Rules: Appendix 4

 

Optional Battlefield Effects

 

These rules are designed so that both players will know the number and type of Battlefield Effects the Roman or Enemy army will be able to take advantage of, and whether a Weather Effect will manifest, prior to the start of the bidding process but will not know the specific effect(s) until the commencement of each ruleset’s battle setup process.

The specific effect, other than Weather Effects, will only be selected by the player that ends up playing that army at the start of stage six in the Sequence of Play, and will only be revealed when and if that player chooses to. Battlefield Effects, other than Weather Effects, are always favourable to the army that is lucky enough to acquire them.

The specific Weather Effect will also only become known to players at the start of stage seven in the Sequence of Play.

Sequence of Play: Stage 4

Firstly the player who rolled on the Enemy Army Size Determination chart rolls two d6 on the table below to determine for which side (or sides if more than one) a roll on the Type of Battlefield Effect table will be made:

2d6

Result

2 - 4

Roman

5 - 6

None

7

First roll: Roll on this table again twice; Subsequent rolls: Weather effect (see below)

8 - 9

None

10 - 12

Enemy

 

 

 

 

 


If a seven is rolled on the first roll then two rerolls are immediately made again on the above table. If either or both of the subsequent rerolls result in another seven a roll will be made on the Weather effect table. Consequently the final result may be that there are no effects, one effect or two effects which may be in favour of either side &/or a Weather effect.

Once the number of effects is known roll on the following table to determine the type of Battlefield Effect that will come into play by rolling 1d6 for each effect rolled, other than Weather Effects:

1d6

Type of Battlefield Effect table

1

Battlefield manoeuvres

2

Special adjustments

3

Terrain advantages

4

Generals variations

5

Troop late arrival

6

Quality & cohesion variations

 

 

 

 




If two Battlefield Effects are rolled: Roll for each individually but if the second roll obtains the same type of effect, even if for the opposing army, re-roll until a different one is obtained.

 

Sequence of Play: Stage 5

The players proceed to stage five of the Sequence of Play as usual and bid for the honour of commanding the Roman army with the knowledge of what sort of effect(s) will manifest and which side will be the beneficiaries, but not how they will manifest; how that affects your bidding will be entirely up to you.

Sequence of Play: Stage 7

At the start of stage seven in the Sequence of Play place six chits numbered one to six in one or two opaque cups (if two effects are rolled). Players can either make up their own or borrow them, as in my case, from the many games that include such on your shelves; alternatively simply use playing cards.

The player who is playing the army for which the effect has been rolled blindly picks and retains the chit (or draws a playing card) and notes the effect on the relevant chart below to see how it will manifest on the battlefield. The contents of the cups and the chits drawn are kept secret until revealed by the drawing player.

It is always the player’s choice as to whether to play a chit, however, some chits are required to be played at specific times, if the player does not play them when required to do so they cannot play them at a later time to manifest that effect. If chit no.6 is picked players are free to choose any of the other five for that effect up to the time of each deadline for each specific choice. For all chits, if the deadline is passed the player can still choose to play the chit to manifest the Universal Battlefield Effect (see below).

All chits can only be played once, the effect manifests and the chit is then discarded. If that player was lucky enough to have two the other chit is retained and played when desired under the same restrictions.

If the result is that each player gets one Battlefield Effect to play there are several that can counter another, partially or completely. Sometimes this is because they directly contradict, sometimes because a player can choose to implement one in a way that does so. If this happens during game play rather than nullifying both, the one played by the player with the better C-in-C takes precedence, or if equal flip a coin to see which one takes effect; the other, unfortunately for the opponent, is cancelled, though is treated as having been played.

Universal Battlefield Effect

If a Battlefield Effect is successfully rolled the player has a choice. Instead of playing the effect required by the drawn chit he/she may always opt to replace it with the ‘Universal Battlefield Effect’ detailed below. This effect reflects the confusion inherent in the conduct of all battles, the propensity for generals to send unclear orders, for those orders to be misinterpreted, or simply not arriving at their destination. Even though anachronistic I call it the Charge of the Light Brigade effect.

This option is always available as a replacement for all Battlefield Effects drawn, other than a Weather Effect, even after any required time limit for the playing of the drawn effect has passed.

The player does not have to make this choice in advance, it can be left to anytime up to the deadline for the playing of the drawn effect (if any), after which, if the drawn effect is not taken the player will only be able to play the Universal Battlefield Effect.

The Universal Battlefield Effect manifests as follows:

MeG:

Any one time the opposing player plays one or more cards to instigate a prompted action to charge, move, hold, intercept or counter charge with an UG, or a block move that includes the UG chosen, the player may play the chit to attempt to alter or cancel the action for that one UG.  Roll 1d6:

 

1d6

Effect

1 - 2

You may control the movement of the prompted action of the UG instead of your opponent

3 – 5

The action is cancelled, however the card(s) played are still counted as used

6

The opponent’s intended prompted action continues as before

 

Note:

·   The opponent’s card or cards are still treated as played and are discarded, the UG cannot be prompted again that phase.

·        If a 1 - 2 is rolled it may be treated as a 3 - 5 at the rolling player’s discretion.

·        Move prompted action: It is best to let the opponent make the move or a least declare the end point before playing the event so that their destination intention is known.

o   If a one or two is rolled on the table above you are free to change the move for the UG selected using any permissible action for the colour of the card(s) played or lower. Move it back to where it started and replay the move. A move can be as far as you wish up to that UGs’ movement allowance, in any direction, as long as normal rules are followed.

o   If the chosen UG is moving as part of a block move on a one or two it may still be moved as per the above bullet point. The colour of the card can include any upgrade if one has been made.

·         Charge prompted action: play the effect immediately once the direction of charge has been declared.

o   If a charge is cancelled completely it may leave the UG open to an unprompted charge as per the normal rules. The opposing player may not attempt to hold the UG instead (there’s too much confusion already).

o   If the player playing the effect wishes he/she may have the UG charge in a different direction at a different target, all normal rules must be followed.

·        Stop Forced Charge prompted action: A Stop Forced Charge or Hold may itself be cancelled on playing the chit; the opposing player may not play another card to later re-hold the UG.

·        An UG accompanied by a general cannot be chosen for this effect; however, another UG that is part of a block move may, even if the block moving includes a general.

·        If the UG is part of a group making a block action some at least of the rest of the group must still undertake the prompted action as intended. If the UG picked is in the centre of such a group the opposing player chooses which part of the group receives the order and undertakes the action, the other part must remain unmoved and can’t be subsequently prompted to act or held in that phase; those UGs may then be subject to unprompted charges. If the general’s upgrade was used the part including the general must be the part that undertakes the prompted action.

·        Recovering wounds cannot be cancelled.

ADLG

Any one time the opposing player pays one or more CPs for a unit or group to charge, move, or prevent an uncontrolled charge (hold) the player playing the effect may attempt to alter or cancel the action for one unit.  Roll 1d6:

1d6

Effect

1 - 2

You may control the movement of the of the unit instead of your opponent

3 – 5

The move/charge/hold is cancelled, however the CPs are still counted as expended

6

The opponent’s intended move/hold continues as before

 

Note:

·       The opponent’s CPs are treated as expended and he/she cannot move the unit again that turn.

·       If a 1 - 2 is rolled it may be treated as a 3 - 5 at the rolling player’s discretion.

·   Evade moves from enemy charges, spontaneous charges and uncontrolled charges cannot be cancelled as they do not require the expenditure of CPs.

·     On a roll of one or two a charge may be made under the control of the player playing the chit if he/she wishes but it must follow the normal rules. Rally attempts may not be stopped.

·     If a unit that is part of a group move is selected the rest of the units still undertake the intended action to the intended destination as follows:

o   If a unit in the centre of a group is selected one part of the group still undertakes the move/charge/hold; the other part does not move/is not held and cannot be commanded further that turn. This may make some units subject to making uncontrolled charges.

o   If the commander’s free CP is used to make the move/hold that part of the group that includes him must be the part moved/held.

o   Any part of a group successfully moved by the opponent, as above, may continue with multiple moves, other parts may not.

·        Attempts to recover cohesion may not be cancelled.


 

Battlefield Effects tables

Battlefield Manoeuvres

MeG

ADLG

1.       Opening gambit: On completion of deployment a number of UGs, equal to the C-in-C‘s card allowance may each perform any one movement phase prompted action just prior to beginning the first turn. Any general with those UGs may move with them.

 

1.       Opening gambit: On completion of deployment a number of units, equal to the C-in-C’s command modifier +3, may each perform one move just prior to the start of the first turn. Commanders with those units may move with them.

2.       Change of plan: Immediately after the deployment of all UGs, but before the placing of generals and the assignment of commands, the player may swap the position of any four of his army’s UGs with any other four. TUGs may end up in the SUG deployment areas and other UGs may be shifted up to 1BW to make room or close gaps to create groups.

 

2.       Change of plan: Immediately after completion of deployment two commands may swap places at the player’s discretion. The units making up these commands do not have to be placed in the same position vis-à-vis each other as previously deployed.

3.       Ready and waiting: One flank march may arrive whenever the player desires without the usual requirement for red cards. The player may continue to retain red cards to bluff their opponent.

 

3.       Ready and waiting: One flank march may arrive whenever desired without the need to roll. The flank of arrival must still be notified to the opponent one turn in advance. The player may continue to roll to bluff the opponent.

 

4.       Quick march!: A flank march may arrive anywhere on the enemy rear edge in addition to the edge of arrival (however no UGs may enter within six BW of the enemy camp).

 

4.       Quick march!: A flank march may arrive anywhere on the enemy rear edge in addition to the edge of arrival (but no units may enter within five UDs of the enemy camp). Units within 4 UDs of units entering on the rear edge do not have to flee but may do so at the opposing player’s choice.

 

5.       Hidden ambush: In the charge or movement phase the player may place an UG of any troops (except elephants) anywhere on table without the need for a pre-placed ambush card in any terrain with cover, even if not cover for that troop type. It must be placed more than six BW from the opponent’s camp and 2BW from any of the opponent’s UGs and ambush cards. It may even be placed in an area already moved through by enemy troops, (it snuck in afterwards). It may charge/move/shoot in the same phase as it is placed as per normal ambush rules.  The player must note the UG placed in ambush during deployment as normal.

 

If the player uses the Universal Battlefield  Effect option instead the unit in ambush is placed on the rear edge by the camp.

 

5.       Hidden ambush: Anytime in the movement phase the player may place a unit of any troop type (except elephants) anywhere on table without the need for a pre-placed ambush marker in any terrain that provides cover, even if not for that troop type. It must be placed more than 5 UDs from the opponent’s camp and more than 1 UD from any of the opponent’s units and ambush markers.  It may even be placed in an area already moved through by enemy troops, (it snuck in afterwards). It may charge/move/shoot in the same turn as it is placed per the normal ambush rules. The player must indicate the unit placed in ambush on the battle plan but it is not required to be in the deployment area of the command assigned to.

 If the player uses the Universal Battlefield  Effect     option instead the unit in ambush is placed on the     rear edge by the camp.

 

 

6.       Pick any one of the above.

 

6.       Pick any one of the above.

 

 

 

Special adjustments

MeG

ADLG

1.       Taunting the opponent: All your SuGs and TUGs of flexible Cv/Cm gain the feigned flight characteristic. Enemy units may not take advantage of the third bullet point listed under exceptions to forced charges in the MeG Compendium i.e. foot that would contact cavalry, camelry, elephants or chariots in good going. Play this chit any time.

1.       Taunting the opponent: All enemy units except light troops gain the Impetuous characteristic when within 3 UDs of one of your units. This characteristic is only for command and movement purposes not for combat.  Enemy units may not take advantage of the following exceptions to uncontrolled charges listed on p.46 of the ADLG rules: 5,8 and 9. i.e. versus elephants, Foot v Mounted, Mounted v Heavy Foot. Play this chit any time.

2.       In Hoc Signo Vinces. Whether it is the way the sacred chickens peck, the sound of thunder claps, or solar eclipses, mankind has always had a need for affirmation from the supernatural. Choose between the following:

·        The Gods are with us: Increase your army break point by 10% rounded up.

·        The Gods aren’t with them: decrease your opponents’ army break point by 10% rounded up.

                 
             Play this chit immediately after deployment.

 

2.       In Hoc Signo Vinces. Whether it is the way the sacred chickens peck, the sound of thunder claps, or solar eclipses, mankind has always had a need for affirmation from the supernatural. Choose between the following:

·        The Gods are with us: Increase your army break point by 10% rounded up.

·        The Gods aren’t with them: decrease your opponents’ army break point by 10% rounded up.

  Play this chit immediately after deployment.

 

3.       Fear: Through clever pre-battle propaganda or events the enemy has been instilled with a great fear of your army. All prompted charge/counter charge or intercept declarations by enemy UGs that would contact the front edge of troops of the same or better quality (except TUGs v SUGs) will require the playing of a yellow card instead of a green. Additionally; enemy UGs will not perform free or forced charges against the front edge of such troops. Play this chit before commencement of deployment.

3.       Fear: Through clever pre-battle propaganda or events the enemy has been instilled with a great fear of your army. All charge moves against the front edge of troops of the same or better quality (except non-light troops v light troops) will require the expenditure of an extra CP. Additionally; enemy units will not perform spontaneous or uncontrolled charges against the front edge of such troops. Play this chit before commencement of deployment.

4.       Starving &/or exhausted: Through clever pre-battle manoeuvring or events the enemy army is starving. All enemy move distances for all troop types (except generals) are reduced by 1 BW.  Play this chit before commencement of deployment.

4.        Starving &/or exhausted: Through clever pre-battle manoeuvring or events the enemy army is starving. All enemy move distances for all troop types (except commanders) are reduced by 1 UD.  Play this chit before commencement of deployment.

5.       Night shift engineering works: You can place up to [Maximus: eight, Magna: four, Pacto: two] free continuous barricades anywhere in your half of the table during deployment at the normal time. You may place up to two UGs behind those barricades during deployment even if outside the normal permitted zone.

5.       Night shift engineering works: You can place up to [Reduced: two, Standard: four Big Battle: six] free continuous 1UD fortifications, anywhere in your half of the table during deployment at the normal time. You may place one unit behind each fortification during deployment even if outside the normal permitted zone.

6.       Pick any one of the above.

 

6.       Pick any one of the above.

 

 

 

 

Terrain Advantages

MeG

ADLG

1.       Outmanoeuvred: You may place two additional pieces of optional-sized terrain from the chosen territory type or the “Any” type anywhere on the board at any time during terrain setup. These cannot include deep water or rivers and cannot be moved/removed by the opponent.

 

1.       Outmanoeuvred: You may place two additional pieces of terrain (excluding rivers and coastal zones) from the region selected anywhere on the board at any time during terrain placement, they cannot be moved/removed by the opponent and are not subject to the normal limits on number allowed per type.

2.       Local knowledge: Remove one piece of terrain: secure flank (except waterway), compulsory or optional, on completion of deployment (yes - deployment). Ambushes may be revealed in this process.

2.       Local knowledge: Remove one piece of terrain (except coastal zones) compulsory or optional, on completion of deployment (yes - deployment). Ambushes may be revealed in this process.

3.       River battle: Place a river at commencement of terrain placement anywhere on table.  It may be placed anywhere on table, running between any two edges. If there is insufficient room for the enemy to deploy a camp on the table edge it may be deployed touching the river. If it is placed running from one short table edge to the other, the other player may place a 3 BW ford (Pacto: 1BW) at any point on the river.

3.       River battle: Place a river at commencement of terrain placement prior to choice of the compulsory piece. It may be placed anywhere on table, running between any two edges. In addition you can choose the difficulty rather than rolling a die and must announce the difficulty when it is placed.  If there is insufficient room for the enemy to deploy a camp on the table edge it may be deployed touching the river.  If it is placed running from one short table edge to the other, the other player may place a 2 UD ford at any point on the river and it may not be impassable.

4.       Relief of Mafeking!: Place a town anywhere on table after terrain placement. The edges are treated as barricades. If placed outside your normal deployment zone ambush cards may be placed inside the town, even if in the opponents’ half. UGs may be deployed around the edge instead of following normal formation rules, even if ambushing.

4.       Relief of Mafeking!: Place a village anywhere on the table after all terrain placement and adjustment. The edges count as fortifications.  If placed outside your normal deployment zone ambush markers may be placed in the village even if in the opponent’s half. Units deployed around the edge of the village, even if from ambush do not have to form a group.

5.       Completely outfoxed: Immediately prior to the commencement of deployment swap the side of the table each army deploys.

5.       Completely outfoxed: Immediately prior to the placing of camps you may swap the side of the table each army deploys.

6.       Pick any one of the above.

6.       Pick any one of the above.

 

  

Generals variations

MeG

ADLG

1.       Illness: Reduce one opposing general’s card level by one for the duration of the game and he can’t gift cards (if applicable). Generals can’t be reduced below two cards.  Play this chit anytime.

 

1.       Illness: Reduce one opposing commander’s CPs rolled by one each turn for the remainder of the game. (This does not affect the commander’s free CP). Play this chit any time.

2.       Inspired: Choose one general and increase his card allowance by three for one turn then by one thereafter for the duration of the game. Play this chit anytime.

2.       Inspired: Choose one commander and give him three additional CPs for one turn and then one additional CP each turn for the duration of the game.  Play this chit anytime.

3.       Confusion: Reduce all the opposing generals’ card allowances by two for one turn only (to a minimum of one). Play before the card dealing sub-phase 1.2.

3.       Confusion: Reduce all the opposing commander’s CPs rolled by two for one turn only. (This does not affect their free CPs).

4.       Attack now!: Increase all your generals’ card allowances by two for one turn only followed by one extra each in the next turn.  Play before the card dealing sub-phase 1.2.

 4.       Attack now!: Increase all your commanders’ CPs rolled by two for one turn followed by one extra each for the next turn.

5.       Fortuna favours the brave: Every time during the battle one of your generals must take a KaB test (except if attempting to die a Glorious Death per the campaign rules) your opponent must roll twice and you can choose the result.  Play this chit anytime.

5.       Fortuna favours the brave: Every time for the rest of the battle one of your commanders is subject to a death die roll two rolls are made and you can take the most favourable result.  Play this chit anytime.

6.       Pick any one of the above.

6.       Pick any one of the above.

 

Troop late arrival

MeG

ADLG

1.       Stragglers: Immediately before commencement of deployment roll randomly to select two enemy UGs. These are not placed on table but still allocated to commands; they will each only arrive on the opponent’s rear edge when a red card is played by each UGs general.

 

1.       Stragglers: Immediately before commencement of deployment roll randomly to select units up to 15% of total army size (rounded up). These are not placed on table; they will each only arrive on the opponent’s rear edge when a 5-6 on a d6 is rolled and a CP is expended by its commander.

 

2.       Hangover: Immediately after deployment roll randomly to select one on-table enemy general (excluding the C-in-C). That general is removed from play and will arrive on the rear edge at the start of turn three (treat as a dead general until he arrives). The card draw for an ally to determine reliability isn’t made until he arrives until which time his command is hesitant.

 

2.       Hangover: Immediately after deployment roll randomly to select one on-table enemy commander (excluding the C-in-C). That commander will arrive at the start of the third turn on the rear edge (treat as a lost commander until arrival). If unreliable/allied the roll for determination of reliability isn’t made until he arrives, until which time his command is treated as hesitant.

 

3 - 5. Pick any one of these three at ant time:

a.       Caught with their pants down: Immediately after completion of deployment move all the UGs and general of one enemy command (excluding ambushes) to the opponents’ rear edge. The command can’t move on the first turn.

 

b.      Untimely delay: Play this chit when the opponent reveals an ambush – the ambushing UG is not placed on the ambush card but on the rear edge by the camp. It didn’t get into position in time.

c.       Where are they? Play this chit when the opponent declares the arrival of a flank march and after the flank of arrival has been announced - that flank march requires another red card in order to arrive.

 

3 - 5. Pick any one of these three at any time:

a.       Caught with their pants down: Immediately after completion of deployment move all the units and commander of one of your opponent’s commands (excluding ambushes) to their rear edge. That command cannot move on the player’s first turn.

 

b.      Untimely delay: Play this chit when the opponent reveals an ambush – the ambushing units are not placed on the ambush marker but on the rear edge by the camp. They didn’t get into position in time.

 

c.       Where are they? Play this chit when the opponent declares the arrival of a flank march and after the flank of arrival has been announced - that flank march requires another successful arrival roll in order to arrive. Your units do not have to flee from it when it arrives though can choose to do so.

 

6.       Pick any one of the above.

6.       Pick any one of the above.

 

Quality & cohesion variations

MeG

ADLG

1.       Inspiring pre-battle speech: Select two UGs (except poor quality); upgrade each by one quality level. If an upgraded UG loses its first charge combat roll (i.e. takes more hits than its opponent(s)) reality sets in - its quality is reduced back to its starting level, otherwise it will remain at the higher level for the rest of the battle. Play this chit at start of first turn.

1.       Inspiring pre-battle speech: Select units up to 10% of total army size (rounded up) with elite quality (or normal if not enough elite); increase their cohesion level by one each. If an upgraded unit loses its first combat roll it will return to its normal cohesion level, otherwise it will remain at the higher level for the rest of he battle. Play this chit at start of player's first turn.

2.     Lead by example: Select one enemy command, all TUGs of that command are downgraded by one quality level until its general enters melee combat and fights in the front rank. Play this chit at start of first turn. 

2.     Lead by example: Select one enemy command, all non-light troop units of that command are downgraded by one quality level until its commander fights in melee combat. Play this chit at start of player's first turn. 

3.       Fragile morale: Select two enemy TUGs at any time (though the player cannot choose a TUG that would break immediately); if they engage in melee combat with UGs of a higher quality they will break as if a SUG (i.e. greater than 1/3). If one wins its first combat (i.e. causes such an opponent to break) its morale is restored to the normal TUG level.

3.       Fragile morale:  Select enemy units up to 10% of total army size (rounded up) at any time. If they engage in melee combat with units of higher quality reduce their maximum cohesion level by one each (though the player cannot choose a unit that would break immediately).  If an affected unit wins its first combat against such an opponent causing it to rout its cohesion is restored to the normal level.

4.       Morale collapse: Play any time that an enemy TUG breaks; All UGs within testing range must suffer two KaB tests instead of one.

4.       Morale collapse: Play in any Rout phase when an enemy unit routs: All units within 2 UDs of that unit suffer a cohesion point loss even if not visible. (NB Units at exactly 2 UDs distance are not affected).

5.       Made of sterner stuff: When one of your UGs (not generals) obtains a result you don’t like on a KaB test play this chit – change the roll result to whatever you wish, in addition it recovers one wound unless at full strength. This could even mean replacing a lost base (plus a wound marker), in which case place it behind any on-table base.

 5.       Made of sterner stuff: Immediately when one of your units is routed play this chit – the unit recovers two lost cohesion points and is no longer considered routed.

6.       Pick any one of the above.

6.       Pick any one of the above.











Weather effects

Either player can roll 1d6 to determine the Weather Effect when rolled on the table above, this is done immediately prior to the troop deployment stage (ADLG: remember that all units must be deployed in command range). 

Weather Effects – roll 1d6 at the start of stage 7 in the Sequence of Play

MeG

ADLG

1.       Heavy rain overnight reduces UGs’ maximum movement allowance by:

·        Foot – one BW;

·        Mounted – two BW.

 

1.       Heavy rain overnight reduces all maximum movement allowances by:

a.       Foot – one UD;

b.      Mounted – two UDS.

 

2.       Thick morning fog reduces visibility to 2BW in clear terrain and 1 BW in cover, also command ranges are halved. Roll 2d6 at the start of each turn: on a 2 or 12 it clears; 8-11 visibility increases by 1 BW; 3-5 visibility decreases by 1 BW but not below starting visibility. UGs may not move/ charge/evade/shoot further than visibility distance.

2.       Thick morning fog reduces visibility in the open to 2 UDs and 1 UD in cover, also command ranges are halved.  Roll 2d6 at the start of each turn: on a 2 or 12 it clears; 8-11 visibility increases by 1 UD; 3-5 visibility decreases by 1 UD but not below starting visibility. UGs may not move/charge/ evade/shoot further than visibility distance.

 

3.       Strong winds blow from: [roll a d6 on commencement of the first turn: 1,2: defender’s edge; 3,4: attacker’s edge; 5: from attacker’s left 6: from attacker’s right]. Shooting ranges are halved into the wind and all shooting is one colour down.

 

3.       Strong winds blow from [roll a d6 on commencement of the first turn: 1,2 defender’s edge; 3,4 attacker’s edge; 5 from attacker’s left 6 from attacker’s right]. Shooting ranges are halved into the wind and all shooting suffers a -1 to the die roll.

 

4.       Unusually deep cold (from the soldiers’ perspective) turns all wounds inflicted in close combat into kills. Elephant UGs are not permitted to deploy, the army breakpoint is reduced accordingly.

 

4.       Unusually deep cold (from the soldiers’ perspective) makes melee results more lethal – one cohesion point is lost per point of difference. Elephant units are not permitted to deploy, army demoralisation is reduced accordingly.

 

5.       Unusually high heat reduces the move of all protected, fully armoured and arm/hrs UGs by Foot: 1 BW Mounted: 2BW and they are combat shy. To avoid these penalties any such units can deploy without their armour and become unprotected.

 

5.       Unusually high heat reduces the move of all units with protection of 1 or more (excluding light troops) as follows: Infantry: by 1 UD; and mounted: by 2 UDs; and suffer a -1 to their combat rolls. To avoid these penalties any such units can deploy without their protection (or the Armour and Heavy armour special ability) – reduce their protection to 0.

 

6.       If the Territory Type is Desert then there is a dust storm; if Territory Type is Jungle then there is heavy rain; otherwise it is Snowing. See p196 of the MeG Compendium for effects.

6.       If the region is Desert then there is a dust storm otherwise it is either Heavy Rain or Snow. Dust storm effects: All shooting is at -1 to the die roll, visibility is 1 UD, command ranges are reduced to 1. Heavy Rain or Snow effects: shooting is at -1 to the die roll, visibility is 3 UDs, and command ranges are halved.

 

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