Using the site | Generalities | Units set up | Bombardment phase | Movement phase | Combat phase | Rally phase | Victory conditions | Questions and Answers

Bombardment phase

Each artillery unit may only fire once during this phase.

A unit that bombards is unable to move in the following movement phase.

The maximum bombardment range, in number of hexes, is given by the number of cannonballs displayed on the piece. This range is generally of three hexes.

Line of sight

The rule is simple : The target hex must be within the bombardment range of a bombarding artillery unit (one to five hexes intervening between bombarding artillery and target) with an unblocked straight line of sight on the target. Blocking terrain consists of woods, towns, slope hexes and slope hexsides. If any hex or hexside between the bombarding artillery and the target is blocking terrain, the line of sight is blocked and the target may not be bombarded by that artillery unit.
A hex may be subject to bombardment more than once in a combat phase using different artillery unit. The following examples highlight general case as well as particular circumstances.

Flat terrain

Between two hexes situated at the same level, an artillery can fire if there is no obstacle on the line drawn between the centre of the two hexes. Blocking terrain are towns, woods, fort, dunes and palm grove.

The difficult terrains and marshs are not obstacle to the line of sight, the friendly or enemy units neither.

blocking hexsides

The obstacle blocks the line of sight even if the straight line drawn between the artillery and the target hex does not pass exactly by the center of the hexagon.
When the line of sight passes exactly on the limit between two hexes (it is the case of a north-south firing for example), the line of sight is considered valid if it meets obstacles on a single side (to the left or to the right). If the line meets an obstacle on both sides, then the line of sight is blocked.
A particular case can appear for the lines of sight to long distance, where the line of sight will be tangent in the angles of the obstacles. These cases of tangencies never count as obstacles.

line of sight with slopes

The slope is always on the downhill side of the hexside. A slope hex intervening between a bombarding artillery unit and its target blocks the line of sight. If the artillery unit is on the hilltop and firing downslope through the slope hexside, it may fire. If it is set back from the hilltop, firing downslope is blocked.
The line of sight is symmetric: if we see in one direction, then we also see in the other direction. In case of a regular slope, the line of sight is valid. If an obstacle exists, then the line of sight is blocked.
Warning ! The edge of a cliff is visible for the ground hex, it is necessary to be set back from the edge to be invisible.

Effect of terrain

Artillery in a woods or towns hex may not bombard.
Artillery in hamlets or fort hex may bombard.
It is possible to bombard over a unit.
A unit situated in towns benefits from a supplementary protection when it is bombarded (see " Resolving the bombardments").

Reaction fire

The artillery units that are not in a zone of control of any enemy unit may fire once per turn in reaction to an enemy movement.

This reaction fire is carried out automatically by the program as soon as an enemy unit moves into an hex on contact with the artillery unit. "Hexes on contact" means here adjacent hexes except those separated by an up or down slope greater than one level and those separated by a river or a major river without a bridge.

Note : the reaction fire of your artillery takes place during your opponent's movement phase.

The artillery units may get back at any time the ability of a reaction fire if they are not any longer in a zone of control.

At the beginning of the turn a cavalry unit is adjacent to an enemy artillery. If the cavalry leaves and then no zone of control is any longer exerted on the artillery unit, the latter becomes able to fire a reaction fire.

It is considered that a unit stops exerting its zone of control during its own movement.

At the beginning of the turn a cavalry unit is adjacent to an enemy artillery. If the cavalry unit moves into another hex adjacent to the artillery then the reaction fire occurs.

When an artillery unit is charged by a cavalry unit the morale test is carried out before the reaction fire (see "Cavalry charges"). If the morale test fails the artillery unit is eliminated without firing.

If an enemy unit comes close to an artillery because of an advance after combat, not a movement, this does not trigger any reaction fire (see "Retreat after combat").

Resolving the bombardments

The calculation of the effects of bombardment is based on the bombardment value (BV) of the artillery unit, on modifiers related to the terrain of the target hex as well as the type of the bobarded unit, and a random number (from 1 to 4).

The losses are calculated as follows :

Bombardment value of the artillery + modifiers + random number) / 2 = Result (rounded down)

Modifiers to bombardment

Distance to the target
- 2 hexes = -1
- 3 hexes = -2
- 4 hexes = -3

Type of the target unit
- Cavalry, Leader = +1
- Artillery = -2

Terrain type
- Village = -1
- Fort = -2

Fire type
- Reaction fire = -1
(reminder : occurs during the opponent's movement phase)

Allocation of casualties

Casualties are randomly subtracted from the Morale Value and the Combat Strength of the target unit.
If the defending unit is demoralised, all the points are subtracted from the Combat Strength. If the target unit is a command unit, damages to the Morale Value are null.

Latest revisions 2008/02/26 à 05:36:11 par labaruss
Contribuer à la traduction des règles

  Plan du site Conditions Générales d'Utilisation Promouvoir MP