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


Scale of the game

Each full turn represents roughly one hour of real time. The width of a hexagon (hereafter called hexes) on the map is roughly equal to 500 m on the battlefield. A game generally lasts 12 or 13 turns i.e. one day-time period.

Séquence of play

A game turn is divided in six phases. Some of them are optional, depending on the selected scenario :

Units set up : According to the scenario the player may have to deploy his units on the map. If so, the opponent will have also to deploy his units
Bombardment phase : The player bombards with his artillery units.
Movement phase : The player moves his units.
Combat phase : The player may carry out any attacks that he wishes.
Rally phase : The units attempt to regain morale points.
End of turn : The player may if he wishes write a message to his opponent, then uploads his turn to the server.

The units

There are three main types of units: infantry, cavalry and artillery. The units are gathered in corps identified by a coloured strip at the top of the piece. Each corps is leaded by a command unit.

In the scenario of the Egypt campaign, some units are dromadary mounted. These units have a good movement rating but they don't engage mounted combat : these units are considered as infantry.

Characteristics and indicators of the units

The Combat Strength (CS), at the lower left of the piece, represents the strength and the size of the unit. It decreases during the battle due to the losses suffered by the unit.

The Movement Allowance (MA), at the lower right of the piece, represents the movement ability of the unit. After each one-hex movement it decreases by a given number depending on the unit type and on the terrain crossed.

The Morale Value (MV), at the top right of the piece, represents the cohesion of the unit in combat. It varies during the battle according to certain actions (bombardments, cavalry charges, success or failure in combat, rally). A unit whose MV drops to 0 is demoralised. The leaders have no Morale Value. When needed for some tests this value is then simulated and corresponds to CS + command radius.

Bombardment Value (BV). Artillery units have a Bombardment Value, at the top left of the piece, which represents the destruction capacity of the unit when firing. The maximum bombardment range represents the efficient radius of a fire and corresponds to the number of cannonballs displayed on these units.

Command rating. The leaders have a range of command corresponding to the number of "stripes".

Support indicator.The outcome of some attacks is sometimes considered as an outstanding success. A horizontal grey line then appears on the unit reminding that it will be able to bring an additional support in later attacks (see "Support in combat").

Horse units

In the rules hereafter, we refer as mounted units any horse mounted unit which may combat (exception : horse artillery and bedouines)

Special features for the pyramids extension

In the suscriber zone, some scenario simulate the Egypt campaign with Ottoman and Mamelukes forces which have special features :

* Irregulars. They only support units of the same division.
* Independents. Free and rebellious tribes. These units don't belong to any division and are free of leader restriction.
* Expendables. Fellahin. Ne compte pas en terme de valeur d'effectif, ne peuvent prendre les objectifs.

Organisation of command

The units are grouped together in army corps recognizable by colors going of the blue to the indigo for the “blue” player 1, and of the yellow to the red for the “orange” player 2. Each corps is headed by a leader which represents commanders and officers, including their staffs.
The leaders have a different range of command expressed in chevron. This number of chevron represents the maximal range of influence of the leader. The units in command is verified following the initial setting up of the units during the turn 1 (for the scenarios with free initial set up), then at the beginning of the turn of each player. The units can leave freely the range of command of their leader. Any unit situated beyond this area of influence (out of command) sees its capacity of movement reduced of half for the current turn. This number can be possibly rounded off to the whole subordinate.

Latest revisions 2008/02/19 à 12:54:27 par polak
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