RULE QUESTIONS AND ANSWERS FOR AT ALL HAZARDS

Ivy Street Games

Games Suitable For Ages 13 and up

QUESTION: 6.6 and 6.7 Facing. Do units only move through their front hexes, or do they move
without regards to facing, mattering only if they reorient at the end of their move? Similar question: How does facing work during movement? i.e why would I need to pay 1 MP to change facing at the end of a move.
ANSWER: For movement cost purposes, the extra MP is only applied if the moveing unit reorients (i.e., changes facing) at the end of their move. The rule assumes that when a unit moves into a new hex, it does so with its front (i.e., top) facing into the new hex. Until the unit enters the final hex in its movement, there is no movement cost for changing facing (a sharp turn in the road, for instance). However, if, upon arriving in the final hex for a given movement, the player wishes to change the "facing" of the unit after it enters that hex, then that change of facing will cost an additional 1 MP. 

QUESTION: [Rule 6.3] Can swamp hexes be moved into? What cost, and effect on combat? 
ANSWER: No, units cannot voluntarily move into swamp hexes. They can only be moved
"through" as a result of a retreat. 

QUESTION: [Rule 6.4] Can you use the road movement rate out of a hex with other friendly
units? ANSWER: I assume you mean whether you can use the road movement rate if you start the turn in a hex with other friendly units. The answer is yes. 

QUESTION: Russell's Division (Union) has same strength on both sides of both unit counters. It
seems safe to assume he loses strengh as per other infantry units?
ANSWER: You are correct. The 1st step should have a strength of 2 SP just like the other units.
The same is true for the Russell's 3rd and 4th steps.

QUESTION: [Rule 6.10] The rules say that repair/destruction of bridges uses up a fatigue but the
chart says no change. Which is correct?
ANSWER: The chart.

QUESTION: When do supply units move? 
ANSWER: When the supply selection chit for a certain side is pulled from the chit cup. There is 1
Confederate supply selection chit and 1 Union.

QUESTION: [Rule 7.0] What happens when a combat unit advances after combat into a hex
occupied by a supply unit? If the supply unit is not adjacent to a friendly unit, it is obviously
eliminated, but does this stop the advance of the enemy unit?
ANSWER: The supply unit does not stop the advance of the enemy unit.
QUESTION: [Rule 7.0] Also, to be clear, if a 3‑step unit takes a 1c,2s result, it takes 2 straggler
losses and becomes smashed (with the 1‑step unit on the map). It could potentially regain two
stragglers (one to remove the smashed marker, and one to go to 2‑steps). Correct?
ANSWER: Correct. 

QUESTION: [Rule 7.0] Combat resolution which is correct for CET ‑ once per unit or once per
stack? 
ANSWER: Roll on the CET once per stack. For instance, if there are 3 single units in 3 separate
hexes, then you roll on the CET 3 times (once for each unit). If there are 3 separate stacks, then roll 3 times (once per stack). See 7.1, Step 7 and 7.3. 

QUESTION: Rule 7.0 implies that if a group of units is adjacent and all want to attack, they
combine their strength and attack the combined strength of the defenders, even if some of the
attackers aren't adjacent to the defenders. Is this correct?
ANSWER: Yes, there would be one big battle in that case.

QUESTION: [Rule 7.5] When does supply wagon or bridge engineer retreat for being adjacent (I
assume this is the same as within 1 hex)? Because it seems impossible to enter the hex with one of
these units if it always retreats when you move adjacent to it. 
ANSWER: I assume you are referring to 7.5. If player A's unit attacks B's supply unit which
happens to be adjacent (within 1 hex of) a combat unit belonging to B, then B's supply unit is not
destroyed but instead retreats 1 hex (the supply wagons are "guarded"). If's B's supply wagons units are more than 1 hex away from a friendly (B) combat unit, then the supply wagon unit is destroyed when attacked. 

QUESTION: 7.6 Cavalry retreat before combat. Do the cavalry units retreat 4 hexes, or up to 4
hexes (like 1, 2, or 3 hexes if desired)? The attacking units can then move 2 hexes. Does the first
hex have to be the vacated cavalry hex? Or can it be 2 hexes in any direction? 
ANSWER: Cav retreat must be 4 hexes. Attacking units can move 2 hexes in any direction. 

QUESTION: [Rule 11.3] I assume that the same unit doesn't have to take a 3 supply levels from a
supply wagon. The rule is just intended to mean if you only have unit receiving supply and it only
needs 2 levels that the third level is lost and the supply wagon is flipped or removed. Correct? 
ANSWER: Correct 

QUESTION: [Rule 13.2] Withdrawal ‑ since SP are in even pt increment, should this be 4 SP or is supposed to mean 3 steps? Do I have to remove a whole unit or can I just remove 2 SP off of two units? 
ANSWER: It should say 3 steps. Note that the Master Schedule on the back of the book is
correct. Note that this is not an optional rule.

QUESTION: [Rule 14.0] Suppose I dig in a hex. A few turns later, my position is flanked. I now
wish that the trenches faced a different way. Can I build another trench in the same hex that faces a different way (and remove the first trench)? Or do I need to pull out and build a trench in a different hex? 
ANSWER: The former ‑ you build another trench in the same hex that faces a different way (and remove the first trench). There is no need to dance in and out of the hex. 

QUESTION: [Rule 14.0] Trenches. Once built, do they remain on the map even if the hex is
vacated? Or are they removed? Are players limited by the counter mix? ANSWER: As the
counters run out, players should mutually agree to remove trenches that are clearly out of play. In
other words, players should not be limited by the counter mix. 

QUESTION: [Rule 15.2] Optional Rule ‑ Initiative ‑ Does this rule mean that I get to decide
exactly which two chits to use to begin the turn. Correct? What happens to the Init marker if I
exercise this option? If nothing, it means I can keep doing this until I lose a battle. Was that
intentional? 
ANSWER: Correct ‑ the player with initiative gets to decide exactly which two chits to use at the
beginning of the turn (but they activate simultaneously allowing for things like a 2 Corps attack). Yes ‑ a player continues to have the initiative until a battle is lossed. So long as the marker on the
Initiative track continues to be at your end at the beginning of the turn, you continue to deliberately select the first two chits.

QUESTION: [Rule 16.0] The setup indicates units at various "steps." Am I interpreting this
correctly that a unit at its "2nd S" has lost one step out of four? 
ANSWER: It is the other way around. The number of steps corresponds to the number of soldier
icons on the counter. So a unit on its 1st step is at its lowest strength and has 1 soldier icon on its
counter ‑ see the example at 2.3.

QUESTION: [Rule 16.0] Some Confed units start on second step but have a unit representing
3rd/4th step. I cannot see how these will be used as only the Union get replacements. Am I missing something? If I am missing something why does Ramseur have no 3rd/4th step?
ANSWER: You're not missing anything. Those extra Confederate strength points/ counters are just excess baggage that I didn't bother to take off the counter sheet. They don't appear in the game.

QUESTION: [Rule 16.0] Victory points. The list says 1 vp for each supply step eliminated. Does
this mean only steps eliminated by combat (like cavalry catching a supply wagon), or does it include those supply steps "used up" in normal fatigue recovery, resupply, etc.?
ANSWER: The former ‑ the VP's for supply steps only apply to those lost to combat/capture
NOT to those "used up" normally.