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American-Mexican War OnLine
Gathered In Their Masses
AMWOL Variant
Rule Book
Last modified April 25,
2024
This document provides the rules of Gathered In Their
Masses (GITM), the land combat module of the
American-Mexican War OnLine (AMWOL). 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 are 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 North America, 140 columns wide
by 110 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
N9. Each row is also referred to by letter and
number; the northmost row is P0, the next is P1,
and the southmost is Z9. A given square is
referred to by its column and row, separated by a
dash. Thus, J2-Y4 is Mexico City.
1.2. Each strategic square has
a particular terrain. There are eleven possible
types of terrain; open, water, hill, forest,
forested hill, mountain, high mountain, desert,
high desert, marsh, and swamp. Some strategic
squares also contain cities. Squares with water,
high mountain, desert, and swamp terrain are
impassible. High desert is passable but
units that run out of supply in those squares are
destroyed.
1.3. Each strategic square
belongs to one of the two AMWOL nations: the
United States and Mexico. 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-side and
actively allied units will be accurate. A strategic square
cannot contain more than 200 active units and two inactive
units (in cities the limit is three inactive units).
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 units, 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, units 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 units
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3.
Units
3.1. Units come in ten types; infantry,
light infantry, light cavalry, dragoons, lancers, medium
artillery, light artillery, horse artillery, siege
artillery, and militia. Each unit has a nationality (US or
MX) and a number within that nationality, and its unit ID is
composed of its nationality, number, and type. Thus, MX3LI
is the Mexican 3rd Light Infantry. There are also two types
of headquarters units, army headquarters and corps
headquarters. Each unit is composed a number of men and a
number of attached artillery batteries (possibly zero).
3.2. Each unit is rated for
quality, experience, morale, fatigue, and
initiative. Quality represents the innate abilities
of the officers and men of the unit. 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 unit 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 unit is located in a
particular strategic square and a particular
tactical square within that strategic square.
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MX1IN
Commander: Antonio Lopez de
Santa Anna
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Deputy: Mariano Paredes
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Location: G8-V5 strategic, 0-2
tactical |
Strength: 1000 |
Batteries: 0 |
Quality: Fair |
Experience: 8 |
Morale: 6 |
Fatigue: 0 |
Initiative: 4 |
Supplies: 0 |
Ammunition: 1 |
Supply: MX1CQ |
Communications: MX1CQ |
Sample unit status report
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3.4. Each unit has a commander and a
deputy commander, both of whom receive reports from the unit
and can send orders for it. Commanders and deputy commanders
are assigned by the Minister of War of the unit'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 units.
3.5. A state can merge one 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
(1500 for infantry, 1000 for cavalry, 300 for artillery,
1000 for militia, no more than 1 battery or 3 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
US1IN is merged into US2IN, then the combined unit will be
US2IN, its commander and location will be those of US2IN,
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 can detect same-side and actively allied units
up to 3 squares away, except army headquarters units which
can detect same-side and actively allied units up to 5
squares away. Units can detect all other units up to 1
square away, except light cavalry units which can detect
other units up to 2 squares away if their strength is 250 or
greater. Inactive units do not detect other units at all.
Position reports will display all squares within 5 squares
of an active unit. Number of enemy and allied units will be
reported only approximately. Unit stacks reported as
"regiments" normally have 2-3 units, "brigade" have
3-5, "brigades" have 6-8, and "division" has more than 8. If
more than one division is reported, the number of units is
approximately 12 times the number of divisions 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 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. When
units move tactically, their movement is reported to all
same-side 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. If a
unit moves strategically, its departure is reported to all
same-side 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-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. GITM is played in turns. One campaign
consists of 15 campaign turns, unless the game ends earlier.
5.2. 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 units 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.
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 unit, 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 unit 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). 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-side or
actively allied unit in combat within 2 tactical squares of
its start-of-turn position, and will draw one unit of
supply.
6.10. 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
7.1. Units can move one square on the
strategic map in each phase of strategic movement. Infantry
units, medium and 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 nation.
Mexican militia may move anywhere in Mexico. 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. 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/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.
7.7. Units move in random order in each
strategic phase, and the order is different in each phase of
the turn.
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. It
also cannot make a strategic move out of a marsh
strategic square unless it is at the proper edge or
corner of the tactical map to do so. 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-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 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. Similarly, a unit can March
to Allies or March to Enemies, in which case it will find
the adjacent strategic square with the most allied or enemy
units, respectively, and move there, unless there are more
allies/enemies in its current strategic square, in which
case it will not move. If a unit specifies more than one of
these options, then March to Battle takes priority, followed
by March to Allies, and then March to Enemy.
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 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.
7.16. Movement into the squares of
Guatemala 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, US1TR) or an
off-map port name (for example, Baltimore) as their first
strategic move. See PATE
rules section 9 for details. [More
Details]
7.18. During the pre-game deployment
turn, 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 communications for a moving
unit.) 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, 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 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, is forbidden.
Squares in any nation with more than one state belong to the
state that controls the nearest city. [More Details]. Militia units
cannot move on deployment turns. The only limit on the
stacking of active units is the limit of 200 total units per
strategic square. Units may violate the 12 units per
tactical square rule during movement but will be randomly
restacked at the end of the deployment turn to enforce the
12-unit limit.
7.19. In addition to the limits of rule
7.18, on pre-game deployment turns, the US may not move
units into or out of Yerba Buena or Fort Dodge, and Mexico
may not deploy units north of the Rio Grande or into cities
in row S0 or higher.
8.
Tactical Movement
8.1. Units can move on the tactical map in
each phase of tactical movement. Light and medium cavalry
and horse 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 unit makes a strategic movement to a
different strategic square in which case remaining tactical
movement is cancelled, 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 (250 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 US1AQ 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. Units making engage
moves will not use waypoints. 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-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 LC/MC/HA units. Waypoints are not used in support moves.
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, 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.
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.)
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 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 unit has a battery attached, then 100 of its men
count as artillerists. For example, an infantry unit with
1500 men and no battery takes up 1500 spaces, but one with
1500 men and 1 battery takes up 2200 spaces (1400 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 6,000
men, but if they came from the north and northeast, only
4500, and if they came from north, northeast, and east,
again 6,000. 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. 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
unit, nor if it contains 4 or more batteries per 1000
attacking cavalrymen. Lancer cavalry are more effective when
attacking squares, other cavalry types less effective. 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.
9.6. 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 from US1AQ, 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]
9.7. 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 units)
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%.
9.8. 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 side's
flanks are anchored or exposed. [More
Details] A side has one flank anchored if there is an
adjacent square containing same-side 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-side or actively allied troops or impassible terrain
and the front line is at least 75% full (ie, 2250 infantry,
750 cavalry, 280 artillerists, or a proportional number of
mixed troops if the line is 3000 men long.) In battles where
at least one unit is in a fort, neither side's flanks can be
turned. 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 ]
9.9. 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 have formed
square per rule 9.5. 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-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 shatter. [
More Details ]
9.10. 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.
9.11. 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.
9.12. 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.)
9.13. 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.
9.14. 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 same tactical phase. They may move
in earlier or later tactical phases. Bombardment takes place
after movement and before other combat. Units that bombard
may not fire into tactical squares containing same-side,
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. Medium artillery (including
artillery of infantry units) cannot damage forts above level
2; light and horse artillery (including artillery of cavalry
units) 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-side-controlled or
active-ally-controlled city. Other units 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.
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-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. [More
Details] Units have a line of contact with a
city if they would be in contact with a friendly 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-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.
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-side 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-side or actively allied corps
headquarters if it has a line of contact to the headquarters
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-side 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 units in the
same strategic square, and there are no more than 3 total
units 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 warships raiding
commerce than there are friendly warships 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, the distance limit of
10 squares or adjacent sea areas and the quantity limit of
60 units do not apply. On peace and truce 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 9.13. Units in high desert
strategic terrain cannot requisition supplies; if they are
unable to consume a supply during a turn they are destroyed.
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
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 (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.
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.
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, 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
friendly-controlled city (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-side 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-side 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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