Suppression / Recoil is loss of initiative, advantage, position and/or momentum.
Suppression is the result of enemy Shooting: a Suppressed figure seeks cover and cannot return fire. It may move upto 2 (usually to its rear, directly away from enemy fire, or something between), but conventionally the figure is turned around.
Recoiling is the result of enemy Hand-to-Hand combat: a Recoiling figure moves back 2 to its rear without turning (1 straight back then a certain amount of curving is allowed). Recoiling from a firing position is always allowed, representing stepping just back from the parapet.
If a Recoiling figure meets friendly troops facing the same direction, it passes through to their rear, if allowed to do so, otherwise pushes them back.
Cavalry recoiling into friendly infantry causes them to Flee.
Troops not facing in the same direction cannot be recoiled through or pushed back.
A Recoiling figure with enemy to both front and rear, or that meets enemy, or terrain it cannot cross, or friends that it cannot pass through, push back or cause to flee, is Downed.
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Flee Result
Flee is total, though not irrevocable, loss of morale.
A Fleeing figure Recoils 2, then turns 180°, from there it moves its full move upto 12, changing direction by the minimum necessary (upto 90°) to avoid enemy, friends it cannot pass through, or Difficult / Impassable Going, but not to avoid crossing a Barrier that requires a 1D6 roll to cross, a failure to succeed in which destroys it.
A figure Fleeing from Hand-to-Hand is Downed if the figure that defeated it can move 2 x as fast, or more, in any terrain they pass through.
A figure can (heroically) elect to be Downed, rather than Flee, by successfully rolling FER versus 5.
Flee is total, though not irrevocable, loss of morale.
A Fleeing figure Recoils 2, then turns 180°, from there it moves its full move upto 12, changing direction by the minimum necessary (upto 90°) to avoid enemy, friends it cannot pass through, or Difficult / Impassable Going, but not to avoid crossing a Barrier that requires a 1D6 roll to cross, a failure to succeed in which destroys it.
A figure Fleeing from Hand-to-Hand is Downed if the figure that defeated it can move 2 x as fast, or more, in any terrain they pass through.
A figure can (heroically) elect to be Downed, rather than Flee, by successfully rolling FER versus 5.
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Downed Result
Downed means out of combat until the end.
A Downed figure takes no further part in the combat except that it may become Difficult Going, or a game objective (f. ex. to be defended).
Details can be Determined Afterwards, possibly with special rules for particular characters.
----------------------------------------------Details can be Determined Afterwards, possibly with special rules for particular characters.
Pursuit
An Irregular or Cavalry, whose enemy Recoil, Break Off, Flee or are Downed, must immediately pursue 2, even into Rough / Difficult Going or into a position in which it would be outflanked.
A figure in contact with a barrier / fortification / trench whose defenders are Downed, Recoil or Flee, captures and immediately occupies it.
An Irregular or Cavalry, whose enemy Recoil, Break Off, Flee or are Downed, must immediately pursue 2, even into Rough / Difficult Going or into a position in which it would be outflanked.
A figure in contact with a barrier / fortification / trench whose defenders are Downed, Recoil or Flee, captures and immediately occupies it.
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