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Historic Online Learning
Foundation
Rolling of the Drums
Rule Book
Last modified January 6,
2012
This document provides the rules of Rolling of the
Drums (ROTD), the land combat module of an
as-yet-unnamed Civil War game. A player who has read and
understood these rules should be able to command units in
ROTD. 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 ROTD by clicking on the
"More Details" links in this page.
The basic rules are divided into twelve sections:
1.
Strategic Map
1.1. ROTD takes place on a
strategic map of the eastern United States, 140
columns wide by 120 rows high. Each square on the
strategic map is approximately 10 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 N9. Each row is also referred to by
letter and number; the northmost row is O0, the
next is O1, and the southmost is Z9. A given
square is referred to by its column and row,
separated by a dash. Thus, E8-Q6 is Chicago,
Illinois.
1.2. Each strategic square has
a particular terrain. There are nine possible
types of terrain; open, water, hill, forest,
forested hills, mountain, high mountain, marsh,
and swamp. Some strategic squares also contain
cities. Squares with water, high mountain, and
swamp are impassible.
1.3. Each strategic square is
located in a state. Each state is either a Union
state, a border state, or a Confederate state.
Each city is controlled by either the Union or the
Confederacy. 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 Union troops; gray flags represent active
Confederate troops. A square may be marked with more than
one flag if it contains troops from boths ides. Clicking on
a flag will reveal the side of the troops present in the
square, and their approximate number and branch of service
(infantry, cavalry, artillery, headquarters). The reported
number of enemy troops may be somewhat higher or lower than
the true number of units there. The reported number of
friendly 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 (note: the
latter is not yet coded). If a square contains only inactive
units, it will be marked with a blue or grey tent icon
depending on whether they are Union of Confederate. 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 ROTD strategic map has an associated tactical
map, 15 columns wide by 15 columns high. Each square
on each tactical map is approximately two-thirds of
a mile on a side. 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 16 brigades, and
cannot contain more than 8 units allied to one
another.
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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3.
Units
3.1. The basic unit of ROTD is the
brigade. Brigades come in six types; infantry, cavalry,
horse 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, US3IN is the Union's
3rd Infantry Brigade. There are also two types of
headquarters units, army headquarters and corps
headquarters. Each brigade is composed a number of men, a
number of associated regiments, 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. Initiative represents
their ability to respond quickly to tactical orders
[More Details].
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,
horse artillery, and headquarters units regain 4
points of fatigue; other units regain 3.
3.3. Each brigade is located in
a particular strategic square and a particular
tactical square within that strategic square.
3.4. Each
brigade carries a particular type of weapon.
Infantry and militia can carry rifles or muskets;
artillery can be rifled or smoothbore; cavalry can
carry carbines or breechloaders.
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 |
| 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 Secretary of War of the brigade's side, or
by the commander of any army headquarters unit of that side.
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, LA, etc). If the
combined unit exceeds the maximum size allowed for that type
(3000 for infantry, 1500 for cavalry, 400 for artillery,
2000 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. 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 CS1IN is merged into CS2IN, then the combined
unit will be CS2IN, its commander and location will be those
of CS2IN, 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 supply 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, 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 can detect friendly units up to 3 squares away,
except army headquarters units which can detect friendly
units up to 5 squares away. Units can detect all other units
up to 1 square away, except cavalry brigades which can
detect other units up to 2 squares away, or if in
communications, 3 squares away. Enemy units can be detected
only if the detecting unit has a line of contact to the
detecting unit (see rule 11.2 below). Inactive units do not
detect other units at all. During peace or truce turns,
active units detect friendly units up to 5 squares away
except for army headquarters units which detect friendly
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-side 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 ROTD units in that
port's tactical square, and have a chance to report the
identities of ROTD units in the port's strategic square but
not in its tactical square.Garrisons of off-ROTD-map ports
will report the presence of ships and frigates in those
ports to the Secretary of the Navy with a one-turn delay.
4.4. During
a campaign, when units move tactically, their movement is
reported to all friendly 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 friendly 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-side 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. ROTD 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
ROTD 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 ROTD 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 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).
6.4. In 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.
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 formations on attack and
defense, will seek the front line in combat, will support a
same-side 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 7.15
apply to campaign turns: rule 7.16 applies to peace
and truce turns.
7.1. Units can move one square on the strategic
map in each phase of strategic movement. Infantry units,
light artillery units, and corps headquarters have a normal
movement allowance of three squares per turn; horse
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 state. 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 section
11, 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 horse
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, but diagonal movement between two water squares
or two impassible mountain squares is blocked. (Movement
between a water square and an impassible mountain square is
permitted.) 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. 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, 0% to 5% if not.
Units can skip a phase of strategic movement by leaving a
blank box in the strategic movement sequence; it can still
movent its full movement allowance as long as it fills in at
least three (four for CV/HA) 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.
7.6. In each strategic phase, cavalry
and horse artillery units move first and other units second.
Within groups, the order of movement is random, and
different in each phase.
7.7. 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 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).
7.8. 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]
7.9. 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 select that
option, then it will attempt to continue its
strategic movement (the enemy unit may block its
further strategic movement under rule 7.7).
7.10. 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 select
that option, then it will attempt to continue its
strategic movement (again, the enemy unit may block
its further strategic movement under rule
7.7).
7.11. 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.
7.12. 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-side 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 with
a specified strategic path will not march to battle
until it completes its specified path. |
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
|
7.13. 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. 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]
7.14. If a unit attempts to move
diagonally, so that it passes between two squares adjacent
to its current square, then its movement may be blocked 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. [More Details]
Neutral units block movement in this way only when in their
home nation.
7.15. Movement into the squares of
Canada is forbidden.
7.16. During peace and truce turns,
non-militia units, whether they are active or inactive, may
move to any strategic square in their home state.
Non-militia units that are not in their home state or an
allied state may remain where they are. They 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. (Note: a distance limit may be added.) If
the tactical square is left blank, the current tactical
square will be kept if it is passable terrain in the new
strategic square. If the strategic square is left blank, the
unit will move to a new tactical square in its current
strategic square. Movement into Canada remains forbidden.
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.
7.17. Units (except
militia) may board transports and move with the transports
according to the (naval-module-to-be-named) rules for moving
ships, then land at another part of the map or at off-map
ports. [More Details]
8.
Rail Movement
8.1. Units which begin their turns in
strategic squares with friendly-controlled railroads, and do
not make strategic movements by foot, may make rail
movements. If no enemy unit is present, the moving unit can
be anywhere in the strategic square; if an enemy unit is
present, the moving unit must be in a railroad tactical
square. The distance that units may move on one turn is 40
squares along the railroad. Paths cannot include diagonal
moves, but must be north, south, east, or west. There will
eventually be a limit on the total amount of rail movement
each side can do in one turn as well., but for now there
isn't. A unit which makes a strategic move under rules
section 7 cannot also move by river or rail. Rail movement
takes place immediately after the last phase of strategic
movement.
8.2. A rail square is
friendly-controlled if the last unit to occupy that
strategic square was friendly. If a square contains both
friendly and enemy units, then if a friendly unit is in a
railroad tactical square and no enemy unit is, the railroad
is friendly-controlled. If no unit is on the railroad, or
both sides have units on the railroad, the railroad is not
controlled by either side and cannot be used for rail
movement. [A river square is friendly-controlled if it
contains no enemy river batteries and the last warship to
sail in that square was friendly. This probably belongs in
the naval rules now.]
8.3. To move by rail, units
enter the destination to which they want to move and an
entry square. They may optionally submit a waypoint to move
through as well. Units will move via the shortest valid path
between the unit's location and its destination (and through
the waypoint if one is submitted). If the unit cannot reach
the destination square, either because enemy units block the
move or because it exceeds its movement limit, it will move
as far as it can towards the destination, unless the
shortest path to the destination is more than 80 squares, in
which case the unit will not move at all.
8.4. Units moving by rail
will be placed on the tactical map in the same way that
units moving on foot are placed, except that they must enter
in a railroad tactical square. The entry square can be used
to control whether entry is in the usual row/column 3/11, or
closer to the edge of the tactical map.
9.
Tactical Movement
Rules 9.1 through 9.11 apply to campaign turns; rule
9.12 applies to peace and truce turns.
9.1. Units can move on the tactical map in each
phase of tactical movement. Cavalry and horse artillery 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 phase in which
they move tactically; 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.
9.2. Units moving tactically specify the
tactical square to which they wish to move and, optionally,
an intermediate waypoint to move through en route. 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. 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, 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.
9.3. 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.
9.4. 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.
9.5. If a unit is in the same strategic
square as an enemy 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.
9.6. In each tactical phase, units move in
order of initiative, 1 first, 5 last. Within initiative
groups, units move in a random order, and the order is
different in each tactical phase of the turn.
9.7. 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.
9.8. 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 destination or waypoint order, it will
move to the waypoint and destination, and begin to engage
the nearest enemy unit 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.
9.9. 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.
9.10. Units can indicate the desire to support
same-side 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 CV/HA units.
9.11. 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 do so.
Interception of enemy units will result in a combat.
Interception of neutral units will not, but will halt the
neutral unit's tactical move at the intercept point. 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. A unit which has selected evade as its
attack mode may not intercept the movement of enemy/neutral
units.
9.12. During peace and truce turns, tactical
movement is automatic and unlimited. See rule 7.16 for more
details.
10.
Combat
10.1. 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.
Not all battles have a melee segment; a battle has a melee
segment only if at least one attacking unit is in Assault or
Attack modes, at least one defending unit is in Defend or
Last-Ditch mode, and at least one attacking unit is able to
move to close quarters. [More Details]
10.2. Army and corps headquarters units
do not engage in combat. If 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 fall back before the
attacking unit and take no further part in the battle. If
they cannot fall back from the attack they will shatter. If
a corps HQ is carrying supplies when it is shattered or
forced to fall back, the supplies will be destroyed.
10.3. 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.
10.4. 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 3000
infantry, or 1000 cavalry, or 375 artillerists, or
combination thereof where 1 infantryman takes up 1 space, 1
cavalryman takes up 3 spaces, 1 artilleryman takes up 8
spaces, and 3000 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 2000 men and no battery takes up 2000 spaces, but one
with 2000 men and 1 battery takes up 2700 spaces (1900
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 3000 men
for each direction the attackers came from, or 1500 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 6000 men, but if they came from the north and
northeast, only 4500, and if they came from north,
northeast, and east, again 6000. The second and third line
have the same size limit as the first. Units that do not fit
into the third line cannot engage (but will take
casualties).
10.5. Cavalry fights dismounted and infantry
do not form squares.
10.6. The effective strength of a unit depends
on the number of men and batteries in the unit, the weapons
it has, the quality, experience, morale, and fatigue of the
troops, the weapons it is using, 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), 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. Units in forts
have higher effective strengths. [More
Details]
10.7. 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. Casualties are proportional to the
effective strength of the firing units, and are distributed
among the enemy units in the first and second lines in the
combat in proportion to their strength, 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
forts receive reduced casualties.
10.8. 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 unit's
flanks are anchored or exposed. [More
Details] A unit has one flank anchored if there is an
adjacent square containing same-side or actively allied
troops or impassible terrain. A unit has both flanks
anchored if there are two adjacent squares, not in adjacent
directions (example, not north and northeast), with
same-side or actively allied troops or impassible terrain
and the front line is at least 75% full (ie, 2250 infantry,
750 cavalry, 281 artillerists, or a proportional number of
mixed troops if the line is 3000 men long.) Flanks cannot be
turned in battles in forts. If a unit not in a fort fails
its morale check it may retreat up to 4 tactical squares, or
may rout to an adjacent strategic square; units in forts
that fail morale checks will not move. Units that retreat
incur 2 fatigue points; units that rout incur 5 fatigue
points. If a unit fails a morale check and is unable to
retreat or rout, it surrenders. 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
surrender. River batteries do not retreat or rout; if
required to rout, they are destroyed. Units that rout or
retreat will cancel any engage orders they may have. [ More Details ]
10.9. In the melee segment, if it occurs, all
units in the front and second line engage at full strength
and all units in the rear line 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. Units with exposed flanks suffer a
penalty. Casualties are proportional to the effective
strength of the units and are distributed among the enemy
units in the combat in proportion to their strength. Units
in forts will received reduced casualties. The side that
loses the melee suffers increased casualties.
10.10 After the melee if it occurs,
or after the firing phase if not, the side that loses the
battle falls back to an adjacent tactical square. Units in
forts that lose battles will not fall back, but will
surrender. River batteries do not fall back, but are
destroyed. Units falling back will move to a tactical square
containing same-side 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 surrender. [ More Details ]
10.11. 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.
10.12. 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.
10.13. 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 and probably never will be.)
10.14. 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 rejoin the unit at the end
of the campaign and are available for subsequent campaigns.
Prisoners are a subject to be dealt with later.
10.15. Artillery units, and
infantry and cavalry units with attached artillery
batteries, that are not engaged in combat and did not move
in a given tac phase may bombard enemy units in adjacent
squares in that same tac phase. Rifled artillery may bombard
into a tac square two squares away, and may bombard over the
heads of friendly units. Bombarding artillery units may move
in earlier or later tac phases. Bombardment takes place
after movement and before other combat. Units that bombard
may not fire into tactical squares containing same-side or
actively allied units. 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.
11.
Communications and Supply
11.1. During campaign turns, units in ROTD 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-side-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-side-controlled or active-ally-controlled
city.
11.2. 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 a square adjacent to an
enemy light cavalry or medium cavalry unit unless a
same-side 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. Lines of contact for detection
purposes may be traced through squares adjacent to enemy
cavalry. [More Details]
Units are in contact with cities if they would be in contact
with an unit in the city, 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.
11.3. Cities may be besieged. A
city is besieged if the unmodified strength of hostile units
in tactical squares adjacent to the city is more than 110%
of the unmodified strength of same-side 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.
11.4. Units not in communications lose one
square from their strategic movement allowance.
11.5. During campaign turns, active units in
ROTD, except river batteries, consume supplies. Inactive
units do not use supplies, and during peace and truce turns
all units do not use supplies. Supplies are stored in supply
depots and distributed via corps headquarters to units. A
corps headquarters can draw supplies from a same-side or
actively allied supply depot if it has a line of contact to
the depot not longer than 4 strategic squares (as defined in
rule 11.2). It can also draw supplies from a same-side or
actively allied city if it is located in the city strat
square (if the city is besieged, it must be in the city tac
square). A unit, including an army headquarters, can draw
supplies from a same-side or actively allied corps
headquarters if it has a line of contact to the depot
not longer than 2 strategic squares. Units can also draw
directly from cities or supply depots if they are in the
same strategic square as the city or depot (note; this won't
work for depots yet). One corps HQ can supply a maximum of
18 units, including itself. A city or depot can supply as
many units as which to draw supply from them. 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.
11.6 Any commander of an army headquarters
unit, or the War Minister, can order supplies moved from one
city or supply depot to another if the cities/depots have a
line of contact to the depot not longer than 4 strategic
squares Supplies can also be moved by river and rail if the
cities or depots have a valid rail or river path between
them and are within 40 squares for a rail move or 30 squares
for a river move. Supplies may also be moved from one city
to another, or a depot in a city, if both cities are port
cities, are connected to the same sea area or adjacent sea
areas, and there are no hostile ships in either port or in
the connected sea area(s). Supplies may be moved only from
the city or depot in which they began the turn (ie, supplies
cannot make two consecutive moves on one turn) and no city
or depot may originate movement of more than 60 units of
supply per turn. During peace and truce turns, the distance
limits and the quantity limit do not apply. On peace and
truce turns any number of supplies that started the turn in
the city can be moved any distance.
11.7. Supply depots are
placed on the map by the War Ministers of each side, or the
President or Vice-President of that side. Supply depots must
be placed in strategic squares containing
friendly-controlled railroad, friendly-controlled navigable
river, or a friendly-controlled city. If in a railroad they
must be in a railroad tactical square; if in a river they
must be in a tactical square adjacent to the river; if in a
city they must be in the city tac square; if the city
contains more than one of those things, then the tac square
appropriate to any of them may be chosen. TEMPORARY RULE:
Each side is given a number of supply depots at game start,
which may be placed immediately or reserved. Placing a
reserved depot requires two turns; if the placement is
requested (by email to the GA) before turn N, then the depot
is placed after turn N+1. A placed depot can be removed, and
similarly requires two turns. A depot can be removed and
replaced; this takes four turns. (Later, the economics
module will govern the purchase of depots.)
11.8. If an enemy unit enters
the tactical square of an undefended depot, or if enemy
units win a battle in the tactical square of a depot, the
depot is destroyed. All units of the destroying side will
automatically load ammunition and supplies from the depot,
up to the limit of the number of supplies in the depot when
destroyed. Corps headquarters have first priority to load
supplies, other units second; within groups the order of
loading supplies is random.
11.9. At the start of each turn, units consume
1 unit of supplies, then draw more supplies if they desire.
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 will draw enough supplies to bring itself up to that
level. A unit that indicates a supply level of 0 will still
draw supplies for immediate consumption if it can do so. If
a corps HQ unit has more supplies than the amount it
requested to carry in orders, it will unload the rest back
to the city from which it is drawing supplies if no enemy
unit is present. If an enemy unit is present, or it is out
of supply, it cannot unload.
11.10. 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 10.13. 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.
11.11. Infantry and artillery units in ROTD
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.
11.12. 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 or
engage in melee.
11.13. 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.
12.
Inactive Units
Rules 12.1 through 12.6 apply to campaign turns; rule
12.7 applies to peace and truce turns.
12.1. During campaign turns, units in ROTD can
be inactive in three situations. 1) Units aboard transports
become inactive until they unload into a ROTD map square. 2)
Units located in garrisons of (naval modle to be named)
ports which are not on the ROTD map (there will be a few,
probably) are inactive. 3) Units on the ROTD map can be
inactivated by the commander or by the Secretary of War.
12.2. A single square on the ROTD strategic
map cannot contain more than three inactive units (including
militia) if it contains a city, and not more than two
inactive units if it does not contain a city. Inactive
militia units in the cities in which they were raised 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.
12.3. 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.
12.4. Inactive units on transports or on the
ROTD 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 ROTD 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.
12.5. 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.
12.6. 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.
13.
Shattered Units
13.1.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 20% to 40% of their strength, half as stragglers and
half as prisoners.
13.2. Upon shattering, a unit will immediately
move to a strategic square with no enemy units and commence
reforming. If the unit has a valid line of contact to a city
within 15 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-side or actively
allied city, then it is destroyed.
13.3. Shattered units take 2 or 3 turns to
reform, including the one on which they are shattered, and
reform at the end of the turn on which they complete
reforming. While shattered, they do not report intelligence
in any way.
13.4. 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-side or actively allied city (or be destroyed it if
has none) and will require an additional turn to reform.
13.5. When the unit is ready to reform, it
reappears as an active unit on the map if it is within 5
squares of a friendly CQ or 3 squares of a friendly city. If
not, then it attempts to reform on the following turn. If it
cannot reform for three turns, it is destroyed.
ROTD rules written and maintained by Stephen Schmidt.
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