Questions in Blue, answers in Green.
There is no easily defined arrangement of bases to make some of these formations when understrength that can cover all possible situations. However, there are some principles that can be followed. There should not be any "orphaned" bases. Units should be as symmetric as possible. Drop rear rank bases first, then bases from the flanks. Bases may need to be "shuffled" along when casualties are removed in order to maintain the formation's cohesion. This should not be allowed to put a unit beyond shooting range or out of melee contact with an opponent.
Yes. All infantry columns have those restrictions on ability to fire and melee.
Some people like the simplicity of having one radius for all sub-commanders (cuts down on referring to the rules all the time). The rule is there more to prevent players from scattering there troops around the table, unhistorically, rather than reflect any command quality. That being said, there is nothing wrong with using your house rule, if that's the level of complexity you enjoy, as long as you make sure all units in a sub-commander's command can fit within his radius.
Generally, there are no additional restrictions on what it may use the remaining actions for. Hence, if it was not in command control it may not move in addition to having one less action. Furthermore, if it was an uncontrolled cavalry unit it must use its remaining actions according to the appropriate rules. It is therefore important for cavalry units that start in melee contact to test for cavalry control at the start of their sides turn.
No, all activity that takes place during a single "Action" is considered simultaneous. Hence the enemy unit is considered in melee contact during that action and so may not be both fired upon and contacted in the same action.
Yes. Although it is only really advisable for pikemen and perhaps highlanders to do so.
No, it must move in a straight line from its current position towards the nearest unengaged side of the enemy unit. The nearest enemy unit is that which requires the least number of actions to contact.
No. An enemy unit that cannot be contacted with the cavalry unit's own front edge is ignored. The cavalry unit may then advance against some other enemy unit or, failing the presence of an enemy unit that can be contacted with the cavalry unit's front, edge, it advances as if there were no enemy units to its front.
No. Cavalry of this period frequently took shelter behind friendly infantry units to rally and reorganise. This is best represented by requiring uncontrolled advances to stop behind an obstacle such as a friendly unit. The cavalry unit should advance directly towards the nearest eligible enemy unit until its movement is blocked. It then remains there until its situation changes (blocking unit moves, it regains control etc.).
All activity that takes place during a single "Action" is considered simultaneous. Hence uncontrolled cavalry advances (and routs) can take place at any time during an action at the owning player's discretion. This is subject to the constraint that a unit required to make such a movement must do so if at all possible during that action. For example, if the path is blocked at the start of the action, is unblocked at any point during the action and is again blocked by the end of the action, the uncontrolled unit must advance while the path is unblocked.
Yes, it applies to ALL units. If a unit is meleed in the flank or rear (or front for that matter) it is stuck and cannot move turn, pivot or face until some other friendly unit comes to its rescue and defeats the enemy that is pinning it in place. This is an important game mechanic in that it encourages reserves that can come to the rescue of disadvantageous melees, especially as victorious cavalry starts to flank the infantry centre.
The "shift" rule only came into being to prevent units that are eating away at each other from becoming disconnected because of casualties. If two infantry regiments come in contact with each other in such a way that the pikes are in contact with each other's muskets, it is probable that the pikes will destroy the muskets and the two regiments will become disconnected. It was felt that the pikes would shift so that the victorious pikes would shift in such a way to bring into contact the rest of the opposing unit and settle the melee.
No. Wherever possible melee contact should be maintained. This may entail the attacking unit to be moved slightly to restore contact. This will most frequently result from a flank or rear contact. This movement does not cost an action and takes place immediately after casualty removal. If the attacking unit has contacted more than one defender, such movement may not be possible. Only in this situation may contact be broken.
This situation would only occur if at least one of the units in melee had adopted "muskets to front" formation. It such a situation it is more appropriate for the pikes to advance and fill the gap caused by casualty removal. Especially in cases where melee contact has not been broken but unit integrity (all bases touching) has.
There are three types of troop that are referred to as dragoons: Dragoon Forlorn Hopes, plain Dragoons and Dragoon Caracoles. It is easiest to describe each type separately.
Or just have a house rule that says that artillery must shoot at the closest enemy unit. (I don't like modifiers much)
No. The effect of each unit's shooting must be determined and applied separately.
No. In firing, individual stands are not targeted. Rather the unit as a whole is the target. A separate chart is used to determine whether shot or pikes are hit. Casualties may eventually be placed on the rear ranks as per melee, but the number of bases or each troop type should be kept to a minimum. (You cannot place 1 casualty on each base before giving any base more than 1 casualty) An exception is made for Tercio targets. Due to their size, shooting casualties should be applied to the side of the Tercio facing the shooter or bases touching that side.
It is the owning player's choice, with the restriction that no base should become "orphaned". (no longer in edge contact with another base of that unit). It is a good idea to start by removing rear rank bases and then bases from the flanks of the unit.
No. Shooting is by unit. This applies to both the target and the shooter. Hence if a legal line of sight exists and the target is within range then all bases of the shooting unit in the front rank may fire. A unit may not split is fire between more than one target. Tercios are an exception to this rule. Each face of a Tercio is treated as a separate unit for firing.
The defenders are pinned and cannot move. There is fighting going on, but there has not been enough time for significant effects to be shown. The attacker has already surrendered the "first strike" to the defender, I don't think the defender needs any more advantages.
Melee takes fire away from the whole SIDE of a Tercio. The other side may continue to fire and be fired upon but obviously not at the opposing units in melee. As the attackers win and push into the Tercio they will contact other sides of the Tercio and take them out of action as well. A Tercio in melee contact cannot move, change facing or formation.
No. Although in some circumstances a unit (eg: a limbered artillery stand) may not be allowed to expend an action on melee.
It must expend the action to destroy the artillery.
The sprit of the rule was that the -2 was to be applied only to those cavalry units frontally attacking pike stands or musket stands from units that contain pikemen and which are adjacent to one of its pike stands. It should not be applied when attacking dragoons, forlorn hopes, highlanders or musket stands not adjacent to a pike stand.
The "severe penalty" for columns is explained in the last paragraph on page 11. " No units may fire in column formation and only the front stand may melee" By the way, we play it, that if a column is caught in the flank or rear it can't melee AT ALL, since no one is in contact with the front edge of the front stand.
Yes, it applies to ALL units.
Unlimbered artillery should have a melee number of ONE (1) as per the scenarios. But, of course, artillery cannot advance into contact with enemy troops.
The melee numbers given in the scenarios are correct. However, a number of people prefer to use the quick reference sheet values as they emphasise the role of cavalry in the outcome of a battle.
No. The only way that victory points may be increased is by capturing a terrain objective.
No. The initial army morale value is derived from the total number of infantry units without regard to type. Tercios contribute the same amount to army morale as ordinary infantry regiments and their effect when disordered etc is also the same.
At this time a "regiment" of horse was mostly an administrative organisation. Once the battle started, each squadron acted on its own. Each cavalry stand is a separate cavalry "unit" in its own right and should be treated as such. Listing historical cavalry regiments in the orders of battle was also a more economical means of listing many stands of cavalry in the scenario.
Each independent stand has the morale and combat factors of the original parent regiment