Here are some reminders. Many of these I had forgotten. Sorry chaps.
Reminder document June 2025
Version 1
• General's 10D6 can be spread in any proportion, including zeroes.
• 4 bases are needed to create rear support, hostile face or zone ownership. Can include a general's base.
• Outnumbered by 4 cavalry units = free hill.
• Deployment 1,2,2,1.
• Defender can re-deploy 2 units in or out of base edge zones.
• All fight D6 can be re-rolled at owner's choice.
• All shoot dice can be re-rolled by opponent's choice.
• Fights are won by number of hits. Saves do not affect this.
• Win by 1 hit = small win = 5D6 pursuit with opponent re=roll choice.
• Win by 2 hits = big win=5D6 pursuit with owner re=roll choice.
• All fights have minimum of 4D6.
• General moves before morale in order to help units.
• D6 for general's movement can be used for both generals one after the other but it is only 1 D6. If it fails, the D6 is lost.
• If a zone to be moved into has no opponents on any face, then no D6 is needed for movement. This helps units falling back or well away from the opponent.
• A second general in a square is ignored for all/any considerations. He comes back into play if a first general is killed.
• Dead general= 3 casualties.
• =< 2 bases can be swept aside.
• Unit pushed off table loses half a base (not elephants).
• Artillery lost/removed if zone loses fight or suffers 3 morale fails.
• Artillery takes no part in fights. Creates no casualty markers.
• Artillery suffers no shooting casualties.
• First artillery does not count toward occupancy limit.
• Artillery in never a unit. e.g cannot be a unit that retires .
• Artillery = no victory points.
• Quality does not affect shooting save rolls.
That is is helpful as I am playing my first game on the 7th
My second!
One other which I had forgotten about. Add 3D6 to scenario D6 for having more of "particular" troop types.
martin :)
I've printed these off for some swotting up tonight in my hotel room.