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Q: An artillery unit fires
opportunity fire against a cavalry and a horse artillery unit that
are moving stacked together. The Cavalry unit is on top and will take
the casualties, but does one count both +3 for limbered (artillery)
and +1 for cavalry, or is it simply +1 for the cavalry alone, or do I
actually fire on each unit individually?
**********You fire once at +1, since only the top target unit
provides modifiers.
Q: Should the +1 shift for firing against cavalry be added to
a squares 2 Fire points?
**********Yes
Q: Can you clarify rule 11.5 C for me. The exception only. If
a French column moves adjacent and then close assults the Skirmisher
has to be on the bottom and so can not normally fire, does the
exception mean that it can fire as well as the column even though its
not on top?
**********Yes, it can fire if it is a French skirmisher.
Q: Can infantry and cavalry stack together?
**********Yes.
Q: Where does artillery units set up? Does each division arty
set up with a unit of its division even though only some arty is
called out on the setups?
**********The artillery that is part of a division or corps sets up
with its division or corps.
Q: If a infantry square containing artillery is being attacked
from the "rear" of the artillery, does the artillery participate in
the defensive fire of the square? I.E. is the artillery inside the
square "omni-directional"?
**********Artillery in a square (or in a one-hex village, for that
matter) has a 360 degree field of fire.
Q: In the case of skirmishers stacked on top of cavalry,
artillery or infantry which fire modifier do you use, only those that
apply to skirmishers or also those which apply to the other unit(s)
underneath it?
**********Skirmishers must be alone in a hex to get any "good"
modifiers. Otherwise use the top non-skirmisher, non-artillery unit
for modifiers.
Q: Does an artillery unit in a square have a 360 degree
Opportunity Fire zone?
**********Yes.
Q: Is a Cavalry unit that has charged, gets blown and retreats
6-12 hexes subject to enemy Reaction Charges and Artillery
Opportunity Fire as it traces that 6-12 hex path?
**********No, they are not "moving"...
Q: In the case of additive morale results define what happens
when a SH unit recieves a SH: 1 retreat / 1 straggler result, or a DG
unit a SH: 1 retreat / 1 straggler?
**********In both cases they retreats one hex and looses one
straggler.
Q: How the heck does a countercharge ever stop a charge?
**********By giving the charger a "retreat" result. This is of course
easiest done by attacking the charger in a flank.
Q: When LOS runs along a hexside and one of the hexes contains
blocking terrain ( town/village, unit, vineyard) is the LOS blocked
or not and?
**********Yes
Q: If a stack have more then AAA strenght, but is only
infantry (not 10 gun points), is it overstacking or not?
**********It is overstacking.
Q: If a cavalry unit gets a retreat combat result, do they
first have to retreat the number of hexes and then still withdraw 6
to 12 hexes?
**********Yepp.
Q: Can horse artillery limber up, move, unlimber and fire in
one turn?
**********Yes.
Q: If enemy units come in range are you
allowed to fire at them with no orders (or only orders to
defend)?
**********Of course, yes. 10.1h ought to clarify this. And a cavalry
unit can of course charge anything that comes within range.
Q: Is counterattacks at all allowable while under no orders or
only orders to defend? If so, what is "reasonable"
counterattacking?
**********Counterattacking is OK within "reasonable limits." An
infantry unit with no orders can counterattack within its "divisional
area", not to take new ground, but to repel attacks or retake lost
ground. Cavalry of course bends this as it in a sense "lashes out",
but I guess you get the idea.
Q: If the enemy makes a suicide run into the middle of your
corps and you have no orders, are you supposed to sit there,
emergency retreat, or can you crush him with fire and close
combat?
**********Crush him and laugh. Any well deployed "defense/no orders"
formation will have serious bite as it will have a couple of guns
firing Opportunity Fire (OF) as the attackers comes in through the
"OF-Cones." Combined with cavalry Reaction Charges "cones", this
creates a mesh for the enemy to wade through on his way in and then
your infantry and skirmishers can of course fire back at anything
that comes near them.
Q: Elaborate a bit on what kind of operations that need what
orders.
**********Think of "offensive combat" requiring complex orders in
10.1a as "combat and/or movement meant to capture unfriendly hexes."
Marching your formations through areas you consider "friendly"
requires simple orders only. Defending and moving about in your
"corps/divisional" area requires no orders, but note that you have to
use some common sense here as a Corps HQ in a road hex can control
units along a 32 hex front, something that would have impressed the
hell out of even Napoleon.
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