Extra Rules for FFL: [20.0] ATTACK FROM MARCH General Rule: Attack from March is a special form of combat which is conducted during movement. 20.1 General Rule:. The player moves a force adjacent to an enemy force. He declares an "Attack from March" and pays "2" extra movement points. Combat is resolved. Upon successful completion of the combat, the attacking force may continue moving. • Successful completion is defined as inflicting a defeat on the enemy force. 20.2. An Attack from March costs TWO (2) extra movement points. This is in addition to the extra movement point cost for entering an enemy ZOC. An Attack from March may be made from the hex in which a force begins its movement. • Note: unlike some other games which allow this sort of attack, the Attack from March is resolved from the adjacent hex; the attacker does not enter the defender's hex. 20.3. Attack from March is resolved as normal combat, with the following addition: • The defending force adds an additional +2 to all fires it makes in that combat. 20.4 Post combat. Upon completion of the Battle procedure, victory is evaluated normally. 20.41 Retreats. A losing force retreats as per the normally combat rules. 20.42 Advance after combat. There is no advance after combat following Attack from March per se (if the attacking force wins the battle, it may continue normal movement). 20.43 A moving force which conducts an Attack from March and gains a draw or loses must cease movement for the turn. 20.5 Fortresses. Units may not conduct Attack from March against enemy units inside of Fortresses. 20.6 Within these restrictions, a force can conduct an unlimited number of Attacks from March in a single turn, and can attempt to Attack from March the same enemy force more than once (as long as it pays the appropriate movement costs). 20.7 A force which performs Attack from March may conduct combat during the Battle Segment, regardless of the outcome of the combat. [21.0] AMBUSH General Rule: Ambush is a special form of combat declared by the enemy player in the friendly movement segment. 21.1 General Rule: Whenever a friendly force enters an enemy ZOC, the enemy force may declare "Ambush". The enemy force may then attack the moving friendly force, temporarily reversing role of attacker and defender. This is resolved exactly as normal combat, with the non-moving force as the attacker, and the moving force as the defender. The ambushed force receives the benefit of terrain for defense. • Ambush is declared prior to the moving player declaring any Attack from March. 21.2 Only moving units may be attacked by Ambush. If there are non-moving forces in the same hex, then they are not affected by this. • Comment: representing the coordination problems of pre-radio forces. 21.3 A single force may execute only one Ambush per enemy player turn. A single moving force may be attacked more than once by Ambush, as long as each attack is conducted by a separate force. 21.4. Ambush combat may take place only in the enemy movement segment. It may not be conducted against enemy units conducting advance or retreat after combat. 21.5. Post combat. If the moving force receives a defeat, then its move ends after it finishes its retreat. Otherwise, it may continue moving. Ambush costs the moving force no movement points. 21.6. Restrictions: • A force may not attempt an Ambush through prohibited hexsides. • A besieged force may not perform Ambushes. • Units entering a fortress may not be attacked in an Ambush. (Since enemy ZOCs do not extend into enemy occupied fortresses.) • Optional Rules. Negotiations. A force which has obtained an "Honors of War" negotiations result may not be attacked in an Ambush. [22.0] EVASION General Rule: Evasion allows the defender to retreat prior to the initiation of a battle. 22.1 Procedure. The defender declares "Evasion". This is done after an attack has been initiated against a force but before it is resolved. No combat is resolved; instead the defending force conducts a normal retreat (see the Retreat rule for details). The attacker may then advance after combat, 22.2. Requirements. Evasion may be performed only in the following circumstances: • If the defending force contains a number of Good Order cavalry/mounted infantry/camel corps/horse artillery strength points equal to or greater than the attacking force's Good Order cavalry/mounted infantry/camel corps/horse artillery strength points (this allows all units in the force to retreat); OR • If the defending force is controlled by the Native player and is in a hex containing mountain or jungle terrain. 22.3. Restrictions. • Evasion is executed only in the enemy Combat segment. It may not be performed as a response to an Attack from March or Ambush. • A player may Evade with some, none, or all units in a force (and may rearrange Column markers to do this). • Headquarters may Evade if other units in the force are qualified to Evade. • Only Good Order units may Evade. Demoralized units may never Evade. • A force which Evades through enemy units or zones of control pays normal penalties (i.e., Good Order units demoralized, already demoralized units eliminated). 22.34. Evasion does not count as a victory in combat for the attacker. The attacking units, once they complete any advance, may not attack again in the Battle segment. [23.0 ATROCITY & FAIR PLAY General Rule: The players may attempt to interact with the civilian populace though Atrocities and Fair Play/Assimilation. 23.1 Atrocities. A player may conduct Atrocities in any fortress, town or Kraal hex. This is done by having a friendly combat unit in such hexes at the beginning of the friendly Supply Segment. The player declares an "Atrocity" and places the marker in the hex. 23.2. Atrocity markers: 23.21 Once placed, Atrocity markers may not be removed from the map. 23.22 There may be only one atrocity conducted per hex. 23.3 Atrocity effects: • The turn that an Atrocity is conducted, all friendly units in the hex are considered automatically in supply. • Thereafter, the presence of an atrocity marker destroys any inherent supply capability of a fortress, town, or Kraal hex. Use the Atrocity line on the Forage table for future Forage attempts. • The Native player may not place reinforcements/replacements on a hex containing an Atrocity marker. 23.4. Fair Play. The British Player (only) may conduct "Fair Play." This is done by having a friendly HQ unit in a fortress, town or Kraal. At the beginning of a friendly Supply Segment, the British player may declare "Fair Play". He rolls one die. If the result is less than or equal to the HQ’s Strategic Rating, the natives are friendly and he places a Fair Play marker in the hex. If the die roll is greater than the HQ's Strategic rating the result is "no effect" (he may try again on a later turn.). Only one HQ may attempt a Fair Play per hex per turn. 23.41. Fair Play effects: • A fair play marker in a town or fortress hex gives the British player a +1 modifier to Forage die rolls in that hex. • The British player receives ONE victory point per fortress, town and Kraal he controls with a Fair Play marker in it at the end of the game. • The Native player may not place reinforcements/replacements on a hex containing a Fair Play marker. 23.42. The Fair Play marker may be removed only by the Native player conducting an Atrocity in the hex. 23.43 The British player may not conduct an Atrocity in a hex in which he has already conducted Fair Play. The British player may not conduct Fair Play in a hex that contains an Atrocity marker.