Peter Perla - 06:41pm Oct 9, 2000 PST (#1137 of 1152) After a more careful reading of the V 2.0 rules and running through a couple of turns of Rolica, I have a bunch of questions and comments. 1. I am surprised at the rule about all but the British suffering a moral reduction for each SP lost. Given the rest of the system, this appears to create a race of supermen and makes the game extremely difficult for the French in ways that appear ahistoric. More on this subject later. 2. Sec 5.3: Some cards allow offensive bombardment. Does this mean that ALL guns may bombard, or only guns attached to commands given attack orders? 3. Sec 6.3: Does the CiC have a single continuation which he may either use or give to exactly ONE other officer, or may he continue with is own command and also provide continuation to ALL officers within range? 4. Sec 7.2: Given that this is the second edition of these rules, I am surprised that the confusion over "prorating" MPs as infantry changes from column to line or vice versa remains. It would appear that a unit in column can move 5 MPs and convert to line, obviously leaving no MPs. But what about a column that spends 4 MPs and then converts to line. Does the unit have any MPs left? What abut 3 MPs? Or 2 MPs? Or 1 MP? If a column converts to line after spending the given number of MPs (including the cost of conversin) how many MPs does the unit have left after converting to line? What about the reverse? 5. Sec 7.3: I am at a loss for any historical justification for prohibiting stacking of units from differnt formations, or from different arms, for that matter. Is this simply another outmoded boardgaming convention, or could you explain why this prohibition exists? 6. Sec 7.31: Am I missing something, or is there no real need or benefit of moving units in a stack? Is there any effect for moving the bottom unit of a stack out of the hex first and then moving the second unit to stack below it in a different hex? 7. Sec 7.31: The rule prohibiting artillery from taking losses when stacked with infantry effectively prohibits counterbattery fire in those cases. Is there some historical rationale for this that I am missing? What magic does being stacked with infantry create to prevent losses to the guns and gunners? 8. Sec 7.4: Does the restriction on artillery moving and firing in the same turn apply to Continuation? That is, if a gun moves during first movement, may it fire during the continuation? 9. Sec 7.5: Mixing the voluntary and involuntary retreat rules in this single case appears to have caused more confusion than keeping them distinct. 10. Sec 7.5: Could you explain the historical rationale for preventing units from moving through hexes in which it would violate stacking? If it could retreat through two units, 200 yards (1 hex) apart why could it not retreat through two units 100 yards apart? 11. Sec 7.5: I assume the prohibition on artillery's retreating applies only to involuntary retreats as a result of combat, not to voluntary retreats? 12. Sec 7.5: May a unit retreat through friendly units, causing morale checks all round, even if other options exist? Personally, I see no reason to prohibit such a move. If you do, could you please explain the historical basis for it? 13. Sec 7.5: Again, could you please explaing the historical rationale for prohibiting a retreating unit from stacking with another friendly unit? 14. Sec 8.3: This is a very confusing rule. Am I to interpret this as saying that infantry may only fire at adjacent enemy units in the defensive fire phase if those units are part of commands activated to attack ("units that are attacking"), or may they fire at any adjacent enemy units? Similarly, may defending artillery fire at any enemy unit in range and LOS, or must they restrict their fire to adjacent units "that are attacking" or longer-ranged enemy artillery, but only if the latter fired during the Offensive bombardment phase? May they thus NOT fire at enemy infantry at ranges greater than one hex during defensive fire? 15. Sec 8.43: This rule seems to imply that an artillery unit on a hilltop with an infantry unit adjacent to it on a lower elevation may fire through that infantry unit at an enemy artillery unit on that lower elevation withoutr fear of retribution from its target, which cannot return fire because of the infantry adjacent to the target. Is this intended? Should there not be some reciprocity in the ability to fire? 16. Sec 8.61: Am I correct in understanding that no matter how many "M" results a unit suffers in a single phase, it must only roll once? Does this not defy the historical reality that it was more often the intensity of combat that caused units to disorder and rout than the raw amount of casualties taken? In other words, shouldn't a unit that suffers enough cohesion hits to make it pass through two Morale check chits in a single phase be more likely to break during that phase than the same unit which suffers two such checks on successive phases? 17. Sec 9.0: Shock is optional. Does this mean that a unit with two enemy stacks in its frontal hexes may attack one of those stacks and ignore the other one? Does it also mean that I can attack both stacks at once if I so desire? 18. Sec 9.2: Let me get this straight: Cavalry may NOT charge into woods, but they can charge into towns? Why is that? 19. Indeed, why is it that towns block LOS but (apparently) have no other combat effect when most historical accounts of Napoleonic fighting make it clear that built-up areas were a different kettle of fish from open field fighting? 20. Sec 9.2: The original rules apparently made the British just as subject to the morale check when attacked by a French column as anyone else. Why the change? Again, you appear determined to make the British infantry some sort of supermen by fiat, rather than by modeling their capabilities in ways consistent with that of other units. This seems to heavy handed and virtually impossible for the French to do anything. Indeed, the historical record seems to indicate that it was precisely because the Brits were able to maintatin their morale in the face of such assaults and drive the French off with fire and a countercharge of their own that theywere so successful, not because they were supermen who simply were invulnerable to what the French did. 21. Sec 9.2: I assume that the Attacking in Line modifier applies if a majority of attacking SPs are in LINE, rather than column? 22. Sec 9.3: There is no indication of which units take the hits in a shock combat. It would appear that the top defending unit must suffer the hits initially. But how should the Attacker distribute hits among the top units of his attacking force if there is more than one attacking hex involved? 23. Sec 9.41: I am surprised at many of these restrictions, which appear to have more to do with outmoded game conventions than actual historical reality. Would you explaing the historical basis for these restrictions? 24. Sec 9.43: May cavlary conduct this retreat before fire prior to an enemy bombardment phase, even if not adjacent to enemy infantry or artillery units? 25. I assume that Cavalry Charges take place wholly during the shock phase and are not simply designated at then end of normal movement. 26. Sec 10.0: Cavalry is apparently prohibited from charging units is woods. BUt is there no effect of terrain that the cavalry moves through in its charge? May it charge across a river, for example? 27. Sec 10.3: This rule says cavalry continuation allows the cavalry to move their full movement allowance. The SOP says half their MA. Which is it? 28. Sec 11.0 This section says the continuation uses steps 2-6 of the activation sequence, but the SOP says 2-7. Which is it? 29. Sec 11.0: What doees the defender do during continuation? May he fire normally in the defensive fire phase, or are there some sort of restrictions on what the defender may fire at? 30. Sec 12: As I mentioned earlier, I strongly disagree with the way morale checks are handled when more than one may result from a single attack. This is tied in with the morlae ratings of the units and the special rules that create British Supermen. I suspect that if you rethink and rework these rules, you would not only simplify them but make them far more historical. 31. Sec 12.2: I assume that when a unit routs, any unit stacked with it, as well as any adjacent units, must take a morale check (i.e. "and" not merely "or"). 32. By the way, I suggest that rather than flipping the unit counter over to indicate it is disrupted, simply flip its cohesion marker over. 33. Sec 23.1: Does this mean that the British may enter Wellesley's COMMAND, as well as three additional COMMANDS, or does Wellesley's command count as one of the three commands allowed? 34. Sec 23.2: Do Reaction cards count as Initiative Cards for the purposes of game length? Peter Steve Carey - 12:39am Oct 10, 2000 PST (#1138 of 1152) Have Games, Will Travel Peter, the following is my interpretation of the La Guerra system (just trying to save Rob some time and a feverish hunt for the aspirin bottle), but he should carefully review all of these: 1) 2.1 The British being exempt from losing one morale for each strength point lost is there to reflect superior British leadership at levels not represented in the game. 2) 5.3 When allowed via an attack card, all of the Initiative player's artillery may offensively bombard during step 2, but in a Continuation only the units that are actually part of an activated formation may perform combat functions like bombardment, musket fire, and shock. This puts a decision on the player whether to Continue a command with the big guns for another shot, or perhaps activate an infantry command to move and attack with. 3) 6.3 A CiC with the Continuation ability (i.e., with a star) may transmit Continuation to one command in range, not all the commands in range. In AWI, some leaders have 2 stars, so they can activate 2 commands for Continuation. 4) 7.21 As soon as an infantry unit goes into column, it receives +2MP. Rob will have to clarify what happens when a unit changes from column to line. 5) 7.3 Only infantry units of the same formation may stack together; this helps keep command cohesion and also prevents unrealistic shuffling around of troops like independent panzers. 6) 7.31 I also don't see any benefit for moving units in a stack. Rob will have to enlighten us on his design intent here. 7) 7.31/8.3 When artillery and infantry are stacked together, infantry always takes any losses from fire or shock combat. One could infer that during the Defensive Fire phase, enemy artillery that fired Offensively can be targeted by counterbattery fire (whether stacked with infantry or not) since they exposed their position by bombarding. 8) 7.4 If artillery moved in its first movement, then I think it can shoot (or move again) if Continued. Otherwise, the guns would be straightjacketed to either moving twice or shooting twice if Continued, and not allowed to move once and shoot once. I envision a Continuation as another 'turn' for the activated formation, but the use of the word 'turn' in the rules is confusing. Artillery is so darn deadly in this system, perhaps they should be restricted. Rob? 9) 7.5/9.41 A player may only voluntarily retreat (withdraw) units from a ZOC if the current card allows, or he is using the Cavalry retreat option (9.43). Otherwise, retreats are involuntary. 10) 7.5 Units may not retreat in violation of stacking limits; here for simplicity, I imagine. 11) 7.5/9.42 Both say that when an artillery is forced to retreat (i.e., involuntary), it is eliminated instead. If you have the right card that allows withdrawal from enemy ZOC, you may move your guns away without penalty. 12) 7.5 No, you may not voluntarily retreat a unit through another friendly unit if other options exist. Remember, the unit is retreating, not redeploying. 13) 7.5 Again, simplicity to prevent retreating units from stacking with other units (except if they were stacked together, then they could retreat together). 14) 8.3 Defensive fire is made against any enemies that you desire, except during Continuation where only enemy units that are activated are eligible targets. Continuation is there to reflect the ebb-and-flow of the battle, and I'd imagine defending troops would be more inclined to engage enemy units that are active, rather than ones hiding behind trees. 15) 8.43 Common sense dictates that if you can see them, they can see you. Subsection 3 should probably refer to the target and intervening adjacent combat unit both being on the same elevation, which may be different than the firing unit's elevation. 16) 8.61 A unit only makes a single check per phase regardless of losses, though it may be forced to make multiple checks during the course of a complete turn. Remember that a firing unit may only inflict maximum casualties up to its strength (so a 2 SP unit cannot inflict 4 casualties), so overflow losses don't occur that often. I think Rob is trying to keep things simple here. 17) 9.0 Shock is optional. If you move next to too many enemy units, they all can engage you in defensive fire combat, and you're stuck in all their ZOC's, too. Usually not a good move to approach multiple enemy units without support. 18) 9.2 Cavalry may not charge units in woods, and I do play that they may not charge towns either (for obvious reasons). 19) 8.43 Towns do block LOS, but Rob has said they have no effect on combat. He'll have to explain this one since I can't. 20) 9.2 The British are immune to the French Column attack bonus, again to reflect their superior leadership. Personally, I think the Frenchies need this rule specifically against the Brits to give them a fighting chance in the game. 21) 9.2 This is a typo (good catch). To receive the Column or Line modifiers, a majority of attacking SP's must be in the appropriate formation. 22) 9.3 When allocating losses among multiple attacking units, the defender chooses (I spread 'em out as evenly as possible) among the top units in the attacking stacks. 23) 9.41 Retreat restrictions are in place to inhibit gamey tactics. 24) 9.43 No, Cavalry may not retreat before enemy Bombardment (which is a different phase than fire or shock). 25) 10.0 Cavalry charges take place during Shock Combat, as stated in the very first line. There is no 'Cavalry Charge' phase in the sequence of play. 26) 10.0 Cavalry may not charge through woods (also not towns, if we agree), and certainly not across rivers (but what about streams, or uphill?). Oversimplification here, and Rob needs to clarify. 27) 10.3 I've seen Rob state that Cavalry continuing may use both half and full MA, so he'll need to specify which is his final answer (where's Regis Philbin when you need him?). 28) Continuation is just steps 2-6, not 2-7 as stated in SOP. Having Cavalry charge/shock, continue the charge, become disordered, then suddenly activate for Continuation again is a bit much. 29) 11.0 Only activated Continuing enemy units are eligbile targets for Defensive fire during Continuation. Ebb-and-flow... 30) 12.0 British Supermen? Don't let Vasey or Barker hear you say that! Seriously, the French have a very tough road to travel. 31) 12.2 Any unit adjacent to, or stacked with, a unit that routs must make a morale check. 32) 12.0 Since none of the counters are backprinted, it's strictly personal preference to flip over the cohesion marker or the unit itself when disrupted. 33) 23.1 I thought it was Wellesley the leader, with his own command counting as one of the three. 34) 23.2 No, Reaction cards never count towards a scenario limit. Whoa, when I started this, I didn't know it would take a full 3 hours to reply! Anyway, I now have 'Marty Feldman Eyes', and must go to sleep. Rob can indicate my batting average in the morning. STEVE Rob Markham - 07:56am Oct 10, 2000 PST (#1139 of 1152) Steve, Your batting average is extremely high. I've asked Peter to email me these questions, because my employer would not take kindly to my taking 3 work hours to answer these. What I'll do is clear up a few things here later. To all, I hope to get Chippawa in the mail later today. Rob