From: Droolroy@aol.com To: DocDecision@ndti.net Subject: Rebels & Redcoats Questions ANSWERS IN CAPS Chris, Here is the batch of questions I sent off but never got answered. No hurry, as I am busy with schoolwork. Do you mind if I submit the Q&A to WebGrognards? Rebels & Recoats 2 Errata sheet dated 25 August 1995 [Note that the errata countersheet is 40 counters, of which 12 are "blanks" (with soldiers but no numerical information) for your own use. Of the remaining 28, one is misidentified in the printed errata (the Hobkirk's Hill NC Militia is a 5-4, not a 2-4). 4 are not listed in the printed errata. The SC Prov (1-4), King's Amer (1-4), and NY Dragn (16) are all British units from the Hobkirk's Hill battle. the Arty 3 (3-3, 6 pdr) is an American piece from Saratoga. Most of the errata counters fix trivial errors, such as units changing shirt or trousers colors from front to back side. A few do fix more serious problems of units being printed with the wrong color numbers - as the number color is the only way to tell American from British pieces (the uniforms are quite varied on both sides), the errata counters are appreciated.] [Minor to all but the artist] The back of the Rebels & Redcoats I box says that the cover is 'Dale Gallon, Turning Point at Guilford.' From the look of the painting, it is more likely the Chew House at Germantown. Note that R&RII also says it is the 'Turning Point at Guilford', which it may well be. Player Aid Card: Presumably the 2 column shift for a Ford is if the attackers are ALL in the Ford and the defenders are not? YES Player Aid Card [minor] Why is it labelled "Basic Game Tables" - is there an Advanced Game lurking out there somewhere? NO 2.0 (5) [minor] Since 'Infantry', 'Light Infantry' and ' Dragoons' are all given as separate unit types, shouldn't this say "the first player attacks with his infantry, light infantry and dragoons"? 3.1 Reinforcements. "Reinforcements appear adjacent to the map edge designated as entry". (a) Are stacking limits in force when the reinforcements appear adjacent before entry? NO (b) If yes, are the reinforcements required to enter in a column of stacks of legal size, each stack paying more to enter than the previous stack? NO 4.22 Terrain Effects on Movement - hexsides. YES Do roads negate the +1 mp for moving up a slope hexside? I.e., should note (b) on the Player Aid Card also apply to Slope hexsides? NO 4.4 Disengagement. (a) If a unit Disengages successfully, may it move directly into another hex in enemy ZOC? 4.4 allows it to "move normally", but movement from ZOC to ZOC is never addressed under the movement rules. NO (b) Should 4.4 "... exit enemy zones of control ..." and 12.1 "Light Infantry moving through Woods, Swamp, or Towns may ignore the ZOC of enemy regular infantry ..." be read as meaning that Light Infantry can automatically withdraw under these circumstances, by ignoring the ZOC of the enemy unit adjacent? BY ignoring the ZOC 6.0 Stacking. When is stacking in effect? (a) after the movement phase (b) after movement and during retreats B IS THE ANSWER (c) at all times, even during movement? •8.5 Retreat and friendly-occupied hexes. First of all, there is no mention of adverse effects in the rulebook, only hidden on the player aid card. But there is still an ambiguity, as the Player Aid Card appears to be talking about retreats THROUGH a friendly-occupied hex in violation of stacking limits. So I'm not sure if the critical part is that they are Disrupted and entering a friendly-occupied hex, or that they are Disrupted and moving through a friendly-occupied hex in violation of stacking limits. (a) A Disrupted friendly unit retreats THROUGH a friendly occupied hex, not in violation of stacking limits, as a result of failed MC. Do the friendly occupants of the hex have to take a -2 MC? YES (b) A Disrupted friendly unit retreats INTO a friendly-occupied hex, not in violation of stacking limits, and ends its retreat there. Do the friendly occupants have to take a -2 MC? YES Also, I think unnecessary confusion is caused by referring to the movement caused by an AR and a failed MC as 'retreat', even though one is a single hex movement, while the other is potentially a six hex movement. I try to think of the movement after a failed MC as a Rout, the movement from an A/DR as a retreat. 8.513 If a unit receives a MC# result, say for example MC1, and fails the Morale Check, but in its rout is forced to enter an enemy ZOC hex, where it again fails its Morale Check, does it execute a completely new rout move (using its full MA) from the hex where it failed its second MC, or does it simply finish its original rout move? [I've had this happen, it isn't an academic question.] ELIM IF NO FRIENDLIES IN HEX, NO CHCEK IF WITH FRIENDLIES 8.513 Same as above question, but this time it passes the first MC, retreats into an enemy ZOC, where it fails its second MC. Does it rout from this second hex with its full movement allowance, or from the hex it occupied at the start of combat? NO CHECK IF FREINDLY OCCUPIED, FROM SECOND HEX IF EMPTY 8.513. Suppose three infantry units in a hex receive a DR1 combat result. Two pass the MC, the other fails and Disrupts. The only hex they can retreat/rout to is in enemy ZOC, not occupied by friendly units. They move into that hex. (a) The Disrupted unit takes the +2 MC (Player Aid Card, Retreat 3) and passes. So far it has only used up one hex of its rout combat result. Does the Player Aid Card (Retreat 3 "If they pass, they may stop or they may retreat one more hex ..." mean that this unit is now relieved of the obligation to finish its original rout move? NO IT IS DD (b) One of the Good Order units passes its MC. The Player Aid Card (Retreat 3) means that it can stop or retreat an additional hex, correct? YES (c) The other Good Order unit fails its +2MC. Does it now rout its full movement allowance from this hex in the enemy ZOC, or from the hex it occupied in combat? I'm unclear as to the time/space relationship here. [And by the way, this actually happened, brought the game - Monmouth as I recall - to a crashing halt] FROM THE CURRENT HEX MAJOR 8.42 and 8.43 appear to conflict as to Artillery in Assault combat. 8.42 [while silent about how much Artillery contribute to the hex in defense] says "Artillery units which are disrupted or fail a Morale Check do not retreat ... but remain in place after flipping to their disrupted side. Artillery units stacked with friendly units which receive a retreat result check their Morale ... retreating one hex or disrupting as determined by their Morale Check. Artillery units which are stacked with friendly units which receive a disruption or elimination result are eliminated ..." 8.43 says "Artillery units defend at half ... [s]trength. If the result is Disruption, Elimination, or the Artillery unit(s) fail a Morale Check, the units are removed from play. ..." So: (a) If stacked with infantry, light infantry and/or dragoons, does artillery contribute half of its Bombardment strength to the hex defense (within the limits of 8 SP defending)? 6.0 suggests not, 8.43 suggests yes. NO (b) If artillery does contribute half its Bombardment Strength, is that rounded up or down (as most artillery are 1 Bombardment Strength)? (c) If artillery is in a hex in an enemy ZOC without infantry, light infantry or dragoons, in its OWN Assault phase, does the Artillery receive an automatic AR1 per 8.41? YES (d) Same question as above, but now the artillery is alone in the ENEMY Assault phase. Does it defend at half bombardment strength per 8.43, or does it receive an automatic DR1? 8.43 (e) Does artillery which is alone in a hex and fails a Morale Check: 1. retreat, 2. is it flipped to indicate abandoned guns, IF ATTACKING 3. is it eliminated? IF ELIMINATED (f) Same as question (e), but the artillery is stacked with DEFENDING infantry. FLIPPED (g) Same as question (e), but the artillery is stacked with ATTACKING infantry. FLIPPED (h) Artillery which is in a stack that gets a Disruption or elimination result - is it Disrupted per 8.42 or eliminated per 8.43? YES, DISRUPTED AND POTENTIALLY ELIM BY ADVANCING ENEMY UNITS (i) Or does 8.42 apply when artillery is in a hex being Bombarded, while 8.43 applies to a hex involved in Assault combat? NO 8.51 Retreat, Disintegration Player Aid Card & Combat Results Player Aid Card Retreat 3. The Combat Results Player Aid Card says "Empty hex in an enemy ZOC. Retreating units must conduct a Morale check with a plus two (+2) die roll modifier." The Disintegration Player Aid Card, under Morale Check modifiers, says "The presence of enemy units adjacent to the unit's hex adds two to the die roll." So does a unit which retreats into an enemy ZOC have a +2 or a +4 drm? +2 9.0 [minor] Contrary to what it says, Disrupted units do indeed have icons on the reverse side. 9.1 I assume that the combat strength to be doubled is the Disrupted strength, rather than the Good Order strength? YES 9.1 (2) "... closer to their Line of Communication ... or a Friendly Leader ..." May units move towards a Friendly Leader even if they could move towards their Line of Communication, but by moving towards the Leader they are moving away from their Line of Communication? NO 11.13 It appears that this section assumes the DD result eliminates all combat units stacked with the leader. But suppose a leader is stacked with a combat unit that receives a DD result, but the combat unit is not eliminated by that result. (a) Must the leader still make a casualty check? YES (b) Rather than displacing, may the leader remain with the combat unit? YES (c) If the leader displaces onto a friendly stack, can he add his Command rating to aid this stack in combat this phase? NO, 11.22 12.2 Dragoons. May Dragoons charge: (a) across a slope hexside upslope? NO (b) across a slope hexside downslope? NO (c) across a fence hexside? NO Bunker Hill Is the British Navy subject to 11.3 Command Range, or is it treated like the Copp's Hill battery, always in command? ALWAYS in command Germantown The American Arty 2 counter indicates that it belongs to Greene, while the setup in the rules indicates that it enters with Stephen - I assume the rules are correct? YES Stephen's Folly: What if one brigade encounters something other than Green's forces by 0800, but the other doesn't. Is the brigade that encountered now freed from this rule? YES Is the brigade that didn't yet encounter still required to per the last sentence of 17.4? NO Cowpens (a) where does Greene (0-8) set up? GREENE? (b) Should "Continentals" in the special rules be read as meaning 'other than the militia - 1,2,3 NC, 1,2 SC, GA? YES I assume that Continentals is intended to refer to the Continental Regulars, but it is never defined in the rules. Note also that while 5 of the 6 militia appear in the usual militia non-uniforms, the GA unit's icon is that of Continental regulars. Freeman's Farm [Minor]. Note that the setup as given in the rules ("... south of hex row xx11 ..." doesn't allow the Americans to set up in the fortification hex at 2411. I assume this should read "...on/south of ..."? It is a minor point because the British are far away at start. YES Camden Historical [As a variant, rather than having the militia automatically flee, after setup but before play begins I have all six of the American militia - including the 3 NC - take a MC2. The expected number of militia that pass is 1.1, close to the historical, yet it adds a bit of variety to the situation.] Guilford Courthouse. (a) Where does Lynch (american 4-5) set up? In the vacant hex 3912? YES (b) Where does the British artillery set up? 4117 Hobkirk's Hill (a) where does the SC Prov unit set up? 1630 (b) do both Washington Infantry and Washington Cavalry set up in the hex marked Wash? YES (c) 1 DE, Wash Inf, AC Prov and King's American Rifles are all 1-4's, yet they are worth 4 demoralization points apiece, equal to the 4-4's in this scenario. Is this intended? (3) Eutaw Springs. Does the 'British Camp' outline have any effect on play? NO The symbol indicates that it is a fence, yet the line runs through the center of hexes, rather than along hexsides. Since the Americans are on the attack, and particularly since they are pinned against the board edge, should the American be the first player in each turn? Otherwise Continentals rout right off the board with the initial British turn. DR CHRISTOPHER <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Thanks for providing the WebGrognards service! Roy.