GBoH Q&A Some of the recent Q&A from the Consimworld GBoH forum… Answers given by the series developer, Alan Ray Contents Advance after Combat ........................................................................................................................ 2 Attacking two enemy units or one enemy unit after the pre-shock TQ check ................................... 2 SPQR: Cavalry Pursuit.......................................................................................................................... 2 Collapse Sequence .............................................................................................................................. 3 SPQR: Facing change and cohesion hits.............................................................................................. 3 H&R and Cavalry Pursuit ..................................................................................................................... 3 Orderly Withdrawal for combat units vs. leaders............................................................................... 3 Orderly Withdrawal: definition of front, flank and rear hexes ........................................................... 4 Orderly Withdrawal: direction ............................................................................................................ 4 SPQR: Routing and Rallying stacked units .......................................................................................... 4 SPQR: Rout Path Query ....................................................................................................................... 5 Roman leaders’ ability to direct shock combat .................................................................................. 6 Triarii – getting them in into action... ................................................................................................. 6 1|Page Advance after Combat 8.4 Advance After Combat 8.41 Attacking units must advance into any hex vacated by enemy Q: This seems to indicate to me, that if two one-hex units attack a two-hex unit that is routed in the Shock Combat Phase, both onehex units that now have a hex vacated by the retreating two-hex unit in front of them advance. However, later the rules say: 8.44 If there was more than one attacking unit, the unit that had Superiority (if any) must advance. If no such unit, the one with the highest TQ must advance. This discusses the attacking units in the singular as in, only one unit advances. So, simply put, in the above situation can both units advance, or only one? A: No. Both combats were designated as separate attacks, so (SPQR) 8.32 bullet #5 applies -. "a defending unit may be shocked attacked only once per Shock Combat segment (Exception: Cavalry Pursuit 10.41)". The remaining friendly unit continues with its designated attack. See 8.32. SPQR: Cavalry Pursuit Q: The last paragraph of 10.42... If all the enemy units are eliminated , either in the original or subsequent shock combat , the victorious cavalry unit moves 1/2 of its MA in the direction the enemy unit was headed... If a pursuing cavalry runs into the ZOC of a new enemy unit: 1: Can the enemy unit reaction fire? 2: Does the pursuing Cavalry have to stop in it's ZOC if it still has MP's available? A: Both must advance per 8.41. 8.44 covers the case where there are two attackers and only one vacated hex. Attacking two enemy units or one enemy unit after the pre-shock TQ check Q: Two adjacent friendly units are attacking two adjacent enemy units through their frontal hexes. After pre-shock check, one of the friendly attacking units routs. The surviving friendly unit is now in the ZOC of both enemy units. The friendly unit is not now required to attack both enemy units in this phase, correct? 3: If #2 is true does it Shock Attack that unit? A: 10.42 Replace last paragraph with: “If a cavalry unit eliminates an already Routed unit, either in the original or subsequent Shock combat, the victorious cavalry is moved onehalf (rounding up) its printed MA (or into an enemy ZOC, whichever comes first) in the direction it was heading at the time (if in doubt head for the enemy Retreat Edge) by the most direct route. It must immediately Shock attack any unit encountered (as part of the pursuit). The defending unit may use Entry Reaction fire (8.22) if eligible. If there is no 2|Page attack, the player may reface the pursuing unit at no cost.” changing the target of pursuit ? Thanks for clarifying this P.S. can the LC use OW? Collapse Sequence A: No. The HC performs its pursuit and the FR unit performs it duties at the end of the pursuit. All other units stay where they are. See 6.75 and note 6.73 #3. Q: In a 1 unit vs 1 unit shock, if the attacker ends up with TQ-1 hits and the defender routs away is the attacker still required to resolve step 2 and check TQ if in the ZOC of an enemy that wasn't involved in his shock resolution? I resolved it as yes but it created some sequencing confusion on my part with ZOC's overlapping and changing as I moved thru the resolution. A: Yes. As for sequencing, use the order in which the shocks were resolved using the approached suggested in the 8.3 procedure. For 8.37 you do step 1 for all units (Rout), then step 2 for all units (Check), and then step 3 for all units (Advance). SPQR: Facing change and cohesion hits Q: Although it costs a movement point to change facing, I'm not clear whether a change of facing counts as extra movement and thus causes a cohesion hit. Here's the specific case in question: a combat unit has moved in a previous activation phase. In another activation phase in the same turn, a leader orders the unit to change its facing in clear terrain. As the unit has already moved this turn, does the facing change lead to a cohesion hit? Orderly Withdrawal for combat units vs. leaders Q: Question regarding Orderly Withdrawal for combat units vs. leaders in the GBoH series, i.e. why can a combat unit withdraw when it sees in enemy approaching from two hexes away, but a leader does not get to withdraw until the enemy is adjacent, resulting (in Devil’s Horsemen, Cataphract, and Chariots of Fire, anyway) often in the leader getting captured/eliminated? What's the rationale for the two types of units being treated differently? A: The two hex unit OW trigger mechanic sidesteps all sorts of issues with ZOCs that are not relevant to leaders who have no ZOC. Having a leader alone in a hex is risky business, especially in the fast moving cavalry battles. Keep in mind that a leader stacked with a combat unit that uses Orderly Withdrawal may withdraw with the unit, so it best to keep your leader's stacked. Given that a leader's MA is 9, and there is a host of MA 9 LC in Cat and DH, even the standard two hex OW wouldn't be much help if he is caught alone in hex .... Q: Yes H&R and Cavalry Pursuit Q: Just started The Indus battle, a line of Mongol LC moves and conducts H&R. If an enemy HC unit reacts what happens to the LC line? Can they use feigned retreat and if yes does the HC checks for reaction again 3|Page Orderly Withdrawal: definition of front, flank and rear hexes Q: We're still having a debate about the OW thing. The LC is the target, the HC is the moving unit. We've marked the front hexes of the LC with "pre-arranged withdrawal" markers, the flank hexes with "fired no-move", and the rear with "leader bypassed" markers. Is this correct? A: No - Hexes 2204 and 2207 are front. 2404 and 2407 are rear. Q: If the HC moves into 2207, is it approaching the flank or the front of the LC? A: Front. Hexes 2204 and 2207 are front. 2404 and 2407 are rear. Start with the target unit. The two hexes in its ZOC and all the hexes in that row are to that the units front, as are all the hexrows further in that direction. Any other direction is flank/rear. Since OW is triggered at a distance of two hexes, the relevent hexes are the two ZOC hexes and the hexes on either side in the same hexrow, and then the three hexes in the next hexrow away from that unit. Similar logic for the rear. The flank is in between the two. Could you make the corrections and then repost the picture? I think the principle will perhaps then be obvious .... Corrected image: Orderly Withdrawal: direction Q: I just have got back from playing Hydaspes... and after bloody business all that remains is to ask about possible directions for performing OW. Is it only possible to Withdraw to the rear hexes (Play Note at the end of 6.72 - GBoAlex 4th edition - suggests this to my friend)? Maybe only toward your Retreat Edge? What are in fact the legal possibilities - going forward/flank/rear? A: The only direction requirement is that the OW should be away from the unit that triggred the OW. The absolute direction does not matter. "Away" means to hex hex further from the advancing unit if possible or one that is no closer to the advancing unit. SPQR: Routing and Rallying stacked units Q: A 2 unit stack of LG are routed when the top unit hit its TQ limit. Does it take 2 Individual Orders to Rally this stack or 1? I paid the 2 as the Leader had an extra IO to use anyway but I can see this being an important savings later on once a side gets closer to the withdrawal limit. 4|Page A: An Order allows you to rally one unit -- see 5.22 #4 Q: Now as I you look at the stacking chart I think the bottom unit should've continued on 1 additional hex as it was a Same Color LG. Correct? A: The stacking chart applies. Yes. Q: And given the above the top unit would take a TQ check using it's rout TQ of 1? A: Actually, it takes 1 hit per the chart and is eliminated. No need to roll. From the errata: 10.27 Replace last bullet with: “Routed units that incur any additional cohesion hits are immediately eliminated and removed from play.” SPQR: Rout Path Query Q: A question about a legitimate Rout Path has arisen in an ongoing game of Heraclea. The relevent rule is 10.22, which says in the first two sentences (as amended by the November 2011 errata): "A unit which is routed is immediately faced toward and then moved two hexes toward its side's Retreat Edge (as defined in the special rules for each battle). No Movement Points are expended but the unit must take the most direct path towards its Retreat Edge that is not blocked by enemy units, enemy ZOC (unless occupied by a friendly unit), or impassable terrain, even if this means moving into and/or through friendly units." The position of the unit which is about to start its initial Rout move (Epirote Heavy Cavalry) is shown in the image below. One interpretation of the Rout Path is derived from = 1. the opening sentence to move the unit: "two hexes towards its side's Retreat Edge" + 2. the second sentence: "must take the most direct path towards its Retreat Edge" + 3. also second sentence: "even if this means moving into and/or through friendly units." On this interpretation, the Rout Path is restricted by the combined effect of the words "the most direct path" and "even if this means moving into and/or through friendly units". And so after the initial 2 hex rout, the routing Heavy Cavalry should be located in Hex A. However, a looser interpretation, especially of the words "most direct path", would allow the routing Heavy Cavalry to end its initial rout in Hex B. Alan, which is the correct interpretation? And thanks again for your help. A: What is the "direct path" that got you to "B"? The most direct path to the retreat edge is through one or the other of the hexes occupied by the PH unit. The next hex would be 2637, 2636 - "A", or 2635. Hex 2437 is no closer to the retreat edge, so how is that a direct path given the Retreat Edge is on the bottom? To get to "B", you would have to 5|Page change facing, so how could that be a more direct path? Q: Is the first priority to move in the most direct path towards the retreat edge [which should usually give 60° to shift one way or another] and the second priority to avoid enemy units? Or is the first priority to avoid enemy units and the second priority to move [in the most direct path - or not] towards the retreat edge? Suppose, hypothetically, that two armies have cut each other off. So each army's retreat edge is past the other army. Do they retreat away from each other [and away from their retreat edges] or towards their retreat edges [and often towards gaps in each other's lines]? A: Given the rules as written, it’s the retreat edge and if the routing unit doesn't have a path clear of enemy units it's eliminated. However, buried in the design notes there is an "escape" clause for veering away from enemy units/impassable terrain. I will be addressing this "conflict" in the Alex rules and then update the errata for SPQR and other titles. The exact wording is still in process. Roman leaders’ ability to direct shock combat Q: Which units can Roman leaders cause to shock, when within command range but not ordered? The gist of the answers on BGG seemed to be that the same restrictions as for individual orders apply, which seemed reasonable to me. Nevertheless, I've been playing a battle involving Samnites (Sentinum), which have a similar army composition, but better leaders and apparently no command restrictions, which seems to put the Romans at some disadvantage. A: The restrictions for orders apply. Q: When a leader gives a line command, can units outside the leader's command radius, that are part of the line but have otherwise done nothing choose to shock enemy units in their ZOC? A strict reading of the rules seems to indicate they can't (haven't moved, are outside command radius), but I've since realized that if they fire missiles then per 7.25C they're allowed to, which seems to be slightly odd. How do people usually play this? A: No. The rules mean what they say. Note that the Shock markers are placed during movement as the unit moves adjacent to the enemy unit whether via orders or Line command. Units that don't move or fire can only Shock if in command range of the active leader provided that the leader can command them.” Triarii – getting them in into action... Q: Am currently engaged in a game where the Triarii are more than six hexes from the nearest Roman unit, thus invoking SPQR rule 9.71, second bullet. As the Roman force is way off from losing half of its Rout Points and so invoking rule 9.72 and unless the first bullet of 9.71 is invoked, I assume that when the Triarii have moved within six hexes of any Roman unit they must come to a halt and may not move again until one or more of the conditions specified in rules 9.71 and/or 9.72 apply. Am I correct? A: Once either 9.71 bullet 1 or 2 is met, the Triarii are no longer under any movement restrictions. They cannot, however, move and Shock unless the condition in 9.72 is met -which means that a Triarri cannot move adjacent to an enemy unit until the condition in 9.72 is met. 6|Page