From CSW/Microgame Design Group folder, questions and answers from the designer on A Mere Matter of Marching: bmcfarln@telusplanet.net - 12:06am Feb 12, 2003 PST (#1518 of 1519) Here are some answers to the questions on MMM. Q. What do artillery units "hit" on ? A. All units (not just Infantry and Indians as stated in 10.2.3) hit on a "6" Q. Before I go to all the work of slogging through Stanley's War of 1812 for exact deployment info, is there any good, readily available source for historical setups for each year? Thanks A. Yes, Stanley is your best bet. Victor Suthren’s “ The War of 1812” is also excellent in that it gives accurate, period maps of all the battlefields and troop deployments. But I am afraid that there is no readily accessible force that gives a brief and concise listing of the operational deployments. Perhaps one is not needed. Communications were so rudimentary on the Niagara Peninsula in 1812, that basically the invasion force had to be kept in one place with a string of pickets spread out along the Niagara River. On the other side of the river the British had a similar picket line and a central reserve usually on the King’s Highway, usually near the falls ( the center of the front) In 1812 the American invasion came from Lewistown; in 1813 the invasion came from Ft. Niagara and in 1814 the invasion originated from Conjockyuaddy Creek. Q. A question for A Mere Matter of Marching: Do you put one hit marker on a leader if ANY hit roll is a 1, or for EACH 1 rolled? A. Each and every “1” rolled against a column with a leader in it is marked as a hit on the leader Q. On one hand, 10.2.3 seems to suggest the former, but on the other hand, 10.2.1 clearly says a leader can have more than one hit. On the third hand, if a leader gets a hit for each 1 rolled in a battle, no leader will be left alive after a typical battle, as I discovered. A. That is because a hit does not automatically kill a leader. At the beginning of a battle turn (10.2.1) leaders have to TEST to see what damage the “hit(s)” does. You roll for each “hit” only a “6” kills the leader. If no “6” is rolled, he survives and all hits are removed. So if an unlucky Leader has three “1’s” rolled against him in the enemy’s fire phase, then he rolls three dice at the beginning of his turn (during the “Leader Casualty” phase. If any of the three dice come up “6” he’s dead. If no six is rolled he lives to see another turn. Q. And another AMMM question: The rules for the Niagara River crossing says you move using the same rules as road movement. That means only one force can move across per turn. This means the independent units can only get across in one turn if they are accompanied by the overall commander! Is that really the intention? My overall commander has already crossed, and can't go back to get those people! If it isn't the intention, do you roll for crossing for each unit individually, or all total (with what rating) ? A. Independent companies (with grey title box – mostly artillery and siege trains) have to be taken over one at a time using there own command number OR a bunch of independent companies can be taken over, under the command of the over-all commander, using his command rating OR you wait until the next Strategic turn and bring them over (one at a time or with the overall commander) NOTE: Attached companies (with white title box – mostly Natives and Volunteers) can move under the command of ANY leader.