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Situations and Examples
Artillery Fire

The figure at left is an example of three different artillery rules being applied within one situation: These are the main target rule, the secondary targets rule, and the cover ruling which allows players to target only those portions of a unit which are in the open. In this case, unit A is the main target due to its right flank being within most of the firing battery's frontage. However, because most of the remainder of that unit is in cover (the green "forest" at left) the firing player declares only those troops in the open as targets. Because of this, the player which controls unit A will "run out" of bases to remove after only one base loss. However, because the battery frontage also "clips" two other units which are also in tandem to each other, the secondary tandem targets ruling is invoked, resulting in the distribution of casualties as shown at left. The final result is a fairly accurate dispersal of casualties from all three units (in the event that three bases were to be lost).
Cavalry Assault

Dragoon brigades A and B charge 8" into assault contact with the forward infantry regiment (unit Y) of a three regiment group. This infantry regiment is an ordered square, so the dragoons receive no cavalry or outnumbering bonuses, even though they outnumber the infantry two to one (6 bases to 3). Including modifiers (Cavalry = +1 in line) the first modified roll is a 5 for the infantry and a 4 for the cavalry, a difference of -1, causing each attacking cavalry brigade to take one morale hit and become disordered. The -1 result allows the cavalry to either break-off and use its remaining unused movement to withdraw,* or to re-roll a second assault round while applying the most recent modifiers (Cavalry = +1 in line, -2 disordered). In this case the cavalry decides to attempt a second assault round, with the modified die rolls being 7 for the cavalry and 3 for the infantry, a difference of 4. The defending infantry (Unit Y) goes shaken and retreats 8" with their backs to the cavalry.

There are no remaining enemy formations (such as artillery) to break through, so the cavalry brigades immediately continue their movement. The --> result would normally force the cavalry to use all available movement, including their assault movement bonus (causing a morale hit at the end of the turn). However, because two more assault targets are both within the range of their remaining normal movement, the cavalry are able to continue their move without using their assault move bonus. Cavalry unit A moves forward and assaults the infantry square X, while unit B moves forward and assaults enemy unit Z, which is in line.

There are now two different assaults to resolve. Unit A's assault on the infantry square is still modified by the cavalry's +1 bonus for being in line and the -2 for being disordered. The final die roll difference is a 1, inflicting two morale hits on unit X, and allowing the cavalry to break past the square. Unit B's assault on the infantry line is now modified by cavalry, line and disorder modifiers (Cavalry = +2 medium, +1 in line, -2 disordered. Infantry = -+1 line). The modified die rolls are 10 and 3 respectively, with a difference of 7, which causes infantry unit Z to break and rout, going demoralized and losing one base killed and one deserted.

Cavalry unit B's assault results now allow it to halt, which it does, not wanting to push any further forward until it can reform. Unit A must continue its assault, and after it breaks past unit X, it strikes the fugitives of unit Y in the rear. Taking all modifiers into account (Cavalry = +2 medium, +1 in line, -2 disordered. Infantry = -4 hit in rear, -4 shaken), the modified die rolls are 7 for the cavalry and -6 for the infantry, a difference of 13, causing the infantry unit to disintegrate due to 1 base killed and 2 bases of deserting troops. Cavalry unit A must continue a full assault move, but because it has already moved 17" in order to contact the rear of unit Y, it only moves forward another 2" and halts, suffering one more morale hit (becoming rattled) due to its extended assault movement during the turn.

* Units may only use the balance of unused movement left over from their just completed movement phase. This means that units which use all of their movement in order to make initial assault contact may not break-off.

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