no battery takes up 3000 spaces, but one with 3000 men and 1
battery takes up 3700 spaces (2900 infantry plus 100 artillerists at 8
spaces each). If more units wish
to be in the front line that there is space available for them, then
each unit contributes enough strength in
proportion to fill the front line, and the remaining strength fights
from the rear line (even if no unit is in the second line).
If a side's front line is reduced by casualties in the firing phase,
then the strength in the rear line will return to the front line to
fill the space. If the attackers entered from more than one direction,
then the front line extends by another 6000 men for each direction the
attackers came from, or 3000 if an additional direction is adjacent to
another, or 0 if an additional direction is adjacent to two others.
Example: If attackers came from the north and east, the front
can contain 12,000 men, but if they came from the north and northeast,
only 9000, and if they came from north, northeast, and east, again
12,000. The second line has the same size limit as the first. The
rear
can contain as many men as the stacking limit of the tactical square
permits.
9.5. When infantry units are attacked by an enemy
force containing primarily cavalry, they will form squares. When in
squares, they fire less effectively but fight in melee more
effectively.
Infantry units will not form squares if the attacking enemy contains
an infan |