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Napoleonic Wars OnLine
Gathered In Their Masses
Rule Book
Last modified March 10,
2024
This document provides the rules of Gathered In Their
Masses (GITM), the land combat module of the
Napoleonic Wars OnLine (NWOL). A player who has read and
understood these rules should be able to command units in
GITM. New players should start with the rules
summary before going through this document. More
details of the rules aree available for those seeking more
information about the mechanics of GITM by clicking on the
"More Details" links in this page.
The basic rules are divided into twelve sections:
1.
Strategic Map
1.1. GITM takes place on a
strategic map of Europe, 120 columns wide by 80
rows high. Each square on the strategic map is
approximately 15 miles square. Each column is
referred to by a letter and number; the westmost
column is A0, the next is A1, and the eastmost is
L9. Each row is also referred to by letter and
number; the northmost row is S0, the next is S1,
and the southmost is Z9. A given square is
referred to by its column and row, separated by a
dash. Thus, G7-V8 is Venice.
1.2. Each strategic square has
a particular terrain. There are seven possible
types of terrain; open, water, hill, forest,
mountain, high mountain, and swamp. Some strategic
squares also contain cities. Squares with water,
high mountain, and swamp are impassible.
1.3. Each strategic square
belongs to one of the eleven NWOL nations: France,
Great Britain, Prussia, Austria, Russia, Spain,
Portugal, Holland, Naples, the German states, or
the Italian states. Each city is controlled by one
state. Clicking on the city icon will display its
name, the state that controls it, and the amount
of supplies available there. |
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Sample strategic map: northeastern Italy
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1.4. Strategic squares which
contain one or more units are marked with flags. Blue flags
represent active troops of the player's side and active
troops of actively-allied sides, red flags represent active
hostile troops, and gray flags represent active neutral
troops. A square may be marked with more than one flag if it
contains troops of more than one of these categories, and a
black flag indicates all three types are present. Clicking
on a flag will reveal the state or states of the troops
present in the square, and their approximate number and
branch of service (infantry, cavalry, artillery,
headquarters). The reported number of neutral or enemy
troops may be somewhat higher or lower than the true number
of units there. The reported number of same-state and
actively allied units will be accurate. During a campaign, a
strategic square cannot contain more than 200 active
brigades and two inactive brigades (in cities the limit is
three inactive brigades). In peace or truce, a strategic
square cannot contain more than three brigades if it
contains a city and cannot contain more than two if it does
not. Militia units in their home city and units in forts do
not count against the limits on inactive units. If a square
contains only inactive units, it will be marked with a blue,
red, or grey tent icon depending on whether they are
actively allied, hostile, or neutral. If a square contains
only shattered units, it will be marked with a boxed S of
the appropriate color.
Click
here
for map legend
2.
Tactical Maps
2.1. Each strategic square on
the GITM strategic map has an associated tactical
map, 15 columns wide by 15 columns high. Each square
on each tactical map is approximately one mile
square. Each column and row is referred to by a
number. Column 0 is the westmost column and column
14 is the eastmost column; row 0 is the northmost
row and row 14 is the southmost row. Each square on
a tactical map is referred to by column and row,
separated by a dash. For example, 14-1 is the
tactical square directly below the upper right-hand
corner of a tactical map.
2.2. Each tactical square has a
particular terrain. There are ten possible types of
terrain; open, hills, high hills, river, ford,
mountain, pass, water, forest, and town. Tactical
squares with river, mountain, and water terrain are
impassible.
2.3 Rivers and mountain ranges
join continously across the edges of adjacent
tactical maps. For example, if tactical square 0-5
is a river square in a given strategic square, then
tactical square 14-5 will also be a river square in
the strategic square west of the given one.
2.4. Each tactical square has a
defensive terrain rating from 0 to 4 indicating the
general suitability of that square for defense. A
rating of 0 indicates poor defensive terrain; a
rating of 4 indicates excellent defensive
terrain.
2.5. Tactical squares which
contain one or more units are marked with flags in
the same way as strategic squares are. Clicking on a
flag on a tactical map will reveal the identity of
the units present in the tactical square. A tactical
square cannot contain more than 24 brigades, and
cannot contain more than 12 units allied to one
another (see rule 8.3 for the effects of this on
tactical movement).
2.6.
City tactical squares may have forts. Forts are
rated for strength (1 to 5, 5 being strongest) and
capacity (measured the same way as transport
capacity: 1 per man for infantry and HQs, 3 per man
for cavalry, 2 per man for artillery, brigades with
attached batteries count 100 men as artillerists).
Clicking on a city will show the strength and size
of its fort, and units in forts have an F appended
to their unit IDs.
2.7.
A
city can be besieged (with or without a fort). If
the city is besieged, there will be a note at the
bottom of the tactical map noting that it is, and
the movement of units and supplies into and out of
the city tac square will be limited.
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Sample tactical map showing river with
ford, hills, forest, town, and four brigades
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2.8.
The tactical map for the Gibraltar strategic square has
hand-edited terrain to reproduce the particular terrain
features of that point which are critical to its function in
the Napoleonic era. [More Details]
3.
Units
3.1. The basic unit of GITM is the
brigade. Brigades come in ten types; infantry, light
infantry, heavy cavalry, medium cavalry, light cavalry,
heavy artillery, medium artillery, light artillery, siege
artillery, and militia. Each brigade has a nationality and a
number within that nationality, and its unit ID is composed
of its nationality, number, and type. Thus, FR3LI is the
French 3rd Light Infantry Brigade. There are also two types
of headquarters units, army headquarters and corps
headquarters. Each brigade is composed a number of men and a
number of attached artillery batteries (possibly zero).
3.2. Each brigade is rated for
quality, experience, morale, fatigue, and
initiative. Quality represents the innate abilities
of the officers and men of the brigade. Experience
represents their exposure to combat over the course
of previous campaigns. Morale represents their elan
and willingness to fight. Fatigue represents their
endurance and ability to execute orders. Most
actions a brigade can take increase its fatigue [More Details]. At the end
of each turn, cavalry, light artillery, and army
headquarters units regain 4 points of fatigue; other
units regain 3. Initiative represents the ability of
the unit to move promptly on the battlefield.
3.3. Each brigade is located in
a particular strategic square and a particular
tactical square within that strategic square.
3.4. Each brigade has an
commander and a deputy commander, both of whom
receive reports from the unit and |
FR1IN
Commander: Louis Davout |
Deputy: Andre Massena |
Location: G8-V5 strategic, 0-2
tactical |
Strength: 3000 |
Batteries: 0 |
Quality: Very Good |
Experience: 8 |
Morale: 6 |
Fatigue: 0 |
Initiative: 4 |
Supplies: 0 |
Ammunition: 1 |
Supply: FR1CQ |
Communications: FR1CQ |
Sample unit status report
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can send orders for it. Commanders and deputy commanders are
assigned by the Minister of War of the brigade's state, or
by the commander of any army headquarters unit of that
state. Note that commanders of army headquarters cannot
assign commanders to units of different state than the state
of the army headquarters unit. Each player has a password
that identifies him or her as the commander or deputy
commander of his or her brigades.
3.5. A state can merge of its units into
another if they are of the same type (IN, MC, etc). Units to
be merged must be active, but can be activated before the
merger and/or inactivated afterwards. If the combined unit
exceeds the maximum size allowed for that type (4000 for
infantry, 2000 for cavalry, 400 for artillery, 3000 for
militia, no more than 1 battery or 4 batteries for
artillery) then the excess manpower returns to the manpower
pool at the end of the following season, and if the units
are on foreign soil, 40% of the manpower is lost and
casualty VPs apply. HQs and militia units may not be
combined. The units must be in the same strategic square,
and if there is an enemy unit present in the strategic
square, then they must be in the same tactical square. If
BR1IN is merged into BR2IN, then the combined unit will be
BR2IN, its commander and location will be those of BR2IN,
its strength and batteries will be the sum of the strength
and batteries of the two merging units, its quality,
experience, morale, fatigue, and ammunition will be the
average of the two merging units weighted by their
strengths, and the new unit will be carrying a supply only
if both units were before the merger. Merger will happen
during the orders phase (before movement and combat).
3.6.
Units
gain
experience
by
fighting
in
battles,
1
to
5
points
in
each
tactical
phase
of
combat
depending
on
the
odds
of the battle, receiving more points in battles with even
odds. They also gain experience by marching (making
strategic moves), 1 point per turn, until they reach 8
experience, at which point further marching does not
increase their experience. At the end of each campaign,
units lose a fraction of their experience, reflecting
turnover of men within the unit and the effects of
inactivity if they have not been gaining experience by
fighting and marching.
3.7. Units gain morale by
being in winning battles or by being close to them. They
lose morale by being in losing battles or by being close to
them. Larger battles produce greater increases and decreases
in morale. Units that capture cities, or are near them, gain
morale, and units near cities that are captured lose morale.
Morale starts at 50 for each unit and moves up or down. Each
turn morale tends to return towards 50 if the unit has not
gained or lost morale from battle or city capture. [More Details]
4.
Detection
4.1. During a campaign, on the strategic map,
active units other than AQs can detect same-state and
actively allied units up to 3 squares away. Army
headquarters units can detect same-state and actively allied
units up to 5 squares away. Units can detect all other units
up to 1 square away, except light cavalry brigades which can
detect other units up to 2 squares away if their strength is
500 or greater. Inactive units do not detect other units at
all. During peace or truce turns, active units other than
AQs detect same-state and actively allied units up to 5
squares away, and hostile or neutral units up to 3 squares
away. Army headquarters units detect same-state and actively
allied units up to 10 squares away, and detect other units
up to 3 squares away. Position reports will display all
squares within 5 squares of an active unit. Number of enemy
and allied units will be reported only approximately. Units
reported as "brigades" normally have 2-3 units,
"division" have 3-5, "divisions" have 6-8, and "corps" has
more than 8. If more than one corps is reported, the number
of units is approximately 12 times the number of corps
reported. Reports will also have the letters I,C,A,H to
indicated infantry, cavalry, artillery, and headquarters
units, and these letters are also only approximately
correct. Militia will be reported as infantry in this
instance.
4.2. On the
tactical map, units can detect all same-state units, all
actively allied units, and the nearest enemy unit (or units
if two or more are equally close) in each of the eight
directions (north, northeast, east, southeast, south,
southwest, west, northwest). Headquarters units (army and
corps) do not sight units nor block sight by enemy units
(this prevents them from taking advantage of their immunity
from combat to do screening or reconnaissance - see rule 9.2
below).
4.3. Units in the strategic
square of port cities (whether in the city tactical square
or not) will receive reports of the ships in the port (both
harbor and coastal waters). Ships located in the port will
automatically report the identities of GITM units in that
port's tactical square, and have a chance to report the
identities of GITM units in the port's strategic square but
not in its tactical square.Garrisons of off-GITM-map ports
will report the presence of ships and frigates in those
ports to the Naval Minister with a one-turn delay.
4.4. During
a campaign, when units move tactically, their movement is
reported to all same-state and actively allied units in the
same strategic square. If the start and end points of their
movement are visible to any other unit in the strategic
square, the movement is reported to all other units in the
square as well. If only the end point is visible, then only
the end point is reported; if only the start point is
visible, then only the start point is reported. If neither
the start point nor the end point of the movement is visible
to a non-actively allied unit, then the movement is not
reported to non-actively allied units. A movement through a
waypoint is treated as two separate movements for the
purposes of this rule.
4.5. During
a campaign, if a unit moves strategically, its departure is
reported to all same-state and actively allied units in the
square it is departing from, and if the unit is visible to
any non-actively allied unit, then the departure is reported
to all non-actively allied units in the square. Its arrival
is reported to all actively allied units in the square it is
arriving in, and if its arrival point is visible to any
non-actively allied unit, then its arrival is reported to
all non-actively allied units.
4.6. On the
strategic map, each player can see only what is visible to
the units assigned to his personal command. On the tactical
map, each player can see what is visible to any same-state
or actively allied unit on the same tactical map.
4.7. Each
side's War Minister will receive two types of additional
information about enemy dispositions. First, he will receive
occasional reports of the location of headquarters units;
second, he will receive reports of the location of
non-actively allied troops on his nation's territory and not
within sight of that nation's troops. The locations of these
reports will be one turn out of date and may contain errors,
sometimes large ones.
5.
Turn Sequence
5.1. GITM is played in turns. One campaign
consists of 15 campaign turns, unless all hostilities end
earlier. Peace and truce seasons consist of a single turn.
5.2. Campaign turns are divided into a supply
phase, tactical phases, and strategic phases. Combat occurs
during tactical phases, after tactical movement is
completed. Tactical movement happens first and strategic
movement happens subsequently, with three exceptions. First,
at the start of the turn, units in squares where battles
were fought the previous turn can make a strategic move to
withdraw from the battle. Second, in the middle of tactical
movement, there is one phase of strategic movement, to
permit brigades to join a battle in progress if they are in
an adjacent strategic square. Third, after strategic
movement there is a final phase of tactical movement, to
permit arriving units to deploy on the tactical map. Each
turn has five tactical and six strategic phases. Thus, a
GITM turn begins with a supply phase, followed by strategic
withdrawal, followed by two phases of tactical movement,
then one phase of strategic movement, then two more phases
of tactical movement, then five more phases of strategic
movement, ending with a final tactical phase in which combat
does not occur. The following diagram shows the exact
sequence of a campaign turn.
In peace and truce turns, there is no supply phase, and
there is no division into tactical and strategic phases;
instead all movement happens simultaneously.
5.3.
At the end of each turn, every player will receive two
reports. The first one contains a list of all events that
happened during the turn that were observed by the
player's units. The second one contains maps and unit
status reports showing the positions of the player's units
at the start of the following turn.
6.
Orders
6.1. Units send orders for each brigade, for
each turn, at the GITM Order Desk. Orders may be sent by the
commander of the unit or the deputy commander of the unit.
No other player may send orders for the unit unless it is
reassigned. If multiple orders are sent for a unit, the last
one sent by the commander is accepted; if the commander did
not send orders, then the last order sent by the deputy
commander is accepted. The orders sent govern the actions of
the brigade during the turn. During campaign turns, players
submit orders using the campaign order submission form,
which is divided into six sections.
6.2. In the first section, players type
the ID of the unit which they wish to send orders, and their
password to identify themselves as commander or deputy
commander.
6.3. In the second section, players send
orders for strategic movement. Players can specify a path
for movement, and can also indicate that the unit should
pursue enemy units moving strategically, or should move to
the nearest adjacent battle square. They may also specify an
entry square, and indicate whether they wish the unit to
halt its ordered strategic movement if it encounters an
enemy unit during strategic movement, in the case that it
moves into an enemy-held square (halt on detection) or an
enemy moves into its square (halt on enemy entry). Other
orders for strategic movement (e.g. pursuit or march to
battle) are not cancelled. They can also order a halt if
further movement would require a forced march, and this does
affect all forms of strategic movement.
6.4. I n the third section, players specify
tactical movement. They can specify a destination square and
an intermediate waypoint (they do not need to specify the
entire movement path), and the tactical phase for movement
to take place. They can specify that a unit should not enter
a fort if it enters a city with a fort (units will enter the
fort unless ordered not to). They can also indicate that the
unit should engage an enemy combat unit in its strategic
square, and the tactical phases in which it should do so.
They also specify the line in the battle formation in which
the unit should attempt to place itself (first line, second
line, or rear) if it finds itself in combat.
6.5. In the fourth section, players
specify the unit's reaction to the movement of other enemy
units. Units can give support to battles in nearby squares
if combat takes place, or can move to intercept enemy units
moving nearby. In both cases, units can specify the area in
which they wish to react, by specifying its center tactical
square and its radius, and the tactical phases in which they
wish to react.
6.6. In the fifth section, players
indicate the offensive and defensive postures they wish
their units to take, in a range between seeking combat and
avoiding it. When in combat, a unit will fight according to
its defensive posture if it did not move into the battle
tactical square on the same tactical phase as the battle, or
if it is allied to a unit that did not. In either of those
cases it is defending a pre-existing position. Otherwise it
will use its offensive posture. In a battle where all units
on both sides moved to the battle tactical square during the
tactical phase of the battle, all units on both sides will
use their offensive posture.
6.7. In the sixth section, players
indicate the amount of supplies they wish their units to
carry, and the source from which they wish to draw supply,
if they desire. A unit need not specify a supply source; if
it does not, the closest available source will be used. It
is only necessary to specify a source if there are two or
more available sources and it matters to the commander which
source is used. If a unit does not wish to draw supply at
all, it can enter "None" and it will not draw supply.
6.8. In general, players may submit
orders in all sections in any combinations they desire.
6.9. If a unit fails to send orders,
default orders will be carried out for the unit. The unit
will not move, will use skirmish combat modes on attack and
defense (except militia units will use attack/defend), will
seek the front line in combat, will support a same-state or
actively allied brigade in combat within 2 tactical squares
of its start-of-turn position, and will draw one unit of
supply.
6.10. During peace or truce
turns, players send orders using the peace/truce order
submission form, which has only one section, in which
players specify the unit ID, their password, and the
strategic and tactical locations to which they wish to move
the unit.
6.11. On all turns, if a unit is
reassigned during a turn, or its commander or deputy changes
passwords during a turn, then orders for the unit submitted
before the reassignment or password change was submitted are
evaluated using the old assignment and passwords, and orders
for the unit submitted afer the reassignment or password
change was submitted are evaluated using the new assignment
and passwords. [More Details]
7.
Strategic Movement
Rules 7.1 through 7.17
apply to campaign turns: rules 7.18 and 7.19 apply
to peace and truce turns.
7.1. Units can move one square on the strategic
map in each phase of strategic movement. Infantry units,
heavy and medium artillery units, and corps headquarters
have a normal movement allowance of three squares per turn;
light artillery units, cavalry units, and army headquarters
units have a normal allowance of four squares per turn.
Siege artillery have a normal movement allowance of two
squares per turn. Militia have a normal movement allowance
of two squares per turn; they may not move to a strategic
square outside their home nation. German militia may move
anywhere in Germany, and Italian militia may move anywhere
in Italy. Units pay one point of fatigue for every strategic
square moved, or two if moving into a mountain terrain.
Units with fatigue in excess of 18 may not move
strategically.
7.2. A unit's normal movement allowance is
decreased by one square if it is carrying supplies, as it is
compelled to remain with its wagon train, and is decreased
by one square if it is not in communications (see rule 10, Communications
and Supply, below).
7.3. A unit can move one strategic square
beyond its normal allowance as a forced march, but pays
three fatigue points (four points, if cavalry or light
artillery), rather than one, for the additional square of
movement. Militia may not force march.
7.4. Units specify the path they wish to take
in strategic movement in the strategic movement section of
the orders page, one square per box. Diagonal movement is
permitted, except that diagonal movement between E0-T3 and
D9-T4 is blocked by the water squares at E0-T4 and D9-T3
(movement between F7-V0 and F8-U9 is permitted, however).
For example, a unit moving four squares (in four strategic
phases) could move G4-V6 G5-V6 G6-V7 G7-V8. If a unit is
ordered to move to a strategic square not adjacent to the
one it is in, it will halt its movement at that point.
Example: a unit ordered to move G4-V6 G5-V6 G7-V8 will halt
in G5-V6 because G7-V8 is not adjacent to G5-V6.
7.5. A unit in a strategic square where
a battle was fought on the previous turn may make a
strategic withdrawal during the strategic withdrawal phase.
Units making strategic withdrawal cannot move to a strategic
square containing active hostile combat units at the start
of the turn. If a unit making a diagonal strategic move
would be interrupted (see rule 7.15 below) then the move
cannot be made. A unit that makes a strategic withdrawal
does not move in strategic phase 1, having made its first
move in the strategic withdrawal phase, but continues moving
normally in strategic phase 2 and later. It pays two fatigue
points rather than one for making a strategic withdrawal
move, and will lose some stragglers; 10% to 20% if an enemy
unit is in an adjacent tactical square (including diagonally
adjacent), 0% to 5% if not. Enemy units can pursue units
making strategic withdrawals, and the pursuit will happen
during the strategic withdrawal phase; the pursuing unit
will not move in strategic phase 1. (Because units can
withdraw to strategic squares if they were free of active
hostile combat units at the start of the turn, a unit that
moves in pursuit will not prevent other units from
withdrawing to the same strategic square later in the
phase.)
7.6. Units can skip a phase of strategic
movement by leaving a blank box in the strategic movement
sequence; they can still move their full movement allowance
as long as the order fills in at least three (four for
LC/MC/LA) of the boxes.This permits units can choose in
which of the six phases of strategic movement they wish to
make their three or four moves, as long as they make only
one in any given phase.
7.7. Units move in random order in each
strategic phase, and the order is different in each phase of
the turn. Fast units (LC, MC, and LA) move first in a random
order, then all other units move next in a random order.
7.8. A unit cannot make a strategic
movement unless it has a path to the edge of its
current tactical map which is free of enemy
combat units (see illustration). Neutral units block
movement in this way only when in their home
nation. [More
Details] Units cannot march strategically if
to do so, they must pass diagonally between two
non-actively allied units adjacent to them on their
present tactical map. Units in besieged cities may
not move strategically. If a unit's move is blocked
in one strategic phase, it will attempt to make the
move again in the next strategic phase, and will
continue the rest of its movement orders, each one
phase later than ordered (including any phases
skipped).
7.9. If a unit is in the presence of
enemy combat units (that is, non-HQ units) at its
turn to move, then it cannot make a strategic
movement that requires it to cross a river or
mountain range. It must first cross to the proper
side of the river/range in tactical movement.
Neutral combat units block movement in this way only
when in their home nation. [More
Details]
7.10. If a unit selects the "halt on
detection" option in strategic movement, it will
halt strategic movement when it moves into an
enemy-occupied square. If it does not, then it will
attempt to continue its strategic movement (the
enemy unit may block its further strategic movement
under rule 7.7).
7.11. If a unit selects the "halt on
enemy entry" option in strategic movement, it will
halt strategic movement upon detecting an enemy unit
entering its strategic square. If it does not, then
it will attempt to continue its strategic movement
(again, the enemy unit may block its further
strategic movement under rule 7.8).
|
For a unit at U to move
strategically, the
appropriate colored squares
(red for north,
gray for northwest, etc.) must
be clear of
enemy units to the edge of the
tactical map
|
7.12. A unit can select the "pursuit" option
in strategic movement. If it does so, then if an enemy unit
leaves its strategic square, it will attempt to follow that
enemy unit. It may fail due to rule 7.7. If a unit has both
a strategic movement path and the pursuit option selected,
it will follow the strategic path and attempt
pursuit until it makes a successful pursuit, at which time
its strategic path will be cancelled and it will exclusively
pursue for the rest of the turn. A unit in pursuit mode will
make a forced march to pursue if it can do so.
7.13. A unit can select the
"march to battle" option in strategic movement. If it does
so, and does not have a specified strategic move to make,
then it will find the largest battle (strategic square with
at least one same-state or actively allied unit and at least
one hostile unit present) in or adjacent to its own
strategic square. If the largest battle is in its own
square, it will not move. Otherwise it will move to the
square with the largest battle, force marching to do so if
necessary. If there are no battles in the same or adjacent
square the unit will not move. A unit which makes a move due
to a march to battle order will cancel all programmed
strategic movement later in the turn. A unit with a
specified strategic path will not march to battle until it
completes its specified path, unless it has empty boxes in
its movement path, in which case it will attempt to move to
battle during the phases in which it has no planned
strategic move.
7.14. When units move strategically, they are
placed on the tactical map in their new strategic square
along the first four rows or columns of the edge of the map
in the direction from which they entered. For example, a
unit that moved north will be placed on the south edge of
its new tactical map (ie, in rows 11 to 14), or a unit that
moved east will be placed on the west edge (in columns 0 to
3). A unit that moved northeast can enter in the west half
of the south edge, or the south half of the west edge, and
similarly for the other diagonal movement directions. A unit
can specify an entry tactical square for its strategic
movement. If it does not, the coordinates of the tactical
square in which it begins the turn will be used. The unit
will enter the tactical map as close to the entry square as
possible. For example, if the unit specifies the entry
square 5-4, then the unit will enter at 5-3 if moving south,
at 3-4 if moving east, at 11-4 if moving west, at 5-3 if
moving southeast (closer to 5-2 than the alternative choice
of 3-4), and so forth. If the east (or west) edge is the
same distance as the north (or south) edge, then the unit
will shift east (or west). Example: A unit moving southeast
with an entry square of 5-5 will enter at 3-5, not at 5-3. A
unit cannot enter the map in a tactical square containing an
enemy unit, nor one with an enemy unit between it and the
map edge. The entry square will be adjusted as necessary to
prevent this. [More Details] If a
unit is moving from one strategic square with mountain or
river terrain to another, then if enemy units, or neutral
units on home soil, are present in its starting strategic
square, then it must enter on the same side of the
river/range that it was on at the start of its strategic
movement. If a unit in such a situation tries to move
strategically along a river or mountain range and attempts
to enter on the opposite bank/side than it starts on, then
its entry square will be adjusted to keep it on the correct
bank/side. [More
Details]
7.15. If a unit attempts to move
diagonally, so that it passes between two squares adjacent
to its current square, then its movement may be interrupted
by an active (not inactive or shattered) enemy unit in one
of the adjacent squares the moving unit is passing between.
The unit will be charged one step of strategic movement and
be assessed fatigue points. However, in the next strategic
phase it will attempt to continue its movement to its
original destination square, and in subsequent strategic
movement phases will attempt to remain on its planned
movement path, force marching if necessary to complete its
moves. [More Details] Neutral
units block movement in this way only when in their home
nation.
7.16. Movement into the squares of the
Ottoman Empire is forbidden.
7.17. Units (except
militia) may board transports and move with the transports
according to the PATE rules for moving ships, then land at
another part of the map or at off-map ports. To do this they
may enter a transport group ID (for example, BR1TR) or an
off-map port name (for example, Antigua) as their first
strategic move. See PATE
rules section 9 for details. [More
Details]
7.18. During peace and truce turns,
non-militia units can only move if they are in supply at
their present location and will be in supply at their
destination, and have an unbroken chain of contact [More Details] from their location
to their destination, based on the position at the start of
movement. (That is, one may not move a CQ and then use it in
its new location to establish supply for a moving unit.)
Chains of contact are established after naval combat and
before naval movement, so that if a navy relieves the
blockade of a port at the start of a truce turn, the port
will be available for chains of contact for land movements
during the turn. For this purpose, chains of contact may be
made between any two allied and unblockaded ports without
regard to distance. Units without communications may not
move, but remain where they are. Moving units are not
limited by distance or by movement paths; they need only
specify the strategic square in which they wish to be
placed, and the tactical square. If the tactical square box
on the order form is left blank, the current tactical square
will be kept if it is passable terrain in the new strategic
square, otherwise a new tactical square will be randomly
assigned. If the strategic square is left blank, the unit
will move to a new tactical square in its current strategic
square. Units may not board TRs on peace/truce turns (except
on deployment turns they may), but may move to garrison in
off-map ports if they have a chain of contact to an
unblockaded port (or are in an unblockaded off-map port) and
the destination off-map port is unblockaded. Units aboard
TRs at the start of a peace/truce turn (except for
deployment turns) may be ordered off; if they are not, they
will unload into the port the transport group is in if it is
in one, and if not, to the transport group's base port. If
the transport group's base port is hostile, the units will
be disbanded. Movement into strategic squares containing
hostile units, or into strategic squares owned by neutral
powers and by the Ottoman Empire, is forbidden. Squares in
any nation with more than one state belong to the state that
controls the nearest city. [More
Details]. Militia units can only move to their home
cities in peace or truce turns. Militia not in their home
city will be moved to their home city automatically during
peace or truce turns if the home city is controlled by their
own state or an allied state. A militia unit whose home city
is neutral- or foreign-controlled is disbanded.
7.19. Strategic squares may
not contain more than two units, or three units if the
strategic square contains a city, on peace/truce turns.
Units in forts and militia in their home cities are exempt
from this limit. Units of inactive states are exempt from
this limit also. Units may violate this restriction during
movement, but when movement is completed, units will be
relocated to enforce it. Units will be relocated to a nearby
strategic square with an available space. If units of more
than one side are in a strategic square at the end of a
peace turn, the side controlling the city if the square
contains one, or the side with the most units in the square
if not, have priority to remain in the square.
8.
Tactical Movement
Rules 8.1 through 8.11 apply to campaign turns; rule
8.12 applies to peace and truce turns.
8.1. Units can move on the tactical map in each
phase of tactical movement. Light and medium cavalry and
light artillery ("fast units") and army headquarters units
can move up to six tactical squares in each tactical phase.
Other units, including corps headquarters units, can move up
to four tactical squares in each phase. If there are hostile
units in their strategic square, units pay one fatigue point
for each tactical move they may; otherwise tactical movement
does not incur fatigue.Units with fatigue in excess of 8 may
not move tactically if enemy units are present in their
strategic square. A unit which makes both a tactical move
and a support move in the same phase pays two fatigue
points; if it started with 8 fatigue points with enemy units
present, then the tactical move increases its fatigue to 9
and it cannot make a support move. A unit which moves to a
waypoint and then continues to its destination in the same
phase pays only one fatigue point.
8.2. Units moving tactically specify the
tactical square to which they wish to move and, optionally,
an intermediate waypoint to move through en route. Units may
specify a particular tactical square (e.g. 5-9) or the
nearest ford or the nearest mountain pass as their
destination. They can only specify a particular square as a
waypoint. If no waypoint is specified, then units move in a
straight line to the destination square; if a waypoint is
specified, units move in a straight line to the waypoint,
then in a straight line to the destination from the
waypoint. These are referred to as "specified moves" below.
They can also specify the tactical phase in which they wish
the movement to begin. Movement will commence in the
specified phase (in the first phase if no starting phase is
specified). If the unit can reach its destination in one
phase, it will complete the move; if not the unit will move
as far as it can along the straight-line path to the
destination (via the waypoint, if one is specified), and
will continue moving in later tactical phases until the
movement is completed or the turn ends. Units can also
specify not to enter a fort if they move into a fortified
city tac square. Units currently in forts wishing to exit,
or currently in tactical squares with forts wishing to enter
the fort, can do so by sending an order to move to their
current tactical square (the fort's tactical square) and
checking or not checking the "Do not enter fort" order, as
appropriate. Units moving in and out of forts, but not
moving to a different tactical square, will move before any
unit which is moving to a different tactical square.
8.3. If a unit encounters an enemy unit during
its move, either at the destination or prior to the
destination, then its movement is halted, as is the movement
of the enemy unit or units it encountered, and a combat
begins. [More Details] When
units of more than one state are in the destination square,
each state fights on one side in the battle according to
whether it is allied to, or hostile to, the unit which
initiated the battle. [More
Details] A unit which is in evade offensive mode and
cannot attack an enemy unit this way, or a unit which cannot
enter combat for other reasons, will instead halt one square
short of the enemy unit. If a unit's movement calls for it
to encounter a neutral unit, then it will not move at all.
If the unit's destination square, or waypoint square if it
uses one, contains 12 allied units, then the unit is blocked
and does not move. (Squares with 12 allied units in between
the unit's current location, waypoint, and destination
square do not block movement.)
8.4. Units
inside a besieged city may not move out of the city tac
square unless they move only 1 tactical square and they move
to attack a besieging unit. Units outside a besieged city
that are not hostile to the side controlling the city may
not enter the city tac square. Units that are hostile to the
controlling side may enter the tac square of the city and a
combat will result. Once a battle has started, all units who
are not neutral to any unit in the city can join the combat.
8.5. If a unit is in the same strategic
square as an enemy or neutral unit, then if its path to its
destination or waypoint square in tactical movement crosses
through impassible terrain, or crosses a cliff (a border
between a high hill tactical square and a non-hill tactical
square) then the unit's path is blocked and it does not move
at all. This rule applies when the moving unit is in the
same strategic square as a neutral only if the neutral unit
is in its home nation or a nation with which it is actively
allied. This limitation is not applied if there is no enemy
or neutral unit present in the square. [More Details] If a unit
moves in more than one tactical phase, and an enemy or
neutral unit enters the square between tactical phases
(either between tac phases 2 and 3, or between phases tac 4
and 5) then the limitation will apply in the tac phases
after the enemy or neutral unit enters.
8.6. In each tactical phase, units move in
order of initiative, lower numbers moving first. Fast units
with sufficient strength at the start of the turn (500 or
more for LC and MC, 100 or more for LA) get initiative
numbers between 1 and 2 and hence move first; all other
units get initiative numbers between 3 and 5 and move. Units
with higher fatigue get higher numbers; units drawing
communications from FR1AQ get lower numbers.Within each
group, units move in a random order, and the order is
different in each tactical phase of the turn.
8.7. Units may not cross from one side of a
river or mountain range to another in tactical movement
unless they use an appropriate ford or pass square as the
waypoint for the movement; units ordered to cross without
using a ford/pass waypoint will not move.
8.8. Units may also be ordered to engage the
nearest enemy combat unit. Units may be ordered to engage in
specified starting and ending phases. If a unit has two or
more enemy units that are equally near, it will attack the
one requiring the fewest diagonal moves. If a unit has
both an engage order and a specified order (see rule 8.2),
it will make the specified move, and begin to engage the
nearest enemy unit only in the tactical phase after the one
in which it reaches its destination. Units will not engage
an enemy headquarters unit unless there is no enemy combat
unit available to engage. If a unit fails a morale check, it
will cease attempting to engage enemy units.
8.9. Units can specify the line in which they
wish to fight if they enter combat during tactical movement.
A unit cannot occupy the second line or rear unless another
unit occupies the line or lines in front of them; if not,
the unit will automatically move forward as required. They
can also specify the attitude they wish to take if they find
themselves attacking or defending in combat. Assault and
last-ditch defense mode represent extreme effort in combat
resulting in increased combat strength, but heavier losses.
Skirmish mode represents a lighter form of combat, and evade
mode represents leaving a screen in front of the position
while keeping the majority of the unit disengaged.
8.10. Units can indicate the desire to support
same-state or units in combat. If a unit has an order
to support, then after all other tactical movement is
finished, the unit will move to join a battle in progress.
Units must specify a location at which to support and a
radius around that location. For example, if a unit
specifies support location 10-5 and a radius of 2, then the
unit will move to support any combat in the box between
columns 8 and 12 and between rows 3 and 7. If there are two
or more combats in side the support radius, then the
supporting unit will move to the closest one; if two are
equally close, it will move to the one in which the odds
against its side are the worst. Support moves cannot be
longer than two tactical squares, or three tactical squares
for LC/MC/LA units.
8.11. Units can also move to intercept the
movement of other units. If a unit has an order to
intercept, then it specifies an interception location and a
radius around that location in the same manner that it
specifies a box for a support order. If an enemy unit moves
through the specified box, or if a neutral unit does so when
the given unit is in a strategic square controlled by its
own state, then the unit with the intercept order will move
to engage the enemy/neutral unit if it can reach a square
within the interception box that the enemy unit is moving
through and that the intercepting unit can reach in the same
number of steps, or fewer, as the enemy unit. If the enemy
unit is moving via a waypoint, then the move to the waypoint
and the move from the waypoint to the destination are
treated as separate moves for this purpose. [More Details] Interception of
enemy units will result in a combat. Interception of neutral
units will not; the intercepting movement will move to the
point of interception, and the moving neutral unit will move
one square short of the point of interception and be halted
there. The interception will take place when the moving unit
reaches the edge of the intercepting unit's intercept box if
possible; if not, it will be made at the first possible
point of contact, which may or may not be inside the
intercept box. If the enemy/neutral unit is moving only one
square, then interception is not possible. If two units
attempt to intercept the same enemy/neutral unit, then the
first one to move in interception determines the point of
interception, and all subsequent interceptions must take
place at that point. A unit may move to intercept an
enemy/neutral unit whose point of interception is farther
away than the unit's movement allowance (4 or 6 squares
depending on branch) but if the interception requires the
unit to move more than its tac movement allowance, it will
move only to its allowed limit, and will not intercept the
enemy/neutral unit. Waypoints are not used with intercept
movements. When a combat results as a result of an
interception, the intercepting side will be the attacking
side and the intercepted side will be the defending side,
but both sides will use their attack mode in the battle. A
unit which has selected evade as its attack mode may not
intercept the movement of enemy/neutral units.
8.12. In any given tactical phase, a
unit will make only one move from among specified move,
engage move, and intercept move. If a unit is ordered to
make more than one kind of move, then the priority is as
follows: If an opportunity to make an intercept move arises
before the unit's opportunity to make its own move, then it
will do so, and will not make an engage or specified move
that tactical phase. If not, then when it gets the
opportunity to make its own tactical move, it will make a
specified move if it has one, if not it will make an engage
move if it has that order, and if it has neither it will not
move. In the latter case only, if an opportunity to
intercept later in the tactical phase occurs, the unit will
intercept; in the former two cases it will not, since it has
already made one of the other types of move. However, a unit
which has made a specified move, an engage move, or an
intercept move may also make a support move in the support
phase if it can otherwise do so. (For instance, units that
intercepted will normally be in combat and hence unable to
make a support move.)
8.13. During peace and truce turns,
tactical movement is automatic and unlimited. See rule 7.18
for more details.
9.
Combat
9.1. During a campaign turn, if at the end of
a tactical movement phase, two or more units hostile to one
another are in the same tactical square, combat begins.
Combat cannot occur on peace or truce turns. Combat occurs
in two segments, a firing segment and a melee segment.
9.2. Army and corps headquarters units
do not engage in combat. If they are not in a fort, and an
enemy unit enters their tactical square, there is a small
chance that they will shatter (see section
12 below). If they do not shatter, they will move to
any adjacent passable square not containing a hostile unit,
and take no further part in the battle. If there is no
adjacent passable square not containing a hostile unit, they
will shatter. If a corps HQ is carrying supplies when it is
shattered or forced to fall back, the supplies will be
destroyed. If a headquarters unit is in a fort, it will
remain in the battle and surrender if its side loses.
9.3. At the beginning of combat, units place
themselves into lines according to their orders. There must
be at least one unit in the front line, and there cannot be
a unit in the rear unless there is at least one in the
second line. If no unit wishes to be in the first line, or
the second line when a unit is needed there, a unit is
selected randomly and placed in that line.
9.4. The number of units that can fit in the
front line depends on the size of each unit and the length
of the battle line. If the attacking side entered the
tactical square where the combat occurred from one
direction, then the front line can contain up to 6000
infantry, or 2000 cavalry, or 750 artillerists, or
combination thereof where 1 infantryman takes up 1 space, 1
cavalryman takes up 3 spaces, 1 artilleryman takes up 8
spaces, and 6000 spaces total are available. If an infantry
or cavalry brigade has a battery attached, then 100 of its
men count as artillerists. For example, an infantry unit
with 3000 men and no battery takes up 3000 spaces, but one
with 3000 men and 1 battery takes up 3700 spaces (2900
infantry plus 100 artillerists at 8 spaces each). If more
units wish to be in the front line that there is space
available for them, then each unit contributes enough
strength in proportion to fill the front line, and the
remaining strength fights from the rear line (even if no
unit is in the second line). If a side's front line is
reduced by casualties in the firing phase, then the strength
in the rear line will return to the front line to fill the
space. If the attackers entered from more than one
direction, then the front line extends by another 6000 men
for each direction the attackers came from, or 3000 if an
additional direction is adjacent to another, or 0 if an
additional direction is adjacent to two others. Example: If
attackers came from the north and east, the front can
contain 12,000 men, but if they came from the north and
northeast, only 9000, and if they came from north,
northeast, and east, again 12,000. The second line has the
same size limit as the first. The rear can contain twice as
many men as the first two lines. Any men who cannot fit in
the rear line either do not contribute to their side's
combat strength at all (but the units still take
casualties).
9.5. A side's flanks can be turned if
they are not anchored and the enemy force is large enough to
turn one or both flanks. To turn the opponent's flanks, a
side must have a front line at least 10% longer in size than
the opponent's front line (second and third line length do
not matter) and must get at least 10% of its strength from
infantry or artillery brigades. A side has one flank
anchored if there is an adjacent square containing
same-state or actively allied troops or impassible terrain.
A side has both flanks anchored if there are two adjacent
squares, not in adjacent directions (example, not north and
northeast), with same-state or actively allied troops or
impassible terrain and the front line is at least 75% full
(ie, 4500 infantry, 1500 cavalry, 563 artillerists, or a
proportional number of mixed troops if the line is 6000 men
long.) In battles where at least one unit is in a fort,
neither side's flanks can be turned.
9.6. When infantry units are attacked by an
enemy force containing primarily cavalry, they will form
squares. When in squares, they fire less effectively but
fight in melee more effectively. Infantry units will not
form squares if the attacking enemy contains an infantry
brigade, nor if it contains 4 or more batteries per 1000
attacking cavalrymen. A side whose infantry units have
formed squares cannot have their flanks turned but the units
are much more likely to be trapped and shattered if their
side loses the engagement.
9.7. The effective strength of a unit depends
on the number of men and batteries in the unit, the quality,
experience, morale, and fatigue of the troops, the terrain
in which the battle takes place, attack or defense mode
(units in assault and last-ditch defense mode have higher
effective strength; units in skirmish and evade modes ave
lower effective strength), whether the unit is getting
communications and if so if it gets them from FR1AQ, and
whether the unit moved to enter the battle square or not
(units that did not move have a higher effective strength).
Militia fight at reduced strength if moving, and if not in a
town tactical square. In a battle, if
there is a unit on one side which did not move in the
tactical phase (this can be true of only one side) then
that side is defending, uses its defensive mode, and gains
the defensive terrain bonuses; the other side is
attacking. If all units in a battle moved tactically into
the battle during the phase (whether by ordered movement,
interception, or support movement) then all units on both
sides use their offensive combat mode and do not get
defensive terrain bonuses. Units in
sufficiently manned forts, meaning those with sufficient men
to cover one-third of the fort's maximum capacity, have
higher effective strengths. [More
Details]
9.8. In the firing segment, all infantry in
the front line and all artillery in the first or second line
(including batteries attached to infantry or cavalry
brigades) may fire. If between 1/3 and 2/3 of a side's
effective melee strength is cavalry, and the battle is not
in a fort, then the side receives a bonus for engaging with
mixed arms. The casualties that a side inflicts on its
opponent are proportional to the effective strength of its
firing units, and are distributed among the enemy units in
the first and second lines in the combat in proportion to
their strengths, increased if the unit is in assault or
last-ditch defense mode, and reduced if the unit is in
skirmish or evade mode. Units in the rear line will not
receive casualties in the firing segment. Each unit that
engages in the firing segment receives 1 fatigue point,
including an infantry or cavalry unit with an attached
battery for which only the battery fires. Units in
sufficiently manned forts receive reduced casualties. A
level 1 fort reduces them by 50%, and each additional fort
level reduces them another 10%, up to a level 5 fort which
reduces casualties by 90%.
9.9. Units that suffer 2% or greater losses in
the firing segment must take a morale check. The chance of
passing the morale check depends on the unit's quality,
experience, number of men lost, and whether the side's
flanks are anchored or exposed. [More
Details]. If a unit fails its morale check it may
retreat up to 4 tactical squares, or may rout to an adjacent
strategic square, but units in forts that fail morale checks
will not move. Units that retreat incur 2 fatigue points;
units that rout incur 3 fatigue points. If a unit fails a
morale check and is unable to retreat or rout, it shatters.
Units that rout will pick a direction randomly, and may pick
a direction that is blocked even if open directions were
available. Units that retreat will pick an open direction if
one is available. If a retreating or routing unit has its
movement blocked, it will shatter. Units that rout or
retreat will cancel any engage orders they may have; units
that rout will cancel all tactical movement orders. [ More Details ]
9.10. In the melee segment, all units in the
front and second line engage at full strength and all units
in the rear line, except cavalry units, engage at half
strength. Units that engage incur 1 fatigue point. If
between 1/3 and 2/3 of a side's effective strength is
cavalry, and the battle is not in a fort, then the side
receives a bonus for engaging with mixed arms. Sides with
exposed flanks suffer a penalty (unless they form squares
per rule 9.6). The casualties that a side inflicts on its
opponent are proportional to the effective strength of the
side and are distributed among the enemy units in the combat
in proportion to their strengths. Units in sufficiently
manned forts will received reduced casualties. A level 1
fort reduces them by 50%, and each additional fort level
reduces them another 10%, up to a level 5 fort which reduces
casualties by 90%. The side that loses the melee suffers
increased casualties, and after the melee, fall back to an
adjacent tactical square. Units in forts will not fall back,
but will surrender. Units falling back will move to a
tactical square containing same-state or actively allied
units when possible. Units falling back receive 1 point of
fatigue. They cannot fall back to an impassible square or to
one containing enemy units. If no legal fallback direction
is available, they will shatter. [
More Details ]
9.11. Units in attack or defense mode will
switch to skirmish mode (to reduce casualties) if the odds
in the melee phase are at least 2:1 against them. Units in
assault or last-ditch defense mode will not do so.
9.12. Units that suffer losses in the melee
segment must take morale checks under the same rules as
units that take losses in the firing segment, and rout or
retreat similarly.
9.13. At the end of each phase, if a
sufficiently large number of units in a strategic square
have routed or retreated, all other units of the same side
must take morale checks. If they fail, they join the retreat
or rout, or surrender if their retreats or routs are blocked
by enemy units or impassible terrain. (Note: Not yet
implemented.)
9.14. Casualties suffered in combat are
dividing into four types; killed, wounded, prisoners, and
stragglers. A fraction of a unit's stragglers will rejoin
the unit on each successive turn (unless the unit is in a
besieged fort), and will rejoin faster if the unit has no
strategic movement order. Wounded and prisoners rejoin the
unit at the end of the campaign and are available for
subsequent campaigns.
9.15. Artillery units, and
infantry and cavalry units with attached artillery
batteries, that are not engaged in combat and did not move
in a given tactical phase may bombard enemy units in
adjacent squares in that tactical phase. They may move in
earlier or later tactical phases. Units may bombard in only
one tactical phase per turn. Bombardment takes place after
movement and before other combat. Units that bombard may not
fire into tactical squares containing same-state, actively
allied, or neutral units. Gibraltar city tactical square may
not be bombarded. Units bombarding receive a +50% modifier
to their strength. Bombardment produces casualties for the
bombarded units in exactly the same way as other combat
does. Bombardment can also reduce the level of a fort. The
chance of this is 1% for every 350 modified strength
bombarding. Heavy artillery cannot damage forts above
level 3; medium artillery (including artillery of infantry
brigades) cannot damage forts above level 2; light artillery
(including artillery of cavalry brigades) cannot damage
forts above level 1.
10.
Communications and Supply
10.1. During campaign turns, units in GITM are
either in communications or not in communications. Army
headquarters units are a source of communications and are in
communications at all times. Corps headquarters units are in
communications if they are have a line of contact to an army
headquarters unit not longer than 5 strategic squares, or if
in the same strategic square as a same-state-controlled or
active-ally-controlled city. Other brigades are in
communications if they are have a line of contact to a corps
headquarters unit not longer than 2 strategic squares that
is in communications, or if they are in the same strategic
square as a same-state-controlled or active-ally-controlled
city.
10.2. Two units have a line of contact
if there is a path between them along the strategic map that
does not enter impassible terrain, does not enter a square
containing an enemy unit, does not enter a square adjacent
to an enemy light cavalry or medium cavalry unit unless a
same-state or actively allied combat unit is also in the
square or in the square of the enemy cavalry unit, and does
not pass diagonally between enemy units, and both units have
a clear path to the edge of their tactical maps in the
direction of that path. [More
Details] Units have a line of contact with a
city if they would be in contact with a same-state or allied
unit in the city tactical square, unless the city is under
siege (see next rule). Two cities have a line of contact to
one another if they are controlled by the same side or
allied sides, and units of the controlling side in each of
their tactical squares would have a line of contact between
them.
10.3. Cities may be besieged. A
city is besieged if there is at least one unit in, or
adjacent to, the city of the state controlling the city or
actively allied to that state, the unmodified strength of
hostile units in tactical squares adjacent to the city is
more than 110% of the unmodified strength of same-state or
actively allied units in the city tactical square or
adjacent tactical squares, and if there is a fort in the
city, hostile unmodified strength is at least half the
capacity of the fort. Supplies may not be moved in or out of
besieged cities. Units in besieged cities may draw supply
and communications only from the city or from a Q unit in
the city; units outside a besieged city may not draw
supplies or communications from the city or from a Q unit
inside the city. A siege can only begin at the end of a
movement phase. Thus, if a city is not besieged at the start
of a movement phase, it will not become besieged until the
end of that phase, and units in the city which are attacked
will be able to retreat out of the city if they lose the
battle. At the end of a turn, in the siege surrender phase,
units in besieged cities which have no supplies may
surrender. The chance that the units will surrender is 1/3.
One roll is made for the whole garrison, so either all units
in the city will surrender or none will.
10.4. Units not in communications lose one
square from their strategic movement allowance.
10.5. During campaign turns, active units in
GITM consume supplies. Inactive units do not use supplies,
and during peace and truce turns all units do not use
supplies. Supplies are stored in cities and distributed via
corps headquarters to units. A corps headquarters can draw
supplies from a same-state or actively allied city if it has
a line of contact to the city not longer than 8 strategic
squares. A unit, including an army headquarters, can draw
supplies from a same-state or actively allied corps
headquarters if it has a line of contact to the corps HQ not
longer than 2 strategic squares. One corps HQ can supply a
maximum of 18 units, including itself. A unit can draw
supplies directly from a same-state or actively allied city
if it is in the city's strategic square and the city is not
under siege, or the unit is in the city tac square. A unit
can also requisition supplies if it is in a strategic square
with open or river terrain, there are no enemy brigades in
the same strategic square, and there are no more than 3
total brigades in the square. A unit can enter "None" for
its supply source if it does not wish to draw supplies; it
will still requisition supplies if it can. If a CQ does not
wish to draw supplies, it will not draw them from a city but
will still give the supplies it carries to units that
request supplies from it.
10.6 The War Minister of the state that
controls a city, or any commander of an army headquarters
unit of that state, can order supplies moved from that city
to another if the cities have a line of contact not longer
than 10 strategic squares. Supplies may
also be moved from one port to another if
both ports are connected to the same sea area or
adjacent sea areas, and there are no hostile ships in
either port, and in the connected sea area(s), there are
not more enemy frigates raiding commerce than there are
same-side or allied frigates convoying commerce.
Supplies may be moved only from the city in which they began
the turn (ie, supplies cannot make two consecutive moves on
one turn) and no city may originate movement of more than 60
units of supply per turn. Supplies moved through off-map
ports count against the limit of 60 stores moved per turn
through those ports. During peace and truce turns (including
deployment turns), the distance limit of 10 squares or
adjacent sea areas and the quantity limit of 60 units do not
apply. On these turns, any number of supplies that started
the turn in the city can be moved any distance.
10.7. At the start of each turn, units consume
1 unit of supplies, then draw more supplies if they desire.
Units, including corps headquarters, will consume a supply
they are currently carrying if they can, and otherwise will
consume one from their supply source if one is available.
Units using a corps headquarters for a supply source will
consume from the corps headquarters' supply source if it has
one, otherwise will draw from the stores carried by the
corps headquarters. When drawing supplies to carry during
the turn, corps headquarters units can carry up to 12 units
of supplies; other units can carry 0 or 1 unit of supplies.
Commanders indicate the desired level of supply they wish to
carry in the supply level box on the orders page, and the
unit, if it has a supply source, will draw or unload enough
supplies to bring itself up to, or down to, that level.
except that if an enemy unit is present, or it is out of
supply, it cannot unload. Units with a corps headquarters
for a supply source will draw from the corps headquarters'
supply source if it has one, from the corps headquarters'
carried stores if not. A unit that indicates a supply level
of 0 will still draw supplies for immediate consumption if
it can do so. If the supply level box is left blank, the
unit will neither draw nor unload supplies, but will keep
the amount it had at the end of consumption. Supplies are
drawn before supply movements and purchases occur, so a unit
can only draw supplies from a city if those supplies were
present in the city at the end of the preceding turn.
10.8. During campaign turns, units that
do not have supplies to consume suffer losses from desertion
each turn that they lack supplies, unless in a besieged
fort. Units that requisition supplies suffer reduced losses
from desertion during requisitioning. The number of men lost
depend on the quality and morale of the unit. [More Details] Supply losses are
divided between prisoners and stragglers, and will rejoin
their units under rule 9.14. Units in besieged cities
do not lose deserters, but there is a 33% chance that they
may surrender if there are no supplies in the city. If one
unit in the fort surrenders, then all will do so.
10.9. Infantry and artillery units in GITM
also consume ammunition in combat. Units can carry five
units of ammunition, and expend one unit of ammunition in
any tactical phase that they fire or engage in melee. Units
automatically replenish ammunition whenever they draw
supplies.
10.10. Infantry units that are out of
ammunition cannot fire, and fight in melee at half strength.
Artillery units that are out of ammunition cannot fire, and
fight in melee at 10% strength.
10.11. At the end of each turn, units locate
the nearest available source of supply; corps HQs locate the
nearest city, other units locate the nearest corps HQ. This
supply location is listed on the unit's status report. [More
Details] Unit commanders may specify a different
supply source on the campaign orders submission form if they
wish to do so; if not, or if the ordered supply source is
not valid, the unit will use the one listed on its status
report. If a city changes hands or a CQ is disbanded, then
the unit may select a different supply source at the start
of the following turn.
11.
Inactive Units
Rules 11.1 through 11.6 apply to campaign turns; rule
11.7 applies to peace and truce turns.
11.1. During campaign turns, units in GITM can
be inactive in three situations. 1) Units aboard transports
become inactive until they unload into a GITM map square. 2)
Units located in garrisons of PATE ports which are not on
the GITM map (Malta, Corfu, and all Caribbean ports) are
inactive. 3) Units on the GITM map can be inactivated by the
commander or by the War Minister.
11.2. A single square on the GITM strategic
map cannot contain more than three inactive units if it
contains a city, and not more than two inactive units if it
does not contain a city. Inactive militia units in their
home city and units in forts do not count against these
limits. Attempts to inactivate units when the maximum number
of inactive units are already present will fail. Units may
not inactivate when neutral or enemy units are in their
strategic square.
11.3. Inactive units do not require
communications or supply and do not take supply losses. They
do not move or detect enemy units. They will, however,
automatically activate if enemy or neutral units enter their
strategic square. Inactive units appear on report maps with
a tent icon instead of a flag icon. They do not provide
intelligence information. They are listed at the end of the
position report.
11.4. Inactive units on transports or on the
GITM map do not engage in combat. Inactive units in port
garrisons will fight if enemy units land at the port. The
normal combat rules do not apply to fights in garrisons,
because those battles do not take place on the GITM map.
Rules for these combats are found in the PATE rules, rule
10.2. as are other relevant rules for units on transports
and in garrisons.
11.5. Players may send orders for inactive
units. These orders will not cause the unit to
activate. However, if the unit is activated during the turn
for some reason (for example, if an enemy unit enters its
strategic square) then the unit will begin carrying out the
orders it has received at that time. Note that if an
inactive unit is ordered to move in strat phase 1, but is
not activated until strat phase 2, then it will not attempt
to carry out its strat phase 1 order, as that phase has
passed.
11.7. During peace and truce
turns, there is no difference between active and inactive
units; they function identically. The only distinction is
that active units will remain active at the start of the
next campaign, and inactive ones will remain inactive.
12.
Shattered Units
12.1.If a unit is required to retreat or rout,
but its attempt to do so is blocked by an enemy or neutral
unit, or if it takes a morale check when its fatigue is 16
or greater, then the unit will shatter. Units that shatter
lose 30% to 80% of their strength, on average half as
stragglers and half as prisoners.
12.2. Upon shattering, a unit will immediately
move to a strategic square with no enemy units and commence
reforming. If the unit has a line of contact to a city
controlled by its side or an allied side (other than one in
the unit's current strategic square) not longer than 15
strategic squares, it will move 3 or 4 squares along that
line. If that square contains an enemy unit, the shattered
unit will instead locate in an adjacent square, selected
randomly, until it finds one with no enemy unit present. If
the unit has no line of contact to any same-state or
actively allied city in a different strategic square, then
it will fall back towards a coastal square 3 to 8 squares
away with a friendly TR in the associated port's coastal
waters, if one exists (this is to handle cases where the
unit has made an amphibious landing). If it cannot find such
a coastal square either, then it is destroyed.
12.3. Shattered units take 2 to 3 turns to
reform, including the one on which they are shattered. They
reform at the end of the turn on which they complete
reforming. While shattered, they do not report intelligence
in any way.
12.4. If an enemy unit enters the square where
the shattered unit is reforming, then the shattered unit
will again move 3 to 4 squares along the line of contact to
a same-state or actively allied city (or be destroyed it if
has none) and will require an additional turn to reform.
12.5. When the unit is ready to reform, it
reappears as an active unit on the map if it has supply and
communications. If it does not have supply or
communications, then it attempts to reform on the following
turn. If it cannot reform for three turns, it is destroyed.
GITM rules written and maintained by Stephen Schmidt.
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