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Errata
Effect of protection (page 22): Heavy Armour cannot change a losing paired dice roll into a winning one. So if the
opposing dice is one higher, it cannot be reduced by two.
Supporting unit in combat (page 21): Where it refers to the defending unit, it would be better worded as enemy
unit. Both sides in the combat get extra combat dice for extra units in contact, not just the activated unit.
Table Size (page36): Should read 15 20 base widths, or 30 40 DU.
Shooting
Q How does moving and shooting work ?
A Skirmishers can either move then shoot or shoot then move. Non-skirmishers can only move then shoot. You can
only do this with an action dice that exceeds the units discipline.
Combat
Q Can a unit get impetus in combat if it has previously fought this turn ?
A No. If it has already fought this turn it would have an action dice beside it showing a 1. This is to indicate that it
cannot be activated again this turn and does not get impetus in any subsequent combat.
Q If a supporting unit contributes a dice to a combat can it then be activated later in the turn ?
A Yes. Contributing a dice for support does not count as activating the unit.
Q How does a unit in corner-to-corner contact (often known as an overlap in some rules) contribute to combat ?
A There is no corner-to-corner contact in these rules. Units do not line up when they charge (and if they are lined
up they must be shifted so that they arent lined up).
Q Do units lose combat effectiveness when they suffer hits ?
A Generally no. They still have the same base number of combat dice. However some units (cavalry, large units,
spears, pikes) suffer negative consequences when they are not fresh.
Q My unit carries out an advance but does not contact an enemy unit. Later in the same phase it is charged by an
enemy unit. Does it get impetus ?
A Yes, unless it is a foot unit that was then charged by a mounted unit. This is why you dont turn the action dice to
show a 1 until the end of the phase (in practice though, if the unit does anything except an advance or defer, you
can turn the action dice to a 1 immediately, as it would not then be able to get impetus).
Q My light foot charge an enemy unit of medium foot in the flank. The medium foot are already fighting one of my
units to their front. How many dice does each side get ?
A The light foot get four dice (strength 2, +1 for flank contact, +1 for extra unit in contact). They do not get
impetus, so even if they had bonuses from action dice they could not get extra combat dice. The medium foot get 3
dice (strength 3).
Q Can a unit suffer damage when it charges an enemy unit in the flank or rear ?
A Yes. Combat is resolved normally.
Q Can a unit get impetus when it has an enemy in contact with its flank or rear ?
A Yes, if resolving combat against a unit to its front it may get impetus against them, even if it has a unit in contact
with its flank. However, if the opponent activated the flanking unit first, it would not get impetus against either.
Q When can light foot get impetus ?
A Light foot armed with any missiles except javelins never get impetus. Light foot armed with javelins may get
impetus against other light foot.
Q Can a unit carry out multiple pursuits and combats ?
A Yes, there is no limit to the number of pursuits and subsequent combats a unit may carry out. Remember that
neither unit gets impetus in a combat as a result of pursuit.
Q Unmatched dice are deemed to face a dice roll of 2. Are any such 2s reordered or do they go at the end of the
line of ordered dice ?
A They go at the end, facing the lowest of the opposing top four dice. See the example on page 24.
Rallying
Q Can a unit rally more than one hit in a turn ?
A Yes, it can rally one hit when activated (if not in combat) and one in the End Phase at the end of the turn.
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