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14 Posts

SPQR (Deluxe Edition)» Forums » Rules

Subject: Check my Reaction Facing Change rss

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TraceyLL
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Sheesh, first move of my first scenario of SPQR and I have to stop and ask a questioncry This is going to be a loooooong game. But I'm cool with that

So, Drusus has ordered his cavaly on board south of the river. The first Cavalry unit charges up to that first Crete SK Archer unit. The Crete SK is allowed to effect a Reaction Facing Change one vertex and use Reaction Fire (which a 7 is rolled, a miss). That much is clear. Now, a dice is rolled again, a 9 comes up. The MA of the Cavalry unit is 8 vs the MA of 6 for the Crete SK = a difference of 2, which is added to the 9 rolled, which now becomes an 11. With the Crete SK's TQ of 4, that means it takes 7 Cohesion Hits, correct?
 
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Merric Blackman
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Not quite right - Entry Reaction Fire occurs *after* the facing change. (7.16, errata - see the Living Rulebook)

And yes, the SK takes 7 Cohesion Hits, routs and is eliminated (as they can't rout - 9.21)

Cheers,
Merric
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TraceyLL
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TankBoy wrote:

The first Cavalry unit charges up to that first Crete SK Archer unit. The Crete SK is allowed to effect a Reaction Facing Change one vertex and use Reaction Fire....
Yup, thats the order I did it in. The "Reaction" before each was confusing. I did not however remove the SK, which I forgot cannot rout and so is eliminated emmediately. So the SK is removed and the RC moves into the hex and may change their facing by one vertex. Thanks.

Best Regards,
Tankboy
 
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Merric Blackman
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TankBoy wrote:
So the SK is removed and the RC moves into the hex and may change their facing by one vertex. Thanks.


We haven't actually got to Shock combat yet, so the RC just stops where it was. (There might be a ruling that allows it to keep moving, but if so I can't find it).

Cheers,
Merric
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TraceyLL
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Excellent! An answer to a question I didn't even know to ask. Thanks for the heads-up.

Best Regards,
Tankboy
 
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loris Pagnotta
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One clarification.
Is the Drusus activation phase and if the RC has any remaining MP, continues the movement, otherwise stops where it is.
The Advancing in the hex previously occupied by Cretan archers is part of combat procedure, but no combat had take place here.
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TraceyLL
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Uh Oh! I'm at work right now and can't check but I think that first cavalry only had to move 6 hex's to reach the SK. So your saying that Cavalry Unit can move two more hex's now that the SK is eliminated? Which rules reference is that so I can refresh my strained brain?
 
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loris Pagnotta
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Don't worry, the start has been more or less the same for everyone.
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TraceyLL
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After reviewing the relevent rules, it looks like I totally screwed up this 1st movement phase. Rule 7.21 states that Skirmishers & Velites exert ZOC to their front AND flanks. So my 1st mistake was to have the SK's do a rule 7.16 Reaction Facing Change. They did'nt have to since the RC was positioned on their flank. Which, incidently, was another mistake. Had the RC attacked from the rear, that would have effected a Reaction Facing Change of the SK then. If that had happened, and with the same rolls that I made earlier, the SK would have been ineligible to conduct Entry Reaction Fire, since it had already sustained 7 Cohesion Hits with the result of the facing change, and since Skirmishers cannot rout, they were eliminated before any reaction fire could be done. I only make note of this for anyone else getting stumped;-}

Loris - I'm not finding anything that allows for the RC to continue with any remaining MP's once the SK's were eliminated. Are you perhaps referencing another games ruleset?
 
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loris Pagnotta
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Hi TankBoy
No, is simply the rule of movement. When you start to move one unit, you may move them until is movement capacity is exausted.
Formally the roman cavalry have no combat with the Cretan archers (the archers will self eliminate in attempt to change facing not during the combat segment) therefore may continue to movement.
Loris
 
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TraceyLL
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I'm still a little confused here then. Once the RC entered the SK's ZOC (which they have to their front and flank) they had to stop movement as dictated by the rules of entering an enemies ZOC. Even though the SK's self-destructed during the Reaction Facing Change, the RC's forward progress was halted due to the condition of ZOC being met before the SK's were eliminated. I'm not finding anything in the rules that say they (the RC) can now continue with their remaining MP's, which would be 2 remaining. They are effectively stopped and cannot move further until a new order is given. Yes?

Best Regards,
Tracey
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Igor Zacharjasz
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TankBoy has a point.
7.23 is pretty clear - unit must cease movement if enters enemy ZOC.
SK with no "Missile No" marker have ZOC into front and flank hexes.

In this case I don't think that RC can continue their move even if SK rout.
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TraceyLL
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Igorekz wrote:
TankBoy has a point.
7.23 is pretty clear - unit must cease movement if enters enemy ZOC.
SK with no "Missile No" marker have ZOC into front and flank hexes.

In this case I don't think that RC can continue their move even if SK rout.


Precisely. And since SK's do not rout but are eliminated instead, the Condition was met (entering the SK's zone of control) as soon as the RC entered the hex. Their Movement is done. This is how I deciphered it at least.

On a side note, I decided not to continue further with the scenario (not that I got far into it anyway;-( )until I have reread the rules from cover to cover again. Don't know if I can get thru them this weekend with the Super Bowl tomorrow, but hope to restart the Heraclea Scenario by the middle of the week.
 
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loris Pagnotta
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From rule point of view, I think you're right. But it looks more like a hole in ruleBook, rather than the intent of the designer.
In this way any unit (apart for the SK) can rout without risking the pursuit, because there's no hand to hand combat. I think an unfair advantage.
 
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  • Last edited Sun Feb 5, 2012 10:21 pm (Total Number of Edits: 1)
  • Posted Sun Feb 5, 2012 9:42 pm
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